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GetIndex
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Events
- Time - Elapsed game time is 1.00 seconds
- Conditions
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Actions
- Set Temp_UnitGroup = (Units in (Playable map area))
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Unit Group - Pick every unit in Temp_UnitGroup and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
- (Unit-type of (Picked unit)) Equal to (Boss) Bandit Lord (Female)
- (Unit-type of (Picked unit)) Equal to (Sub-boss) Bandit Lord Assistant
- (Unit-type of (Picked unit)) Equal to (Boss) Kobold Head-Cheif
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Conditions
- (Owner of (Picked unit)) Equal to Neutral Hostile
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Or - Any (Conditions) are true
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Then - Actions
- Set X[(Custom value of (Picked unit))] = (X of (Position of (Picked unit)))
- Set Y[(Custom value of (Picked unit))] = (Y of (Position of (Picked unit)))
- Set Z_Facing[(Custom value of (Picked unit))] = (Facing of (Picked unit))
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Else - Actions
- Unit Group - Remove (Picked unit) from Temp_UnitGroup
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Custom script: call DestroyGroup(udg_Temp_UnitGroup)
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Events
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Respawn
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Events
- Unit - A unit Dies
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Conditions
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Or - Any (Conditions) are true
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Conditions
- (Unit-type of (Dying unit)) Equal to (Boss) Bandit Lord (Female)
- (Unit-type of (Dying unit)) Equal to (Sub-boss) Bandit Lord Assistant
- (Unit-type of (Dying unit)) Equal to (Boss) Kobold Head-Cheif
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Conditions
- (Owner of (Dying unit)) Equal to Neutral Hostile
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Or - Any (Conditions) are true
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Actions
- Set TempUnit = (Dying unit)
- Set CV = (Custom value of TempUnit)
- Wait 20.00 seconds
- Unit - Create 1 (Unit-type of TempUnit) for Neutral Hostile at (Point(X[CV], Y[CV])) facing Z_Facing[CV] degrees
- Unit - Set the custom value of (Last created unit) to CV
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Events
JASS:
call UnitAddItemToSlotById(GetLastCreatedUnit(), 'I01I', 6)
Drops item on floor rather than putting it in slot 6 even though theres nothing in slot 6 or any other slots