- Joined
- Dec 19, 2007
- Messages
- 1,234
Full Trigger:
Relevant Part:
Question: how to order a hero revive properly?
Thanks for reading and tring to solve it with me!
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RAX
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Events
- Time - Every 5.00 seconds of game time
- Conditions
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Actions
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Unit Group - Pick every unit in AI_RAX and do (Actions)
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Loop - Actions
- Set player = (Owner of (Picked unit))
- Set ug = (Units owned by player matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Attacker)))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (ug is empty) Equal to True
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Then - Actions
- Unit - Order (Picked unit) to train/upgrade to a Attacker
- Else - Actions
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If - Conditions
- Custom script: call DestroyGroup(udg_ug)
- Set ug = (Units owned by player matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Summoner)))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (ug is empty) Equal to True
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Then - Actions
- Unit - Order (Picked unit) to train/upgrade to a Summoner
- Else - Actions
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If - Conditions
- Custom script: call DestroyGroup(udg_ug)
- Set ug = (Units owned by player matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Splasher)))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (ug is empty) Equal to True
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Then - Actions
- Unit - Order (Picked unit) to train/upgrade to a Splasher
- Else - Actions
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If - Conditions
- Custom script: call DestroyGroup(udg_ug)
- Set ug = (Units owned by player matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Healer)))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (ug is empty) Equal to True
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Then - Actions
- Unit - Order (Picked unit) to train/upgrade to a Healer
- Else - Actions
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If - Conditions
- Custom script: call DestroyGroup(udg_ug)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (player Food used) Less than 10
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Then - Actions
- Set int = (Random integer number between 1 and 4)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- int Equal to 1
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Then - Actions
- Set unit_type = Footman
- Else - Actions
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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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If - Conditions
- int Equal to 2
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Then - Actions
- Set unit_type = Sorceress
- Else - Actions
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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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If - Conditions
- int Equal to 3
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Then - Actions
- Set unit_type = Rifleman
- Else - Actions
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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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If - Conditions
- int Equal to 4
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Then - Actions
- Set unit_type = Grunt
- Else - Actions
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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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If - Conditions
- (player Current gold) Greater than or equal to 150
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (player Current lumber) Greater than or equal to 300
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Then - Actions
- Set unit_type = Spell Breaker
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Else - Actions
- Set unit_type = Knight
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
- Unit - Order (Picked unit) to train/upgrade to a unit_type
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Else - 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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And - All (Conditions) are true
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Conditions
- (player Current lumber) Greater than or equal to 50
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Or - Any (Conditions) are true
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Conditions
- (Current research level of Iron Forged Swords for player) Less than or equal to 3
- (Current research level of Iron Plating for player) Less than or equal to 3
- (Current research level of Animal War Training for player) Less than or equal to 3
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Conditions
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Conditions
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And - All (Conditions) are true
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Current research level of Animal War Training for player) Less than or equal to 3
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Then - Actions
- Unit - Order (Picked unit) to research Animal War Training
- Else - Actions
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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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If - Conditions
- (Current research level of Iron Plating for player) Less than or equal to 3
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Then - Actions
- Unit - Order (Picked unit) to research Iron Plating
- Else - Actions
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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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If - Conditions
- (Current research level of Iron Forged Swords for player) Less than or equal to 3
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Then - Actions
- Unit - Order (Picked unit) to research Iron Forged Swords
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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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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If - Conditions
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Loop - Actions
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Unit Group - Pick every unit in AI_RAX and do (Actions)
-
Events
Relevant Part:
- Set ug = (Units owned by player matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Attacker)))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (ug is empty) Equal to True
-
Then - Actions
- Unit - Order (Picked unit) to train/upgrade to a Attacker
- Else - Actions
-
If - Conditions
- Custom script: call DestroyGroup(udg_ug)
Question: how to order a hero revive properly?
Thanks for reading and tring to solve it with me!