I'm glad that we discovered this, and you helped me with this trigger!
You can show your appreciation by clicking that little green + button under my portrait and give me reputation. I have 0, so I feel like a bum lol.
Also let's edit the trigger, shall we?
What about.....As soon as the Boss' hp (The Phoenix Egg) dropps to the specific point (7500 in this case), make it invulnerable, and make vulnerable only after the revived boss (Shira) died.
Yeah, i was wondering why you didn't do that to begin with.
I can make that for you pretty easily.
First, start off by making a "unit" array variable. I named it "FlamewynderReviveTarget" in this example, but you can call it whatever you want. It's important that you tick the box named "Array" and that you set the size to at least the amount of bosses you want to revive. Then make an "integer" variable. I called mine "FlamewynderReviveCounter".
Now, all we need is 3 little triggers.
In this example, I am doing 5 bosses, but you can include any amount of bosses you want.
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Flamewynder Revive List
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Events
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Time - Elapsed game time is 0.10 seconds
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Conditions
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Actions
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Set FlamewynderReviveTarget[0] = BOSS1 <gen>
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Set FlamewynderReviveTarget[1] = BOSS2 <gen>
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Set FlamewynderReviveTarget[2] = BOSS3 <gen>
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Set FlamewynderReviveTarget[3] = BOSS4 <gen>
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Set FlamewynderReviveTarget[4] = BOSS5 <gen>
This is the list of heroes we are going to revive. It starts at 0, because arrays start at zero. Don't ask why. Pick the bosses where it says (BOSS).
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Flamewynder Revive
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Events
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Unit - Essence of the Flamewynder 0659 <gen>'s life becomes Less than 9000
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Unit - Essence of the Flamewynder 0659 <gen>'s life becomes Less than 8000
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Unit - Essence of the Flamewynder 0659 <gen>'s life becomes Less than 7000
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Unit - Essence of the Flamewynder 0659 <gen>'s life becomes Less than 6000
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Unit - Essence of the Flamewynder 0659 <gen>'s life becomes Less than 5000
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Conditions
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Actions
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Unit - Make Essence of the Flamewynder 0659 <gen> Invulnerable
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Unit - Change ownership of FlamewynderReviveTarget[FlamewynderReviveCounter] to Player 8 (Pink) and Change color
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Hero - Instantly revive FlamewynderReviveTarget[FlamewynderReviveCounter] at (PICK A LOCATION), Show revival graphics
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Unit - Change ownership of FlamewynderReviveTarget[FlamewynderReviveCounter] to Player 12 (Brown) and Change color
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Hero - Set FlamewynderReviveTarget[FlamewynderReviveCounter] Hero-level to 40, Show level-up graphics
This trigger revives whatever hero is next on the list. The HP events are examples. You should set these so far apart that the player can never do so much damage that they trigger 2 events at the same time, because then things start to get messy. I would design this trigger to account for that, but quite frankly, you should just ensure that this egg can take a few hits in between each boss to really keep the design concept going.
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Flamewynder Revived unit dies
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Events
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Conditions
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(Triggering unit) Equal to FlamewynderReviveTarget[FlamewynderReviveCounter]
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Actions
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Unit - Make Flamewynder 0659 <gen> Vulnerable
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Set FlamewynderReviveCounter = (FlamewynderReviveCounter + 1)
This will make Flamewynder vulnerable whenever the current revive target dies, and increase the counter, which is what causes the next boss in the list to be selected. You can get the (FlamewynderReviveCounter + 1) by picking "Arithmetic".