- Joined
- May 11, 2012
- Messages
- 2,103
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Hero Selection Select
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Events
- Player - Player 1 (Red) Selects a unit
- Player - Player 2 (Blue) Selects a unit
- Player - Player 3 (Teal) Selects a unit
- Player - Player 4 (Purple) Selects a unit
- Player - Player 5 (Yellow) Selects a unit
- Player - Player 6 (Orange) Selects a unit
- Player - Player 7 (Green) Selects a unit
- Player - Player 8 (Pink) Selects a unit
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Conditions
- HeroSelection_PlayerChosen[(Player number of (Triggering player))] Equal to False
- ((Triggering unit) is in HeroSelection_AvailableHeroes) Equal to True
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Triggering unit) Equal to HS_PlayerCurrentSelection[(Player number of (Triggering player))]
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Then - Actions
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For each (Integer B) from 1 to HeroCount, 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
- (Triggering unit) Equal to HeroSelection_HeroUnit[(Integer B)]
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Then - Actions
- Set ReturnFromMission = (Center of Return from Mission <gen>)
- Unit - Change ownership of (Triggering unit) to (Triggering player) and Change color
- Unit - Move (Triggering unit) instantly to ReturnFromMission
- Unit - Unpause (Triggering unit)
- Set CameraHero[(Integer B)] = (Triggering unit)
- Hero - Create |cFFFFFF00Healing Potion and give it to (Triggering unit)
- Item - Set charges remaining in (Last created item) to 15
- Hero - Create |cFFFFFF00Mana Potion and give it to (Triggering unit)
- Item - Set charges remaining in (Last created item) to 15
- Hero - Create |cFFFFFF00Ankh of Reincarnation and give it to (Triggering unit)
- Unit Group - Remove (Triggering unit) from HeroSelection_AvailableHeroes
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
- Special Effect - Destroy (Last created special effect)
- Set TempPoint = (Center of Return from Mission <gen>)
- Camera - Pan camera for (Triggering player) to TempPoint over 0.00 seconds
- Custom script: call RemoveLocation(udg_ReturnFromMission)
- Floating Text - Destroy HeroSelection_FloatingText[(Integer B)]
- Set HeroSelection_PlayerChosen[(Player number of (Triggering player))] = True
- 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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Loop - Actions
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For each (Integer B) from 1 to HeroCount, do (Actions)
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Else - Actions
- Set HS_PlayerCurrentSelection[(Player number of (Triggering player))] = (Triggering unit)
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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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Events
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Suprise Circle Enter
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Events
- Unit - A unit enters Suprise Circle <gen>
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Conditions
- ((Triggering unit) is A Hero) Equal to True
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Triggering unit) Equal to SupriseCircle_EnteringUnit
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Then - Actions
- Set PlayerGroup = (Player group((Owner of SupriseCircle_EnteringUnit)))
- Game - Display to PlayerGroup the text: |c00FFD700You canno...
- Custom script: call DestroyForce(udg_PlayerGroup)
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Else - Actions
- Set SupriseCircle_EnteringUnit = (Triggering unit)
- Set RandomNumber = (Random integer number between 1 and 18)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- RandomNumber Equal to 1
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Then - Actions
- Set PlayerGroup = (Player group((Owner of (Triggering unit))))
- Player - Add 100000 to (Owner of (Triggering unit)) Current gold
- Game - Display to PlayerGroup the text: |c00FFD700Congratul...
- Custom script: call DestroyForce(udg_PlayerGroup)
- Countdown Timer - Start SupriseCircle_Timer as a One-shot timer that will expire in 180.00 seconds
- Floating Text - Change text of Suprise_Text to (|c0000FFFFCooldown: + (|c0000FFFF + ((String(SC_Minutes)) + (|c0000FFFF + (: + (String(SC_Seconds))))))) using font size 15.00
- Trigger - Turn on Suprise Circle Countdown <gen>
- Trigger - Turn off (This trigger)
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If - Conditions
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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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Events