[Trigger] Tree respawn

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  • InitializeTreeRevival
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Time_To_Revive_Tree = 60.00
      • Destructible - Pick every destructible in (Playable map area) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Barrens Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Barrens Canopy Tree
                  • (Destructible-type of (Picked destructible)) Equal to Black Citadel Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Cityscape Fall Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Cityscape Snowy Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Cityscape Summer Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Cityscape Winter Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Cityscape Ruined Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Dalaran Ruins Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Dungeon Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Felwood Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Felwood Canopy Tree
                  • (Destructible-type of (Picked destructible)) Equal to Icecrown Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Icecrown Canopy Tree
                  • (Destructible-type of (Picked destructible)) Equal to Northrend Canopy Tree
                  • (Destructible-type of (Picked destructible)) Equal to Fall Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Snowy Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Winter Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Northrend Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Outland Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Ruins Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Ruins Canopy Tree
                  • (Destructible-type of (Picked destructible)) Equal to Underground Tree Wall
                  • (Destructible-type of (Picked destructible)) Equal to Village Tree Wall
            • Then - Actions
              • Trigger - Add to ReviveTrees <gen> the event (Destructible - (Picked destructible) dies)
            • Else - Actions

  • ReviveTrees
    • Events
    • Conditions
    • Actions
      • Wait Time_To_Revive_Tree seconds
      • Destructible - Resurrect (Dying destructible) with 1000000000.00 life and Show birth animation

This is NOT my trigger and it works perfectly (belong to "Diehard@Azeroth")

Time_To_Revive_Tree = Real variable.
 
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