- Joined
- Sep 19, 2020
- Messages
- 190
this trigger work for player 1 only, way? and how to fixed?
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Revive Start
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Events
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Unit - A unit Dies
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Conditions
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((Unit-type of (Dying unit)) is A Hero) Equal to True
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Actions
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Player Group - Pick every player in (All players) 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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(Owner of (Triggering unit)) Equal to (Picked player)
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Then - Actions
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Set PlayerRivive[((Player number of (Owner of (Triggering unit))) - 1)] = (30 + ((((Hero level of (Killing unit)) / 2) + ((Hero level of (Dying unit)) / 2)) + ((Die[1] + Die[2]) + (Die[3] + Die[4]))))
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Set ReviveHero[((Player number of (Owner of (Triggering unit))) - 1)] = (Triggering unit)
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Floating Text - Create floating text that reads (String(PlayerRivive[((Player number of (Owner of (Triggering unit))) - 1)])) at ((Position of CircelofPower[((Player number of (Owner of (Triggering unit))) - 1)]) offset by (-25.00, -25.00)) with Z offset 0.00, using font size 25.00, color (100.00%, 0.00%, 0.00%), and 25.00% transparency
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Set ReviveText[((Player number of (Owner of (Triggering unit))) - 1)] = (Last created floating text)
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Floating Text - Change ReviveText[((Player number of (Owner of (Triggering unit))) - 1)]: Disable permanence
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Floating Text - Change the lifespan of ReviveText[((Player number of (Owner of (Triggering unit))) - 1)] to ((Real(PlayerRivive[((Player number of (Owner of (Triggering unit))) - 1)])) + 1.00) seconds
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Countdown Timer - Start ReviveTimer[((Player number of (Owner of (Triggering unit))) - 1)] as a One-shot timer that will expire in (Real(PlayerRivive[((Player number of (Owner of (Triggering unit))) - 1)])) seconds
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Else - Actions
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Do nothing
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