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Revive Dialog
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
(Owner of (Triggering unit)) Equal to Player 7 (Green)
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Dialog - Change the title of ReviveHeroDialog to Select Reivive
Dialog - Create a dialog button for ReviveHeroDialog labelled Hoi sinh
Set ReviveHeroDialogButton[1] = (Last created dialog Button)
Dialog - Create a dialog button for ReviveHeroDialog labelled Ve thanh
Set ReviveHeroDialogButton[2] = (Last created dialog Button)
Dialog - Show ReviveHeroDialog for (Triggering player)
Revive
Events
Dialog - A dialog button is clicked for ReviveHeroDialog
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to ReviveHeroDialogButton[1]
Then - Actions
Hero - Instantly revive (Dying unit) at (Position of (Dying unit)), Show revival graphics
Else - Actions
Do nothing

thanks anh LeoNguyen112 nhé, anh chỉ em làm abilility combo drak (hôk bík đúng hôk) của con ngọc cuong trong map legend of the dragon với :)
Là sao??2) đốt máu x máu /s ,stack vô số lần và đốt bằng trigger
GUI càng tốt
ai chỉ em làm skill này với
sr vẽ hơi xấu :)
target nằm ở giữa
spell:
-khi cast spell , make casting unit invul , pause casting unit + target
-Unit biến qua lại từ 1 - 2 - 3 - 4 - 5 - 1 trong vòng 5s
-gây damage lên targer , unpause
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to (==) Chain Lightning
Actions
Set Target = (Target unit of ability being cast)
Unit - Pause Target
Unit - Pause (Casting unit)
Unit - Make (Casting unit) Invulnerable
Unit - Create 1 Unit for Player at ((Position of Target) offset by 250.00 towards 0 degrees) facing Default building facing (270.0) degrees
Set Dummy = (Last created unit)
Special Effect - Create a special effect attached to the chest of Dummy using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
Set SE = (Last created special effect)
Do Multiple ActionsFor each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Unit - Move Dummy instantly to ((Position of Target) offset by 600.00 towards (144.00 x (Real((Integer A)))) degrees)
Unit - Cause Dummy to damage Target, dealing 20.00 damage of attack type Spells and damage type Normal
Wait 0.02 seconds
Special Effect - Destroy SE
Unit - Remove Dummy from the game
Unit - Unpause Target
Unit - Unpause (Casting unit)
Unit - Make (Casting unit) Vulnerable
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to (==) Chain Lightning
Actions
Set Target = (Target unit of ability being cast)
Unit - Pause Target
Unit - Pause (Casting unit)
Unit - Make (Casting unit) Invulnerable
Unit - Create 1 Unit for Player at ((Position of Target) offset by 250.00 towards 0 degrees) facing Default building facing (270.0) degrees
Set Dummy = (Last created unit)
Special Effect - Create a special effect attached to the chest of Dummy using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
Set SE = (Last created special effect)
Do Multiple ActionsFor each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Unit - Move Dummy instantly to ((Position of Target) offset by 600.00 towards (144.00 x (Real((Integer A)))) degrees)
Unit - Cause Dummy to damage Target, dealing 20.00 damage of attack type Spells and damage type Normal
Wait 0.02 seconds
Special Effect - Destroy SE
Unit - Remove Dummy from the game
Unit - Unpause Target
Unit - Unpause (Casting unit)
Unit - Make (Casting unit) Vulnerable
Unit - Create 1 [B][COLOR="Red"]Unit[/COLOR][/B] for Player at ((Position of Target) offset by 250.00 towards 0 degrees) facing Default building facing (270.0) degrees
xin dụng cụ giảm dung lượng map
xóa icon đó đi là nó ẩn liền
chọn icon None

(144.00 x (Real((Integer A))
còn cái skill combo drak là lúc đầu , thằng goku nó bay lên với target đá 1 cái rồi bay qua chỗ khác , khoãng năm lần là nó nghĩ , mỗi lần đá nó xài SE LightNova