Is that a channeling ability? If so, you'll need three triggers for that.
The first one is the initialization trigger. It sets a boolean to false, store some handles into variables...etc. Then you turn on your periodic trigger for the channeling spell if it needs one.
The second fires after a...
I have this map that I've been working on. And it runs fine.
However, after I added a new spell and tested it. I noticed that the games slows down after a few uses. Thinking I must be leaking something, I looked at it again. No leaks. So I tested it on a different map and it works perfectly. No...
Yeah, I think they do but if you set death type to Can't Raise, Does not Decay the game automatically removes them so you don't have to worry about leaks.
EDIT: Sorry, I forgot. Units are removed after they decay so don't worry about leaks from them. You can kill as many as you want and...
I thought he wants an aura that reduces enemies' accuracy? If he gives evasion to friendly units then he'd still be reducing their accuracy.
EDIT: By the way, I think you misunderstood what I said.
Why not just add evasion to the units in a periodic trigger? Creating a dummy every time would make the game lag because units leak a little and creating a unit strains Warcraft.
Set the Hero to a variable, pick units around him and add it to a unit group. Then check if the units in the group...
You can base it on immolation to get the mana drain. Configure the levels, mana drained then do this in the trigger. You need three triggers. One when you turn it on and one when you turn it off and one last one to check the number of attacks made.
Stealth Mode On
Events
Unit - A unit Starts...
As far as I know, units leak a little. It's not as much as locations or unit groups but they still leak. There's no harm in nulling them at the end so maybe you should do that.
You could try to compile all your downloaded spells into one map then export the trigger data and object data. Then import them into a blank new map you'll be working on. Then the only work you'll be doing will be deleting spells and objects you think you won't use.
Give him allies along the way? Then make some of those allies turn on him so that the player will have to choose whether they'll level up those characters or not. When he reaches max level, give him an ultimate that allows him to breeze through non-boss units?
So I tried making an item that had the Tauren Chieftain's Reincarnation as an ability. I set it to be the first ability the item has and set the appropriate cooldown group. When I tried it out, the cooldown works fine but when you drop the item and pick it up, the cooldown resets. Is there a way...
I don't think so. Before I found out about this problem, I was using set bj_wantDestroyGroup = true and that caused the spell to damage units more than once. So I tried using variables so I could check if the units were already picked. Doing yielded the same results as the first method unless I...