Probably, I just don't know how I should do that without an ability like the Blood Mage has (you can specify the amount of orbs, right?), and as I've just experienced, levels don't adjust unless you move, which is not what I want. You might move, but standing still and attacking should also...
Because even then, it feels clunky to keep looking at the ability. Might as well put the stack numbers somewhere else after all. The more I use the character, the more I hate the fact I constantly have to look there to keep track of the stacks.
There is only one ability called Essence of Magic.
Moving around seems to fix the problem, although I would still like it to update whenever he attacks... Maybe I should just use a different system.
Thanks for the help, though!
Since the ability triggers, EOMCOUNT does indeed increase. The tooltip for the ability is the same, but the name is different.
Level 1: Essence of Magic - [|cffffcc001 Charge|r]
Level 2: Essence of Magic - [|cffffcc002 Charges|r]
Level 3: Essence of Magic - [|cffffcc003 Charges|r]
I will try...
Alright, I fixed the problem with the damage not proc'ing, but the ability itself doesn't update. Here's the new trigger:
Essence of Magic build
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacked unit)) Equal to Player 7 (Green)
(Attacking unit)...
Alright, I see I overlooked a few things (which is kinda rare haha), thanks for clearing that up! But here's the deal: The guy is supposed to deal extra damage every 3rd attack. The damage dealt should scale with his Intelligence (Spell Power), which has it's own seperate tab for that specific...
It sure does. 3 levels of Attribute Bonus, as it only serves as a tooltip for the passive, which is completely in the triggers. The rank doesn't increase, and the damage isn't dealt.
Hey there. Got a little problem with a unit, who attacks. He attacks, and then a trigger is supposed to go +1 and level up an ability he has. Now, the problem is that this doesn't seem to happen. The trigger I'm using is as follows:
Essence of Magic build
Events
Unit - A unit Is...
I would pick all the units in the desired area and remove the Armored ability from them.
It would go something like this, although I haven't tried using item spells as positions before, so this won't be 100% accurate.
Armored
Events
Unit - A unit Uses an item
Conditions...
The other things and the 'exact' thing I meant, was how I can remove a "Last Created Unit Group", and if a target through, let's say a Unit variable leaks if not destroyed. I don't want a map to go all crazy when you're spamming these things.
Breaking into this thread, will creating a Unit Group and then removing all units from "Last Created Unit Group" leak, and if so, how do I destroy it? Same goes for other things not assigned to variables, but just "Last Created X"