Yes you do and I jsut noticed why its not working
that part of the code should actually be:
call TriggerAddCondition(PartTwo, Condition(function Conditions_Two))
call TriggerAddAction( PartTwo, function Actions_Two )
Its ranged only for w/e reason. Instead of cleave you could give a short range and trigger a small aoe damage. Or add bouncing attack or artillery line attack
besides my minor (not really) oversights would it actually run worse?
was easiest way i could think of to avoid using any global variables.
Triggeractions do not get destroyed with DestroyTrigger(...), which means that they leak. Note that I my code, I only add a condition and then use that...
The first trigger you had works for manual casting. My Jass trigger checks if a unit in a certain unit group attacks something and then gives it mana when the target is actually hit. The 2 basic triggers put a unit inside of that unit group when autocast is turned on (and remove it when its...
Might just be because of all ur header info but mine seems simpler to me (or maybe cuz i know exactly what i did).
its no that bad just because its normal Jass :(
at least im not using the default conditions when u convert to custom text!
(if not condition then return false else return...
wow so long 0o
I cant follow everything its doing so many different functions.
Two quick questions
1. Hows my trigger? :D any general things i should do differently?
2. What exactly are the handlevars doing in your trig? and dont they have a downside?
I never understood those systems and it...
wow nice looking map.
I have no idea why the game would do that with bash and miss. Although I remember bash has a true/false category called "never miss" any chacne u enabled it for some levels?
As an alternate solution you could always trigger the stun from bash.
Autocast-ON
E
Unit - A unit Is issued an order with no target
C
(Issued order) Equal to (Order(flamingarrows))
A
Unit Group - Add (Triggering unit) to UnitGroupVariable
Autocast-OFF
E
Unit - A unit Is issued an order with no target
C
(Issued order) Equal to (Order(unflamingarrows))
A
Unit...
It will take 4 triggers in total.
1 of the triggers is the one you have at start
1 is this one in case of autocast
function Trig_Untitled_Trigger_004_Conditions takes nothing returns boolean
return IsUnitInGroup(GetAttacker(), udg_UnitGroupVariable)
endfunction
function...
What about something where they split? You could base it off mirror image to look cool ^^ then trigger so images become 2 seperate units one with new poweful spells and one with high offensive stats. Make it lasts 60 secs or something.
Sorta like pandarens storm earth fire
In DotA Lanaya has a spell taht nullifies damage from aset number of hits, and Iv seen similar things in a few other places. How is this done? If the unit has 1 hp it should die before any healing trigger nullfies damage. SO anyone know how this effect is triggered?
Maybe instead of using armor you can use the skill mountain giants have? (i forget the name) It reduces damageby a set number, there might be a way to set that to be a %
First off I dont think its logarithmic. Logarithms have no limit and therefore u could go over 100% reduction. Im pretty sure its some sort of function with a hyperbolic curve with a limit at 100%
but anyways...
only way to do what you want would be to trigger it so that you get extra armor...
When the spell is on autocast and the unit attacks it doesnt count as using an ability. So if you want it to still work you would need to make a trigger to detect when the unit attacks and if searing arrows is on.
To detect if searing arrows is on or off use a seperate trigger checking for...