If I go with the periodic method I don't have the problem with the remaining damage
Here is the last trigger:
Damage Human
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Set DmgHeroes[(Integer...
@vypur85: I have tried your system, I have put the Set Int_DamageSys_SETdamage = Int(+bonus)
But, I have a problem, the damage is ok when the unit enters the map, when picking up multiple items, but when that unit drops the items is perfect until the last item, when it drops the damage remains...
Is correct this way?
Test
Events
Unit - A unit enters (Playable map area)
Unit - A unit Gains a level
Unit - A unit Acquires an item
Unit - A unit Loses an item
Conditions
((Owner of (Triggering unit)) controller) Equal to User
Actions
For each (Integer A) from 1 to 16, do...
Hi,
I am trying to make a trigger that sets the damage of an unit based on Agility and Intelect. Something like this:
Current DMG: 5
Int: 10
Agi: 14
Adding DMG: (10+14)/2
New DMG: 17
I know how to add the damage, but I don't know how to stop the trigger from adding to much damage, or to little...
i want a trigger which do:
if the unit don't have the Taunt spell to learn the spell
if the unit have the the taunt spell to increase level of spell
if the unit have the max level of taunt spell to do nothing
but never mind i done it
event:
unit - a unit is attacked
conditon:
none
actions:
Floating Text - Create floating text that reads (String(((Integer((Max life of (Attacked unit)))) - (Integer((Life of (Attacked unit))))))) at (Position of (Attacked unit)) with Z offset 0.00, using font size 10.00, color...
thx:D
but now i have a problem...
with only this trigger:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Taunt for (Casting unit)) Equal to 0
Then - Actions
Unit - Add Taunt to (Casting unit)
Else - Actions...
try to make a trigger:
trigger 1:
Event:
Unit - A unit Begins casting an ability
Conditons:
(Ability being cast) Equal to Roar
Actions:
Countdown Timer - Start RoarDuration as a One-shot timer that will expire in 4.00 seconds
Set TargetofRoar = (Casting Unit)
trigger 2:
Event:
Time -...
i have a problem with a trigger
i want to do a trigger, when a unit start channeling a ability, to learn a spell.. right now it work
but if i want to start the some channeling ability and the unit have that spell to level up the spell?
at channel spell i have only: Art-, Data-, Sound-, Stats-, Techtree- and Test-
Tooltip don't exist at this spell :-s
at spellbook the some problem so i can't mod the tool tip so it say tool tip is missing, but the channel spell have tooltip in game
yes is posible:D and thx Azrooh it work now:D
still i have problem with the tool tip:D
to don't open a new topic... what base spell to use for no buff, no effect, no target, like cast it and nothing:D
hi again :D
how i can make a spellbook spell in a spellbook spell?:D
like
main spellbook: Learn Spells
second spellbooks: Attack Spells, Defensive Spells, Suport Spells
spells in secand spellsbooks...
hi,
i have a problem with some models:(
i can't see some models what i use(unit models and items(on hero))
i have the .blp and .mdx files imported
but i don't know why i have a model with onlt the .mdx file imported and it work:(
here is the model:
try this
Untitled Trigger 001
Events
Unit - A unit enters ally base <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to robot
Actions
Unit Group - Pick every unit in (Units in ally base <gen> matching ((Unit-type of (Triggering unit)) Equal to...