Just as the topic state, I was wondering is there a method to put illusion unit created via spells in a variable so that we can manipulate it in the Trigger editor?
thanks in advance
I'm trying to create.. well... a spell that can be turn off and turn on, just like the title of the topic.
To be Specific, I want a spell that when activated, change the model of the hero and give bonus Strength to my Hero and Bonus Movementspeed, but will continuously drain his HP per...
It's not always a 1 Str Gain, It's 1 Str for every 19 Damage taken
Now, This is my attempt
Chimera Shift 1
Events
Game - GDD_Event becomes Equal to 0.00
Conditions
(Level of Chimera Shift (True) for GDD_DamagedUnit) Greater than 0
GDD_Damage Greater...
I'm trying to make a skills that mess with stats
The skills is whenever the Caster takes damage each 19 HP he lost is replace with 1 Str point
Leveling the skills put more duration into the Bonus Str gain
so at level 4 the Bonus Str gained from this skill will stays with the caster for...
I want to create a spell that creates mass lightning effects
so something like
Unit Group - Pick every unit group in <My Group>
- Create lightning effect from <Caster> to <Pick Unit>
The problem is during the clean up states I cannot detect and stored these lightning effect into...
eh, I'm trying to amplify magic damage up by 40%
I'm thinking of using Banish, but when I look agan I see that I can't alter the percentage of magic damage being amplified in Banish
So can anyone recommend which skill I should base this off?
Hi! This time I'm trying to create a spell that do damage and knock all enemies units around the caster away from the caster.
But I don't know how to properly detect all the unit and make them knockback, I only how to do that on one unit
The spell is that: when cast it knock back all unit...
Sorry for Bumping, but one more thing, is it possible to detect in a Damage Detection system that the Damage detected is from a physical attacks and not from a spell?
I use the Damage Detection snippet founded in this forum in my map, it work fine for quite a number of skills, so I'm pretty sure that it can precisely detect the unit that is damage and can work even not on solo-basis
However, there is one hero where I trigger a skill that give him Bonus...
I change my trigger to this but the Dagger is still drop when the carrier dies, rather, the dagger is created at the position where the carrier dies
Kelen Countdown Test
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
For each (Integer A) from...