Difficulty
Events
Dialog - A dialog button is clicked for Difficulty_dial
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Heroic...
Make 3 custom upgrades that will increase the stat you want, and make sure the summoned units are affected by the upgrades in the object editor. Then, as the hero gains stats, increase the level of the upgrade in the trigger editor.
Leave the first trigger as is. End the 2nd trigger after adding the 5 second expiration timer. Add a third trigger with
Event
A unit dies
Condition
(Dying unit) Equal to ManaBombDummy
and for the actions put your Then-Actions from your 2nd trigger
Stat Limit
Events
Unit - A unit Uses an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Tome of Agility
(Item-type of (Item being manipulated)) Equal to Tome of...
I know it's possible. Castle Fight does it. I think something like this might work
NoControl
Events
Unit - A unit Is issued an order targeting a point
Unit - A unit Is issued an order with no target
Unit - A unit Is issued an order targeting an object...
Hm... You should see
Load Value of Value in Last created hashtable
Did you click on the game cache version of Load Boolean Value instead of the hashtable?
The problem I foresee with both of those is if a first breath is cast, then while the dot is still up, a 2nd breath is cast, then all the units that still had the buff from the first breath are now also in unit group with the units that were hit by the second breath, even if they didn't get hit...
Something like this should work.
Actions
Set Spell_lvl = ((Level of Spell for Caster) + 3)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WitchSpellChance Less than or equal to Spell_lvl
Then - Actions...