If the cooldown reduction is a set ammount, you could make copies of all skills that are able to be affected by the cooldown-reducing ability and set the cooldown on the copied abilities to the proper reduced number. Then, use the trigger somebody above me posted to change the abilities in...
Hero abilities do somewhat reduced damage on hero targets. So if the ability claims to do 100 damage to a target, the actual damage caused to heroes is something like 80 instead. I can't find a way to enable / disable it currently, but I'm sure I've seen it somewhere.
Anyhow, maybe that...
I generally like to give heroes one passive ability at the first tier, in addition to two actives. Seeing you lack one, you could go the easy path:
Incorporeal
Increases the shadow's chance to avoid physical damage by by 10 / 15 / 20%.
Simply add two of these where you want the line skip to be: '|n'.
What '|n' basically does, is end the line it's on. With two in a row, you're ending the current line, and also the next one, which results in a skipped line in your tooltip.
As an example:
would look like this in the...
Personally, I like the 'Advanced' option best, rather than the 'Mixed' one. If, by following the post of the last guy, you use 'Mixed' and give spellcasters the 'Advanced' option and melees the 'Basic' one, it would make the melees a lot more dull to play than the spellcasters, simply due to how...
I think I have an ability somewhat like this on a map I've been working on. Let me check.
Yea, here we go. The hero ability's based off Channel, obviously; Nightstrike dummy is the dummy ability, which is based off Firebolt. Here's the trigger that dictates the ability function:
Nightstrike...
Shouldn't it revert to the default color if it's not in the same string-box or sub-box as the color-changing code? Been a while since I played around with that, I can't really recall.
You need to use the string + string thingy, then add the color-based text in its own box, and 's ass' in its own box, otherwise the entire string will be same-colored.
Guess you could do it with some basic maths. Depending on your maze, you could calculate each tower's relative effectiveness based on their DPS. For instance, a tower with 700 range dealing 100 damage per shot with a 1 second delay, would be able to fire 8 shots on a unit with 200 speed moving...
Instead of using (Triggering unit), you should be able to use (Unit-type), where (unit-type) equals hero. Or something like that at least - don't have the editor in front of me right now.
Triggering unit refers to whatever sets the trigger off. In your triggers case, the timer expiring is the...
Mapmodification shouldn't cause something like this, unless there's some clever kind of anti-modification protection inside the map.
Can you still host other maps? If not, it's probably something with your firewall settings.