Yes, I have already tried that, and again, the Blood Mage only does it when he is at the targetted position, even if I put the slightest wait there (I vaguely said at the beginning of the thread). That's because he will start with stand (at his position), then queue the twirl (at destination)...
Basically Channel except triggered to act like Blink (to avoid complications with that spell). However, when cast, the Blood Mage will either only do the animation when he is at the targetted location or the other way, he won't do an animation at all, because he will try to do stand and the...
Hey, I've been trying to make a teleport spell look more flashy. You guys know how the Blood Mage sometimes twirls around when he attacks? Well, I've been trying to get a spell to teleport anywhere but also use that animation. I've been trying the JASS function but to no success (unless I get...
I see. So obviously the loops are to go through each running instance of Stupefy, but how does Stupefy3 work as an index when it is changeable between A/B (I don't get that btw). And how can it refer back to the previous running instance if the indexes don't match up to Stupefy2... I mean, when...
Do you mean by using the function For Each Integer Variable, it includes A and B together? Problem is I don't quite get what For Each Integer A/B means... :o
And so does that mean Stupefy3 does not have an initial value?
Btw I didn't find that link very helpful :o... probably cuz I don't...
Sorry to disappoint you, but I'm illiterate in JASS :P
It looks so complicated! D: I'll spend quite a while translating all that...
A few questions (and perhaps more later... cuz I'm not extremely great at this stuff...)
What's that imported dummy thingie?
Also, I don't understand how...
Hey. This is a spell that is from Harry Potter which I've been mucking around with but I can't get it to be MUI (seems complex..:S lol). It's an aiming spell (that is, not homing like most of Warcraft spells - Storm Bolt, etc) which when comes close to a target, stuns and deals damage to it...
That's all and great thanks :D, but the problem comes when there are certain levels to brilliance aura :P
If level of brill = 2 then set mana bonus level to 2. But if one player's brillance aura is level one and the other player's is level 3 then they'd overwrite each other :(. Is it possible...
Brilliance Aura is from the Archmage hero, but I made a few bonuses for this one. Any units under brilliance aura gets +100, 150, 200 mana capacity. When Archmage learns it he gets +3 int per level.
It's simple, but for all players to use is kinda tricky. Unless I make one trigger for player 1...
ArchmageType is player unit, so therefore, yes it is an integer.
"Isn't it just easier etc..."
Well... that's what I've done, but more than one person could use the Archmage Hero and get brilliance aura, thus the units will always have the extra mana capacity. I've used the "spellbooks" mana...
Don't put Do Nothing :rolleyes:
Spawn Unit
Events
Time - Every few seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Entire Map matching [Matching unit = Barracks)) and do (Actions)
Loop - Actions
(Unit - Create 1 Footman for (Owner of (Picked...