yep - smoke is a standard part of life now :/ The first day it was something crazy but it very quickly became normal. The concern is that these fires are much earlier than normal and we're just hitting our hottest/dry-est month now.
Also I heard Koalas may be functionally extinct due to the...
So I have a morph ability for a unit using base spell robo-goblin.
when spell is cast abilities are removed and replaced and set to original level of abilities.
Abilities stored as array ability variables HeroAbilityX[player number] and HeroAlternateAbilityX[player number]. To detect if a unit...
So I am running this omnislash inspired trigger with a simple loop a from 1-10.
Sometimes it hits every number from 1-10 but most of the time it skips from 4-8 and stuff and I dont understand why or how to fix?
Unit - A unit Starts the effect of an...
So I want to track ability levels of heros throughout the game. Would be easy if the hero abilities were constant each game however I am going for a construct your own hero approach.
I made variables for hero ability [ability number[player number]] which are set as the abilities when player...
So what I am aiming for is: Unit takes damage
Negate Damage Taken
Deal Damage Taken to (Unit Variable) <- which would be the previously targetted unit of the spell
So all damage dealt from all sources to the hero will be negated and instead dealt by the hero to the enemy we have previously...
Cant get the trigger to detect damage taken. I know it doesnt work well using event is attacked and event response damage taken but is there a way I can get this to work well. Want it to reflect damage from all sources only to a single target not to all like spiked carapace.
Current code not...
Yeah that was it. Furthermore:
Does the below leak?
Spawn 1 1
Time - Every 3.00 seconds of game time
For each (Integer A) from 1 to 8, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then...
Spent the entire day trying to get this pathing system going on this casual map I am making for my friends to play as a group.
Anyway, for some reason it just will not work and the spawned minions are getting hell confused and walking around for ages before continuing.
I had something similar to this using buffs instead. I can get everything working except the 'detect when channel finishes' which is based on the channel spell.
'Finishes casting an ability' doesnt work when I do it for channel, even showing a simple success message as an action doesnt show up...