Thanks Lotk (aka WarpSlayer) and Good Luck
Well, I have to say that, thanks to LotK, ToJ will commence development and will surely become much better with his efforts put to task on a map that I simply didn't have the time that Toj deserved.
Thank you LotK, for continuing ToJ.
A map that...
To remedy your first problem make sure the active ability is the first on the list of the item's abilities.
For example; Phase skill, +80 movespeed
Not; +80 movespeed, Phase skill.
Active abilities should always be first on an items list of abilities for them to show the cooldown.
Why don't you use a dummy unit thats created for the player when the spell is cast, cause the dummy to damage the target unit (for 1 damage).
Then add a if/then/else condition in your damage trigger checking that its the unit type of the dummy you just created, if it is, knock back.
That Sparkling sword is nice, apart from the fact that you cant seem to control the distance. Geyser Field seemed to just be an over complicated flame strike, where the Sparkling Sword serves a multitude of purposes and looks good to boot.
Have just told Xeno about me hijacking his name and all your responses, he'd like to have a look at the 'fan' project, so thats cool. He'll have a look tonight when he home from work.
Dont know how to do the quote things - :o
I dont want to open another account as I am of no use in regards to helping people with their maps as Im useless at that sort of thing. I just test them sometimes for Xeno if I like the look of the map. Or come up with ideas while we are sitting...
This is Sonicfox <3, Xenoche's girlfriend here. Just to let you know that he's having a break from this map (much to all your disappoinment im guessing). I am going to try and get him back into ToJ seem as how it is one of his most popular maps. Fingers crossed and yes he's still around, just...
How about this,
Normal
- The way it is now.
Hard
- Makes the Hard unlockables available (dependant on the teams TOTAL dungeon points)
- Increased overall damage and hitpoints of creeps and bosses.
- Drop rate increased by 10%.
Mayhem
- Makes the Mayhem unlockables available...
I must say this,
You guys are terrific :thup:
I'm currently trying to implement the idea Oninuva suggested, which I think is very good. The alternate class heroes done so far:
Druid --> Natures Guardian --> Gaian Prince
Paladin --> Holy Knight --> God Bearer
Assassin --> ?
Ranger -->...
These are good ideas hmmm...
Well, I quite like the class progression idea, I just dont think ToJ has the scope for codes to be worth implementing. However...
I want to ask a question, and I want everyone to be as ruthlessly honest as you can be, ok, here goes.
After all this talk of...
The only reason single player support was removed was due to players being able to cheat (not that it matters as all the previous versions were single player able). Besides, ToJ was always based on the premise that your a party (not a loner), and I find it way more fun trying to work with fellow...
Wowzers, awesome work guys, this feedback is especially useful.
The Insane Crits: My attempt to curb the damage multipliers on assassin and fighter has obviously failed (abysmally). Once again I will try to fix it, but this time I have another idea that I know will work and didn't attempt this...
Cidzero pretty much summed it up, theres no way to do it using the standard wc3 experience system without something being wrong.
I would suggest creating a customized experience system which picks heroes within range of a dying creep and add experience that way, so:
a) All heroes within range...
He wants experience to be split, the above trigger would increase experience gain by 100% per player.
The only problem is, if a player leaves you will have to reset it, if a players hero dies you will have to reset it. That isn't to difficult just letting you know for reference.