The code is below, and runs every time a building is constructed, I included multiple displaytext prompts to try to debug it but cannot tell why it is failing.
Supposed to store the units atk speed as a real, modify it by abp(1 for now), ad set the new atk speed.
function atk2 takes unit u...
I am working on a map that has several bosses drop a random class-specific drop. Since there are 12 classes there is a 1/12 chance that a drop for your class will randomly appear and these bosses respawn.
However, in reality the nature of rng makes it that killing the same boss 12x does not...
Ok, I have an ability, rawcode 'A05J' that I am trying to add to every tower in the map, but for some reason it only shows up on base towers, not on upgraded ones.
As you can see in the code below it should run on both upgrade finished and construct finish, also I have it triggered to display...
this I like. I can store the hash data as the variables are setup, and then reference the values using StringHash and an integer for lvl.
This makes it far easier to adjust wording/format later on if needed.
P.S. cannot figure out how to +rep anymore so I just pressed 'like' on your...
I guess this is a good time to explain my original goal more clearly. I have a save/load rpg where ability level upgrades are rather expensive and saved to your character, therefore a new player cannot see ow strong abilities wil later get. ALso, in some cases it is actually better to not...
So in order to get this to work I would have to redo my variables?
Instead of using fireball_damage, ice_bolt_damage, starfall_damage etc I would need to put them all into one large array base_damage and assign each ability spots in that array?
or is this possible without redoing the current...
Not sure if I am asking this right but the situation is below.
I have the damage values of a bunch of abilities saved under variable arrays.
I want to make an abinfo trigger that will display text to player based on all values of the ability.
Is it possible to pass the variable name into...
Is there currently a maximum value for key and missionkey inside a hashtable?
I wanted to use it to make drop chances that scale with whether u got the previous drop and wrote it using
However I know arrays have a max value of about 8000 and...
Can someone take a look at my trigger and see if I did this right?
I already tested that it functions in-game, but wanted to check thtat did not miss any leaks/cleanups, especiailly in regards to hashtables.
The spell creates ice pillars around target point, then they push inwards, compressing...
Hello, I am very new to using hashtables
some Hopefully quick questions
1) does "RemoveSavedHandle" remove the unit like it sounds, or only destroy the reference and leave unit itself intact
2) does LoadItemHandle truly load/create something that needs to be removed? or is it more similar to...
my experience with unit groups makes me very wary of EnumItemsInRectBJ
but I do not know if there is such a thing as an item group to set it to so I can clean up the potential leak.
1) do item groups exist?
2) how do I use them to avoid a leak with this function?
Does anyone here know of a reliable way to detect singleplayer, but NOT a Lan player playing alone.
I am working on an rpg and want to allow people to be able to play alone (solo lan), but not have access to the cheats in singleplayer (whosyourdaddy etc.).
In my test, trigger 2 stole control of "fint2" before trigger 1 was done with it. Specifically after dealing damage but before displaying the texttag, without a wait or a direct call.
This is also relevant for cleaning up leaks in general because it shows you cannot use the same temppoint for...
In case anyone wanted to know, I did test this with another trigger and proved it can lose control of variables without a wait.
the first trigger sets global variable fint2 based on hero str and other data, deals damage, and then displays a texttag of how much damage dealt, all without waits...
I think what he meant was to use the array to store the player number of original owner
player array originalowner
Sylvanas Start Channel
set originalowner[player number of owner of unit(casting unit)]=owning player(target unit of ability)
Sylvanas End Channel
unit- change owner of target unit...