True. The main problem with the trigger above is that if it even works, it can only work for one tower at a time (the last one built, that is). Then a better way should be to use something similar my trigger but replace the Create Unit and Expiration Timer actions with an Order Picked Unit -...
Instead of having an actual skill on the tower, just have one single trigger that is a periodic similar to your Summoning one, but that picks every tower and summons a water elemental by it;
Time - Every 12.00 seconds of game time
Russian Roulette (ulti)
Marks a target and another random nearby enemy. After a specific (or random, your choice) amount of seconds (would be cool with a visible countdown), one of them (randomly picked) dies and the other one is stunned for a short period of time.
There is no smooth way I can think of, but I guess you could replace the shop with another one lacking that item. Would be a lot of replacement possibilities if there is several of these Quest starting items in one shop, though :P
I have a couple of ideas for the Pride hero, although its a hard one..
Arrogance - Cast on friend OR foe! Target gets heavy evasion and spell damage reduction for 10 seconds, but takes heavy DPS during that time! With levels, decrease DPS dealt when cast on allies and increase DPS dealt when...
Find the unit using a unit group and then picking a random unit from that group
Unit - A unit Starts the effect of an ability
(Ability being cast) Equal to Animate Dead
Set temp_point = (Position of (Triggering unit))...
What do you mean? :nuts: Loops are what they sound like, running one at a time for each picked unit, first one, then the next, etc, although in game it all happens in the same time. But it still reads one loop first, then repeats it, etc. And the skip remaining actions should affect the whole...
I agree on the opinion that this "theme" is so HUGELY open, that it actually makes it more difficult to come up with an idea. As Day says in his Funday Monday shows; constrictions make you think and can even make it easier for you. (Oh, and there is even another NURD thing I priors nearly as...
I think hero contests are really awesome. It requires creativity and sense of the game and not only coding skills (although being able to code the combos you want are key).
Definitely want more hero contests. Might be an idea to give a required theme to the hero, though (with risk of everyone...
What Romek said. Also, I think "secret" items and optional missions are extremely nice if they are well-made, not just randomly put on the map :o
And overall, there should be original items and recepies that should actually be worth getting good combos with instead of spamming tomes! The items...
You could make them a Force already from start, in the Scenario - Force Properties section. Otherwise, I think its this simple
Player Group - Add Player 1 (Red) to player_group
Player Group - Add Player 2 (Blue) to player_group
Player Group - Add Player 3 (Teal) to...
I don't think it will lag if the Skip Remaining action works as intended, as it doesn't really do anything until it finds a nearby hero and then it will not run anymore.
EDIT: But then again, that's a hundred million integers it counts to, so I see your concern :D
I see what you mean, but mapping can actually take quite a few hours (I am sure you know :P) In theory, I guess you could expect a Hero Contest to take four times a normal spell contest. What I want to say is; even if you are right there are things ppl priors before this contest (I have...
I guess you could find your nearest hero like this
For each (Integer A) from 1 to 100000000, do (Actions)
Loop - Actions
Set temp_point = (Position of (Triggering unit))
Set temp_group = (Units within (Real((Integer A))) of temp_point matching...
Something like this
Time - Every 0.30 seconds of game time
Set temp_group = (Units of type Your Hero)
Unit Group - Pick every unit in temp_group and do (Actions)
Loop - Actions