Spirit of Heroes
Description
Spirit of Heroes is a PvE game, much like a hero defense/survival where teamplay is highly focused to cover up each other's weaknesses. As a hero defense/survival game, this map gives off a wave of creeps at intervals in which players must defend the main Town...
so let's say i have an integer that will randomly generates #, but i want it went generated, has the value which are the multiplication of 5 (e.g 5/10/15/20/25 etc), but i'm stuck on making the formula, can anyone help me?
edited : i mean the steps are like these :
1. random value generated...
hello, i'm currently editing tooltip for modified critical strike which has multiplier of 1.25, but the problem is using a raw data <A00M,DataB1> gives me 1 instead of 1.25 on tooltip, i want it to show as 1.25 while still using raw data, can anyone help?
for whatever reason, it always gives...
function StopMovingUnitXY takes trigger t returns nothing
call FlushChildHashtable(udg_SkillTable, GetHandleId(t) )
call DestroyTrigger(t)
endfunction
function MoveUnitXY takes unit wUnit, real speed, real X, real Y, trigger exec returns trigger
local trigger t = CreateTrigger()...
i'm still learning, and i don't get how to get a trigger that can detect spell starts off, then periodically affects the spell until it duration finishes
for example, try to think a simple Storm Bolt but completely triggered, i want a single trigger detect the on cast effect, and also moves...
so i'm making an aura which reduces Magic Resistance of enemy that goes inside the aura
the problem is, it is based on adding Runed Bracer to unit under the aura, i tried making a unit with innate 100% Magic Resistance (1.00) based on Runed Bracer for some testing, and when i cast any damaging...
i have this trigger function Trig_Untitled_Trigger_001_Conditions takes nothing returns boolean
return (GetSpellAbilityId() == 'AEim' ) and (GetOwningPlayer(GetSpellAbilityUnit())==Player(0))
endfunction
function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
call...
Deep Freeze Ready
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Deep Freeze
Actions
Set DeepFreezeIndex[1] = (DeepFreezeIndex[1] + 1)
Set DeepFreezeIndex[2] = (DeepFreezeIndex[2] + 1)
Set...
can anybode pointed out what's wrong with the 2nd trigger? the unit always moves in a straight line, to left/right/up/down i want the unit to move to its target
Shotlock Starts
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to...
how do you check the source damage is in GUI? (which unit deals the damage to the victim) i use Conditiion - Attacked Unit is blabla and it doesn't work
can you clear an Event from trigger? i'm periodically adding events to the damage trigger everytime a unit is attacked, but that would cause...
i want my jump spell doesn't work if the target point cliff level is higher than the casting unit cliff level, but the trigger doesn't work, anyone can fix this?
Jump
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Jump...
okay i explain the scenario first, whenever a unit enters a <buff region> , a dummy unit will be created for the owner of entering unit, added the ability <buff ability> and ordered to cast it on the <entering unit>. there is only 2 force in the game btw.
the problem is it works for human...
i got a few question regarding my spell
Jump
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Jump
Actions
Set JumpInteger = (Player number of (Owner of (Casting unit)))
Set JumpUnit[JumpInteger] =...
hi guys! anyone knows what causes building upgrades to 'finished' prematurely like the picture? the upgrade is done through triggers, here is the corresponding trigger.
TealAIMechanicsUpgrade0
Events
Player - Player 3 (Teal)'s Current lumber becomes Greater than or equal to 22.00...
okay just a quick question, does these trigger leaks? (might ask a few more)
RedAICampfire
Events
Unit - A unit Is issued an order with no target
Conditions
(Player 1 (Red) controller) Equal to Computer
(Player 1 (Red) Current lumber) Greater than or equal to 5...