Hello everyone!
it has been a while since I last posted :)
here is my problem: when I select an idle worker, using F8, ` or click idle worker button, the camera would move to the position of the worker.
I actually make item shop a worker so it can be selected quickly, but this camera moving...
thank you for the kind comments :p
I thought of posting this on Hive too but for some reasons, my topic does not appear when I logged out, maybe I don't have enough post? (16 posts) :confused:
formula from Blizzard: AC = BAC / ( 1 + IAS/100)
AC: attack cooldown
BAC: base attack cooldown
IAS: increased attack speed (sum of all AS from items,abilities,buffs,...)
FYI, maximum IAS is 400% and minimum is -80%
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e.g:
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how do I test this?
I have unit A and unit B, a counter...
HAVOC
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Created by Tom_Kazansky
Map Info
The map genre is AoS, inspired by other AoS genre map, such as: DDay, DotA, AoM, ToB.
(I will add more info soon :p)
Features
◊ Elemental system:
There are four elements: Air, Earth, Fire, Water
and the fifth neutral element...
I ran into this bug, please have a look at this trigger:
Test Instant Revive
Events
Player - Player 1 (Red) types a chat message containing a as An exact match
Conditions
Actions
Unit - Kill Lich 0000 <gen>
Hero - Instantly revive Lich 0000 <gen> at...
I only think of this:
A variable is attached to hero, let name it: damageSustained
Each time the hero takes damage: damageSustained = damageSustained + Damage Taken
create a timer that expires in X sec, when it does: damageSustained = damageSustained - Damage Taken
I guess this will have...
I can't called this a request because I'm not sure about how the icons should be :P
I need:
multiboard icons: Kill, Death, Assist
element (damage type) icons: Air, Earth, Fire, Water
thanks in advance! :)
sorry for the late bump.
right now I have a little change in system so I'm re-importing heroes now, currently I have finished: 6 Str, 5 Agi
plan on release:
Heroes: 6 Str, 6 Agi, 6 Int (some heroes are removed)
Items: different item system
Terrain: sorry, it's the current terrain :banghead...
globals
group ENUM_GROUP=CreateGroup()
endglobals
function SomeFunc takes real x,real y returns nothing
local unit e
call GroupEnumUnitsInRange(ENUM_GROUP,x,y,500,null)
loop
set e = FirstOfGroup(e) // you missed this line, if you don't have this line then it will get...
yea, that can't be removed but can be made nearly invisible:
(include pic for above suggestion)
Requires text: |c00182231
Requirement Item text: |r|cffffff00in cooldown|r or |r|cffffff00in cooldown|r|n (there is a space " " at the end)
EDIT: I don't think option 1 is bad if the cast...
suggestion for option 1:
ability A
ability A' : Orb of Lightning (new), Target Allowed: None (hope it won't hinder other O.E) and Data Effect Ability set to ability A
when in cooldown: remove A and add A' then A appear like disabled, no "requirement"
cons: each ability A must have...
some still prefer User Interface over Functionality, especially those "new" to the game. The fatal flaw that is even the owned player of the unit can't see when the cooldown is finished.
and back to your question, I would take option 2. Why? like KaerfNomekop said "the spell you cast seems to...