Just as the topic state, I was wondering is there a method to put illusion unit created via spells in a variable so that we can manipulate it in the Trigger editor?
thanks in advance
I'm trying to create.. well... a spell that can be turn off and turn on, just like the title of the topic.
To be Specific, I want a spell that when activated, change the model of the hero and give bonus Strength to my Hero and Bonus Movementspeed, but will continuously drain his HP per...
I'm trying to make a skills that mess with stats
The skills is whenever the Caster takes damage each 19 HP he lost is replace with 1 Str point
Leveling the skills put more duration into the Bonus Str gain
so at level 4 the Bonus Str gained from this skill will stays with the caster for...
I want to create a spell that creates mass lightning effects
so something like
Unit Group - Pick every unit group in <My Group>
- Create lightning effect from <Caster> to <Pick Unit>
The problem is during the clean up states I cannot detect and stored these lightning effect into...
eh, I'm trying to amplify magic damage up by 40%
I'm thinking of using Banish, but when I look agan I see that I can't alter the percentage of magic damage being amplified in Banish
So can anyone recommend which skill I should base this off?
Hi! This time I'm trying to create a spell that do damage and knock all enemies units around the caster away from the caster.
But I don't know how to properly detect all the unit and make them knockback, I only how to do that on one unit
The spell is that: when cast it knock back all unit...
I use the Damage Detection snippet founded in this forum in my map, it work fine for quite a number of skills, so I'm pretty sure that it can precisely detect the unit that is damage and can work even not on solo-basis
However, there is one hero where I trigger a skill that give him Bonus...
Yes, I am making a Dota's Blademail. What it does in the game is
http://www.playdota.com/items
The Return Damage is an active skill, and the Returned Damage works on Spell
I was thinking of using a skill that gives the Blademail Buff to the Caster
and use a Damage Detection system...
I try to make a Dota's Blink Dagger
or something of that sort that get disable when the holder of the item get attack in the last 3 seconds
I create two item, The Useable dagger and the Disable dagger
and co operate with the Damage Detection System I create a system where The Blink is...
I'm stuck with yet another skill
This one is called "Savage" its increase the Owner's attackspeed each time its attacks the same target, but revert the bonus back to 0 if the Owner of the skills target a different unit
I create one Real Ability with description and stuff
Then Create 4 Dummies...
Here is one of my spells for my hero
It's called "Destiny Bond" , just like Pokemon! : )
But in here, it bound the caster and the target together, and if one were to leave the 600 radius of the other it would be pull back and if 1 unit were to die it would deal damage to the unit that...
I want all my skills to Be learnable and Unlearnable if it was learn in the last Level
...Yeah, Just like Dota
Or you could just imagine the Gameplay Constant. :)
Maybe it is my World Editor, but some of the Level Skip Requirement works the way I want it to work, as in suppose if you...
Urgh 2 problem on the same days OTL...
I'm sorry guys, I'm trying to re create a map like Dota
and I'm building the item Orchid Malevolence
Its give 20 Intelligence 45 Damage 30% attackspeed 225% mana regeneration AND soul burn
Now thats a total of 5 ability
But World Editor Item...
Well, How do you make it?
I figure that I turn the triggering unit collision off when the item activate and turn in on again after 4 seconds
This work.
But then, this method allow the user to walk down different levels terrain such as cliff, which I don't want to happened.
So how do...
Something that make the user move towards the target and the effect happens when the caster hits the target.
My spell goes like this
"The Hero Charge toward a target unit, when hit, Damage is delt and stun"
I created a dummy skill from Storm Bolt that will be cast when the hit is...
In a Dota - like map
A hero has the ability to increase an ally hero or enemy hero Attackspeed by 80% but reduce the target sight
I try to create this skill, it work actually but it doesn't really look good.
If the Target sight is at 100 when reduce when he walk there is a chance tht he...
Like in Dota's Kelen Dagger of escape?
Except this time its a hero's skill, or any system that disable a spell from working if they have been attacks in the last 4 seconds is fine
I was thinking of using something like
If a unit was attack
Attacked unit equal to -My unit-
Remove...
Hi, I'm trying to create a spells that make the unit walk faster. Which I did. Perfectly.
But I'm also trying to make a eye candy of the skill, which create a still images as the units walk, the image then fade away
So I make a dummy unit that look exactly like the casting unit and creates...
My World Editor likes to make me really angry because I edited a stats on a certain skill but after a period of time when I come to look at it in the object manager, The Data is reverse back to its default value!
My problem is with Wind Walk and Frost Nova, these two skill love to reverse...
Thanks for helping on my last Spell, Double Strike, Now it pretty much work the way I want it to work
Say, now, maybe some of you guys has the same problem as me but sometime when I made a really really cool looking spell, It causes the map to lagged, thus, forcing me to remove it for the...