So I have a trigger.
scope Biokinetic initializer Init
private function hasDefTarget takes nothing returns boolean
return GetUnitAbilityLevel(GetSpellAbilityUnit(), 'deft') > 0
endfunction
private function hasCellWall takes nothing returns boolean
call...
So I am currently working on a map in which I want the player to be able to switch his hero, but keep the inventory. So if hes playing one hero, he then steps on a circle of power, which hides that hero, creates the new hero, gives all of the items to the new hero. Then when he switches back he...
function Trig_Crippling_Shot_Conditions takes nothing returns boolean
return GetUnitAbilityLevel(GetAttacker(),'A00R') > 0
endfunction
function CripplingShot takes nothing returns boolean
local real Random = GetRandomReal(0.,100.)
local integer Agility =...
Meh, it wasn't so much about lazy as much as somewhere deep in my mind I keep thinking theres a easier way, and i dont want to do it until i find that way, but i gave up.
So I have many classes in my map.
Each class has 4 skill types.
Example
Tribesman(the starting class)
has 1 passive skill
has 1 stun skill
has 1 aoe skill
has 1 direct damage skill
When the map starts up your tribesman is spawned at your base. With no skills.
Each class has...
Anyone know any good resources for balancing stats/damage/towers/buildings, I not the greatest at understanding the concept of Warcraft damage so any tools to help would be great.
Last Days of Winter
Latest Version: v0.1
Current Phase: Pre-Testing Development
Download: Coming Soon!!!
History
Description/Screenshots
This map combines the RPG genre with the AOS genere. You will start out as a small little tribesman. When you turn level 6 you will pick your...