Blooman, you haven't seen a footies like ours. It's Footies perfected. Everyone who's played it has been impressed.
It adds a lot of new things to the old-dead boring footies. It expands the game play A LOT.
And of course we have custom heroes, ammaaazinnngggg creeps. You don't understand...
Think Warriors on World of Warcraft.
And it's not HP i needed, it's mana.
The point of this hero, he has a lot of fast abilities with fast cool downs. He fights to get his mana up, then uses abilities. I've been working on a Footmen Frenzy map with a friend for a year and a half, we're...
By idle I mean, he's not attacking someone. He could be walking, doing other crap. I don't even care if he loses it while he's attacking (since he's gaining more than he's losing). I just want him to be losing mana at all times.
here's what i have for the drain mana but its not working
Warlord Hero
Events
Unit - A unit Is detected
Conditions
(Unit-type of (Triggering unit)) Equal to Warlord
Actions
Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) - 1.00)
Hmm I'll try it. But will it raise it +30 every time he hits the unit, or would I have to back him off and attack him again to get +30 again...
Lemmie test and I'll tell you!
EDIT: Works perfectly! Thank you! Now how to I drain his mana?
Is it possible to make it so a hero will gain mana when he attacks people, then lose it when he's idle not attacking anyone? I can't get it to work.
Gain Mana
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Warlord
Actions...
Okay, I'm trying to prevent team killing on a map I'm making. What I want to do is not let player 1 (red) attack player 2 (blue) UNLESS the unit red wants to attack has less than 75% of its health.
I know it's possible, spent hours looking for the right triggers with no luck. I'm out of...
Okay for a town hall, I don't want it to be able to upgrade to a better town hall until an event happens.
Is this possible? Like, don't even show the player the upgrade option until an event happens?
I'm having trouble with this random hero button I'm making for my tavern. Instead of making a unit for the player it makes it for the Passive Neutral tavern.
Event
Unit - A unit Starts the effect of an ability
Condition
(Ability being cast) Equal to Random Hero
Actions
Unit - Create 1...
Okay I want my heros to stop gaining XP once they get level 10, but once they use this tomb, I want them to start gaining it again. Is that possible with triggers?