Drunken Haze is an ability that debuffs a unit to move slower and have a chance to miss. There are multiple ways you could implement the on-hit chance proc, but the simplest would be to use the ability "Orb of Slow". Orb of Slow is a passive ability that gives attacks a chance to cast a spell on...
Hello guys, been awhile since I've last been on here, but you've never failed me in the past and I know you won't fail me now! :D
I have a simple question/concern; I'm trying to make an ability that does damage based on the caster's current armor, but I can't seem to find Armor as a statistic...
Greetings and salutations, I have had this problem for a very long while(since I started the editor, pretty much,) and I've finally broke down and decided to ask what the dealio is. In-game buffs, the little icons you hover over at the bottom of a unit's info panel; they give you detailed...
I searched for a similar question but to no avail, I found an answer to my problem long ago, but it only regarded a copy of the item, no more than 2. I forgot to log the page and I can't seem to relocate it. Now I'm sure there's only a little tweaking that needs to be done to get this to work...
I'm sorry that I cannot help you, because I honestly don't know what you're asking, perhaps someone else understands and can lend you a hand. Goodluck.
If your question is as simple as you made it sounds, just make an ability based off of any AoE DoT spell, of which there are a plethora; flamestrike, blizzard, cluster rockets, to name a few.
If you mean a non-channel, than you'll have to have a dummy cast the spell on the targeted location...
Sorry for the delayed reply, I've just stopped tinkering with it, I was losing patience and everything you said in your last post made no sense to me. :) Sorry. Goodluck with finding your solution, but I'm done.
I don't know how to sense if an ability is on cooldown or not via triggers. The mana would be simple to sense. Personally I would use damage detection, if the damage is greater than his life, and mana greater or equal to a given number, add 2 "Explode-on-death" abilities, one that will heal...
I have not viewed your map, but storing the player's current lumber property in an integer variable would work--if I properly understand what you're asking for.
Hmm, that's a toughy--I would use damage sensing to sense how much damage the caster deals with it's next attack, then make dummies to create the animation and trigger the damage.
EIT: Though I'm sure there's an easier solution I'm unaware of. :)
I have a better idea, gimme a sec to change it. I'll edit this post.
EDIT: Spirit Bond Damage
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero[5] has buff Spirit Bond )...
I don't know why, on my old computer(an XP,) this trigger worked properly. Now on my new computer(Windows 7,) the game crashes when it triggers. I know it's a little poorly done or may appear sloppy, but it gets the job done.
Here's the trigger:
Spirit Bond Damage
Events
(Unit -...
Lol, wow! I was very surprised to see this large post! I really appreciate all your effort, and you found the answer(or our supposed answer,) which is what I was really looking for.
I'll do some extra testing to see if they glitch out even without the trigger on--they didn't for the duration I...
Technically there is a lot more to the ability than that.
Realistically you shouldn't need them to even be ghouls, just have death strike a passive ability the "locusts" have, and add my trigger to your map. Then when they kill a unit they should stop acting completely, playing the "stand"...