I'm making an ability where, for every wolf type unit in an area, their damage increases by 1. For example if there were 9 wolves by eachother then they would each have +9 dmg. but the kinght in the area would get no damage increase. This ability would be fairly simple if it was for one unit for...
So i pretty much have an ability where a Quillboar runs through an area impaling everybody in the way, and if someone gets killed by it, their dead body is on his back and gives him armor. Everything in the ability works fine except the dead people appearing on his back.
Impaling Back...
Just as the title says. Here it is
Berserk Frenzy
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Berserk Frenzy
Actions
Set Berserker_Frenzy_Killer = (Target unit of ability being cast)
Set...
I've been working on a trigger where you cast a spell on a target and then it forces that target to attack the nearest unit (friend or foe). The only problem i have is that my trigger to force them to attack is
Berserk Frenzy Attack
Events
Time - Every 0.01 seconds of game time...
Name says it all. Do dying unit have buffs on them? I'm trying to make a trigger where when a unit dies to a certain ability, the dying unit's corpse will appear on the caster's back. I've got the animation and the ability all worked out, but the trigger doesn't work.
Corpse Counter...
I have an incredibly simple trigger but I can't figure out whats wrong. I've determined that whenever I add the "Matching Condition" section of it, it stops working. The variable "Bounding Caster" is set and does work so don't say that it is the problem.
Bounding Spear Max Distance...
Whenever i cast this triggered spell, which causes a summoned unit to follow an enemy unit, it causes my hero to freeze and not be able to move or use any abilities (its not Paused because u can still see the ability icons and give the command to move, it just does nothnig).
Bounding Spear...
I have a trigger that makes it so whenever a unit give the order to move or attack a summoned unit will go towards there as well. The only problem is that the string "move" and the string "attack" don't include right clicking. Is there an order string for right click?
I've been working on a version of Burrowstrike (from Dota) except its a run, and when a unit dies to it, their corpse ends up on the quillboar that casts it's back increasing its armor. The only problem is that the trigger to give it the armor isn't working and the armor isn't showing up...
Pretty self explanatory, How do you make a dummy unit circle the caster until you "sic" it on someone (like a wolf)? I think i know how to do the command to chase someone (channel or some targeted ability where the trigger makes the dummy follow).
This ability is supposed to be a bounce ability. If there is a simpler way to do this then please tell me. Anyone know why this ability doesnt flow smoothly? Sometimes it barely works, only shooting the original spear, sometimes it shoots all 10-20 at 1 target from the same location. Its just...
I'm making an ability called Bounding Spear, (like Chain Frost in DotA) where it hits one target, then bounces to another and another an so on. My main difference is that mine is channeling and drains mana for each bounce. So far, whenever i test it, it permastuns all the units it affects, and...
I have two questions. First one is, if you have the event, "A unit is attacked", do events involving damage trigger? Or is there another way to bring damage done into a trigger?
Second question is, when for an arithmetic thing for damage, how do you make it so you can put an integer variable...
I wanted to make my own attempt at a leap spell, and its all messed up. It doesnt increase flying animation, moves super slow, only goes about 1/2 the way. Plz. don't say, "Go copy the jump templates from the website!". I want to attempt this to help my understanding of triggers and basics...
In my ability that is a variant of the Sentinel ability, I made it so it makes a dummy unit that attacks, at the position of the destructable of the ability being cast. I want there to be a max amount that can be summoned, and that when you summon over the max amount, it kills the FIRST one that...
I'm making it so if a unit dies, so does the sentinel on a destructable die, and the easiest way to do this is to remove and then ressurect the destructable. My question is, do I have to reset the destructable variable when it gets removed from the game?
I'm trying to dispel a sentinel from a tree if a unit dies that is summoned on top of the tree. This trigger oesnt work. Anyone know why?
Dispel Owl
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Dying...