Just looking for some spell ideas, I forgot most of my WE editor so try not to make something extremely hard/extravagant hard to code, also I am limited to GUI sadly
It's a RPG-style map with spells having 1 level dealing damage based off the heroes attributes, I don't have any hero...
The problem with testing this is that I can't host, and nobody on my /f l can host either sadly :thdown::thdown:
What I was hoping to do was make it so that when the boss dies (in this case, unit_iceg0) that every unit gets moved to its own loot room
So since I can't test it I'm hoping if...
I guess it's MUI
Problem of overlapping, if a hero dies after the original hero dies he gets spawned on the first timer, and the first hero that died gets stuck in limbo
Hero Revival
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to...
Basically I wanted to make an attribute base damaging shockwave and I was told that a sliding dummy trigger was the best way to do it, I asked before in this thread
But the persons method did not work, I'm indifferent to MUI/MPI (although it would be nice) since I can always look at that...
How would I make a passive spell so that when the unit takes damage whether it be an attack or spell that there's a chance that the unit does not take damage and instead the damage is applied to the attacking unit
Basically I want the spell to deal .2x Str of the casting unit every second for 13 seconds, since that's how long the channeling spell lasts
Can anyone find out whats wrong or tell me how I can change it so that it works?
Shroud
Events
Unit - A unit Starts the effect of an...
Ran out of ideas :\
All spells have 1 lvl and do an attribute based damage in my map
example
Mass Array - Hero makes the units around him confused dealing 2x STR and silencing them for 3 seconds
Evil Incarnate melee dps/tank str based
Sand Spider ranged dps/support agi based...
So I took it from this system
But the problem is that the spell only casts at one point so can anyone spot the problem/help me out?
Chaotic Force Animation
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Chaotic...
Game is an RPG styled map
I'm looking for 3-4 spells for a "Chaotic Mage", no pertaining attribute except pure spell damage type hero
Also looking for spells for a "Shadow Knight", spells must pertain to obviously darkness or evil, I need 11 total spells
Lastly need spell ideas for "Sand...
Would this trigger work?
I tested this 10 times but got no items... but maybe it's just luck, but I'm asking if this would actually work or if I did something wrong
Finish Gauntlet
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to u_gauntlet1
Actions...
This is my trigger for leveling up my spellbook with a hero
However there's a problem that if a level is skipped then a skill isn't learned so how can I make it so that a hero doesn't skip level or if he does he still learns the ability?
LevelS
Events
Unit - A unit Gains a...
I already have a trigger to define the difference between weapons/off hand/armor/headgear/jewelry as such
Main hand
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Campaign
Actions
Unit - Order (Hero...
This is the trigger I'm using for one of my dungeons in my RPG map
It's basically if a unit enters the exit region and no one else is in the dungeon then it resets the dungeon
Reset
Events
Unit - A unit leaves GauntletArea <gen>
Conditions
((Units in GauntletArea <gen>...
I tested it and it works for when a unit belongs to a player, everything is fine
but when I make it so that a computer owns the unit when he casts the spell the second trigger doesn't happen so... yeah
suggestions?
Ice Overlordcast
Events
Unit - A unit Is attacked...
Just wondering how would I make it so that the timer doesn't repeat every time a hero moves into the region
Send
Events
Unit - A unit enters Gauntlet0 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Set p_Gauntlet = (Center of GauntletStart...
Sentinel
Events
Unit - A unit Is attacked
Conditions
(Attacked unit) Equal to Collector 0020 <gen>
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
b_sentinel[(Player number...
Searched around but couldn't find a guide on how to trigger a good dungeon/instance/raid
I have that when a unit enters a region he is teleported to the dungeon
But I'm clueless on how to trigger so that the dungeon closes after a certain amount of time like 20 seconds and no one entering...
For example I have this trigger
Main hand
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Campaign
Actions
Unit - Order (Hero manipulating item) to move (Item being manipulated) to inventory slot 1...
The equivalent of pressing "enter" on your keyboard into the
Text - Extended Tooltip - Extended
Since pressing enter just confirms it, is there a code that will make the text move to a new line or do I just have to make huge spaces?
Basically I have the quest set up so that only the player owning the attacking unit gets the quest
But after anybody claims the quest, no one else is able to get it, I know it's because I turn off the initial trigger, but if I don't then a player can just re-do all of the quests again
Any...