Team name:
Stormy Gale Interactive
Project name:
(Temporary Logo)
Compensation:
$500 on completion of project and a percentage of post-release royalties. Specifics will be discussed with applicants.
About Us:
We are a small, start-up indie studio located in Michigan (USA) seeking...
I've currently started a project with a couple friends making our own indie game. I've had a great time with the WC3 editor, and I will take what I learned from my time with it to my next project.
If you're interested in following along with this fun, new RPG you can bookmark and register at...
I've set the world editor aside to work with a more versatile skill set. The world editor was a great experience and I learned a lot about design and GDDs from the countless hours I put into this project, but as a young adult it's in my best interest to feed myself rather than my passion of...
I saw in a map once, I believe Desert of Exile, where the triggered skills seemed to differentiate between physical and magical damage dealt. Is there a condition somewhere that allows you to tell what type of damage was dealt or was this done another way?
Ya, the bool with the if statement trick is what I had to end up doing. Thank you for your explanation; that's what i assumed, but its nice to hear it as a fact.
After hours of large headaches with a piece of my code, i finally came to the conclusion (supported with some thorough testing) that the "skip remaining actions" function does not work properly when used with a player group loop or unit group loop, but does in a for loop. Any idea why this is?
I just did some heavy testing and it appears that the unit will not actually die, it does keep them alive. Apparently the hard coded trigger to kill the unit happens after they take the damage, allowing custom triggers, such as this, to interfere.
Also, it will still kill the unit if the final...