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 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?
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'm scripting a custom spell that reduces damage taken by a certain percentage. I've made a trigger to add the unit to the event when it takes damage. My question is, "To reduce damage by 20%, would the following functions work properly?":
Actions
Set TempReal = ((Damage taken) x 0.20)...
A while ago, I saw in a map (perhaps DOTA) where the player's chosen hero was in parentheses next to the player's name when they typed a message. For example it'd say:
Bugbear (Warrior): heya
I know how to determine which hero the player has, but changing the player name in the chat like that...
I'm looking for a spell that I can edit to have no effects, no sfx, and does not stop the caster when moving. Channel DOES stop the caster when they are moving. Thanks in advance.
What would the event look like to register when searing arrows has been cast while its auto-casting? Using "starts the effect of an ability" or "starts casting" does not work when its auto-casting, but does when the player clicks manually.
I am planning on making a small debuff system that works something like the following: Different hero skills (from multiple heroes) will cause a debuff called bleeding, which drains 2% max hp a second while active on a unit. However, if a unit is currently bleeding from, say, "Hero A" and "Hero...
I have 2 debuffs that I want to create that are both DoTs, but not sure how to apply them to a unit without one overlapping the other since I am customed to using cripple to apply debuffs. Unfortunately this limits the amount of debuffs to only 1 per unit, since one will overwrite the other...
I want to create a passive skill where a unit gains the critical strike skill if it is attacking a unit with a specific debuff. If it changes targets, then the critical strike skill will be removed.
I'm guessing this is done by using "acquires a target" event, but I can't seem to find the...
How would I go about making a passive spell that, when triggered to go on cooldown, shows the passive skill's cooldown decreasing (like reincarnation). I thought I had bookmarked something explaining this a while ago but cant seem to find it.
I want to create a skill that will debuff units in a cone in front of the caster. What would the trigger look like to determine eligible units within a cone shape to be added to the unit group to become debuff? (I know how to debuff, just not how to calculate the cone area via triggers)
I have a loop (using Integer B) and would like to use that loop to delete some points in an array.
The Non-Working Code:
Custom script: call RemoveLocation(udg_TempPoint[Integer_B])
I'm guessing "Integer B" has a different variable name that I'm not aware of that is used to call it in JASS...
If I make a unit group to add and empty units to it for the same purpose the whole game, does this really cause a leak if not cleaned up through a call function?
If so, why? For example, does the adding and removing of units from a unit group and sending commands through unit groups just...
I want to make an integer array of 20 in size, and i want each part of the array to have a number between 1 and 20, but none can have the same number. Does anyone have an idea of how to make a trigger that can randomize the variables in this fashion?
I am trying to figure out how to make a white flash appear over the players' screen. I saw this used in Skibi's Tower defense when it switches to a minigame, but scouring the code for skibi's map I am unable to find where the flash takes place to replicate the code (or even figure out what...
PROBLEM SOLVED
I know how to import an in-game minimap image to replace the default one, but how would i go about allowing the icons (like the red squares representing buildings and player locations) to still show up?
When I import my custom black image it does not allow the player to see the...
If I want to make a SFX such as, say, thunderclap larger how would I go about doing that? I notice some SFX will scale depending on the unit it is attached to, but I haven't been able to find a way to customize the size myself.