I want a 20% chance for a unit to cast Breath of Frost.
The problem I'm having is what Event do I use for this? Do I use a spell like bash/critical strike or do I use only triggers?
Had a unit a custom Corrosive Breath, and went to test it out on buildings, but for the life of me I couldn't see the difference in damage.
So I spawned a chimera and removed the tech tree requirements for the actual corrosive breath, so I could see 50 damage per second on buildings.
Nada...
So I'm making a custom map with custom units, and in one particular situation there's just meant to be a worker making things on their own (a sort of makeshift defence).
So I've imported the AI through the import manager, gone and had a trigger that says
Event
Time elapsed 1:00 second...
I've got a trigger that currently works.
It spawns a random level 1 creep. Unfortunately, I've noticed it only spawns level 1 creeps from the tileset I'm using (lordaeron summer) whereas I want it to spawn level 1 creeps from every set.
Is there a way to make this happen by normal...
I've been meddling in quests and I can't seem to get them to work.
This question is pretty much aimed at someone who knows how to make the quests work.
I have a quest, Quest 1, which requires the player to go to a point. On the way they can get a secondary quest, Secondary 1...
I'm grateful for any help.
Anything I think is an error is marked in bold.
What I am trying to do;
When the Priest hero casts their ultimate Twilight Rain (Starfall), the Dummy then casts Healing Light (Tranquility) at the same location.
What I currently have is;
Trigger 1
Event...
I've been toying around with this for a bit now...
I have a unit that casts a spell targetting a unit.
I then want another unit to target the same unit with a different spell.
How do I do this via triggers?
Simplified:
Caster1 casts Spell1 on Unit1
In Response
Caster2 casts Spell2 on...
Yeah, I'm slow at this.
How do I make dummy units and then give them spells?
Can I give them multiple spells that I want it to cast one after the other?
Thanks for the help.
I think I made an error in my triggers... If something looks stupid, mention it and I'll tell you whether or not it's intentional.
The spell:
Healing Strike
Heals allies when attacked for 30 life each spell level, minus the users attack.
Variable:
Clubhealed
True/False
Learning the...
I'm working on an AoS, and I'm being as lazy as possible, so all heroes have the same revival time regardless of level and such.
Just wanted to know people's opinion on revival time. It's currently 30 seconds, but is that too short/long? Any advice appreciated.
Then theres Taunt. I have...
Okay, thanks in advance for any help you can give.
There's a specific unit that I don't want to give experience, as it's a summonable unit and would unbalance the experience and etc. How can I stop this unit from giving any experience?
For the trigger, I couldn't find an event based off...
I need taunt as a hero move with an extended duration each level, but it doesn't seem to work, at all. I originally had it without any targets and it worked, even on towers.
Possible problems;
Hero has no attack (no aggro?)
Taunt works in a perculiar way.
Targets.
Does anyone have any...
I have the spell disease cloud made into a hero ability, specifically meat wagon. So at the point of the attack, it creates a unit (disease cloud).
It has four levels, each creating a stronger disease cloud. Each disease cloud has the disease cloud (plague ward) ability of varying strengths...
This is for a hero called the Masochist, just in case you're wondering.
Spirit link is the spell that binds a group of units together and shares the damage they take. So what happens if you set the damage distribution to 1 or higher? Does that mean they can share 110%?
Secondly, I have the...
I'm looking to make a hero based off the Demon Hunter who is based around the ethereal.
I'm having several problems.
For a start, I want the hero to be ethereal, be targetted as ethereal, but I can't find a why to do it short of banishing them perpetually. Is there anyway around this?
To...
I'm trying to make it so everytime the hero gets a skill they get the matching upgrade.
Currently have
Event
(Hero Unit) learns (skill)
Condition
If ability being learned = (skill)
Action
Is there a way to do this? The upgrade improves the base damage of the hero.
Thanks.
Wise guru's of World Edit, I'd like to ask for some help with a couple of tricky hero abilities. Any help is appreciated. I'm not hugely familiar with JASS, but if that's neccesary for a spell then I'd do it.
I'll set the spells out like this
Name - Type
Effect
Extra Effects
Healing...
I have a hero with an ability similar to evasion. Let's go with Dodge. The hero also has Evasion. Firstly, do these stack? This may be what's causing my troubles.
When ever Dodge activates a dummy unit is meant to cast bloodlust on the hero. What I currently have looks like this
Event
Unit...