Just wondering if there is a way to detect when a unit gains mana. I thought about using, say, T32 to check the unit's mana every 1/32 of a second and compare it to the mana before the last check but I wasn't sure if that was overkill or not.
Well, this is for a bob-omb character (as you may tell from the title). As odd as it may sound this character's powers make other bob-ombs (red, green, or blue) that do various things.
Red - runs to the destination then explodes and stuns
Green - runs to the destination and explodes
Blue -...
Well, they're simple problems but I can't figure them out thus far.
1) How does one determine if a unit has a buff made with BuffStruct? I saw BuffList[unit].forEachBuff method but I don't know if you use that or not. I tried running through each buff and checking if it was my buff but I...
Ok, so if I want to stun a unit for 2 seconds... what's the best/easiest way to do this?
I know you use - Status[unit].addStun() - wait - Status[unit].removeStun()-
But what is the best way to wait? The example only says to use your preferred timer system but since I'm an uber noob I don't...
Is it possible to get a hero's damage right off of the hero itself (NOT talking about damage detection).
If not, would I just use a formula based on the hero's level, its main attribute damage bonus, and find the average of its damage dice?
I.E.: Strength hero (1-1 attribute damage) with...
I'm trying to create a fear system that orders a the units to run away from the unit that fears it. So far, I have it working like this (with the fear spell based on doom).
(Fear System)
The issue is this doesn't appear to be ordering the units in the right direction nor does it make them run...
Ok, I want to use Artificial's RecipeSYS in my map but that's all I need Jass for. Is there a way to save my map in NewGen with his system copied into it so that it converts the code properly then open it in a normal WE and have it still function?
If not, I'm not sure how exactly NewGen's...
I'm making a spell that creates an orb where whenever an enemy unit gets too close the orb drains its mana once. The code I'm using is below:
The problem I'm running into is when I use the spell I see the messages
Here First
No Bubbles
meaning that as soon as the spell is cast the...
So I had an idea for a hero with 4 spells. Each spell toggles on and off a certain aura where you can only have 1 aura at a time. Depending on which aura you have active, the hero gets another ability with some related effect.
For example, I have brilliance aura on and create a mana elemental...
Ok, so the only working way I've found to change a unit's max health (supposedly) is by using Jesus4Lyf's Status. So I got newgen (is 1.5d the latest?) and started newgen world editor, got Status, AIDS, and DummyCaster put into their appropriately named triggers, and saved the map. This error...
Well, I have no idea why this error is occurring. I'm using GUI in just the basic, un-edited in any way WE for this program, try to test and this pops up.
Line 642: Invalid argument type (location)
set udg_TempPoint = GetRectCenter(GetPlayableMapRect())
TempPoint is a point in GUI. Has worked...
Well, I've looked around for something that could help me with this but haven't found it.
I need to somehow make a drop off look like either a bottomless pit or so deep that you can't see the bottom too well. I tried making the terrain go as far down as I could with the terrain palette and it...
So a unit (Priestess) targets herself or an ally with an instant cast spell called Goddess's Touch. This spell is based on Holy Light. I wanted a buff to be placed on the unit so I added my buff to the spell but it wasn't placed on the units. Then I decided to use a spellbook with the buff...
I need a way to prevent all damage from non-trigger sources a unit receives without actually making the unit invulnerable.
Exact reason I need this.
Part of a map I'm making has units trapped in a room with a blizzard going on. I can't set the blizzard to do no damage. >.> And there is...
I need a way to have a unit deal damage when some enemy unit collides with a different unit.
In other words:
One unit (Unit B for back) is standing in the back with an allied unit (Unit A) in front of it.
An enemy (Unit E for enemy) runs right up to Unit A. This causes unit B to deal xxx...
I'm working on a user customizable wisp wheel for GUI. (Test map in progress) This is what it does.
1. Takes a unit for the center
2. Takes how many spokes there should be, how many units in each spoke, and distances between each
3. Takes damage on collision
4. Creates the wheel with a...