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    posted a message on Aeon of Storms' Recruitment

    @SoulTaker916: Go

    But there are stuff to work on, like a full fledged draft system and possibly a more intricate shop and hero selection.

    Quote from abvdzh: Go

    Imho, developing dota-style map sounds unpromising in light of upcoming b-allstars. And if there will be some good ideas and overheads in your map (which is doubtful) comparing to it, blizzard will just copy paste it in their map D: just stand no chance.

    Remember upcoming or coming soon with blizzard means years...

    Posted in: Team Recruitment
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    posted a message on Aeon of Storms' Recruitment

    I don't plan to fill an official position, but if that firebat hero I gave you gets into the game, I will probably continue to assist with a hero every now and then.

    Also, highdrater is being an incredible douche for someone who plays this game on the regular.

    Posted in: Team Recruitment
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    posted a message on How can I change this ability to add scaling?

    Sorry, but I'm still lost.

    @BasharTeg

    I don't think that method would work because the unit is dead before the damage is applied, so the trigger would have nothing to reference.

    @ Wrath thanks hon :) I used a separate trigger to set the array to the caster, then used that array as the damaging unit. However, If two people use this, then the damage scaling will default to whoever cast it last.

    Posted in: Triggers
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    posted a message on How can I change this ability to add scaling?

    The scaling method I normally use is a trigger like this: Environment - Deal damage using Dummy Damage on (Triggering unit) from (Damaging unit) with ((Stack count of Intelligence on (Damaging unit)) * 0.5) extra damage

    Now, the type of ability is an effect target type, which uses the launch missile effect. From what I understand, this is the best way to make a missile hit the first target it comes in contact with (referring to the process at the bottom of the page.)

    However, using a trigger like this won't work because the "Damaging unit" is the ammo unit of the launch missile ability, which not only dies upon impact but won't have the intelligence attribute for scaling. I don't think this is a trigger problem, though I may be wrong. Is there any other way to generate a similar ability, which would make the "Damaging unit" in the trigger, the caster instead?

    Posted in: Triggers
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    posted a message on Creating a Tool tip for a levelable behavior ability

    @Darkillusion95: Go

    Oh yeah, I use the effect -effect menu

    Posted in: Data
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    posted a message on Creating a Tool tip for a levelable behavior ability

    Yes, when I level the ability up, I want the tooltip to change as well.

    I'm using the approach where you create a "learn" ability which has your all of your abilities in different indexes. Every time the hero levels up he gains one point which he can use to learn/upgrade a skill.

    Posted in: Data
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    posted a message on Creating a Tool tip for a levelable behavior ability

    Can you link it to me olease, because I cannot find a thread that addresses this problem.

    Posted in: Data
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    posted a message on Creating a Tool tip for a levelable behavior ability

    I have an ability called Rage which is a toggled ability. I have this button on a hero; the learn button and the level one tool tip display properly. However, when I upgrade the ability, the tool tip won't change. The reason this is troublesome is that the only sections under the command card for the ability that include the word "level" are Level Button Off Tool tip Image and Level Button On Tool tip Image. Other abilities also have the Level Button Tool tip section which I use to update the Tool tip per level. Any suggestions?

    Posted in: Data
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    posted a message on Periodic effect on toggled behavior not working.

    I don't know if this is the reason, but I set the period to -1 and the period to 10 seconds. The periodic effect is set, and is an apply behavior effect which applies a behavior of type buff which is also set up. The toggled behavior, called Rage is supposed have this periodic effect. The problem is, when I toggle it on and wait ten seconds, I do not receive the buff.

    Posted in: Data
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    posted a message on (Solved) Giving a hero a timed buff for killing a unit.

    @willuwontu: Go

    Thank you sir.

    Posted in: Data
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    posted a message on (Solved) Giving a hero a timed buff for killing a unit.

    I have one more question in order to finish this ability. How do I make the actor work so that it is always on when the behavior is active?

    Posted in: Data
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    posted a message on (Solved) Giving a hero a timed buff for killing a unit.

    @Bilxor: Go

    Hey, thanks that was easier. I was shying away from triggers, but I suppose I will start using them now.

    Posted in: Data
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    posted a message on (Solved) Giving a hero a timed buff for killing a unit.

    @DrSuperEvil: Go

    Thanks for the response, but I'm still not sure what to do. The only "response" I see is "Death Response." So I was thinking that I would use that to link the effect that applies a buff with the health + health regen.

    Posted in: Data
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    posted a message on (Solved) Giving a hero a timed buff for killing a unit.

    So I'm working on this hero. One of his abilities does the following: On killing a creep (non hero) he gains some health and health regneration for a few seconds. This is supposed to be stackable and stacks refresh the previous stacks duration. On killing a hero, this amount is increased. Honestly, I have no idea where to start with this, and I'm pretty new to the editor. I would greatly appreciate any help.

    Posted in: Data
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