Tips & Tricks
Using Abilities as Data Reference for Triggering
For the remainder of this thread, I'm going to call this method PRAT (Procedural Referencing with Ability object for Triggering) to make it easier.
I recently came up with this method and could not find any mention of something...
Hi, I'm not very good at English, but I hope you understand what I mean. I am making a map and I want you to help me when the hero picks up an item and takes it to a certain range, and the item is deleted and a number is added to Lumbor?
I have a trigger to add an item drop set to any unit of a given type upon death. The trigger looks like this: E> A unit dies. C> Triggering unit is of type (Ghoul). A> Run custom script - call ItemTable000000_DropItems()
it totally works but only for 1 instance. it seems the function "call...
I am working on a mini game where every time you kill an enemy, several more spawn nearby. I cant seem to be able to figure out how to assign an item drop set to a unit upon unit creation. I can only figure out how to give them an item to drop 100% of the time (unit dies,_, create item at...
I'm trying to make a torch consumable that comes in several charges and when used increases sight range and DMG for a short time.
However I cant seem to get it to work, when my hero picks up the torch items he immediately gets the buffs without even using a charge and when he stands he plays his...
I need a hero to be able to carry an item that is a building, then drop it, and have it quickly build. I got that part- I just modified the art on the tiny-buildings already available as items. Here's the tricky part I can't seem to figure out...
I need the hero to be able to pack the building...
Hey guys!
I'm working on a little project now where one of the main protagonists (a neutral enemy boss unit) actually revives itself at midnight if killed. Like, he revives *every* midnight if he dies. I was able to make it up to that part without a problem.
The thing is, I'd like him to keep...
I want a trigger so that when a hero picks up an item, say Crown of the Kings while he already has one, then he drops the Crown of the Kings that's picked up, (AKA: He can only have only Crown of the Kingsx1 and if he picks another one while having one in his inventory then the second one will...
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