• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
Mr_Bean
Reaction score
68

Profile posts Latest activity Postings Experience Resources About Medals

  • oh yeah, you're off 5 hours ago.
    there was a server issue, I think you might face it as well.
    Thank you very much...

    1 more thing xD
    I think its a bit op, the Furious Slash. If its not too much to ask.. Can you make it so that you only gain charges if the ability hits an enemy?
    Okay but it doesn't work this way the moment I replaced it the trigger turned itself off and shows some error when I try to turn it on :/
    first time i learn it, it's invisible, but then i move, then waiting, it's doesn't invisible anymore
    Beanie I need you to change something to the Death Coil spell that you did for me few days ago! I just found out that it has this little problem that we didn't spoke of!

    It can be cast on self (on the caster himself and probably on friendly units) where it doesn't do any damage (at least in the case of the caster) but still heals him which is not what is expected of the spell to do!

    Basically it should work only on enemy units and heal only if it actually does damage!
    Also I am not sure how the healing effect of it works at the moment but it should work this way - if two enemy units are hit and the spell did 30dmg per unit, where each of the units has 15 HP only it shouldn't heal more than the damage that the units have taken - in this case the spell deals 2x30=60 Dmg to both units but their combined HP are 2x15=30HP so the spell shouldn't heal more than 30 HP even if it does more damage to the units!
    Heey how about the respawn system??
    I would like there will be hero respawn too ;) ;)
    With Hero Level * Second
    Oh and also the creeps spawn should can be randomly like DotA did ;) ;)
    I know, that's why I ask him tons of question beforehand.
    I need it to be specific, btw, just delete my request, I don't need it anymore [unless ELite working on mine?]
    hello mr.bean

    There's bug on Hide in darkness and shadow leap
    hide in dakrnes : It doesn't invisible sometimes
    shadow leap : i tried to blinkin for 300 range but then it blinkin for 900 range ...
    Okay thanks. Will check it out once my mom leaves home :p I'm the one who should apologize for not mentioning it earlier as well so it's okay.
    Set makes the unit not able to move, when the value is 0. It can only turn. With Get, the value can be stored and then later set to what it was.
    well it stops at a target point. Casting range is about 500.
    Sr for didn't tell the Casting Range :)
    Yes Mr Bean it is a missile that travels from the cater towards the target(s).
    Amount of HP healed cannot be greater than the max HP of the caster (meaning if the caster has 100 HP max he cannot become 105 or more because of this spell, even if the damage done is more than the amount that has to be healed)
    Ex.1: DeathKinght(DK) has 40/100 HP - two enemy Grunts near by both have 15/100 HP, after they got hit by the spell (they die - damage dealt 2x15) amount healed to the DK = 30 becomes 70/100
    Ex.2: DeathKinght(DK) has 40/100 HP - two enemy Grunts near by both have 45/100 HP, after they got hit by the spell (they die - damage dealt 2x45) amount healed to the DK = 60 becomes 100/100 HP
    And good luck with the exams mine are already near the end! :)
    I am not sure that social groups will be sticking around forever. If you are OK with that, we can make a group, but groups are not very visible compared to threads. I think you should prefer your thread. :)
    I know right! :p


    ----------
    You're considering working on the map again? I understand that you would work on it for yourself. Perhaps if we had a community that got involved you would feel differently.
    ----------
    Nah. I might get random bursts of motivation, but I'll get bored quickly of working on it. So likely I won't. Well, I didn't know what direction to take the map in, so... yeah, I had no idea.

    Hmm. I used array structs mainly for AIDS, unit attachment, player ids, and other such stuff. It's more for convenience than was for efficiency. So, player array-structs:

    struct PlayerProperty extends array
    gold
    lumber
    food
    endstruct

    PlayerProperty[GetPlayerId(GetOwningPlayer(GetTriggerUnit))].gold

    Although it is true you can write your own alloc/dealloc methods, which can be used more efficiently (apparently) than JassHelper's methods. But the other claim is that such increase is negligible.

    I didn't really understand why half the things I were doing were more efficient :p I just memorised that it was and implemented them in practice :3
    yess ... crit agility ^^

    Level 1: 50 + (1.5 x agility)
    Level 2: 75 + (2 x agility)
    Level 3: 100 + (2.5 x agility)
    Level 4: 125 + (3 x agility)

    this is good idea .. thank you
    Im not using any specific model ATM but i have made a request that someone make a model... But it doesnt seem to be done any time soon... so lets say we go with the basic Captain model
    Oh. I guess it can't be helped. The forums pretty much was a flop, haha. Not enough community members is disappointing. But yeah, it's more of a pet-project than something for the community.
    And another thing... whenever i try adding more units to the test map it all crashes...
    So sorry. I must have mistyped the health when i intended to type mana. Just mana. Not health.
    I'm sure I can, but I have no Internet connection to help the workshop.
    I use mobile at the moment :S
    No problem. The bonus damage of Blood Ritual works below 20% mana only, not both. And not necessarily that it won't gain the damage bonus, since it will be zero and after 3 seconds, the health sacrifice starts and the hero will gain the damage by then.
    Yeah you got that right. For the dying, yes. He can easily deny himself which is very important when losing a fight.
    You're right lol. Okay, just double the positive bonuses like duration, damage multiplier, movement speed bonus and movement speed bonus, but negative bonuses like spell damage, slow percentage, armor reduction, penalty timers do not count.
    It's deactivated all the time. It only auto-activates when the mana is below 20%. The bonus damage also works only when the health is below 20%.
    Sorry for the delay. Okay, the Blood Ritual will automatically activate only when the mana is below 20%. For those who are lazy to get their Blood Ritual activated through the <20% mana system, they can activate Agony instead which will also activate the Blood Ritual without having the mana to be below 20%. Agony has no duration nor manacost, only a hp sacrifice every 3 seconds.
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top