You can also add like a 1 sec cooldown just cuz. Also what he said. Make a dummy and make it follow the real hero . Add the spell and change what it raises and use a loop trigger to check for corpses and if there are any make dummy use the spellYou want it to raise the dead passively. Just create a dummy unit and periodically move it to where the real hero is and order it to cast raise dead.
Dummy Units Tutorial
Your best course of action is doing it with a dummy. You take a random passive spell. Change description for i to suit ur needs. Then when the unit learns the spell create a dmy to follow the unit. But only create a dummy when level 1 is learned because if u have more levels it will create a dummy every time u learn it. Then have the loop trigger that will check an aoe around the unit also moving the dummy to the unit position. There is no actual aura just a trigger checking the aoe around the unit. Now i recommend using like a 1 sec cd to prevent bugs and the dummy might not be able to cast super fast. That is my take on it.Has anyone actually looked at how the auras themselves work? Or is it too much work?
Thanks! I'll credit you for being helpful In the development process. I don't code JASS, (At least that's what I think Wc3 uses, along with C.) so can you try to make it how you think it might work for me and share it here? THe skeletons should be the same as the Necromancer's in every way, including the time they last (With all upgrades). Also, if you chose to help we with this, the newest update has a set limit of 1 pair of skeletons spawned at any given time, per necromancer.
Np man i just help where i canThanks! I currently don't have a cp capable of running World Editor or Wc3 at all, so I'm just setting us the story, gathering ideas, abilities and working out he technical stuff in the meantime.