- Joined
- Mar 19, 2010
- Messages
- 35
1. Is there any way to get 'Liquid Fire' (Troll-Batrider's passive) to work with Goblin-Sappers 'Kaboom!' suicide-ability without breaking units suicide function ? As far i see Liquid Fire needs a standard attack for applying itself.
2. Neutral market and merc-camp sell items/mercs which some of i dont want to be available too soon ingame,so i set main-building lvl2 etc. as item/merc's prequisite,however they still can be bought without meeting the prequisite. main-building lvl2 etc. works as preq. when buying neutral hero out of tavern but why not on item&mercs ?
3. How can i create a rotating item pool on neutral market ? (for example there will be 36 items,each x minutes it will be rotated with randomly picked 5-11 out of 36.). I want to do similar for Merc Camp too.
4. In my altered melee setting i have given every hero a 'starting ability',which is unlevelable unit ability as it is. So Paladin's starting ability is a 'Holy Flames' passive which is a recycled Firelord's 'Incinerate'. Now i want to take out the 'explodes on death' part out of this ability but there is no parameter for that(or im blind?).
5. Is there a way to edit the bonus armor that is gained from mana-flare ?
6. I want to include changelog in Quests that explains the changes made but its so long that its not being displayed properly. What is the max character limit for Quest-text ?
7. I want to make Spellpower upgrades for each side,those will prequisite Casterunitsname-Master-Training and will upgrade the efficiency of caster unit's first and second spells in each own unique ways. Ive made an simple example one similar to 'Skeletal Mastery' which upgrades Necromancer's 'Raise Dead' to lvl 2. Now the upgrade is utilizing Ability-Level-Bonus,the affected ability has been edited to be 3-lvl,unit told to use upgrade it,but ability doesnt upgrade upon research. An upgrade with Ability-Level-Bonus works only if its affecting a single ability and not multiple ?
2. Neutral market and merc-camp sell items/mercs which some of i dont want to be available too soon ingame,so i set main-building lvl2 etc. as item/merc's prequisite,however they still can be bought without meeting the prequisite. main-building lvl2 etc. works as preq. when buying neutral hero out of tavern but why not on item&mercs ?
3. How can i create a rotating item pool on neutral market ? (for example there will be 36 items,each x minutes it will be rotated with randomly picked 5-11 out of 36.). I want to do similar for Merc Camp too.
4. In my altered melee setting i have given every hero a 'starting ability',which is unlevelable unit ability as it is. So Paladin's starting ability is a 'Holy Flames' passive which is a recycled Firelord's 'Incinerate'. Now i want to take out the 'explodes on death' part out of this ability but there is no parameter for that(or im blind?).
5. Is there a way to edit the bonus armor that is gained from mana-flare ?
6. I want to include changelog in Quests that explains the changes made but its so long that its not being displayed properly. What is the max character limit for Quest-text ?
7. I want to make Spellpower upgrades for each side,those will prequisite Casterunitsname-Master-Training and will upgrade the efficiency of caster unit's first and second spells in each own unique ways. Ive made an simple example one similar to 'Skeletal Mastery' which upgrades Necromancer's 'Raise Dead' to lvl 2. Now the upgrade is utilizing Ability-Level-Bonus,the affected ability has been edited to be 3-lvl,unit told to use upgrade it,but ability doesnt upgrade upon research. An upgrade with Ability-Level-Bonus works only if its affecting a single ability and not multiple ?