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Everything posted by Karawasa
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Very Easy? As of 4.1 and beyond Ronald should be nearly impossible to make crash.
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Thank you for stopping by the IRC and catching up with me. I wish you the best in NZ and beyond. It was a great pleasure having you on the team.
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If you don't select anything in elemental phase it does randomly select for you, but it always says default string...
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Yes. Only three abilities needed though (Boomerang is going somewhere).
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The Hub and Writer's Block got the axe.
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If you expend all 5 votes on the same tower in dual phase, the other 4 get randomed and the round ends normally. When you expend all 7 votes on the same tower in triple phase, the other 6 don't get randomed and the round doesn't end.
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Disease, Vapor, Mushroom, Oblivion +Quark, Flamethrower, and Flesh Golem already reworked
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I will test this when I get home.
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I'll get to this when I get home. Can you code it in the meantime and I'll change the rawcode later?
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It should not be homing. How about something like Beast Master's Axe Throw from DotA? Essentially it shoots out two "Boomerangs" from each side that meet up and then return. Each boomerang is its own thing, so if a unit gets hit by both then double damage. Also, damage potential should reset on the way back. Thus if a unit gets hit by both on the way to and on the way back, that is quad damage.
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// quantum beam constant integer TOWER_QUARK = 'h004' constant integer TOWER_ELECTRON = 'h00R' constant integer TOWER_ATOM = 'h02Y'
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I changed it so that it calls the effect on units within 150 range of the primary damaged unit (it is a splash damage tower after all). I also made the tinting more pronounced. Did I do this right? If so, it's done! Napalm.rar
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Can you elaborate on which ones and why?
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*Moved to Club Element for higher visibility* Nice work holepercent, I am eager to see how this turns out. Please help him out with some feedback so that he can host this thing in the near future.
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The advertising would double underline certain keywords and when you mouse over them you get an ad. I've found that not only did these ads annoy me after sometime, but they also seemed to increase the loading time of the pages. I have done away with them and returned the top banner ad. The bottom link ads will not be coming back.
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Interesting...what do you guys think?
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My thoughts are that this tower should have all of its damage coded. This is because of the support buff consideration (mentioned in Boomerang thread).
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I noticed you have this resource at Wc3C; http://www.wc3c.net/showthread.php?t=106276 Would you be able to do a version that doesn't have the four dependencies. I loathe to import a bunch of stuff for just one spell. The terrain considerations are also not needed. It needs to be affected by damage bonus buff (as all damage towers do). Thus, when you go to deal damage something like; if has this buff then dam = dam *1.15 elseif has other buff dam = dam * 1.3 elseif has yet another buff dam = dam * 2.5 endif
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Currently the Sunburn trigger adds/orders/removes an ability to get the buff and special effect overhead the creep (the flame). Current implementation makes it impossible to tell how many debuffs are on a creep (since it stacks). The buff isn't really needed on the creep, so you can do away with the ability part. Would it be possible to instead trigger the effect (overhead flame) so that it grows in size as more debuffs are applied (i.e. the more you stack on one creep the bigger the flame gets)?
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Changelog: -Patch 1.24 compatibility Element TD 4.1b.w3x