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Healing Locust Swarm

07-29-2003, 06:02 AM#1
Xtil
Im wondering if I could somehow make a healing locust swarm (that heals my allies). I made the damage run facter a negative but Im not sure what it does for the skill and same with Damage return threshold. Im not sure how to do this.

Xtil
07-29-2003, 06:04 AM#2
Thunder-Hunter
base spell off a Healing salve maybe and give it an area effect healing, for heal over time maybe....
07-29-2003, 03:58 PM#3
qmrcool
all you have to do is set the damage to a negative value and then change who the spell effects.
07-29-2003, 04:11 PM#4
KenjiMcCloud
I find a group healing Locust Swarm an interesting idea, so here's my take on this.

LS produces friendly summoned units that can transfer health to the caster. As friendly units won't attack your friendly units(I don't know if they still transfer health if you give them to an enemy player), you have to do a workaround. Consider this one:

On activation of a dummy spell, you create an invulnerable (maybe enemy, then something applies) unit with 10000 maximum HP and 1 actual HP, without attack and movement which casts a locust swarm. If you don't want them to be offensive, make them attack your units with 1 damage and a high damage return factor. The created unit would pool the gained HP and you can redistribute them to units in range.

You can also use a dummy, HP pooling unit on your own side if you just want to keep it simple:). Pitifully, there is no Generic Unit event called "Attacks", which is dumb;/.

It may also work if you just use a negative attack value for the enemy dummy locusts. That sounds even better, actually, but requires more balancing effort if you have 3+ levels for such a spell:/

I'll try this out.
07-29-2003, 04:38 PM#5
Xtil
qmrcool - Which dmg value? On locust swarm spell? Or the dmg of the locusts? I tried changing the dmg of the Locusts and it wouldnt let me even though I enabled negative values.

KenjiMcCloud - On your first idea your saying I should make a spell that does nothing. But it is linked in a trigger. So When I activate the skill the trigger will will create a unit with 1/10000hp, without attack and movement which casts a locust swarm. Question, why cant we have a 10000/10000 hp unit? And its under enemy control right? Then I set the locusts to do one dmg so they dont dmg mine guys as much. And I dont understand how a enemy locust could pool the hp to you and how can I redistribute?

Xtil
07-29-2003, 05:34 PM#6
KenjiMcCloud
You misunderstood the possibilities.


Case one:
You let a dummy enemy invulnerable unit cast locust swarm on you, while the locusts do negative damage(this seems to not work: I don't know why. My WE seems to not let me use negative values. Wtf?

Case two:
You let a dummy enemy invulnerable unit with 1/10000hp cast locust swarm on you, while the locusts do very low damage with a high damage return factor. That way, the invulnerable unit will accumulate HP while your units shouldn't take much damage. Then, you could distribute the HP the dummy accumulated onto the units in range. This is only feasible if you want a non-channeled tranquility like spell, which you could do different anyway.


edit: Apparently the raw TFT WE will not let you use negative damage values. I don't feel like downloading some enhanced stuff to try it out, so ya... Can someone tell me if it works and if negative damage is possible? >.>
08-14-2003, 08:52 AM#7
Telperion01
I don't think negative damage values are possible, you could always do the workaround of increasing the target unit's health whenever it is attacked by a unit of type locust.

I wonder how this would operate ingame...locust swarm is a complex spell, and I'm not familiar with the precise mechanics of it yet.
08-14-2003, 09:24 AM#8
Newhydra
In roc - dmg was possible, haven't checked it out for tft