| 10-27-2003, 05:56 AM | #1 |
the long title sorta says it all... ok im making an item with a life drain aura, but i dont want it to be based on unholy, cause then it could get overridden and stuff. so i based it on the life regeneration (neutral) spell that is for the well of life <--(mistake). the problem is, it doesnt activate unless the unit is already damaged (doh!). so what im asking is is there a way i can edit the ability to work on non-injured units, or another ability that would work (that can stack with similar abilities). or, if its a skill based on unholy, but its set to be item skill, will it stack with other unholy based skills? thanks for any help i can get, AnArKi |
| 10-27-2003, 07:46 AM | #2 |
zachary shadow came up with a brilliant idea to solve this problem. it is quite easy actually. just create a trigger that deals 1 damage to any unit that comes within range of the unit with the life drain spell if their health is 100%. therefore that will set thier life to -1 whatever they had and the spell will begin to work. good idea zach :D |
| 10-27-2003, 08:32 AM | #3 |
Or just use the Healing Ward aura with negative Data values. |
| 10-27-2003, 08:49 AM | #4 |
i am pretty sure that healing ward aura has the same effect as the fountains in that it won't do damage unless you have atleast taken 1 damage. i say just do the triggers. |
| 10-27-2003, 08:52 AM | #5 |
the best aura for that one is Aura of Blight, but it doesn't work... |
| 10-27-2003, 10:48 AM | #6 |
Maybe I'm wrong, but how about you use your original aura and also have immolation or just immolation on it's own. Are you trying for a percentage damage? and is it a hero ability? if it's a hero ability, check for the hero learning the hero ability and then add the ability 'immolation' based off the item version so there's no icon (with 1 damage a second) and give it the same radius as the aura. That way the units will never be at full health. Does that work for you? |
| 10-27-2003, 11:25 AM | #7 |
That is the two best ways of doing it. Imolation will be there forever, and save you a trigger. The reason you need to do the other, is when making a health draining ward. As they can't have imolation. Reason WHY they need to have lost health, is because the aura is hard coded to react when a unit is below 100% health. When they get down under 100% it starts to "heal", but with a negativ value, thus reducing and keeps on doing it untill death :) |
| 10-27-2003, 11:40 AM | #8 |
Immolation would be the easiest, yeah; it has no problem acting on undamaged units. As for wards, you might have one trigger set the last created ward to a variable: Event: Unit starts the effect of an ability Condition: Ability = DeathWard Action: Set DeathWardVar = Last created unit And then... Event: Unit comes within (range) of DeathwardVar Condition: % life Entering Unit = 100 Action: Set life of Entering Unit = Life of Entering Unit - 1 |
| 10-27-2003, 11:51 AM | #9 |
An even easier way, would be to just create an invisible unit when a ward is placed. The unit should have the -1 hp imolation with same range as the ward. This would work out fine, and just give the invisible unit ((Hidden tru trigger Unit - Hide)) a life timer for as long as the ward is there. The -1 hp pr second isn't somethign that is notisable, as you regen faster than that... |
| 10-27-2003, 11:59 AM | #10 |
actually zachary, the easiest wayto make a unit invisible is to give it no model, or .mdl in the custom path field, it cant be clicked, no hp bar on alt, but it still can die. i use it for my naval destruction map |
| 10-27-2003, 12:19 PM | #11 | |
Quote:
Just one problem, it can still be targeted. It's VERY easy just to say: Unit - Hide Last Created Unit....and it's gone, but all its abilites still work. You can do it like that too, and it will work. As you know, a coin has 2 sides :) hehe |
| 10-27-2003, 09:56 PM | #12 |
thx for all the ideas guys, its a bummer the only-activate-when-under-100%-hp thing is hardcoded :( anyways, for now i think i'll be useing the immolation idea. it also depends on whether it will be more balanced at a % life loss every interval, or a flat value. thx again, AnArKi |
