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Spells that cost Hp

11-04-2003, 07:50 PM#1
Anakaristhedark
What is the triggers for em?
11-04-2003, 07:53 PM#2
chemo
k, here it goes....

E: An unit begins casting an ability
C: ability being cast equal to (your spell)
A: set casting unit life to casting unit life - 40

pretty easy :D
11-04-2003, 07:54 PM#3
Anakaristhedark
ty :D
11-04-2003, 08:04 PM#4
SourGummiWorm
I can never find ability comparisons... where are they in conditions?
11-04-2003, 08:11 PM#5
Zachary_Shadow
(Ability being cast) Equal to Inspire Courage [dummy]


The condition is called: Ability Comparison :)

@Anaki: Remember to set mana cost to 0 and add a notice to your spells that they cost xx Life to cast, preferably in a red text. Make it notisable :)
11-04-2003, 08:23 PM#6
Shark
can u do a generic "MP for HP" trigger ?
like
E: spell is cast
A: set (casting units) HP to (HP - mana cost of the (spell being cast))
A: set (casting units) MP to (MP + mana cost of the (spell being cast))

??? it would be kewl, right ?:)
11-04-2003, 08:49 PM#7
Eriond
Yeah you can do that... since you know what spell you're casting, you don't have to put a variable there, you can use a constant.
11-04-2003, 09:38 PM#8
Zachary_Shadow
Quote:
Originally posted by Shark
can u do a generic "MP for HP" trigger ?
like
E: spell is cast
A: set (casting units) HP to (HP - mana cost of the (spell being cast))
A: set (casting units) MP to (MP + mana cost of the (spell being cast))

??? it would be kewl, right ?:)


MTG aos has a unit that relies on hp usage for using skills ALONG with using mana at the same time. And have a skill that takes health, giving mana :)

I like the idea to use health instead of mana...now for the real trick, could u do this:

Make mana bar act like health and health bar act like mana ? 0 mana, dead, 0 health, still alive :)

Try figuring that one out :)
11-04-2003, 10:50 PM#9
Biflspud
Are you making a Lich, Zachary?

Probably the easiest way would be to give them a 1:1 mana shield ability.. but how would you add their current life to their max mana? Hrm... I'll have to think about this one.
11-05-2003, 01:05 AM#10
Zachary_Shadow
Quote:
Originally posted by Biflspud
Are you making a Lich, Zachary?

Probably the easiest way would be to give them a 1:1 mana shield ability.. but how would you add their current life to their max mana? Hrm... I'll have to think about this one.


Great :) Nah, it would be for one of my Devils :)
11-05-2003, 04:58 AM#11
Biflspud
Try this on for size:

Basically, I just edited Item Mana Bonus to give 1 mana. When you activate Mana Shield, it does an 1 to (Life - 1) loop and gives you Item Mana Bonus (1) at the cost of 1 life per iteration. You still run around with a negligible amount of life, and I can't find any means of preventing a unit from regenerating.

Once you order the unit to ManaShieldOff; the percent mana left is converted to life, and you lose as many Item Mana Bonus (1)'s as you gained.

It's not exactly what you asked for (a trigger to kill the unit if they have 0 mana would be easy, of course), but I couldn't figure out a way to set them to 0 life and have 'em live. So, basically, I crippled 'em instead.
11-05-2003, 02:52 PM#12
Silver_Lynx
[IMG]Make mana bar act like health and health bar act like mana ? 0 mana, dead, 0 health, still alive :)
[/IMG]

Well, we the mana 0 = dead wouldn't be too hard. But the health 0 = alive is a different story. What you could do, is just put a trigger that doens't let the unit go below 10 health. Does anyone know what happens if you make a trigger that: if health = 0, set health to 10. Does the unit die before the trigger kicks in or what? if it doesn't then that might work. for 0 mana = dead, just do trigger: if units mana < 3, then kill triggering unit.
11-05-2003, 05:18 PM#13
Biflspud
At least as I set up the trigger, their life regeneration doesn't matter - once they turn the mana shield off, the % mana they have left gets converted to their life total. So even if they regenerate some hit points, those are lost when they unshield.

As for your question, not sure - but it might be easiest just to have a simple Every 1 second event set their HP to 1. That way, if their hitpoints drop below 1, chances are that they'll die before the 1 second trigger saves them. That would also prevent them from regenerating, so if their shield gets broken, they'll die with the next hit.
11-06-2003, 07:38 AM#14
Balthamos
Hmm, but I was under the impression the hero would work that his health was his mana and his mana was his health...but now I think about it that seems really silly, it's like, going to extensive measures to accomplish it, when there really is no need...I mean, what's the point of making hp mana and mana hp when technically they already serve their purposes...perhaps if you made a hero with no mp at all and all his abilities would cost hp or something, then that would be interesting. Or perhaps they do cost mana but upon being cast they instantly give back the mana and lose hp as if the hp was your mana. Which means they require a level of mana which 'leaks' over time and can only be regenerated by killing enemies... I thought up the concept a while back, thinking of a unique 'Vampire' hero for an AOS type map...so he'd kill for mana, which allowed him to cast powerful spells but he needed to keep killing inorder to preserve his ability to cast spells. Which may or may not have required hp, perhaps only a little, just so it balances more.