| 12-04-2006, 04:21 AM | #1 |
I have a feeling this will be very difficult to accomplish, however, I would greatly appreciate your help. I would like to make an ability that basically works like a healing salve, dispelling upon hit, but heal as a percentage rather than a set value. Even more difficult, I would also be happy with an aura that heals like a fountain of life, but is dispelled for 5 seconds if you are attacked, causing the fountain only to heal you while out of combat. I do not need both, but if you know how to do either, please let me know. |
| 12-04-2006, 06:12 AM | #2 |
Do you mean on hit, or on damage? |
| 12-04-2006, 10:28 AM | #3 | |
Quote:
anyways it can be done, find healing slave in abilities and just edit it to fit your likings! and for the dispell on hit use trigers or JASS trigers should look something like this: condition: every 1 second of game time event: a unit takes damage (or is damaged) hero/unit dealing damage equal to player("opposing player hero or unit") actions: stop the effect of a (your spell) well the trigers should look something like this and sorry that they are not direct ones but i'm too lazy to make them with the WE. |
| 12-04-2006, 03:50 PM | #4 | |
Quote:
Hit is generally used to refer to an attack hitting the target. Damage can be done in other ways (ie: abilities). |
| 12-04-2006, 09:47 PM | #6 |
+Rep, thanks for the help Valdez. However, the second ability was misunderstood. The whole aura is not disabled if the hero is attacked, the aura's effect is only removed from the attacked (damaged) unit. It's a very complicated spell. Also, I didn't make this clear, but the first ability is still an item, simply a percentage based healing salve. That means, I would need it to be able to work on multiple units at once if another player decides to use one (and players can have multiple heroes :-O). Don't spend too much time, like I said, I only NEED one or the other. Even though, I would probably perfer the aura, but it sounds the most difficult. |
