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Two Quick Questions

07-14-2007, 05:18 AM#1
Karawasa
First:

I am looking for a way to add HP to creeps via ability. This will be for a TD. There is the item ability which adds HP, but when I try and change the level of it with triggers (to adjust HP for current level) it stays at level 1. I am looking for one HP adding ability, with a level for each "wave," and the stats for each correspond to creep HP for that level.

Second:

I was wondering if anyone knows how to get in contact with the administrator of www.epicwar.com

Thanks Guys
07-14-2007, 06:52 AM#2
Tide-Arc Ephemera
Why do you need to contact the administrator of EpicWar? If you want to remove a map or something... read there...

http://www.epicwar.com/maps/help/
07-14-2007, 07:00 AM#3
Karawasa
Website Affiliation.
07-14-2007, 07:54 AM#4
Alexander244
You could use Bonus Mod; basically you have your hp item abilities
1st adds 10 hp, 2nd adds 20 hp, 3rd adds 40hp, 5th adds 80 hp, 6th adds 160 hp etc.
Then you can add these abilities and get any number divisible by 10 up to a certain point, and if you need more, make more abilities. You could also do it as base 50/100 depending on what sort of increase you want.
EG: if you want 30 hp, you add 10 + 20.

Edit:

Quote:
Originally Posted by PitzerMike (Wc3 Ability Guide)
...A special bug allows you to to adjust the max mana and life of a unit without a permanent ability on that unit. Simply make a custom AIlf (Life Bonus) or AImb (Mana Bonus) ability and give it more than one level. Now set the bonus for level one to zero and the level two to the exact opposit you want to achieve. That would be -200 if you want to add 200. Now use UnitAddAbility and SetUnitAbilityLevel to add the ability at level two to your target. There's a bug in those abilities that prevents the bonus from being applied correctly. Then immediately remove the ability again using UnitRemoveAbility. This time it will try to undo the -200 bonus (which hadn't been applied due to a bug) and add 200 to the unit. That's it, you've changed the life/mana without having to keep any abilities on the unit.
07-14-2007, 08:09 AM#5
BBDino
Quote:
Originally Posted by Karawasa
but when I try and change the level of it with triggers (to adjust HP for current level) it stays at level 1.

This is (IMO) the one major Editor bug that Blizz should have fixed, especially since their own patch broke it.

Basically leveling unit/item abilities with triggers is prone to simply not working, although I'm not aware of anyone documenting the exact circumstances in which it occurs/doesn't occur.
07-14-2007, 11:04 AM#6
Karawasa
HP growth is exponential, so the above method does not work (one that uses multiple of ten, thanks anyway though).
07-14-2007, 11:13 AM#7
Captain Griffen
What do you actually want to add (ie: values)? If you don't give us info on exactly what you want, we cannot help.

Especially not if you're going to shoot down answers which can almost certainly be applied to your problem.
07-14-2007, 11:16 AM#8
Alexander244
With bonus mod and 20 levels of abilities, you could add about 10 million hp, with 10 base... I think that is too much, but it shows bonus mod would work for you.

Edit: I was boared and wanted to make a point.
Table:
Ability Num:HP added:
110
220
340
480
5160
6320
7640
81280
92560
105120
1110240
1220480
1340960
1481920
15163840
16327680
17655360
181310720
192621440
205242880

And remember you can add one of each ability, allowing you to make and number divisible by 10 up to the final number x2 -10
So with 20 levels and base 10; max of 10485750 hp.
With 30 levels of abilities and base 10; max of 10737418230 hp. (~10 billion, over anything you will be using, I pressume.)
07-14-2007, 07:23 PM#9
Karawasa
Alright Captain, I will post the values that I need. I shot down that method because I believed it would not work. It uses a base, and the power increment is always the same. What I need is a way to build off of previous values, with a varying base. I certainly hope that you are right and I am wrong though.

Here are the values:

Code:
 75 
 87 
 102 
 119 
 139 
 162 
 189 
 221 
 257 
 300 
 350 
 409 
 477 
 556 
 649 
 757 
 883 
 1,030 
 1,201 
 1,401 
 1,635 
 1,907 
 2,225 
 2,596 
 3,028 
 3,533 
 4,121 
 4,808 
 5,609 
 6,543 
 7,633 
 8,905 
 10,389 
 12,120 
 14,139 
 16,494 
 19,242 
 22,448 
 26,188 
 30,550 
 35,640 
 41,578 
 48,505 
 56,586 
 66,013 
 77,011 
 89,840 
 104,808 
 122,269 
 142,639 
 166,403 
 194,125 
 226,466 
 264,196 
 308,211 
 359,559 
 419,461 
 489,343 
 570,868 
 665,975

As you can see, a creeps HP is 1.1666 the HP of the previous creep.

I saw the edit that was posted where it quoted PitzerMike. Does that trick still work? Could it be applied here (can you go beyond level 2?).
07-14-2007, 07:35 PM#10
Captain Griffen
With a bonus mod system you could add up to 1,048,576 with 20 abilities. That's any value.
07-14-2007, 07:40 PM#11
Karawasa
I was thinking of a way around adding a shitload of abilities to one creep.

Could you make an ability array, array size 60 in this case. Then, at start of game set each array value to corresponding ability. Array position 1 would be item hp ability that adds 74 HP, position 2 would be one that adds 86 HP etc. Then, when a creep spawns for say level 4, could you then add array[level]?

PS: Do arrays start at 0, I forget. If so, subtract one from the example above.
07-14-2007, 07:54 PM#12
CommanderZ
You could write a function for this - you would just go throught the array and add them one by one. Doesn't sound too hard.

PS: Why don't you use object editor and just adjust the hit points onthe run?
07-14-2007, 08:04 PM#13
Karawasa
Can't use the object editor because there is a game mode where the creep order is randomized. Thus, every creep must have HP 1 and the game should add HP based on level.
07-14-2007, 09:42 PM#14
PitzerMike
Just to make things clear. BonusMod doesn't use multiples of 10, it of course uses powers of 2.
That is 1, 2, 4, 8, 16, 32, ... 1024, 2048 ...
Which is how you can get any bonus you want with a reasonable amount of abilites.

And the bug mentioned in the previous post still works and can be combined with both, the BonusMod idea, or the hardcoded amount per level approach that you seem to prefer.
07-14-2007, 09:55 PM#15
Pyrogasm
Why haven't we mentioned Blade.dk's SetUnitMaxState system? That's surely a lot easier to work with than Bonusmod, as it only uses 2 abilities with 3 levels each.