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Associate Object Editor properties with variables?

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Level 5
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Feb 1, 2009
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Is it possible?
Suppose I have custom attributes like Attack Power, Spellpower, Stamina, etc.

Those attributes are managed by using variables of the type "Real" with 8 arrays (1 for each player).

So, I have the variable Stamina[player number of owner of unit].
Can i associate this variable to the unit's total Hit Points and Hit Point Regeneration, in the Object Editor?

If not, is there any practical way of doing this, besides setting a "Set life of unit" trigger for every possible situation when Stamina is gained or lost?
 
Level 18
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Aug 23, 2008
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Well how exactly do you want to associate it with the unit? If you want Stamina to increase health, you can just do that with a small math formula (like Set (Life of YourUnit) = (Life of YoutUnit + (Stamina[(Player number of (Owner of YourUnit))] * 100)) whenever Stamina changes.

The only way this would be impossible is if you make it really, really complicated. But I doubt something thát complicated will ever be needed, so I can pretty much guarantee you that you can easily make custom stats.
 
Level 5
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Feb 1, 2009
Messages
107
Well how exactly do you want to associate it with the unit? If you want Stamina to increase health, you can just do that with a small math formula (like Set (Life of YourUnit) = (Life of YoutUnit + (Stamina[(Player number of (Owner of YourUnit))] * 100)) whenever Stamina changes.

That's exactly what I want to avoid =P
What I want to do is not exactly what you said (Stamina increases health). It's more like "Health is in function of Stamina". This way, anytime a unit gains OR LOSES stamina, the game would update the Health value for itself, without the need of a trigger for every possible situation when Stamina is gained/lost.
The way i thought this would be possible was if variables could be understood by the Object Editor, or something like that. Like editing the "Hit Points Maximum (base)" property of a unit and instead of giving it some number, giving it something like "=Stamina * 100" (Stamina being an already created variable).

Something I was thinking of was...

I could make a trigger that checks for conditions every 2 seconds or so. The action for this trigger would be "Set life of unit to Stamina(number of owner of unit) *100"
This way, everytime the game runs other triggers that modify Stamina, it would adjust the Life of the unit properly (or every 2 seconds).

But that would mean at least 6 triggers running every 2 seconds (I want 6 custom attributes). Would that overload my map?
 
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