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Berserkers Blood

Events


Unit - A unit Learns a skill

Conditions


(Learned Hero Skill) Equal to Berserker's Blood

Actions


Set u = (Triggering unit)


Set cv = (Custom value of u)


Unit Group - Add u to tempGroup


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Level of Berserker's Blood for u) Equal to 2



Then - Actions




Unit - Set level of BB Damage Bonus (2) for u to (Level of BB Damage Bonus (1) for u)




Unit - Set level of BB Damage Bonus (1) for u to 1




Unit - Set level of BB ASPD Bonus (2) for u to (Level of BB ASPD Bonus (1) for u)




Unit - Set level of BB ASPD Bonus (1) for u to 1



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Level of Berserker's Blood for u) Equal to 3



Then - Actions




Unit - Set level of BB Damage Bonus (3) for u to (Level of BB Damage Bonus (2) for u)




Unit - Set level of BB Damage Bonus (2) for u to 1




Unit - Set level of BB ASPD Bonus (3) for u to (Level of BB ASPD Bonus (2) for u)




Unit - Set level of BB ASPD Bonus (2) for u to 1



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Level of Berserker's Blood for u) Equal to 4



Then - Actions




Unit - Set level of BB Damage Bonus (4) for u to (Level of BB Damage Bonus (3) for u)




Unit - Set level of BB Damage Bonus (3) for u to 1




Unit - Set level of BB ASPD Bonus (4) for u to (Level of BB ASPD Bonus (3) for u)




Unit - Set level of BB ASPD Bonus (3) for u to 1



Else - Actions


For each (Integer A) from 1 to 14, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Level of Berserker's Blood for u) Equal to 1





Then - Actions






Set BB_Life[cv] = ((Max life of u) - ((Max life of u) x (((Real((Integer A))) x 7.00) / 100.00)))






Trigger - Add to BB Effects <gen> the event (Unit - u's life becomes Less than or equal to BB_Life[cv])






Trigger - Add to BB Effects Remover <gen> the event (Unit - u's life becomes Greater than or equal to BB_Life[cv])






Trigger - Add to BB Life Checking <gen> the event (Unit - u Gains a level)






Trigger - Turn on BB Effects <gen>






Trigger - Turn on BB Effects Remover <gen>






Trigger - Turn on BB Life Checking <gen>





Else - Actions
BB Effects

Events

Conditions

Actions


Unit Group - Pick every unit in tempGroup and do (Actions)



Loop - Actions




Set u = (Picked unit)




Set cv = (Custom value of u)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Level of Berserker's Blood for u) Equal to 1





Then - Actions






Unit - Set level of BB Damage Bonus (1) for u to ((Level of BB Damage Bonus (1) for u) + 1)






Unit - Set level of BB ASPD Bonus (1) for u to ((Level of BB ASPD Bonus (1) for u) + 1)





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Level of Berserker's Blood for u) Equal to 2





Then - Actions






Unit - Set level of BB Damage Bonus (2) for u to ((Level of BB Damage Bonus (2) for u) + 1)






Unit - Set level of BB ASPD Bonus (2) for u to ((Level of BB ASPD Bonus (2) for u) + 1)





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Level of Berserker's Blood for u) Equal to 3





Then - Actions






Unit - Set level of BB Damage Bonus (3) for u to ((Level of BB Damage Bonus (3) for u) + 1)






Unit - Set level of BB ASPD Bonus (3) for u to ((Level of BB ASPD Bonus (3) for u) + 1)





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Level of Berserker's Blood for u) Equal to 4





Then - Actions






Unit - Set level of BB Damage Bonus (4) for u to ((Level of BB Damage Bonus (4) for u) + 1)






Unit - Set level of BB ASPD Bonus (4) for u to ((Level of BB ASPD Bonus (4) for u) + 1)





Else - Actions
BB Effects Remover

Events

Conditions

Actions


Unit Group - Pick every unit in tempGroup and do (Actions)



Loop - Actions




Set u = (Picked unit)




Set cv = (Custom value of u)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Level of Berserker's Blood for u) Equal to 1





Then - Actions






Unit - Set level of BB Damage Bonus (1) for u to ((Level of BB Damage Bonus (1) for u) - 1)






Unit - Set level of BB ASPD Bonus (1) for u to ((Level of BB ASPD Bonus (1) for u) - 1)





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Level of Berserker's Blood for u) Equal to 2





Then - Actions






Unit - Set level of BB Damage Bonus (2) for u to ((Level of BB Damage Bonus (2) for u) - 1)






Unit - Set level of BB ASPD Bonus (2) for u to ((Level of BB ASPD Bonus (2) for u) - 1)





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Level of Berserker's Blood for u) Equal to 3





Then - Actions






Unit - Set level of BB Damage Bonus (3) for u to ((Level of BB Damage Bonus (3) for u) - 1)






Unit - Set level of BB ASPD Bonus (3) for u to ((Level of BB ASPD Bonus (3) for u) - 1)





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Level of Berserker's Blood for u) Equal to 4





Then - Actions






Unit - Set level of BB Damage Bonus (4) for u to ((Level of BB Damage Bonus (4) for u) - 1)






Unit - Set level of BB ASPD Bonus (4) for u to ((Level of BB ASPD Bonus (4) for u) - 1)





Else - Actions
BB Life Checking

Events

Conditions

Actions


For each (Integer A) from 1 to 14, do (Actions)



Loop - Actions




Set BB_Life[cv] = ((Max life of u) - ((Max life of u) x (((Real((Integer A))) x 7.00) / 100.00)))
Damn TwoVenomous! I'm really happy to see you creating abilities, systems and all sort of stuff for peopleEven I wondered a lot of times how to create a skill like this one
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You forgot to warn that this ability requires Unit Indexer
yes, i forgot. i'll add another notes to warn him.
Dragon Blood setup

Events


Unit - A unit enters lake <gen>

Conditions

Actions


Set db_unit = (Triggering unit)


Set db_i = (Custom value of db_unit)


Unit Group - Add db_unit to db_group


For each (Integer A) from 1 to 12, do (Actions)



Loop - Actions




Set db_life[db_i] = ((Max life of db_unit) - ((Max life of db_unit) x (((Real((Integer A))) x 8.00) / 100.00)))




Trigger - Add to Dragon Blood increase <gen> the event (Unit - db_unit's life becomes Less than or equal to db_life[db_i])




Trigger - Add to Dragon Blood decrease <gen> the event (Unit - db_unit's life becomes Greater than db_life[db_i])




Trigger - Add to Dragon Blood lifecheck <gen> the event (Unit - db_unit Gains a level)




Trigger - Add to Dragon Blood lifecheck <gen> the event (Unit - db_unit Acquires an item)




Trigger - Add to Dragon Blood lifecheck <gen> the event (Unit - db_unit Loses an item)




Trigger - Turn on Dragon Blood lifecheck <gen>




Trigger - Turn on Dragon Blood decrease <gen>




Trigger - Turn on Dragon Blood increase <gen>
Dragon Blood increase

Events

Conditions

Actions


Unit Group - Pick every unit in db_group and do (Actions)



Loop - Actions




Set db_unit = (Picked unit)




Set db_i = (Custom value of db_unit)




Unit - Set level of Dragon Blood (spell book) for db_unit to ((Level of Dragon Blood (spell book) for db_unit) + 1)
Dragon Blood decrease

Events

Conditions

Actions


Unit Group - Pick every unit in db_group and do (Actions)



Loop - Actions




Set db_unit = (Picked unit)




Set db_i = (Custom value of db_unit)




Unit - Set level of Dragon Blood (spell book) for db_unit to ((Level of Dragon Blood (spell book) for db_unit) - 1)
Dragon Blood lifecheck

Events

Conditions

Actions


For each (Integer A) from 1 to 12, do (Actions)



Loop - Actions




Set db_life[db_i] = ((Max life of db_unit) - ((Max life of db_unit) x (((Real((Integer A))) x 8.00) / 100.00)))
This seems a very preferable alternative, I like the simplicity of it... Anyway, let just say there will be more custom units with the same spell, and the lifecheck will be performed every 0.1 second, how many of them can be handle without affecting game performance...?I wouldn't use this design. Just use a Periodic Interval or Timer that checks the status of your Berserker Blood unit(s) every 0.25 second or so. Then update the values of the Berserker Blood abilities according to your unit's current life.
I'm still playing the old version ones, v1.27... XDIn version 1.31+ we can toss out the Spellbook/Set level design and modify ability fields directly through triggers. An example can be found here:
So your unit would be given hidden Attack Speed/Attack Damage abilities and you would modify their field values directly instead of messing with ability level.Attribute based Spells and More (SetAbilityRealLevelField)
------SetAbilityRealLevelField Tutorial------ Hi Everyone, this is my "First Tutorial" about SetAbilityRealLevelFields in GUI, and evrything we can Modify on our Spells. I started this Tutorial because, i cant find anything about it on Hive.. and its very usefull for Beginners. Content...www.hiveworkshop.com
You won't notice a change in performance, you're only checking life totals and possibly changing ability levels.So, in this case, where is the cause of the problem (for this design)...?
This seems a very preferable alternative, I like the simplicity of it... Anyway, let just say there will be more custom units with the same spell, and the lifecheck will be performed every 0.1 second, how many of them can be handle without affecting game performance...?
I'm still playing the old version ones, v1.27... XD
But thanks for the reply...
