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I want to create one when the hero is holding Mask Of Death and is attacked with less than 50% health, which will delete Mask Of Death and create a new version of Mask Of Death v2
Are you saying you want Mas of Death to have different functionality when the unit holding it has less than 50% HP, or do you want to create a Mask of Death v2 for the unit (or near it but on the ground) when it reaches that threshold?
(Item-type of (Item being manipulated)) equal to Mask of Death
Actions
Unit - Add (Triggering Unit) to DEATH_GROUP
Events
Unit - A unit loses an item
Unit - A unit pawns an item (to shop)
Conditions
(Item-type of (Item being manipulated)) equal to Mask of Death
Actions
Unit - Remove (Triggering Unit) from DEATH_GROUP
Events
Unit - A unit About to take damage
Conditions
((Triggering unit) is in DEATH_GROUP) equal to True
((Percentage life) of (Triggering Unit)) less than or equal to 50.00 //I think this function returns in the range 0-100 not 0-1.0, but it might need to be changed
Actions
Hero - Create Mask of Death v2 and give it to (Triggering unit)
I don't think this is what you actually want to do, though, which is why I asked. Do you simply want the Mask item to work differently (have different numbers) when the unit holding it has less than 50% HP? Say maybe only 10% life steal when above 50%, but 30% life steal when below 50%?
(Item-type of (Item being manipulated)) equal to Mask of Death
Actions
Unit - Add (Triggering Unit) to DEATH_GROUP
Events
Unit - A unit loses an item
Unit - A unit pawns an item (to shop)
Conditions
(Item-type of (Item being manipulated)) equal to Mask of Death
Actions
Unit - Remove (Triggering Unit) from DEATH_GROUP
Events
Unit - A unit About to take damage
Conditions
((Triggering unit) is in DEATH_GROUP) equal to True
((Percentage life) of (Triggering Unit)) less than or equal to 50.00 //I think this function returns in the range 0-100 not 0-1.0, but it might need to be changed
Actions
Hero - Create Mask of Death v2 and give it to (Triggering unit)
I don't think this is what you actually want to do, though, which is why I asked. Do you simply want the Mask item to work differently (have different numbers) when the unit holding it has less than 50% HP? Say maybe only 10% life steal when above 50%, but 30% life steal when below 50%?
I'm almost certain he wants the Item to bounce between two different forms.
v1 when above 50% hp, and v2 when below 50% hp. So basically what you have now, but when you acquire either Mask v1 or Mask v2 it should do a life % check and alter forms if necessary -> Remove old item + Create new item. Your damage event should also Remove v1 as well.
Also, I don't think this Event is necessary:
Unit - A unit pawns an item (to shop)
"Loses an item" should fire when that happens as far as I know.
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