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[Trigger] Duplicate trigger for 5x king's attack,hitpoint and regen for legion td edited map

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Nov 19, 2010
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Hello there,

I am trying to make a duplicate of a trigger i have for my tower defense game from "legion td" that i have edited.

The King currently has 3 types he can upgrade his damage ( attack) , Life and hitpoint regeneration.

This is the trigger for the regular king's upgrades:
  • King Regular Upgrades
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Sold unit)) Equal to Upgrade King Hit Points
          • (Unit-type of (Sold unit)) Equal to Upgrade King Attack
          • (Unit-type of (Sold unit)) Equal to Upgrade King Regeneration
    • Actions
      • -------- Which Player/Team --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of (Selling unit)) is an ally of Player 9 (Gray).) Equal to True
        • Then - Actions
          • Set VariableSet Temp_Player = Player 9 (Gray)
          • Set VariableSet Temp_Unit = The King 0009 <gen>
        • Else - Actions
          • Set VariableSet Temp_Player = Player 10 (Light Blue)
          • Set VariableSet Temp_Unit = The King 0006 <gen>
      • -------- Add Upgrade (if valid) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Upgrade King Hit Points
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current research level of King Hit Points (1) for Temp_Player) Less than (Max research level of King Hit Points (1) for Temp_Player)
            • Then - Actions
              • Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
                • Loop - Actions
                  • Player - Set the current research level of King Hit Points (1) to ((Current research level of King Hit Points (1) for (Picked player)) + 1) for (Picked player)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Holy Light II (builder) for Temp_Unit) Equal to 0
                • Then - Actions
                  • -------- This abuses a glitch...if you don't understand it, ignore it --------
                  • Unit - Add King Life (Pseudoupgrade) to Temp_Unit
                  • Unit - Set level of King Life (Pseudoupgrade) for Temp_Unit to ((Current research level of King Hit Points (1) for (Owner of Temp_Unit)) + 1)
                  • Unit - Remove King Life (Pseudoupgrade) from Temp_Unit
                • Else - Actions
              • Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: (((PlayerColor_String[(Player number of (Owner of (Selling unit)))] + (Name of (Owner of (Selling unit)))) + |r upgraded your team King's hit points to level |cffFFcc00) + ((String((Current research level of King Hit Points (1) for Temp_Player))) + |r))
              • Set VariableSet UpgradesBought[(Player number of (Owner of (Selling unit)))] = (UpgradesBought[(Player number of (Owner of (Selling unit)))] + 1)
              • -------- Income --------
              • Set VariableSet PlayerIncome[(Player number of (Owner of (Selling unit)))] = (PlayerIncome[(Player number of (Owner of (Selling unit)))] + 3)
            • Else - Actions
              • Player - Make Upgrade King Hit Points Unavailable for training/construction by (Owner of (Selling unit))
              • Player - Add 80 to (Owner of (Selling unit)).Current lumber
              • Player - Add -80 to (Owner of (Selling unit)).Total lumber gathered
              • Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is alr...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Upgrade King Attack
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current research level of King Attack (1) for Temp_Player) Less than (Max research level of King Attack (1) for Temp_Player)
            • Then - Actions
              • Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
                • Loop - Actions
                  • Player - Set the current research level of King Attack (1) to ((Current research level of King Attack (1) for (Picked player)) + 1) for (Picked player)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of King Damage (Pseudoupgrade) for Temp_Unit) Equal to 0
                • Then - Actions
                  • Unit - Add King Damage (Pseudoupgrade) to Temp_Unit
                • Else - Actions
                  • Unit - Set level of King Damage (Pseudoupgrade) for Temp_Unit to ((Level of King Damage (Pseudoupgrade) for Temp_Unit) + 1)
              • Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: (((PlayerColor_String[(Player number of (Owner of (Selling unit)))] + (Name of (Owner of (Selling unit)))) + |r upgraded your team King's attack to level |cffFFcc00) + ((String((Current research level of King Attack (1) for Temp_Player))) + |r))
              • Set VariableSet UpgradesBought[(Player number of (Owner of (Selling unit)))] = (UpgradesBought[(Player number of (Owner of (Selling unit)))] + 1)
              • -------- Income --------
              • Set VariableSet PlayerIncome[(Player number of (Owner of (Selling unit)))] = (PlayerIncome[(Player number of (Owner of (Selling unit)))] + 3)
            • Else - Actions
              • Player - Make Upgrade King Attack Unavailable for training/construction by (Owner of (Selling unit))
              • Player - Add 80 to (Owner of (Selling unit)).Current lumber
              • Player - Add -80 to (Owner of (Selling unit)).Total lumber gathered
              • Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is alr...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Upgrade King Regeneration
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current research level of King Regeneration (1) for Temp_Player) Less than (Max research level of King Regeneration (1) for Temp_Player)
            • Then - Actions
              • Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
                • Loop - Actions
                  • Player - Set the current research level of King Regeneration (1) to ((Current research level of King Regeneration (1) for (Picked player)) + 1) for (Picked player)
              • Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: (((PlayerColor_String[(Player number of (Owner of (Selling unit)))] + (Name of (Owner of (Selling unit)))) + |r upgraded your team King's regeneration to level |cffFFcc00) + ((String((Current research level of King Regeneration (1) for Temp_Player))) + |r))
              • Set VariableSet UpgradesBought[(Player number of (Owner of (Selling unit)))] = (UpgradesBought[(Player number of (Owner of (Selling unit)))] + 1)
              • -------- Income --------
              • Set VariableSet PlayerIncome[(Player number of (Owner of (Selling unit)))] = (PlayerIncome[(Player number of (Owner of (Selling unit)))] + 3)
            • Else - Actions
              • Player - Add 80 to (Owner of (Selling unit)).Current lumber
              • Player - Add -80 to (Owner of (Selling unit)).Total lumber gathered
              • Player - Make Upgrade King Regeneration Unavailable for training/construction by (Owner of (Selling unit))
              • Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is alr...
        • Else - Actions
      • -------- Update Income Multiboard --------
      • Trigger - Run Update Income <gen> (ignoring conditions)
      • -------- Clean --------
      • Unit - Remove (Sold unit) from the game
      • -------- Fx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Temp_Player Equal to Player 9 (Gray)
        • Then - Actions
          • Special Effect - Create a special effect at LKing using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
        • Else - Actions
          • Special Effect - Create a special effect at RKing using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
      • Special Effect - Destroy (Last created special effect)
I have duplicated this trigger for 5x for the king's upgrades and his attack is currently working and will add +5 attack to the king but the another 2 king's hitpoint(life) and hitpointregeneration i have been unable to fix it and i tried several options out there.

This is my 5x trigger:
  • King Regular Upgrades 5 times
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Sold unit)) Equal to Upgrade King Attack 5x
          • (Unit-type of (Sold unit)) Equal to Upgrade King Hit Points 5x
          • (Unit-type of (Sold unit)) Equal to Upgrade King Regeneration 5x
    • Actions
      • -------- Which Player/Team --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of (Selling unit)) is an ally of Player 9 (Gray).) Equal to True
        • Then - Actions
          • Set VariableSet Temp_Player = Player 9 (Gray)
          • Set VariableSet Temp_Unit = The King 0009 <gen>
        • Else - Actions
          • Set VariableSet Temp_Player = Player 10 (Light Blue)
          • Set VariableSet Temp_Unit = The King 0006 <gen>
      • -------- Add Upgrade (if valid) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Upgrade King Hit Points 5x
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current research level of King Hit Points (1) for Temp_Player) Less than (Max research level of King Hit Points (1) for Temp_Player)
            • Then - Actions
              • Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
                • Loop - Actions
                  • Player - Set the current research level of King Hit Points (1) to ((Current research level of King Hit Points (1) for (Picked player)) + 5) for (Picked player)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of King's Regeneration (Pseudoupgrade) for Temp_Unit) Equal to 0
                • Then - Actions
                  • -------- This abuses a glitch...if you don't understand it, ignore it --------
                  • Unit - Add King's Regeneration (Pseudoupgrade) to Temp_Unit
                  • Unit - Set level of King Life (Pseudoupgrade) for Temp_Unit to ((Current research level of King Hit Points (1) for (Owner of Temp_Unit)) + 1)
                  • Unit - Set level of King Life (Pseudoupgrade) for Temp_Unit to ((Current research level of King Hit Points (1) for (Owner of Temp_Unit)) + 1)
                  • Unit - Set level of King Life (Pseudoupgrade) for Temp_Unit to ((Current research level of King Hit Points (1) for (Owner of Temp_Unit)) + 1)
                  • Unit - Set level of King Life (Pseudoupgrade) for Temp_Unit to ((Current research level of King Hit Points (1) for (Owner of Temp_Unit)) + 1)
                  • Unit - Set level of King Life (Pseudoupgrade) for Temp_Unit to ((Current research level of King Hit Points (1) for (Owner of Temp_Unit)) + 1)
                  • Unit - Remove King's Regeneration (Pseudoupgrade) from Temp_Unit
                • Else - Actions
              • Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: (((PlayerColor_String[(Player number of (Owner of (Selling unit)))] + (Name of (Owner of (Selling unit)))) + |r upgraded your team King's hit points to level |cffFFcc00) + ((String((Current research level of King Hit Points (1) for Temp_Player))) + |r))
              • Set VariableSet UpgradesBought[(Player number of (Owner of (Selling unit)))] = (UpgradesBought[(Player number of (Owner of (Selling unit)))] + 5)
              • -------- Income --------
              • Set VariableSet PlayerIncome[(Player number of (Owner of (Selling unit)))] = (PlayerIncome[(Player number of (Owner of (Selling unit)))] + 15)
            • Else - Actions
              • Player - Make Upgrade King Hit Points 5x Unavailable for training/construction by (Owner of (Selling unit))
              • Player - Add 400 to (Owner of (Selling unit)).Current lumber
              • Player - Add -400 to (Owner of (Selling unit)).Total lumber gathered
              • Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is alr...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Upgrade King Attack 5x
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current research level of King Attack (1) for Temp_Player) Less than (Max research level of King Attack (1) for Temp_Player)
            • Then - Actions
              • Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
                • Loop - Actions
                  • Player - Set the current research level of King Attack (1) to ((Current research level of King Attack (1) for (Picked player)) + 5) for (Picked player)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of King Damage (Pseudoupgrade) for Temp_Unit) Equal to 0
                • Then - Actions
                  • Unit - Add King Damage (Pseudoupgrade) to Temp_Unit
                • Else - Actions
                  • Unit - Increase level of King Damage (Pseudoupgrade) for Temp_Unit
                  • Unit - Increase level of King Damage (Pseudoupgrade) for Temp_Unit
                  • Unit - Increase level of King Damage (Pseudoupgrade) for Temp_Unit
                  • Unit - Increase level of King Damage (Pseudoupgrade) for Temp_Unit
                  • Unit - Increase level of King Damage (Pseudoupgrade) for Temp_Unit
              • Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: (((PlayerColor_String[(Player number of (Owner of (Selling unit)))] + (Name of (Owner of (Selling unit)))) + |r upgraded your team King's attack to level |cffFFcc00) + ((String((Current research level of King Attack (1) for Temp_Player))) + |r))
              • Set VariableSet UpgradesBought[(Player number of (Owner of (Selling unit)))] = (UpgradesBought[(Player number of (Owner of (Selling unit)))] + 5)
              • -------- Income --------
              • Set VariableSet PlayerIncome[(Player number of (Owner of (Selling unit)))] = (PlayerIncome[(Player number of (Owner of (Selling unit)))] + 15)
            • Else - Actions
              • Player - Make Upgrade King Attack 5x Unavailable for training/construction by (Owner of (Selling unit))
              • Player - Add 400 to (Owner of (Selling unit)).Current lumber
              • Player - Add -400 to (Owner of (Selling unit)).Total lumber gathered
              • Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is alr...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Upgrade King Regeneration 5x
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current research level of King Regeneration (1) for Temp_Player) Less than (Max research level of King Regeneration (1) for Temp_Player)
            • Then - Actions
              • Player Group - Pick every player in (All allies of Temp_Player.) and do (Actions)
                • Loop - Actions
                  • Unit - Increase level of King's Regeneration (Pseudoupgrade) for Temp_Unit
                  • Unit - Increase level of King's Regeneration (Pseudoupgrade) for Temp_Unit
                  • Unit - Increase level of King's Regeneration (Pseudoupgrade) for Temp_Unit
                  • Unit - Increase level of King's Regeneration (Pseudoupgrade) for Temp_Unit
                  • Unit - Increase level of King's Regeneration (Pseudoupgrade) for Temp_Unit
              • Game - Display to (All allies of Temp_Player.) for 10.00 seconds the text: (((PlayerColor_String[(Player number of (Owner of (Selling unit)))] + (Name of (Owner of (Selling unit)))) + |r upgraded your team King's regeneration to level |cffFFcc00) + ((String((Current research level of King Regeneration (1) for Temp_Player))) + |r))
              • Set VariableSet UpgradesBought[(Player number of (Owner of (Selling unit)))] = (UpgradesBought[(Player number of (Owner of (Selling unit)))] + 5)
              • -------- Income --------
              • Set VariableSet PlayerIncome[(Player number of (Owner of (Selling unit)))] = (PlayerIncome[(Player number of (Owner of (Selling unit)))] + 15)
            • Else - Actions
              • Player - Add 400 to (Owner of (Selling unit)).Current lumber
              • Player - Add -400 to (Owner of (Selling unit)).Total lumber gathered
              • Player - Make Upgrade King Regeneration 5x Unavailable for training/construction by (Owner of (Selling unit))
              • Game - Display to (Player group((Owner of (Selling unit)))) for 10.00 seconds the text: This upgrade is alr...
        • Else - Actions
      • -------- Update Income Multiboard --------
      • Trigger - Run Update Income <gen> (ignoring conditions)
      • -------- Clean --------
      • Unit - Remove (Sold unit) from the game
      • -------- Fx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Temp_Player Equal to Player 9 (Gray)
        • Then - Actions
          • Special Effect - Create a special effect at LKing using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
        • Else - Actions
          • Special Effect - Create a special effect at RKing using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
      • Special Effect - Destroy (Last created special effect)
I have tried several options just as the first one that i have tried would have been this:
  • Player - Set the current research level of King Regeneration (1) to ((Current research level of King Regeneration (1) for (Picked player)) + 1) for (Picked player)
and change it towards
  • Player - Set the current research level of King Regeneration (1) to ((Current research level of King Regeneration (1) for (Picked player)) + 5) for (Picked player)
It seemed like the most logic way same for his Life / hitpoints

  • Player - Set the current research level of King Hit Points (1) to ((Current research level of King Hit Points (1) for (Picked player)) + 1) for (Picked player)
  • Unit - Set level of King Life (Pseudoupgrade) for Temp_Unit to ((Current research level of King Hit Points (1) for (Owner of Temp_Unit)) + 1)
and changed these towards
  • Player - Set the current research level of King Hit Points (1) to ((Current research level of King Hit Points (1) for (Picked player)) + 5) for (Picked player)
  • Unit - Set level of King Life (Pseudoupgrade) for Temp_Unit to ((Current research level of King Hit Points (1) for (Owner of Temp_Unit)) + 5)
I also set the variable towards + 5 of this one:
  • Set VariableSet UpgradesBought[(Player number of (Owner of (Selling unit)))] = (UpgradesBought[(Player number of (Owner of (Selling unit)))] + 1)
So i saw it was changed setting it to + 5 on the king's attack / hitpoints / hitpoints regen. and i also got the + 15 income so i saw it was working.

After some tries i changed it towards my second 5x trigger above and the "damage" is working so far but the another 2 i have been unable to get working.

I tried using the increase level of ability of unit for this one too seeing the another part (of the trigger) of the damage / attack of the king does that, but that did not work neither
  • Unit - Set level of King Life (Pseudoupgrade) for Temp_Unit to ((Current research level of King Hit Points (1) for (Owner of Temp_Unit)) + 1)
Oh yeah and i also noticed the "trigger" does not work when the king doesn't have anything upgraded yet like zero attack / hitpoints and hitpoint regen. ( i need to add + 1 to all 3 before i could use the x5 type button )

It also gets bugged when there are less then 5 upgrade levels left (damage is level 60 max for example ) and the 5x gets used on level damage 56+ then the damage of the king, gets reset towards + 5 damage in total for the king instead of the +800 damage in total after fully upgraded with 60 levels of the damage in my legion td game.



I hope some one can help me with this one it would be great!
 
Last edited:

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,200
I have duplicated this trigger for 5x for the king's upgrades and his attack is currently working and will add +5 attack to the king but the another 2 king's hitpoint(life) and hitpointregeneration i have been unable to fix it and i tried several options out there.
The triggers only have logic for 2 kings, not 3. As such it should work for 2 of the kings and not the third. Not sure why it is only working for 1 king and not the other two. Make sure the logic for that is set correctly to detect the right king units.

I have tried several options just as the first one that i have tried would have been this:
  • player.gif
    Player - Set the current research level of King Regeneration (1) to ((Current research level of King Regeneration (1) for (Picked player)) + 1) for (Picked player)
and change it towards
  • player.gif
    Player - Set the current research level of King Regeneration (1) to ((Current research level of King Regeneration (1) for (Picked player)) + 5) for (Picked player)
It seemed like the most logic way same for his Life / hitpoints
Upgrades have maximum levels. Make sure that the upgrade supports enough levels to do that.
I tried using the increase level of ability of unit for this one too seeing the another part (of the trigger) of the damage / attack of the king does that, but that did not work neither
  • unit.gif
    Unit - Set level of King Life (Pseudoupgrade) for Temp_Unit to ((Current research level of King Hit Points (1) for (Owner of Temp_Unit)) + 1)
Oh yeah and i also noticed the "trigger" does not work when the king doesn't have anything upgraded yet like zero attack / hitpoints and hitpoint regen. ( i need to add + 1 to all 3 before i could use the x5 type button )
Abilities also have finite level count. Make sure the ability has a high enough maximum level and that the ability supports being levelled (some item abilities like HP bonus do not).

Be aware that the Reforged series of patches added natives to manipulate unit stats directly to some extent. Check if you cannot use those to bypass any legacy hacky work around.
 
Level 4
Joined
Nov 19, 2010
Messages
54
The triggers only have logic for 2 kings, not 3. As such it should work for 2 of the kings and not the third. Not sure why it is only working for 1 king and not the other two. Make sure the logic for that is set correctly to detect the right king units.


Upgrades have maximum levels. Make sure that the upgrade supports enough levels to do that.

Abilities also have finite level count. Make sure the ability has a high enough maximum level and that the ability supports being levelled (some item abilities like HP bonus do not).

Be aware that the Reforged series of patches added natives to manipulate unit stats directly to some extent. Check if you cannot use those to bypass any legacy hacky work around.
Thank you, the king does have support for multiple levels that is been taking care of and all working since it is from legion TD i just added more levels 20 + and copied this trigger to make it 5x upgrades available each time for the king's attack, hitpoints and hitpoint regen

Levels are already set and tested out and they all work, it is all working and set towards lvl 40/50 and 60 max towards hitpoints, hitpoint regen and attack...

The damage / attack part of the king is working but i cannot add the another 2 for some reason the variables are working since i see + 15 income extra and also + 5 attack / hitpoint of hitpoint regen getting added except i check on my king and i do not see any change only the damage since that is working.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,200
The life modification part will not work correctly as you are not exploiting the bug correctly.

The bug is that changing the ability level of an item life bonus ability does not change the amount of life the ability gives to match what the current level of the ability should give. However removing the ability does correctly remove the amount of life the ability gives for the level it is currently at, which can allow you to modify the maximum life of a unit by the difference in life between levels.

For example to add 10 maximum life to a unit...
  1. Give ability level 1 to unit with +10 maximum life bonus.
  2. Upgrade ability of unit to level 2 with +0 maximum life bonus.
  3. Remove ability from unit, this removes the +0 maximum life bonus from the unit.
  4. Unit is left with permanent +10 maximum life bonus.
To scale it 5x it would be easier to keep the same code as before and instead modify the maximum life bonus field in the object editor, increasing that by 5x so that when the exploit is run once, it results in an increase 5x larger than before.

Of course in current versions of Warcraft III you probably can just set the maximum life of a unit directly, no need for such an exploit.
 
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