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You can make an autocast spell like slow...
-When spell is casted
--Damage target unit (player resource)
If you want to make sure that people can only attack when they have gold
-When spell is casted
--Remove 1 gold
--If-Gold = zero
---then-Remove ability from unit
If- A player gets gold
ANd-Unit doesn't have ability (can be unit group or Variable detected)
-Give ability to players hero
Set the damage done of hero damage to 0, then set that every 1 gold = 1 str on a str based hero. Put the die damage things so that its STR-STR dmg. Then put a trigger, similiar to this..
Events
Unit - A unit is attacked
Conditions
Unit Type - Unit Type of (attacking unit) equals to (Hero X)
Actions
Unit - Make (Attacking unit) deal ((Owner of (Triggering Unit)) Gold) to (Triggering Unit)
Set the damage done of hero damage to 0, then set that every 1 gold = 1 str on a str based hero. Put the die damage things so that its STR-STR dmg. Then put a trigger, similiar to this..
Events
Unit - A unit is attacked
Conditions
Unit Type - Unit Type of (attacking unit) equals to (Hero X)
Actions
Unit - Make (Attacking unit) deal ((Owner of (Triggering Unit)) Gold) to (Triggering Unit)
If the owner of the unit presses stop constantly, it registers more than the number of times the attack damage is done, thus it could be abused to get a lot of money and ruin the map.
Thus you would ultimatly need an attack damage detection system which is a lot more complex but a lot more accurate. But this is the ammount of damage inflicted in the target after reductions and so not the unit's actual attack.
I believe you can make this 100% equally, Doctor Super Good.
Create 3 abilities, each with 10 levels.
The abilities are based on the +x damage item ability.
1 ability adds 1 dam per level (0-9)
1 ability adds 10 dam per level (10-90)
and so on.
When your gold changes you adjust the ability.
Giving str is not too wise since it adds hp and hp regen as well, same with agi and int.
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