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[Trigger] Gold/revive triggers needed

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Level 8
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Sep 24, 2007
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Maybe I didn't express myself clearly, my bad:

1. How is the TIME NEEDED to revive the hero, described in dota trigger? Later in game/number of deaths/level of heroes, effect the time that hero revives (don't know which one of these 3). Understand? It's not simply: wait 30 sec, revive hero; but probably more complicated and mathematical. (like Level of hero multiplied with 4, or dunno what, I am guessing)

2. How much gold do you lose when you die? How is this described? In %??? Like 10% of players gold? If yes, tell me how to do this.

I hope you understand me now. :)
 
Level 21
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Aug 21, 2005
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1) don't try to make yet another AoS. Even if it would be finished (I have my doubts, considering you ask stuff like this), It won't be played, especially if you're asking for the exact dota values, which would make it look like a ripoff.

2) Answers: There are functions that detect a hero level (Integer - Hero Level). Just add (hero level * 10 + 5) gold to killing player when a hero dies; revive the hero after a wait of (Hero level * 5) seconds...
 
Level 8
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Feb 20, 2007
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Let me toss out a trigger for you:

  • Revive HERO
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Dying unit) Equal to HERO
    • Actions
      • Game - Display to (Owner of (Dying unit)), at offset (0.00, 0.00) the text: You have died and w...
      • Wait 9.00 seconds
      • Hero - Instantly revive (Dying unit) at (Position of Revive), Show revival graphics
      • Selection - Select (Reviving Hero) for (Owner of (Reviving Hero))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Hero level of (Triggering unit)) Greater than or equal to 7
        • Then - Actions
          • Item - Remove (Item carried by HERO in slot (Random integer number between 1 and 6))
          • Player - Add ((Hero level of HERO) x -10) to (Owner of (Dying unit)) Current gold
          • Game - Display to (Owner of (Dying unit)), at offset (0.00, 0.00) the text: A death Tax has bee...
        • Else - Actions
I copied it right out of my map.

HERO in this case is a unit Variable. I have two heroes in my map, the other is a side kick and one doesn't get penalized when he dies.

If you are not working with Hero then you would use the condition:

((Dying unit) is A Hero) Equal to True


A modified boolean statement.

I am using math to set a rate of gold loss. Hero level is set specifically to HERO you can set it to player's gold, owner of dying unit, etc. X - 10 meaning for each level the dying unit is it loses 10 gold - level 5 = 50 gold level 7 = 70 gold, etc.

If they have less gold than their level then the gold is set to zero.

Mind I have mine set up to where at level 7 the hero starts being "taxed" a death tax upon death.

Another way to do that is set it at a percent or a "tax"

Player - Divert 5% of the Gold income of (Owner of (Dying unit)) to Player 7 (Green) of course if you are using all player slots and dumping funding from all of the hero deaths into one then somebody is going to get very, very rich LOL.

I also have the loss of an item in this one.
 
Level 8
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Sep 24, 2007
Messages
300
Oh man, I searched all options in "Wait" actions and there is nothing near to "Hero level". Should I make a variable?

EDIT: Ow yeah, it works! First you need a variable that changes every time that hero get a level and after that it's easy. In wait action you convert integer to real and you're done! If anyone needs those two triggers let me know.

Thanks for support.
 
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