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Heal amount based on Intelligence?

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I'm trying to make a trigger that increases the amount healed based on the casting unit's Intelligence x 3.

I get how to increase damage based on stats, but not healing lol. I figured it would be a simple arithmetic / integer trigger but I guess I was wrong.

If anyone could help me out with a trigger, or even a hint of what I should be looking for, it would be greatly appreciated :)
 
Level 12
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I'm trying to make a trigger that increases the amount healed based on the casting unit's Intelligence x 3.

I get how to increase damage based on stats, but not healing lol. I figured it would be a simple arithmetic / integer trigger but I guess I was wrong.

If anyone could help me out with a trigger, or even a hint of what I should be looking for, it would be greatly appreciated :)

it's the same, just set it to - 3.00 x amount of intelligence, negative amount of damage will heal the unit instead of damaging.
 
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Ok it's not working ... what am I doing wrong? The Heal ability has a base healing value of 0 ... could that be a problem?

Events:
Unit - A unit Finishes casting an ability

Conditions:
(Ability being cast) Equal to Heal

Actions:
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (-3.00 x (Real((Intelligence of (Casting unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
 
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did you wait long enough ? because i saw your event was Finishes casting an ability, which will only take effect when the unit finishes casting the heal, change it to Start the effects of an ability instead.

i think what might cause the problem is when a unit Finishes casting an ability, there will be no more Target Unit of ability being cast. the heal value field should be 0, so that couldn't be the problem.
 
Level 2
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That did it ... changed it to Starts the effect... works awesome :)

Thank you very much! +rep 4 u
 
Level 3
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Alternatively, you could use this (should have the same effect, I'm just suggesting alternatives):

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Heal
  • Actions
    • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + (3.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))))
 

Dr Super Good

Spell Reviewer
Level 64
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Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + (3.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))))
This does not emulate WarCraft III healing. Skills like healing wave, death bolt and holy light are reduced by spell damage reduction and cannot target immune units. Altering life ignores these mechanics entirly.
 
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Skills like healing wave, death bolt and holy light are reduced by spell damage reduction

This is only true if the targeted units health is about to decrease. For increasing just the plain number is used.

So this does not matter for the OP.

Imo the set life method is better, as it doesnt trigger damage events.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
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This is only true if the targeted units health is about to decrease. For increasing just the plain number is used.
Wrong.

If you give a unit 200% spell damage reduction damaging abilites will heal and healing abilites will damage. This was a problem I had to solve years ago when some person accidently gave a unit 135% spell damage reduction in an AoS and was wondering why enimies were healing him while his healing skills damaged himself. The cause was found to be him giving the unit 3 different spell reduction abilities (based of the item ability to reduce spell damage) rather than the only 1 it was meant to have at all times.

A unit with 100% spell damage reduction will not be able to be healed or damaged by standard WarCraft III abilites.

Imo the set life method is better, as it doesnt trigger damage events.
Yes but it does not reduce the healing amount dependant on spell resistance.
 
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If you give a unit 200% spell damage reduction damaging abilites will heal and healing abilites will damage.

The healing spells are an exception to that rule however, on the condition that the units hp is about to increase, as said before.
 
Level 2
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Jan 22, 2012
Messages
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Your folks' posts make sense; I noticed that the "heal" was healing for less than what it should have been... ie, 30 intelligence x 3 = 90 heal... and it was only healing for 55ish.

I'll change it when i get home from work tonight, and of course add rep accordingly :) I'm still a newb when it comes to this stuff, but this site is full of helpful folks. It's much appreciated - thanks again!

Everyone have a safe Thanksgiving!
 
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