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Healing Blows v1.1.1

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Healing Blows
IMPORT GUIDE :
1. Enable "Tick the Automatically create unknown variables ..." located at File>Preference>General
2. Copy the Healing Blow ability in Object Editor
3. Import Damage Engine if it is not already on your map <-- use the link for Reforged
4. Copy the Healing Blows trigger folder
5. Configure the HealB trigger according to the comments provided
6. Configure the unit/hero that wants the ability
SPELL DESCRIPTION:
Gives 10/20/30% chance to recover 10/20/30% of damage as health on an attack.
SPELL INFORMATION :
An extremely simple ability utilizing the Damage Engine powerful capabilities.
MEDIA SHOWCASE :
CHANGELOG :
Version 1.1.1: Fixed 100% proc chance bug
Version 1.1: Fixed a major bug in the test map, added heal area option
Version 1.0: Released

CREDIT :
Contents

Healing Blows v1.1.1 (Map)

Level 39
Joined
Feb 27, 2007
Messages
5,016
My lord, could you please make it able to heal nearby ally units as well? :grin:
In HealB Effect, you can do this yourself inside of the Then - Actions block.
  • Set TP = (Position of HealB_Unit)
  • Set TPlay = (Owner of HealB_Unit)
  • Custom script: set bj_wantDestroyGroup = true
  • Unit Group - Pick every unit in (Units within RANGE of TP) and do (Actions)
    • Loop - Actions
      • Set TU = (Picked Unit)
      • If (All conditions are true) then do (Then actions) else do (Else actions)
        • If - Conditions
          • (TU belongs to an ally of TPlay) equal to True
          • (TU is Alive) equal to true
          • (TU is Mechanical) equal to False
          • TU not equal to HealB_Unit
        • Then - Actions
          • Unit - Set life of TU to ((Life of TU) + (HealB_Amount[HealB_Level] x HealB_Damage))
          • Special Effect - Create a special effect attached to the HealB_SFXAttach of TU using HealB_SFX
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
  • Custom script: call RemoveLocaton(udg_TP)
 
Level 10
Joined
May 25, 2021
Messages
344
In HealB Effect, you can do this yourself inside of the Then - Actions block.
  • Set TP = (Position of HealB_Unit)
  • Set TPlay = (Owner of HealB_Unit)
  • Custom script: set bj_wantDestroyGroup = true
  • Unit Group - Pick every unit in (Units within RANGE of TP) and do (Actions)
    • Loop - Actions
      • Set TU = (Picked Unit)
      • If (All conditions are true) then do (Then actions) else do (Else actions)
        • If - Conditions
          • (TU belongs to an ally of TPlay) equal to True
          • (TU is Alive) equal to true
          • (TU is Mechanical) equal to False
          • TU not equal to HealB_Unit
        • Then - Actions
          • Unit - Set life of TU to ((Life of TU) + (HealB_Amount[HealB_Level] x HealB_Damage))
          • Special Effect - Create a special effect attached to the HealB_SFXAttach of TU using HealB_SFX
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
  • Custom script: call RemoveLocaton(udg_TP)
Sorry sir, but I have no idea what you are talking about. I have no knowledge of coding or variables ...
 
Sorry sir, but I have no idea what you are talking about. I have no knowledge of coding or variables ...
TP is a point variable while TU is a unit variable.

What you requested is a re-adaptation of this spell. I can provide the request, though give me some time since I am extremely occupied at this time of the year.

(Personally, the code provided by Pyrogasm is exactly the expansion needed, and it can be considered a much faster option than waiting for my update)
 
Level 10
Joined
May 25, 2021
Messages
344
TP is a point variable while TU is a unit variable.

What you requested is a re-adaptation of this spell. I can provide the request, though give me some time since I am extremely occupied at this time of the year.

(Personally, the code provided by Pyrogasm is exactly the expansion needed, and it can be considered a much faster option than waiting for my update)
Take your time :wsmile:
 
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