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Hero Effectiveness

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Level 3
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In the current footman game I'm working on, the heroes are really underpowered. I don't know how to make them much more powerful, while making sure none of them are better than others. How can I do this?
 
Level 3
Joined
May 8, 2008
Messages
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Oh, OK I saw that the base damage entries were at "0" so I didn't fiddle with them. Thanks.

EDIT: Few more questions.

1) When I start my game, I want every race to be locked to Human, and none of the colors be able to be changed. How can I do this?

2) When I use Dark Ritual on the Lich Hero (Move which sacrifices one undead unit and gives the hero more mana) how can I remove the undead restriction? Because there are no other undead units on my map, it's useless.

3) When I have my trigger for displaying bounty gained text when a unit is killed, it is displayed for the player and all his/her allies. How can I fix this? I want it to display ONLY for the killing user and not the allies of the killing user. This is what my trigger looks like.
  • Footman Bounty
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
      • (Unit-type of (Triggering unit)) Equal to Footman
    • Actions
      • Player - Add 6 to (Owner of (Killing unit)) Current gold
      • Floating Text - Create floating text that reads +6 above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 25.00% transparency
      • Floating Text - Hide (Last created floating text) for (All enemies of (Owner of (Killing unit)))
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
4) When using this trigger, I want to add 125 to both players' gold count. (There are 4 teams of 2) When one of the allied teams kills an enemy hero, I want to add 125 gold to each player and display some text on each of their screens. I want the text to say '*playername* has killed an enemy hero! You both are awarded with 125 gold.' I'm almost there, I just need to tweak it a little more. (Like displaying the actual player name that killed the hero, not just 'your team') How can I do this?
  • Hero Bounty
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
      • (Unit-type of (Triggering unit)) Equal to (Unit-type of (Revivable Hero))
    • Actions
      • Player - Add 125 to (Owner of (Killing unit)) Current gold
      • Player Group - Pick every player in (All allies of (Owner of (Killing unit))) and do (Player - Add 125 to (Picked player) Current gold)
      • Game - Display to (All allies of (Owner of (Killing unit))) the text: Your team killed an...
      • Floating Text - Create floating text that reads +250 above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 25.00% transparency
      • Floating Text - Hide (Last created floating text) for (All enemies of (Owner of (Killing unit)))
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
 
Last edited:
Level 6
Joined
Dec 23, 2008
Messages
166
About the Dark Ritual. Go into Ability editor and find it. Then see if you can set the target to all living. I think you may get by setting targets to alive. But another idea is to make the spell aoe, then give a really small effect range. Just a little harder to manage then.
 
Level 3
Joined
May 8, 2008
Messages
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OK I'll try that.

EDIT:
Unfortunately, that didn't work. Tried changing a few other settings that were set to undead or had tick options to set to alive, but to no avail.
 
Level 3
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May 8, 2008
Messages
38
I don't know if anyone noticed, I added a bunch of new questions above. Sorry for being impatient. :D
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
Oh, OK I saw that the base damage entries were at "0" so I didn't fiddle with them. Thanks.

EDIT: Few more questions.

1) When I start my game, I want every race to be locked to Human, and none of the colors be able to be changed. How can I do this?

2) When I use Dark Ritual on the Lich Hero (Move which sacrifices one undead unit and gives the hero more mana) how can I remove the undead restriction? Because there are no other undead units on my map, it's useless.

3) When I have my trigger for displaying bounty gained text when a unit is killed, it is displayed for the player and all his/her allies. How can I fix this? I want it to display ONLY for the killing user and not the allies of the killing user. This is what my trigger looks like.
  • Footman Bounty
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
      • (Unit-type of (Triggering unit)) Equal to Footman
    • Actions
      • Player - Add 6 to (Owner of (Killing unit)) Current gold
      • Floating Text - Create floating text that reads +6 above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 25.00% transparency
      • Floating Text - Hide (Last created floating text) for (All enemies of (Owner of (Killing unit)))
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
4) When using this trigger, I want to add 125 to both players' gold count. (There are 4 teams of 2) When one of the allied teams kills an enemy hero, I want to add 125 gold to each player and display some text on each of their screens. I want the text to say '*playername* has killed an enemy hero! You both are awarded with 125 gold.' I'm almost there, I just need to tweak it a little more. (Like displaying the actual player name that killed the hero, not just 'your team') How can I do this?
  • Hero Bounty
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
      • (Unit-type of (Triggering unit)) Equal to (Unit-type of (Revivable Hero))
    • Actions
      • Player - Add 125 to (Owner of (Killing unit)) Current gold
      • Player Group - Pick every player in (All allies of (Owner of (Killing unit))) and do (Player - Add 125 to (Picked player) Current gold)
      • Game - Display to (All allies of (Owner of (Killing unit))) the text: Your team killed an...
      • Floating Text - Create floating text that reads +250 above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 25.00% transparency
      • Floating Text - Hide (Last created floating text) for (All enemies of (Owner of (Killing unit)))
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds

1. Go to scenario, player properties.

2. Make the spell triggered, by this I mean, create a dummy target ability

Dark Ritual Dummy
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Animate Dead
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) is A Hero) Equal to False
Then - Actions
Unit - Set mana of (Triggering unit) to "Your Value"
Unit - Kill (Target unit of ability being cast)
Else - Actions

3. Floats is shown for everybody thought...

4.
  • -------- Easier to read line ... --------
  • Game - Display to (All allies of (Owner of (Killing unit))) the text: ((Name of (Owner of (Killing unit))) + (has killed + ((Name of (Owner of (Dying unit))) + 's hero! Your team gains 125 gold each!)))
  • -------- Easier to read line ... --------
But it's better to use string variables so you can add color into the player names ... and also it's easier, not as much concantrate strings
 
Level 11
Joined
May 16, 2007
Messages
288
baassee, that trigger wouldn't work since Animate Dead isn't a unit-targetted spell, base it off something like inner fire, and then make a trigger to caculate the % of the unit current health and add it as mana to the Lich.
 
Level 3
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May 8, 2008
Messages
38
OK after all this help (Thanks :D) I still have more questions.

1) I can't seem to get a dummy ability to work right. How can I do this?

2) When my map starts, the camera snaps over to the tavern, which you click on and pick your hero with. Next to the tavern are four portals - one for each team. You are able to enter it and travel to your base ONLY if it is actually your base. The only problem is that when the heroes spawn, they are next to each other and will start fighting. How can I disable attacking AND abilities until AFTER they enter the portals to their bases. Also, the dummy wisps I have there to reveal the tavern and the portals attract attention and are attacked by the heroes. How can I fix these problems?
 
Level 9
Joined
Feb 14, 2009
Messages
316
OK, relax :)

1) Needs more information. Basically dummy abilities are such that do nothing and you add the effect via triggers (Event - Unit starts the effect of an ability, Condition - Ability being cast Equal to <dummy ability>, Actions: ...). You should ask about a specific ability if you need more information.
2) Add the dummy wisps the unit ability Locust (which makes them inselectable and invulnerable) since you need them only for revealing and bying a Hero. As for the heroes, you can either make them invulnerable until they teleport or teleport them instantly using triggers (this will eliminate the need for portals if those portals just teleport and don't set the team theirselves).
 
Level 3
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May 8, 2008
Messages
38
1) Oh, let me clarify. I tried using Inner Fire as my dummy ability, but every time I tested it, it still had some sort of effect. What are the exact entries I need to edit?

2) Ok that sounds good. The reason I had portals is because I used to use a teleport reigon. There were bugs so the game thought the triggering unit was from a different team and it stuck the heroes in the opposite team's base. If I could get this working, I'd much prefer no portals.
 
Level 9
Joined
Feb 14, 2009
Messages
316
1) If your ability is not a buff, then do NOT base it on a buff ability. Use for example chain lightning instead. If it is a buff, provide further details and I will explain.

2)
  • Events
    • Unit - A unit Sells a unit
  • Conditions
    • ((Sold unit) is A Hero) Equal to True
  • Actions
    • Player Group - Pick every player in (All players) and do (Actions)
      • Loop - Actions
        • Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
    • Game - Display to (All players) the text: (A player has chosen + (Name of (Sold unit)))
    • Selection - Select (Sold unit) for (Owner of (Sold unit))
    • If (All conditions are True) then do (Then Actions) else do (Else actions)
      • If - Conditions
        • Or - Any conditions are true
          • Conditions
            • -------- Team 1 --------
            • (Owner of (Sold unit)) Equal to Player 1
            • (Owner of (Sold unit)) Equal to Player 2
            • (Owner of (Sold unit)) Equal to Player 3
            • ...
        • Then - Actions
          • Unit - Move (Sold unit) instantly to (Team 1 region <gen>)
        • Else - Actions
          • Do nothing
      • -------- Analogically for team 2, 3, 4, etc. --------
Clear enough or needs a bit more explaination?
 
Level 3
Joined
May 8, 2008
Messages
38
So I went on as you said. Does this look ok?

  • Hero Teleport
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • ((Sold unit) is A Hero) Equal to True
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
      • Game - Display to (All players) the text: (A player has chosen + (Name of (Sold unit)))
      • Selection - Select (Sold unit) for (Owner of (Sold unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Sold unit)) Equal to Player 1 (Red)
          • (Owner of (Sold unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Unit - Move (Sold unit) instantly to (Center of Force 1 Hero Spawn <gen>)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Sold unit)) Equal to Player 3 (Teal)
          • (Owner of (Sold unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • Unit - Move (Sold unit) instantly to (Center of Force 2 Hero Spawn <gen>)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Sold unit)) Equal to Player 5 (Yellow)
          • (Owner of (Sold unit)) Equal to Player 6 (Orange)
        • Then - Actions
          • Unit - Move (Sold unit) instantly to (Center of Force 3 Hero Spawn <gen>)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Sold unit)) Equal to Player 7 (Green)
          • (Owner of (Sold unit)) Equal to Player 8 (Pink)
        • Then - Actions
          • Unit - Move (Sold unit) instantly to (Center of Force 4 Hero Spawn <gen>)
        • Else - Actions
          • Do nothing
 
Level 9
Joined
Feb 14, 2009
Messages
316
No, you must make the conditions like that:

  • If - Conditions
    • Or - Any conditions are True (!!!!!!!)
      • Conditions
        • (Owner of (Sold unit)) Equal to Player 1 (Red)
        • (Owner of (Sold unit)) Equal to Player 2 (Blue)
NOT
  • If - Conditions
    • (Owner of (Sold unit)) Equal to Player 1 (Red)
    • (Owner of (Sold unit)) Equal to Player 2 (Blue)

With your trigger nothing will happen, because a unit cannot belong to 2 players at the same time.
 
Level 3
Joined
May 8, 2008
Messages
38
  • Hero Teleport
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • ((Sold unit) is A Hero) Equal to True
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
      • Game - Display to (All players) the text: (A player has chosen + ((Name of (Sold unit)) + .))
      • Selection - Select (Sold unit) for (Owner of (Sold unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of (Sold unit)) Equal to Player 1 (Red)
              • (Owner of (Sold unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Unit - Move (Sold unit) instantly to (Center of Force 1 Hero Spawn <gen>)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of (Sold unit)) Equal to Player 3 (Teal)
              • (Owner of (Sold unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • Unit - Move (Sold unit) instantly to (Center of Force 2 Hero Spawn <gen>)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of (Sold unit)) Equal to Player 5 (Yellow)
              • (Owner of (Sold unit)) Equal to Player 6 (Orange)
        • Then - Actions
          • Unit - Move (Sold unit) instantly to (Center of Force 3 Hero Spawn <gen>)
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Owner of (Sold unit)) Equal to Player 7 (Green)
              • (Owner of (Sold unit)) Equal to Player 8 (Pink)
        • Then - Actions
          • Unit - Move (Sold unit) instantly to (Center of Force 4 Hero Spawn <gen>)
        • Else - Actions
          • Do nothing
That should work, right? It seems to be.
 
Level 3
Joined
May 8, 2008
Messages
38
Ok, it's all workin' well.

Ok, for my dummy trigger. My ability is working now.
This is what I have so far.

  • Dark Ritual Dummy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Chain Lightning
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Casting unit) Not equal to (Revivable Hero)
        • Then - Actions
          • Unit - Kill (Target unit of ability being cast)
        • Else - Actions
          • Do nothing
So I'm not sure how to add the mana to the caster based on the amount of health the killed unit had.

Also, when my map starts up (when other people are playing) i have to ask them to change to humans. They can pick their own races and colors even though i set them all to human in the player properties menu. Wtf?
 
Last edited:
Level 9
Joined
Feb 14, 2009
Messages
316
For the ability (if you can't just setup the original dark ritual) you can use
  • Unit - Set mana of (Triggering unit) to (Mana of (Triggering unit) + Life of (Target unit of ability being cast))
before killing the target.

As for the map, in Scenario -> Force Properties, make sure you have ticked in the Use Custom Forces and Fixed Player Settings button.
 
Level 3
Joined
May 8, 2008
Messages
38
For the ability (if you can't just setup the original dark ritual) you can use
  • Unit - Set mana of (Triggering unit) to (Mana of (Triggering unit) + Life of (Target unit of ability being cast))
before killing the target.

As for the map, in Scenario -> Force Properties, make sure you have ticked in the Use Custom Forces and Fixed Player Settings button.

Ok, so what I've got so far is this.

  • Dark Ritual Dummy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Chain Lightning
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Casting unit) Not equal to (Revivable Hero)
        • Then - Actions
          • Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + (0.25 x (Life of (Target unit of ability being cast))))
          • Unit - Kill (Target unit of ability being cast)
        • Else - Actions
          • Do nothing


As you can see, I have the life of the target unit of ability being cast multiplied by .25 (for Dark Ritual Level 1). because there are 3 levels, how can I edit the trigger so depending on the level of the ability, it changes to .50 at level 2 and 1.00 at level 3?
 
Level 3
Joined
May 8, 2008
Messages
38
Still not working. This is what I have. What did I do wrong?

  • Dark Ritual Dummy Copy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dark Ritual
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Target unit of ability being cast) Not equal to (Revivable Hero)
        • Then - Actions
          • Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) + (((Real((Level of Dark Ritual for (Casting unit)))) x 0.25) x (Life of (Target unit of ability being cast))))
          • Unit - Kill (Target unit of ability being cast)
        • Else - Actions
          • Do nothing
 
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