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[General] How to set damage of a unit on % hp like this?

Discussion in 'World Editor Help Zone' started by [E]clipse, Jul 27, 2015.

  1. [E]clipse

    [E]clipse

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    I want a units damage to be something like :

    Every 2% of missing hp of "SuperUnitX " grants him 1 damage. How do I do this ?

    I dont want to exceed my limit of 10 Levels for hidden abilities.

    I will be really grateful and +rep the one who solves this problem.
     
  2. edo494

    edo494

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    use Bonus Mod of some sort(CSS, BonusMod or other). And by that, you can set damage to anything you want(up to certain bound of course)
     
  3. Arad MNK

    Arad MNK

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    I'll just make a link to edo's Custom Stat System (CSS) That He mentioned, definitely not his. definitely. Absolutely. No doubt.
     
    Last edited: Jul 27, 2015
  4. edo494

    edo494

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    its not mine :D(yea you mean link to what I say)
     
  5. Arad MNK

    Arad MNK

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    Yes.
     
  6. [E]clipse

    [E]clipse

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    Once I've got the bonus mod, what do I do? say its CSS then ?
     
  7. Arad MNK

    Arad MNK

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    BonusMod Does the Exact thing as CSS.
     
  8. Wietlol

    Wietlol

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    Add your SuperUnitX to a group.
    All units inside that group have that ability (probably will be a very empty group with either 1 or 0 members but still).
    Every 0.5-1.0 seconds of gametime (you can decide what number you want but dont use a value below 0.5 or higher than 1.0), you loop through all units of the group.
    You calculate how much bonus damage they should gain and set the bonusdamage from the BonusMod to that amount.
     
  9. [E]clipse

    [E]clipse

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    Lets say Im using CSS (which I am using) So what exact triggers will I need and will my map be openable in both JNGP and the default editor ? (I kind of like the default editor)
     
  10. Arad MNK

    Arad MNK

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    Read the Instruction Trigger. It says in somewhere in the JASS trigger. It's related to //!textmarco thingies.
     
  11. Daffa the Mage

    Daffa the Mage

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    It's usable in normal editor, IF you choose CSS.
    Just for the first time of import, use JNGP to generate the TextMacro (read tutor at the CSS thread), then it's fine to use normal editor, and you need only little Jass knowledge.

    I think my minor addition called AdvBonusMod might be useful for the CSS, as you can use pure GUI instead of Jass.