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If you knew JASS you could create a cJass define easily
JASS:
define CreateUnit = CreateUnit_Hook
function CreateUnitHook takes yadda..
local unit Unit = Create##Unit(yadda..)
//Set Unit Hp
return Unit
endfunction
I'm sure theres also an easy way in GUI, but you might have to look for it.
you dont need that ability thingy.
what you need to do is like this:
EX. a unit has 100 Max HP
Variable D as integer
D will represent our difficulty.
Formula: Unit - Set life of YOURUNIT to life of (YOURUNIT x D)
HARD 100% = 100 HP
MEDIUM 75% = 75 HP
EASY 50% = 50 HP
VERY EASY 25% - 25 HP
If difficulty = hard then D = 1 Unit - Set life of YOURUNIT to life of (YOURUNIT x D) or the action can be nothing because if we multiply it by 1 we'll get the same answer 100HP.
If difficulty = medium then D = .75 the action will be: Unit - Set life of YOURUNIT to life of (YOURUNIT x D) then it will be 75HP.
and so on.
You just need to subract hp from them and not to add, its much easier.
Just set their max HP as the HARDEST difficulty.
Make Very Hard 150% hp - 150% Handicap
Make Hard 125% hp - 125% Handicap
Make Medium 100% hp - 100% Handicap
Make Easy 75% hp - 75% Handicap
Make Very Easy 50% hp - 50% Handicap
Use:
Player - Set Handicap
For it to apply to the units that the players have to kill, apply it to your computer player that owns the spawns.
There is a value in regeneration abilities like Unholy Aura which you can tick/untick to enable percentage, just so you know. The best solution is Handicap in my opinion.
You can also create a life upgrade for the spawned units that increase their life
Then you set the level of the ability depending of the difficulty
Ex :
Event - (YOUR EVENT)
If - (Unit is from Player 12)
-Difficulty is Hard
Set level of Life Upgrade for Player 12 to level 3
Player 12 is the creep player here
That normally work fine
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