• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Is it possible to make an item that increases HP or MP procentually?

Status
Not open for further replies.
If there is no such thing in the Object Editor, you can make 2 triggers. 1 trigger will set the Unit property Life to x% when picked up, and the 2nd will cause the Unit property Life to 100% when dropped.

Avoid periodic Events in this trigger, or the health will increase/decrease every time the periodic Event starts again.
There might be a problem with other life increasing stuff, since It might be possible that the life increase by levels, other items, abilities or anything else will not be changed by this percentage, and is just added as usual to the changed value. If this is the case, then don't use this suggestion or try to fix that, or else when players find out, they can use that bug to give themselves infinite max life by picking up and dropping a percentage and a life adjusting item.
 
you could make like 200 tomes with different HP bonuses, and use a dummy item. then save the max life of the unit in a variable and give the tome which has the closest bonus to the percentage you like to the unit. or did you mean which can be droped again? that would be more complicated then
 
SetUnitMaximumState. I do believe EF put in a vJASS implementation here; the original was discovered and made by blade.dk, if I remember correctly.

Just make sure that you reduce health by a the same amount that you added, rather than a % of health at the time the item is dropped. Possibly have a system where by the health is updated every second or something.
 
Yea, but the problem is that the campaign cannot use vJASS. And I just have basic world editor. So is this possible with JASS or GUI?

I will perhaps request a system...

First, you CAN use vJASS with campaigns, just need a bit of a work around.

Second, go find Blade or whoever's implementation in normal JASS.

Third, learn to JASS or get a JASSer. You can't really expect to make a campaign with stuff like this without one.
 
Captain Griffen said:
First, you CAN use vJASS with campaigns, just need a bit of a work around.
Perhaps, but I'm afraid I'm a guy who makes everything with GUI. :P

Captain Griffen said:
Third, learn to JASS or get a JASSer. You can't really expect to make a campaign with stuff like this without one.
Really...? I think I'm currently making pretty good campaign without any skills of JASS or vJASS. But hey, I have lot of great friends who help me if I want specific kind of triggers. :P
 
I don't know what PROCENTUALLY means, but if you mean to say percent, then you could GUI it the old fashioned way using a buttload of HP bonus items, as well as scripts to detect max health and then give a corresponding HP bonus to them.

Easily MUI-able, just a lot of work.
 
I don't understand what you mean, are you trying to get the max health of a unit to increase proportionate to the max health of the unit or something?
If so, I believe you will need JASS to make a proper system, otherwise, you can create a tome which increase health by 1 and give (Max Health of Unit x Whatever) tomes to the units. I know it lags like hell though.
 
Status
Not open for further replies.
Back
Top