- Joined
- Aug 26, 2009
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- 32
I'm not sure if you can, but can you make it so that when a unit (Most preferably human) is in combat, its HP regeneration freezes, but when it exits combat, it waits X seconds for the HP regen to start again.
Your idea seems usefull but doing this would be kinda of ...time-consuming and hard i guess.What about this?Or you can do it the other way around, which might be a bit more daring:
Let nobody have HP regeneration, except when they're not in battle.
It sounds the same, but it isn't ^^
Just set all HP regeneration-things to 0.00, so nobody will regenerate HP and then do it with triggers.
This is not as hard as it may seem, all you need to do is define the unit type and HP regeneration at map init (with variables, in a simple table), then loop a trigger (every .25 sec would be good I think), pick all units and add the HP that is defined at map init to them.
If they are being attacked, set a boolean variable to true, when the variable is true, the unit won't regenerate.
Ehh... seems easier than doing it with buffs, according to me.
Or you can do it the other way around, which might be a bit more daring:
Let nobody have HP regeneration, except when they're not in battle.
It sounds the same, but it isn't ^^
Just set all HP regeneration-things to 0.00, so nobody will regenerate HP and then do it with triggers.
This is not as hard as it may seem, all you need to do is define the unit type and HP regeneration at map init (with variables, in a simple table), then loop a trigger (every .25 sec would be good I think), pick all units and add the HP that is defined at map init to them.
If they are being attacked, set a boolean variable to true, when the variable is true, the unit won't regenerate.
Ehh... seems easier than doing it with buffs, according to me.
Your idea seems usefull but doing this would be kinda of ...time-consuming and hard i guess.What about this?
When units are attacked just damage them by the amount they regenerate.
for example,if you have a unit to 3 hp rege per 0.25 then
every 0.25 damage it by 3 (add some conditions to check if they are in combat,like check if they take damage.)
Not at all, a bit over 15 minutes of work ^^Your idea seems usefull but doing this would be kinda of ...time-consuming and hard i guess.What about this?
Not at all, a bit over 15 minutes of work ^^
Copy/paste my system and you only have 5 minutes of work :/15 min work for a test map,what about a "big" map?
Then you would have to edit more units,check more conditions ...etc
Well, isn't your system the same?I just mentioned it...cause it depends on the map.Might have another problem with your sys.
Well, isn't your system the same?
You damage the units every 0.25 seconds, I heal them every 0.25 seconds ><
Your system also requires to know the amount the unit regenerates, when the unit is attacked, whether he is a hero or not, things like that.
But we're not here to compete, so I'll just stop -.-
You can also decrease the strain by doing it every 0.50 seconds... :/
I'm not sure if you can, but can you make it so that when a unit (Most preferably human) is in combat, its HP regeneration freezes, but when it exits combat, it waits X seconds for the HP regen to start again.