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Here you go lad.
If you have problems importing it into your map then just tell me. It is not that hard.
EDIT:
You can change the "UNIT_STATE_MAX_MANA" into "UNIT_STATE_MAX_LIFE" to make it scale with max hp.
You can change the percentage into whatever you want.
You didn't quite specified anything about what it was so I made a very basic one... Have seen a similar question coming up
The code that I sent to you is very dynamic.
All you have to change is this simple code:
JASS:
local integer level = GetUnitAbilityLevel(u, 'A004')
You have to add it next to the other local stuff and at least under the local unit u.
Then you remove the local percentage thingy and make a new one:
JASS:
local real percentage = 10 + 5*level
Put it at least under the local integer level
The 10 + 5 * level is a simple example of what you can do.
In this case the increased damage is this:
Level 1 = 10 + 5 = 15%
Level 2 = 10 + 5 + 5 = 20%
Level 3 = 10 + 5 + 5 + 5 = 25%
etc. etc. etc.
Optimalization:
You can replace the "if (GetUnitAbilityLevel(u, 'A004') == 0)" with "if (level == 0)" as those are the same thing.
One thing that I don't like about the basic ability that I use is that it adds additional damage instead of basic damage.
It doesn't make any difference except there is a green number of damage that is added, but if anyone knows how to add basic damage, be my guest.
i got some issues with the code, i got +1300 and +7400 more dmg wayyy more than intended, can you post how the whole code has to look like? i believe i am doing something wrong :S.
whoops i was messing with the order of these abilites A000, A001, A002, A003, i believe i fixed it
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