- Joined
- Mar 20, 2010
- Messages
- 40
I am trying to make an ability that passively gives you 10/20/30 Intelligence and 200/400/600 HP, but is also an active that gives you 15%/30%/45% of your max HP per second for 20/40/60 seconds, but makes you lose your passive for that duration. I attempted that with my map but thoroughly failed. Any help would be appreciated. I attempted to copy a different ability that I imported to check for the level of the ability. I want the passive ability to be replaced with the regeneration ability for aesthetics only.
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Blood Pact Cast
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Blood Pact (Active)
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Actions
- Trigger - Turn on Blood Pact Loop <gen>
- Set BP_Index[0] = (BP_Index[0] + 1)
- Set BP_Index[1] = (BP_Index[1] + 1)
- Set BP_Caster[BP_Index[1]] = (Casting unit)
- Set BP_CasterSingle = (Casting unit)
- Set BP_Level[BP_Array[1]] = (Level of (Ability being cast) for BP_Caster[BP_Index[1]])
- Unit - Add Blood Pact (Regen) to BP_CasterSingle
- Unit - Remove Blood Pact (Passive) from (Triggering unit)
- Unit - Remove Blood Pact Intelligence from (Triggering unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- BP_Level[BP_Index[1]] Equal to 1
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Then - Actions
- Wait until (BP_Time Equal to 20), checking every 0.10 seconds
- Trigger - Turn off Blood Pact Loop <gen>
- Unit - Remove Blood Pact (Regen) from (Triggering unit)
- Unit - Add Blood Pact (Passive) to (Triggering unit)
- Unit - Set level of Blood Pact (Passive) for BP_CasterSingle to BP_Level[BP_Index[1]]
- Unit - Add Blood Pact Intelligence to (Triggering unit)
- Unit - Set level of Blood Pact Intelligence for BP_CasterSingle to BP_Level[BP_Index[1]]
- Set BP_Time = 0
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- BP_Level[BP_Index[1]] Equal to 2
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Then - Actions
- Wait until (BP_Time Equal to 40), checking every 0.10 seconds
- Trigger - Turn off Blood Pact Loop <gen>
- Unit - Remove Blood Pact (Regen) from (Triggering unit)
- Unit - Add Blood Pact (Passive) to (Triggering unit)
- Unit - Set level of Blood Pact (Passive) for BP_CasterSingle to BP_Level[BP_Index[1]]
- Unit - Add Blood Pact Intelligence to (Triggering unit)
- Unit - Set level of Blood Pact Intelligence for BP_CasterSingle to BP_Level[BP_Index[1]]
- Set BP_Time = 0
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- BP_Level[BP_Index[1]] Equal to 3
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Then - Actions
- Wait until (BP_Time Equal to 60), checking every 0.10 seconds
- Trigger - Turn off Blood Pact Loop <gen>
- Unit - Remove Blood Pact (Regen) from (Triggering unit)
- Unit - Add Blood Pact (Passive) to (Triggering unit)
- Unit - Set level of Blood Pact (Passive) for BP_CasterSingle to BP_Level[BP_Index[1]]
- Unit - Add Blood Pact Intelligence to (Triggering unit)
- Unit - Set level of Blood Pact Intelligence for BP_CasterSingle to BP_Level[BP_Index[1]]
- Set BP_Time = 0
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Events
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Blood Pact Loop
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Events
- Time - Every 1.00 seconds of game time
- Conditions
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Actions
- Unit - Set life of BP_CasterSingle to ((Life of BP_CasterSingle) + 45.00)
- Set BP_Time = (BP_Time + 1)
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Events
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Level
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Events
- Unit - A unit Learns a skill
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Conditions
- (Learned Hero Skill) Equal to Blood Pact (Active)
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Actions
- Unit - Add Blood Pact (Passive) to (Triggering unit)
- Unit - Add Blood Pact Intelligence to (Triggering unit)
- Unit - Set level of Blood Pact (Passive) for BP_CasterSingle to BP_Level[BP_Index[1]]
- Unit - Set level of Blood Pact Intelligence for BP_CasterSingle to BP_Level[BP_Index[1]]
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Events
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