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Unique healing abilities

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Level 7
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Don't you mean eons (or ages) but anyway I don't think it should be that complex, were not talking about a whole new system here
 

Rem

Rem

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yes. but i hav worked on triggers and some things which we think are really easy to accomplish are near impossible because of editor limitations, so if it can be done who knows how long it may take
 
Level 7
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Good news, I was playing with it for awhile and finally got it to work, the dummy ability is "Hurl Boulder" and here is what the trigger looks like:

  • A
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to --
    • Actions
      • Set Unit = (Casting unit)
      • Set TargetUnit = (Target unit of ability being cast)
      • Wait 0.50 game-time seconds
      • Unit Group - Pick every unit in (Units within 512.00 of (Position of TargetUnit) matching ((((((Matching unit) belongs to an enemy of (Owner of Unit)) Equal to True) and (((Matching unit) is A ground unit) Equal to True)) and (((((Matching unit) is A structure) Equal to False) and (((Matchi and do (Actions)
        • Loop - Actions
          • Set Real = (Real + ((Life of (Picked unit)) x 0.20))
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Orc\FeralSpirit\feralspirittarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Life of (Picked unit)) x 0.20) damage of attack type Spells and damage type Normal
      • Unit Group - Remove all units from (Last created unit group)
      • Wait 0.50 game-time seconds
      • Unit - Set life of Unit to ((Life of Unit) + Real)
      • Special Effect - Create a special effect attached to the origin of Unit using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Set Real = 0.00
 
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Level 7
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I told you :) and this is just a very simple version, you can make it so that it detects the number of units around the target and drains a percentage depending on this, but I think 20% is fine, plus there's no way to kill with this ability since it will always take 20% whether the remaining hp is 10 or 10,000.
 

Rem

Rem

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=)

what are all the conditions the units need to have to fit into the selected group?
 
Level 7
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Belongs to enemy of the player = T
Is a ground unit = T
Is a structure = f
Is magic immune = f
Is mechanical = f
Is alive = T

I think that's it
 
Level 8
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Here's a concept for an offensive life-drain healer that I pulled out of my ass just now:

[Passive - Overflow]
When you overheal yourself through spells (healing beyond 100% hp) the overhealed amount is redistributed onto the most injured nearby ally instead.

[Life Vortex]
Activatable abillity similar to Immolation. The casting hero is healed based on the damage dealt, but it burns mana to have it on.

[Osmosis]
Sacrifices 10% of your current mana to damage the target enemy based on the mana consumed. You are healed for the damage dealt, if your hp is at a higher percentage than the target, the healing you receive is multiplied by 3.

[Reaper's Bargain]
Sacrifices 50% of your current HP and restores an amount of mana equivalent to the HP lost. If your hp is below 20% before casting, you will regain an additional 10% of your maximum mana.

[Ultimate - Soul Swap]
Switches your hp with the target ally and grants you invulnerability for a few seconds.
 
Level 8
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Apple: multiply taken damage but restore all health in a very short time(probably put on an item for out of combat healing or for healing between two boss attacks when facing a slow attacking boss)

Isn't this just an easily abused version of the Healing Salve item?
 
Level 14
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Isn't this just an easily abused version of the Healing Salve item?
Well it depends on cost also it can leave you vulnerable to surprise attacks.
Of course if it is as cheap as an healing salve it is broken but if it costs closer to 400 it is not a replacement.
(a huge part of why healing salve is so cool is a combination of having multiple charges and low cost)
 
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Level 7
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An ability based on the scroll of replenishment item that heals both hp and mana over time, but has a long cooldown
 
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Level 9
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Good news, I was playing with it for awhile and finally got it to work, the dummy ability is "Hurl Boulder" and here is what the trigger looks like:

  • A
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to --
    • Actions
      • Set Unit = (Casting unit)
      • Set TargetUnit = (Target unit of ability being cast)
      • Wait 0.50 game-time seconds
      • Unit Group - Pick every unit in (Units within 512.00 of (Position of TargetUnit) matching ((((((Matching unit) belongs to an enemy of (Owner of Unit)) Equal to True) and (((Matching unit) is A ground unit) Equal to True)) and (((((Matching unit) is A structure) Equal to False) and (((Matchi and do (Actions)
        • Loop - Actions
          • Set Real = (Real + ((Life of (Picked unit)) x 0.20))
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Orc\FeralSpirit\feralspirittarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Life of (Picked unit)) x 0.20) damage of attack type Spells and damage type Normal
      • Unit Group - Remove all units from (Last created unit group)
      • Wait 0.50 game-time seconds
      • Unit - Set life of Unit to ((Life of Unit) + Real)
      • Special Effect - Create a special effect attached to the origin of Unit using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Set Real = 0.00

This is a great idea, my suggestion however would be to make it take away a percentage of the unit's health depending on the amount of units in the group. For instance if the group contained only 1 unit you could set it to take away 2/5 hp and for every additional unit it could take away something like (2/[4+x]) where x is the total number of units in the unitgroup.
 
Level 16
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Mar 24, 2017
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@Rem: Remember when we were working on the project and the final boss (The Goddess) had this special attack or ultimate or whatever you want to call it. I can't remember the name now but what it did was take all the damage the Goddess has taken (let's say the goddess has Remaining HP/Total Hp, then subtracts the remaining Hp from Total Hp and divides it by the number of the player's units and deals that damage to them. So lets say Y = Total Hp - Remaining Hp of the goddess, lets say the player has N units alive attacking the goddess, the ultimate deals Y/N damage to each attacking unit.

This concept can be used in reverse, where you have a unit that's essentially a tank with a weak attack but good HP and the ability heals each friendly unit around it by (The units total HP - Remaining HP/N) Basically instead of dealing Y/N damage, heal each friendly unit by Y/N.

I believe this is one of the most unique concepts I've contemplated so far.
 
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Rem

Rem

Level 7
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omg Siler. its so nice to talk to you again <3 we gotta lots of catching up to do (do you still have your old chat sn btw

yes thats an great idea, Im glad you came back. I thought you wre so busy with school and life that you completely forgot about the hive & us
 
Level 14
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733
  • Exotic Light - On unit cast. 50% chance to heal the unit by 75/150/250 hitpoints and 50% chance to damage it 75/150/250 hitpoints.
  • Yellow Stim Pack - Insta-cast. When used, the unit will heal up to its full hitpoints but life drains to death by -1.00 regeneration rate.
  • Offering to the Naaru - Insta-cast. Kill the unit itself, causing spreaded AoE of healing to nearby friendly units by current hitpoints of the casting unit divided by number of friendly units caught within 1000 AoE.
  • Black Light - Auto-cast. Randomly casts on any unit around the caster. It has random effects: (1) Damages non-undead enemy units by 50/75/100 each cast or (2) Increase the hitpoints of a random friendly undead unit.
  • Orb of Minyuriko - Passive with Mana Cost. Contains 3/4/5 orbs of light surrounding this unit. Each time this unit is damaged by 100 or above, the orbs will suicide on enemy, dealing damage to it by 20/40/60. This unit is instantly healed by the same amount. The orbs are replaced in cost of 50 mana.
 
Level 5
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Rebirth Flames - Summons a phoenix egg, if the egg stays alive for 15 seconds a phoenix is born, however rather than being a controllable summoned unit this phoenix ressurects up to 10 slain warriors and heals your troops while setting on fire all the enemy units

Healing ring - An item that heals the unit possessing it by 100 health each minute

Divine Blessing - Heals the caster by 250hp while healing all the units around him by 100, I would suggest giving this a cooldown of no less than 30 seconds or it'll be abused
 
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Level 16
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??? - Casts a doom like spell on a unit, when the unit is destroyed a healing ward type unit is created in it's place, but this unit is either invulnerable or have a lot of hp as so not to be destroyed by the enemy quickly.
 
Level 2
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Healing Crystal: Creates a Crystal in the middle of cast point, force nearby allies in radius of 400 to attack the crystal
  • Each attack will heal themselves based on attack damage dealt to the crystal by them.
  • Allies will be immune to physical damage during the duration of spell
  • Crystal cannot be destroyed until the duration of spell ends.
  • Crystal provides certain amount of magic resistance to affected allies.
 
Level 24
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Here's some darker themed ones, note healing reduction & modification can be done with Bribe's Heal Event

Blood Price
- Target unit is cursed for a decent period, it deals 10% reduced damage, said damage instead heals the caster each time the unit would deal damage.

Blood Letting
- Curse target unit, Healing the target receives is diminished by 40%

Cleric's bane
- Curse target unit, if a unit would be targeted by a heal the caster of the heal will receive 65% of the heal as damage

Necrotic Cyst
- rapidly gestate a small tumor inside the target, target receives 25% less healing for the next 20 seconds, if healing on the target would reach over 40% of the target's maximum hp a small creature emerges dealing upwards of 40% of the target's maximum health based on how much the original target was healed. The cyst then crawls towards the original caster restoring 50% of the damage dealt, cyst has health based on the damage dealt

Pact of Blood
- Cursed target unit, caster receives 35% of healing the target receives if within modest range.

Cardinal Hour
- Curse a target unit, all healing towards the target is halted, after 3 seconds of not receiving a heal the target receives 150% of all pooled healing, casting a heal before the delay has lapsed resets the timer.

Misdiagnosis
- Curse a target unit, if the unit would be healed by any means it will receive a random leveled debuff sourced by the original caster of this spell.

Malpractice
- Curse Target unit, healing that would affect the target is instead treated as damage sourced from the caster of this spell, upwards of 20% of the target's maximum hp can be dealt before this effect is dispelled

Llyod's Talisman (Yes Dark Souls)
- hurl a holy talisman, all units within an small aoe receive cannot be healed

Effigy of Jealously
- Conjure a blue hewn crystal from the ground, all regeneration and healing is halted and instead stored in the crystal, after stealing 150 / 250 / 350 or 3 seconds or duration the crystal resonates with energy harming all those still within range from the stored amount.

Laudanum
- Target takes heals for 50% of its maximum over 15 seconds, however majority of it's stats are reduced by 35% until dispelled

Blood Transfusion
- Target a unit, unit & caster equalize health (+10/15/20% of caster's maximum hp) over 7 seconds.
EX: Lvl3 cast of Transfusion on a Footman that has 50/420 hp and caster has 350/700, they both will have 390 health at the end of the duration.
 
Pool of Power
___________________________________________________________

Cast your Pool of Power on a unit that lasts for 20 seconds.
The Pool will heal the hero with the mana he has every second until it expires.


(this means his mana stays 0-ish, but he heals until the effect ends. Better have high mana regen!)
 
[50 mana] Chain Restoration
___________________________________________________________
Channel healing onto a friendly unit, healing it for X every second until
interrupted. The healing wave spreads to X nerby friendly units,reducing
its effectiveness by x%.

___________________________________________________________

[125 mana] Totem of Power Form
___________________________________________________________
Turn into an immovable totem of power, increasing armor by 500% and emitting restorative energy around you, healing allies'mana and health every second. Restores x% per second.
___________________________________________________________


[100 mana] Arcanewise Bolt
___________________________________________________________
Launch your arcanewise bolt at an enemy, burning X health. This health is stored in your magic reserves. Launching this bolt against an ally unleashes these reserves , healing him either completely or until the resrves are depleted. The remaining reserves stay for later use.
___________________________________________________________


Holy Might Aura (Passive)
___________________________________________________________
Heals nearby allies for (X*(number of enemies in X range)) health/s.
___________________________________________________________


Reverence Aura (Passive)
___________________________________________________________
You are protected by the light, reversing the effects of harm on you.
For the next 10 seconds, all damage your receive by foes is converted into healing for you. If on 100% health, it is thrown back at them in the form of holy punishment.

___________________________________________________________


Dimentional Switch (activate/deactive)
__________________________________________________________

Turn on your dimentional switch to create dimention, spanning from your left and right side in X range. Allies who pass by you, through the dimentional switch, get healed for x%, while enemies get damaged for x%.

Drains 20 mana/s

___________________________________________________________


Inevitable Return (activate/Deactivate)
__________________________________________________________

Turn of your Inevitable return spell that keeps track of all your damage you take. When you fall to 5% health, it absorbs any further damage and instead heals your for all the damage tracked, then the cycle is repeated.

Drains 5 mana per track and 100 mana per full restore.

___________________________________________________________


[50 mana] Carrier (Curse)
__________________________________________________________

Curse an enemy unit with Carrier buff, which silently stays in his body and waits for him to cast a harmful spell. Any magical damage he deals to your allies gets converted into healing. Lasts X seconds. Undispellable.
___________________________________________________________

[50 mana] Angel Come
__________________________________________________________
While channeling, neaby allies will get their mana depleted instead of taking damage, taken mana is present. If not, then sacrifice your own mana to restore damage equal to the damage taken. Criticl damage wil not be restored.
___________________________________________________________

[100 mana] Dual Pact
__________________________________________________________
Instantly restores you to 100% health, but you take 300% damage from all souraces for the next 20 seconds.
__________________________________________________________

[50 mana] Pop Healing
__________________________________________________________
Generate a mystical seed in a unit with XXX health. Whenever this unit comes withing 100 AoE of an ally he releases XXX healing in all directions, healing not only the ally, but nearest allies. Lasts until its health ends.

Casting this again on a seeded unit, increases the seed's health.
Can be dispelled.

__________________________________________________________

[50 mana] Resurrect the living
__________________________________________________________
Enhances all senses of an ally unit, incraesing its health and mana regeneration by 250% and its attack speed by 100%. Lasts 10 seconds.
This spell is very exhausting making the host has the reverse effects for the following 16 seconds.

__________________________________________________________

[100 mana] Gravedigger
__________________________________________________________
Concentrate unholy magic that sucks all corpses around you, healing you for XXX per corpse absorbed.
__________________________________________________________

[100 mana] Green Hole
__________________________________________________________
Create a green hole at the target location for 60 seconds. The hole will suck every ally unit, in close proximity, inside and heal them rapidly for X/s, only to spit them out simultaneously after X seconds or when the Green Hole expires. Units that have been sucked inside already won't be sucked inside again by the same Green Hole.
__________________________________________________________



[100 mana] Ritual Spikes of Justice
__________________________________________________________
Summon 5 ritual spikes falling from the sky and landing in a circle around a targeted point. All units that enter are unable to cast spells and cannot be affected by outside harmful spells. Healing is allowed only from the outside.

The spikes last until they are destroyed by magic or you summon them on a different location.

__________________________________________________________


[100 mana] Mending Hyperlink
__________________________________________________________
Link with a unit, whether friend of enemy, for 60 seconds or limit of X range. All healing that the targeted unit takes is transferred to you.
__________________________________________________________

[ 8 mana] Bittersweet Arrows (activate/deactivate)
__________________________________________________________
enhance your arrows, adding +10/20/30 healing on each shot, but also making the unit 25% more vulnerable to damage for 4 seconds.
__________________________________________________________


[50 mana] Upstanding Hero
__________________________________________________________

Generate a sphere item on your tail that can heal those who pick them for X over X sec.
The spheres you generate are being dragged behind you.

__________________________________________________________


[100 mana] Healing mist bomb
__________________________________________________________
Throw a healing mist bomb on target location. Units that enter inside it get healed every second, but are unabel to see and target anything inside.
Lasts 60 seconds.

__________________________________________________________


[100 mana] Anti-Trauma Courier
__________________________________________________________
Summon your controllable fast-moving anti-trauma courier with no attack and spells and XXX healh. He can be sent to explode into an ally unit that is below 80% health, resulting in healing it and nearby allies. Any damage that he sustains reduces the healing he will give when he explodes into an ally unit. Damaging him, heals melee attackers.
__________________________________________________________



[100 mana] Straight Missive
__________________________________________________________
Send a wave of healing energy that travels XXX distance, healing friends in its path.
__________________________________________________________


[100 mana] Mending Comeback
__________________________________________________________
A target ally unit is being dragged towards you with X speed, until it reaches your location. While being dragged the unit is invulnerable and intangible, and is being healed every second for X.
__________________________________________________________

(Passive) Evermending strikes
__________________________________________________________

Your strikes ae so powerful that you unleash a magicwave from your punches, healing nearby alleis for x% of your strikes.
__________________________________________________________


[200 mana] Truculent Predator
__________________________________________________________

Transform into a destructive monstrous creature, with rapid regeneration and fast movement. Lasts 45 seconds. Further, his regeneration is incresed by consuming the greenland under his feet,turning it into scorched earth.
__________________________________________________________


[100 mana] Agent of Wonderous Appearance
__________________________________________________________

Create a magical agent inside a unit. While alive, the agent will accumulate health from its host very slowly and give vision. This unit will carry the agent and you can cast Switch Host to make the agent jump to the next nearest unit.
If the host dies, the agent jumps to the nearest unit, or dies. When your host reaches a destination of your desire you can cast Unleash Agent, which will telepot you near the host and heal you for (acumulated hit points) hit points, killing the agent in the process.

Casting this spell again, transfers the agent.
Can be dispelled.

__________________________________________________________

[100 mana] The Gift of Retreat
__________________________________________________________

Curse a unit with the gift of retreat. Whenever this unit is XXX distance from any enemy unit, he heals for XX/s. However, the more enemies he is surrounded, the slower he regenerates, including causing him to degenerate.
Lasts 30 seconds.
__________________________________________________________



[75 mana] Zen Checkpoint
__________________________________________________________
Summon a Zen checkpoint on a targeted location. You and your allies can use it to fast-travel to other checkpoints, healing you, when you arrive for X. Travelling does not stop you from dying, or being attacked, but you are unable to attack or move.

The checkpoint lasts Xsec. and explodes into healing energy when it dies.

__________________________________________________________


[100 mana] Worldmending link
__________________________________________________________
Bless an ally with your worldmending link, creating a bond between you two that cannot be broken by distance. Whenever you cast an instant healing or damaging spell, it is being cast on him. Healing spells heal him, while damaging spells damage his nearest enemies.

Cast
Unlink to be able to use your spells for yourself.

Cannot have more than one link, and casting Worldmending link on someone else, transfers the link.

__________________________________________________________




[100 mana] Convert Magic
__________________________________________________________
Consume all buffs on you, healing you instantly for (number of buffs * X).
__________________________________________________________


[Passive] Super Endurance
__________________________________________________________

You are blessed by the God of The Sun to have lifes. When you kill an enemy unit you get +1 life.
When you die, you get resurrected after 5 seconds with full HP and mana, but attacks against you do 300% damage for the following 15 seconds.
_________________________________________________________


[100 mana] Beacon of hope
___________________________________________________________

Infuse an ally unit with healing magic for 30 seconds. The blessed unit will emit healing energy, healing nearby friendly units for x/s.
___________________________________________________________





 
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