I made this revive system that needs fellow heros to revive each other. Let me explain it.
When a hero dies, a grave(unit) is made on the location of the dying hero.
When a grave dies, the hero is revived on the location of the dying grave.
This grave is a unit targeted as a structure and has 100% evasion and 10hp. So attacking does not kill it. Only spells kill the grave.
Every hero has a drain life spell, that targets friendly structures. It drains 1hp per sec. Thus, reviving a fellow hero should take 1 hero 10 seconds (some longer because the spell "life drain" has a delay of 1 sec), 5 seconds with 2 heros and 4 seconds with 3 heros. It is channeling and has 15 sec cooldown.
I like this system because it creates some scenarios when you have to leave you fellow hero in its grave and wait for a better opportunity. For example when a boss is about to stun or deal a massive damage in a area. Also, when a hero is stunned, the revive spell is broken. Now the hero need to survive for the cooldown duration and start again the revive spell.
I also like this more then a revive timer, because there is actually a chance that all hero's die and the game is lost. Making it more difficult, thus interesting.
Why am i posting this?
First, i want to share this unique system. I have never seen this in warcraft maps, and i have played alot years ago.
Second, i like to have reviews on it so i can chance stuff.
2 questions are:
a. How do i change that green drain life spash above the hero's heads.
b. How do i make a hero revive with 65% hp instead of 100%.
When a hero dies, a grave(unit) is made on the location of the dying hero.
When a grave dies, the hero is revived on the location of the dying grave.
This grave is a unit targeted as a structure and has 100% evasion and 10hp. So attacking does not kill it. Only spells kill the grave.
Every hero has a drain life spell, that targets friendly structures. It drains 1hp per sec. Thus, reviving a fellow hero should take 1 hero 10 seconds (some longer because the spell "life drain" has a delay of 1 sec), 5 seconds with 2 heros and 4 seconds with 3 heros. It is channeling and has 15 sec cooldown.
I like this system because it creates some scenarios when you have to leave you fellow hero in its grave and wait for a better opportunity. For example when a boss is about to stun or deal a massive damage in a area. Also, when a hero is stunned, the revive spell is broken. Now the hero need to survive for the cooldown duration and start again the revive spell.
I also like this more then a revive timer, because there is actually a chance that all hero's die and the game is lost. Making it more difficult, thus interesting.
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Alchemist Grave
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Events
- Unit - Alchemist 0005 <gen> Dies
- Conditions
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Actions
- Unit - Create 1 Grave (alchemist) for Neutral Passive at (Position of Alchemist 0005 <gen>) facing 270.00 degrees
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Events
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Alchemist Revive
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Events
- Unit - A unit Dies
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Conditions
- (Unit-type of (Triggering unit)) Equal to Grave (alchemist)
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Actions
- Hero - Instantly revive Alchemist 0005 <gen> at (Position of (Dying unit)), Show revival graphics
- Unit - Remove (Dying unit) from the game
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Events
First, i want to share this unique system. I have never seen this in warcraft maps, and i have played alot years ago.
Second, i like to have reviews on it so i can chance stuff.
2 questions are:
a. How do i change that green drain life spash above the hero's heads.
b. How do i make a hero revive with 65% hp instead of 100%.