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Unique revive system

Discussion in 'Triggers & Scripts' started by Paulus, Jan 19, 2014.

  1. Paulus

    Paulus

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    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.

    Trigger for creating the grave
    • Alchemist Grave
      • Events
        • Unit - Alchemist 0005 <gen> Dies
      • Conditions
      • Actions
        • Unit - Create 1 Grave (alchemist) for Neutral Passive at (Position of Alchemist 0005 <gen>) facing 270.00 degrees



    Trigger for reviving Alchemist
    • Alchemist Revive
      • Events
        • Unit - A unit Dies
      • Conditions
        • (Unit-type of (Triggering unit)) Equal to Grave (alchemist)
      • Actions
        • Hero - Instantly revive Alchemist 0005 <gen> at (Position of (Dying unit)), Show revival graphics
        • Unit - Remove (Dying unit) from the game


    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%.
     

    Attached Files:

  2. deathismyfriend

    deathismyfriend

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    If you are trying to submit this as a resource you are in the wrong Forum. You should be in http://www.hiveworkshop.com/forums/spells.php?status=g Forum.

    As a system this would never pass. It is way too simple. You also leak locations.Don't use dying unit use triggering unit.
     
  3. Cokemonkey11

    Cokemonkey11

    Wurst Reviewer

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    It's an object editor field - "Art - Lightning Effects"

    In your Alchemist Revive trigger do:

    Unit - Set Life (Percentage)
     
  4. Paulus

    Paulus

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    @deathismyfriend
    Thx for advise. I made this before i became a member and in my simple rpg map it works propperly. But now i know alot more about triggers and stuff. I will (try) to fix the leaking and stuff.
    This is not a resource (yet). You could see it as a system in alpha.

    @cokemonkey11
    A: i think i removed everyting there, but the green still shows. I will make a screenshot of it.
    B: im dumb, haha it's easy.
    Thx monkey
     
  5. LordDz

    LordDz

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    Pretty sure you can change the health revived to in Advanced - Constant or in the Object Editor, pretty sure there is a health percentage when revived there too.
     
  6. Maker

    Maker

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    Bot are MUI and equally fast. There is no difference so one can use which ever he likes.