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Wild Growth type of spell

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Level 2
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Feb 27, 2013
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Hi Guys!

I wanted to ask your help in regards to triggering an ability that as a similar effect to Wild Growth wich is a spell of the World of Warcraft game. Here is the text describing how the spell works:

Heals up to 5 friendly party or raid members within 30 yards of the target for X over 7 sec.
The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration.

the bold part is actually the one i'm most uncomfortable with in regards to triggering. I have gathered i bunch of idea myself but i wanted to see if someone can come up with something better.

Thanks in advance!
 
Level 21
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Mar 27, 2012
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It's not that hard actually.

The formula for healing is:
Baseheal + x% of healing left.
Every time you reduce the healing left variable by how much you healed.

Why the base heal? Because elseway the healing amount would infinitely get smaller and never really run out.
 
Level 2
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i think u need to deal with hashtable trigger to make it happen.

That was one of my options, but i wanted to find something simpler.

How do you want these 5 units to be selected ?
Are they always selected from a unit group ?

This determines a lot of the spell.

That part is not really that important, the units healed will probably be picked from a unit group based on allies in range of the hero casting Wild growth.

It's not that hard actually.

The formula for healing is:
Baseheal + x% of healing left.
Every time you reduce the healing left variable by how much you healed.

Why the base heal? Because elseway the healing amount would infinitely get smaller and never really run out.

Can you please explain your idea in a more detailed manner? You are talking about hashtables or just about standard variables?
 
That part is not really that important, the units healed will probably be picked from a unit group based on allies in range of the hero casting Wild growth.

That part is actually very important as it will tell what the best type of indexing would be worth doing.

Can you please explain your idea in a more detailed manner? You are talking about hashtables or just about standard variables?

He is talking about the simple math of the spell to reduce the amount that it heals units.
 
Level 21
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Mar 27, 2012
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Indexing and everything like that is just implementation. It's basic once you know it, so I simply didn't explain it.

I gave you the formula that you need after you already have 1 variable per unit through any kind of indexing.

But I'll explain it in a more detailed way then:

You have a specific amount of health that you are going to heal on the unit. It is higher when there is more left to heal.
So you store the health left to add in a variable for the unit.
Every once in a while you take a flat amount(base) + a percentage of the remaining amount and give it to the unit. Then you reduce the variable by that same amount.

This way you achieve healing that starts out higher and gets lower as it goes.
 
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