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Staredit Network -> UMS Assistance -> Spell Casting Help
Report, edit, etc...Posted by Forsaken on 2005-02-15 at 17:44:32
Ok:

1. For the spell casting drop ship trigger, I know what the triggers are but I don't understand how to use them.

What i dont get is when. Let's say you buy a small potion and you need to use it but what i dont understand is how to make the units HP go up a small amount!
What I am trying to say is that if you start with 1500/3500 HP and you get a small potion and your HP is around 750/3500 and i want the HP to go up 50 but i do not want the HP to exceed the amount of HP they start out with at the begining of the level.

I will try and skim that if that confuses anybody.

-You start with 1500/3500 HP
-you lose HP until you have 750/3500 HP
-You take Small potion
-you get 800/3500 HP back

what i dont get is how do set the triggers up so that works.

Report, edit, etc...Posted by LegacyWeapon on 2005-02-15 at 17:53:54
There is no way to "add" hp yet. The only closest effect you can achieve is spawning a medic next to your unit and adding some effects over your medic.
Report, edit, etc...Posted by Forsaken on 2005-02-15 at 18:03:56
Damn, Thats what thought.

Report, edit, etc...Posted by greenreaper on 2005-02-15 at 23:55:09
Well, if you need to use the potion in a RPG map, you should use a level system where each level increases the maximum health. Then, when a potion is used just modify unit HP to the current 'max'.
Report, edit, etc...Posted by HeRtZ on 2005-02-15 at 23:59:52
what i think you should do is a half potion and a full potion. the half potion will give you 1500/3000 and full potion will give you 3000/3000. Thats my Opinion
Report, edit, etc...Posted by Shadow on 2005-02-16 at 00:11:31
QUOTE
Ok:

1. For the spell casting drop ship trigger, I know what the triggers are but I don't understand how to use them.

What i dont get is when. Let's say you buy a small potion and you need to use it but what i dont understand is how to make the units HP go up a small amount!
What I am trying to say is that if you start with 1500/3500 HP and you get a small potion and your HP is around 750/3500 and i want the HP to go up 50 but i do not want the HP to exceed the amount of HP they start out with at the begining of the level.

I will try and skim that if that confuses anybody.

-You start with 1500/3500 HP
-you lose HP until you have 750/3500 HP
-You take Small potion
-you get 800/3500 HP back

what i dont get is how do set the triggers up so that works.


another good thing would be to do like 3 different potions one small potion heals you like 25% a medium potion heals you like 50% and a large potion 100%

CHEDIT: Fixed your quote.
Report, edit, etc...Posted by PearS on 2005-02-16 at 00:14:50
What I did in an rpg of mine was this. A potion would heal max 300 hp. So if you are at a level where your max hp is above 300 when you use a potion your hp will be set to 300 and a death counter time will start. Then if they use another potion before that timer is up it will add another 300 (or up to their max depending on their level) hp. It works well if the use the potions below 300 hp but if they have above 300 hp and do it, it kinda screws up a bit. For example: Your max hp is 1000. Your current hp is 450. A boss fight is coming up so you want to heal so you use a point but it sets you to 300. But if you use another one in quick succesion you are set to 600 hp, then another one sets you to 900 hp, then another one sets you to 1000 hp. Kinda goofy, but I really didn't see any other way.
Report, edit, etc...Posted by HeRtZ on 2005-02-16 at 00:19:02
i got an idea for a potion...ok this potion or spell is where your surrounded by a bunch of bad guys and if you use it, it kills all the bad guys surrounding you but it takes half of your life away.
Report, edit, etc...Posted by DevliN on 2005-02-16 at 02:09:36
Having to do with the various potions idea (unless this was already brought up or has already been remedied and I missed it):
The issue with using various potions though is that what if the player takes a small potion (which should heal them to 1500/3000) when their HP is already at 1600? Having various healing potions creates issues because you're ending up using the "Set HP to #%" trigger. If a Small potion sets the HP to 50% - which would theoretically heal the player if they are lower than that HP - then their HP will go down if it is already higher than 50%.

In the end, Healing potions don't actually heal them considering we don't know how to add HP directly to units. They'd instead set the player's HP to some set amount despite the player's current HP. So unless you create medics and kill them after certain periods of time, then you're better off not doing various potions.


So far PearS has the best method for potions.
Report, edit, etc...Posted by chuiu on 2005-02-16 at 10:50:12
Actually I would have to say I had the best system for potions. The only problem is that it would only work on medics (you could make a scv to have it work on mechanical units too, but thats it). It would create a medic and leave it there for the exact time it would take to heal 100 hp. That was how much the potion was for.
Report, edit, etc...Posted by PearS on 2005-02-16 at 21:59:33
Ya that is the most accurate and cool method but it takes a while for the medic to heal 100 hp =/. Other than that ya its great. I like the medic way if a potion only heals about 50 hp. Man I wish that multiple medics could heal one unit at the same time. Then the medic thing would rock.

ADDITION:
Posting some triggers as Dark requested

Ok I usually do four levels of potion usage and I use one counter per level labled as:

PotC#1
PotC#2
PotC#3
PotC#4

Ok in my map potions healed 100 hit points. Lets say that at level 4 your character's max hit points is 400 and at level 100 your character's max hit points is 9999. Now this system I do isn't perfect. It is kind of goofy if their hp is over the 100 that the initial potion would set them to. So lets say that your hp is currently 50. You use a potion.

(Oh and Btw Dark knows how to determine player levels so I won't talk about that. I also use hyper triggers which subtract 12 death counts per second and I use death counts as timers for the potion usage)

--------------------------------------------------------

Conditions:
Bring exaclty one 'Potion' to 'Potion Use'
Suffers exactly '0' Deaths of PotC#1

Actions:
Set hit points for one 'hero' at 'anywhere' to 1%
Remove one 'potion' at 'potion use'
Set deaths for 'current player' for 'PotC#1' to '48'
Perserve Trigger

---------------------------------------------------------

Conditions:
Bring exactly one 'Potion' to 'Potion Use'
Suffers at least '1' Deaths of PotC#1
Suffers exactly '0' Deaths of PotC#2

Actions:
Set hit points for one 'hero' at 'anywhere' to 2%
Remove one 'potion' at 'potion use'
Set deaths for 'current player' for 'PotC#2' to '48'
Set deaths for 'current player' for 'PotC#1' to '0'
Perserve Trigger

---------------------------------------------------------

Conditions:
Bring exactly one 'Potion' to 'Potion Use'
Suffers at least '1' Deaths of PotC#2
Suffers exactly '0' Deaths of PotC#3

Actions:
Set hit points for one 'hero' at 'anywhere' to 3%
Remove one 'potion' at 'potion use'
Set deaths for 'current player' for 'PotC#3' to '48'
Set deaths for 'current player' for 'PotC#2' to '0'
Perserve Trigger

---------------------------------------------------------

Conditions:
Bring exactly one 'Potion' to 'Potion Use'
Suffers at least '1' Deaths of PotC#3
Suffers exactly '0' Deaths of PotC#4

Actions:
Set hit points for one 'hero' at 'anywhere' to 4%
Remove one 'potion' at 'potion use'
Set deaths for 'current player' for 'PotC#4' to '48'
Set deaths for 'current player' for 'PotC#3' to '0'
Perserve Trigger

---------------------------------------------------------

Conditions:
Bring exactly one 'Potion' to 'Potion Use'
Suffers at least '1' Deaths of PotC#4

Actions:
Set hit points for one 'hero' at 'anywhere' to 5%
Remove one 'potion' at 'potion use'
Perserve Trigger

---------------------------------------------------------

Just let the player know not to use a potion unless he is under the 100 hp mark or willing to lose some hp in order to regain some in the long run. Also be sure to tell them to only use five at a time like this. Also take note that there are many more triggers involved with this method. But these show how it is done. Sigh all this and no mins T.T
Report, edit, etc...Posted by DevliN on 2005-02-17 at 03:28:06
Yeah Medics do work the best for small amounts of HP. He's talking about healing 1500 instantly.
Report, edit, etc...Posted by sckor on 2005-02-17 at 04:51:41
the only thing with pear's idea, is that lets say your max is 400 and level is irrelevant.
you have 20 hp. You use a potion, becomes 100, use a gain, 200, use again, 300, then lets your character lose a bit of hp. like back to 20. That means, that if you use it again, it goes back up to 400, because it is baised. A potion cannot raise a different amount if it costs the same..
Report, edit, etc...Posted by chuiu on 2005-02-17 at 11:11:01
QUOTE(DevliN @ Feb 17 2005, 02:28 AM)
Yeah Medics do work the best for small amounts of HP. He's talking about healing 1500 instantly.
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Yeah thats the problem with maps, they make HP in the thousands, attack ups +7 or something, then foes tend to have attacks with like 300, 500, 700 +. Killing the use of the armor upgrade. It's only useful if you get like 255 armor ups, and even then vs the 700 it's not good enough.

People should stick with less hp, less attack, so that players can actually use armor. tongue.gif
Report, edit, etc...Posted by PearS on 2005-02-17 at 20:42:58
QUOTE
the only thing with pear's idea, is that lets say your max is 400 and level is irrelevant.
you have 20 hp. You use a potion, becomes 100, use a gain, 200, use again, 300, then lets your character lose a bit of hp. like back to 20. That means, that if you use it again, it goes back up to 400, because it is baised. A potion cannot raise a different amount if it costs the same..


Its on a four second timer so they can't lose that much hp in four seconds.
Report, edit, etc...Posted by sckor on 2005-02-19 at 21:37:53
oh, haven't thought of that.
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