Before you read anything, I'd just like to say there is nothing that I found to solve my problem. I am aware that there is a post similar to this, but it is not answering what I want completely.
As some of you know, I am currently working on an RPG that uses a sort of take-turn battle system with the main idea of Fate & Destiny's. While working on it, I stumbled upon something that might limit the amount of units I will be able to use in battles.
Since I'm using a taketurn system, would it be possible to use zerg units for monsters? They regenerate their HP, which would be completely unfair. So I ask this question:
Is there a possible way to stop regeneration of a zerg unit, so when they take damage from an attack it will not regenerate?
I don't think its possible to disable zerg regeneration without modding...All zerg units except for the eggs regenerate. Maybe you can use virtual hp and time it right?If the attacks are bigger it wouldn't matter because zerg regenerate is bit slow.
Mods dont work on use map settings maps....
QUOTE(Kingra @ Jun 18 2005, 03:11 PM)
Before you read anything, I'd just like to say there is nothing that I found to solve my problem. I am aware that there is a post similar to this, but it is not answering what I want completely.
As some of you know, I am currently working on an RPG that uses a sort of take-turn battle system with the main idea of Fate & Destiny's. While working on it, I stumbled upon something that might limit the amount of units I will be able to use in battles.
Since I'm using a taketurn system, would it be possible to use zerg units for monsters? They regenerate their HP, which would be completely unfair. So I ask this question:
Is there a possible way to stop regeneration of a zerg unit, so when they take damage from an attack it will not regenerate?
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Simple answer, theres no way to stop regeneration.
There are ways around it though, redo the units so they have higher numbers as hp, dmg, and everything else so that regenerating 1 hp doesn't really affect their strength. Basically, balance the units based on very high hp.
Or use virtual HP.
Wtf? MODS WORK ON ALL SETTINGS. >< They're just affected by the map's settings, JUST LIKE NORMAL UNITS. It's possible to change only unit graphics and to have it play exactly the same, except the change of graphics.
QUOTE(Theoretical_Human @ Jun 18 2005, 02:05 PM)
Wtf? MODS WORK ON ALL SETTINGS. >< They're just affected by the map's settings, JUST LIKE NORMAL UNITS. It's possible to change only unit graphics and to have it play exactly the same, except the change of graphics.
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Don know...every time I try mods on use map settings, they wont work or crash...
If you are really bent on doing this, your best chance is virtual hp or trying to make a trigger so all zerg units lose 1 hp every few seconds, and timing the trigger just right. (personally i dont know what virtual hp is, so sorry if its same thing as what im saying). That would be a lot of work, and it would be easier to ignore it and increase all power levels.
Well, if your doing a turn bases system, in a battle arena, than virtual hp would be easier, because you are creating the enemies where you want, you could manipulate them easier. Unless your having some massive battles in the arena areas.
Store the value for the monster's health in a death counter and reset it constantly or every turn. That's all I got.
QUOTE(Silver-Dragon @ Jun 20 2005, 02:35 PM)
If you are really bent on doing this, your best chance is virtual hp or trying to make a trigger so all zerg units lose 1 hp every few seconds, and timing the trigger just right. (personally i dont know what virtual hp is, so sorry if its same thing as what im saying). That would be a lot of work, and it would be easier to ignore it and increase all power levels.
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It's impossible to "subtract 1 HP."
You might want to check if making the unit invincible will stop it from regenerating.
Side note that is related but completely unhelpful: zerg units with negative HP will not regenerate.
A simple solution to your problem would be to make it timed (which is implemented in F&D). This way, while zerg units regenerate, it will be at a minimum.
TRY THINKING OF A WAY THAT YOU GIVE A UNIT A CERTAIN AMOUNT OF MINERALS OR CUSTOM AND THEN YOU CAN SET THE PLAYERS HP TO THE ACCORDING AMOUNT OF MINERALS AFTER EACH TURN SO THAT IT CANT HEAL
please don't type in all caps.
Another dodgy solution would be to attack the unit with a 1 dmg unit at the same rate as it regenerates...
addendum:
200th post! 
QUOTE(DaarkDoom @ Jun 18 2005, 12:34 PM)
Mods dont work on use map settings maps....
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Yes, they do. The only difference is that the unit hp and damage setting override that of the mod's.
QUOTE(B4L-69 @ Jun 22 2005, 01:26 PM)
TRY THINKING OF A WAY THAT YOU GIVE A UNIT A CERTAIN AMOUNT OF MINERALS OR CUSTOM AND THEN YOU CAN SET THE PLAYERS HP TO THE ACCORDING AMOUNT OF MINERALS AFTER EACH TURN SO THAT IT CANT HEAL
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You can't set HP to a number.
I'd say your best bet is to ise virtual HP.This may work, But it requires that ur unit has 100 hp.
I dont understand the trigger option so i have 2 type it tho.
"""""""""""""""""""""""""""""""""""""""""""
Players
"Person Who Owns The Zerg Unit"
Conditions
"Person who Owns The Zerg Unit's" Zerg Unit's health is Exactly 1%
Actions
Set Switch "1 Hp"
"""""""""""""""""""""""""""""""""""""""""""
There That Basicly Sets a Switch To Continuously Have The Hp At 1%
Heres a Description of it
""""""""""""""""""""""""""""""""""""
Players
"Person Who Owns The Zerg Unit"
Conditions
Switch "1Hp" Is Set
Actions
Set "The Zerg Unit's" HP To 1%
Preserve Trigger
""""""""""""""""""""""""""""""""""""
There Now u Need to set it to the zerg unit to a unit like hydra and change "The Zerg Unit" To The Hydra And Change The %s And Switches Up 1 Every Trigger.
Sure It'll Take A While But It Will Work
aside: Here's an example of a good place to use a death counter instead of switches. Instead of having 100 switches, one for each percentage of health, where you conly want one switch to be set at any one time, it is far better to use a death counter.
Instead of setting Switch "1hp", try setting a player's deaths of an unused unit such as "Flag" to 1. Instead of setting switch "2hp", set deaths of flags to 2; and so on.
Instead of the condition "Switch 1hp is set", try using "Player has suffered exactly 1 deaths of Flag"; instead of "switch 2hp is set", try "Player has suffered exactly 2 deaths of Flag"; and so on.
That way, you can get just as many possibilities with just one 'variable', not one hundred.
Almost all of the above posts suggest using a 'virtual hp' system.
If the zerg units belong only to the enemy computer, then you may be able simply to give them slightly less hp (or something similar) to counteract their slight advantage; then it is up to the human player to make sure that they don't waste time allowing the enemy to regenerate. That is, maybe it is not necessary to stop the regeneration of the zerg units...
If its turnbased, u could set switches for the damage, like when u upgrade or evolved. Then u could look how many damage a unit would be getting, and then set to that number of %health. Would require diffrent triggers for each unit and enemy. But hell, if u got a few weeks..... I would suggest using protoss as enemy's instead

. But the high-hp balancing would be good to.
Although a virtual health system with each unit having 100 health where their virtual health is stored in a death counter and their actual health is reset to their virtual health constantly is a good way to do it...
QUOTE(in_a_biskit @ Jun 23 2005, 05:39 AM)
Another dodgy solution would be to attack the unit with a 1 dmg unit at the same rate as it regenerates...[right][snapback]241851[/snapback][/right]
This is a very feasible and creative solution. Nice thinking biskit.
ADDITION:
Come to think of it. Just using really high hp and forgetting about the problem is probably the easiest best and most efficant way to take care of this problem. Remeber, hp can be set as high as 65535.
Yeah, I was trying to do this awhile ago. Unfortunately, it only led to that Constipated Farting Defiler. I'm pretty sure if I could perfect that system, it would work.
QUOTE(m.r.bob(MM) @ Jun 24 2005, 10:00 AM)
ADDITION:
Come to think of it. Just using really high hp and forgetting about the problem is probably the easiest best and most efficant way to take care of this problem. Remeber, hp can be set as high as 65535.
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Yea, that's what I suggested earlier.