Staredit Network

Staredit Network -> UMS Assistance -> HP Dilemma
Report, edit, etc...Posted by Beardo on 2006-05-15 at 16:05:36
I'm torn.

I favor DnD style HP ([based on the heros lvl] the heros max HP is % of their final HP) for heros as it actually allows the heros to get way more powerful as they progress, and makes them less reliant on armor upgrades

However, the problem is I'd like to use the FnD style heal system (Casting a 'Heal' spell would port the hero to an isolated medic for a few seconds) in my RPG.

So, if I used both of those systems together, a player could easily exploit this loophole by healing their hero above their max HP for their level.

I've tried cracking this problem for a while but I just cant figure it out. Is there ANY way to prevent this exploit?
Report, edit, etc...Posted by Noober on 2006-05-15 at 16:20:37
Set the unit's hp back to whatever max % when he leaves the heal area.
Report, edit, etc...Posted by Beardo on 2006-05-15 at 17:37:20
QUOTE(Noober @ May 15 2006, 12:20 PM)
Set the unit's hp back to whatever max % when he leaves the heal area.
[right][snapback]486942[/snapback][/right]


It's not like a heal area where you can get as much HP as you want. The heal spell would only give you a certain # of hp. Your hero would be ported to an isolated area w/ a medic for a small period of time

So, your idea wouldnt work, cause if the hero had 1hp and he healed for 300, but his max HP was 750, then he'd get free HP cry.gif
Report, edit, etc...Posted by sharf on 2006-05-15 at 17:42:01
im pretty sure it cant be done sorry, you cant detect unit hp the only thing you can do is set it so u can do max heal(bring and heal to max lvl hp) but thats it all i can think of is somehow useing gas with the medic and if gas is something u get the hp% idk
Report, edit, etc...Posted by Heimdal on 2006-05-16 at 02:05:29
If you know the position in the unit array that the hero would be you can use EUD conditions to detect its HP.
Report, edit, etc...Posted by JaFF on 2006-05-16 at 14:54:32
QUOTE(Heimdal @ May 16 2006, 09:05 AM)
If you know the position in the unit array that the hero would be you can use EUD conditions to detect its HP.
[right][snapback]487341[/snapback][/right]


Is it possible to use UED's now ? How can you find out his position in the database ?
Report, edit, etc...Posted by Kenoli on 2006-05-17 at 00:42:43
QUOTE
Is it possible to use UED's now ? How can you find out his position in the database ?
The easiest way to know a unit's slot number is to place it as the first unit on the map. It'll be in the first slot. Other than that I suppose you could just take a wild guess and get really lucky. wink.gif
Report, edit, etc...Posted by JaFF on 2006-05-17 at 13:45:34
QUOTE(Kenoli @ May 17 2006, 07:42 AM)
The easiest way to know a unit's slot number is to place it as the first unit on the map. It'll be in the first slot. Other than that I suppose you could just take a wild guess and get really lucky. wink.gif
[right][snapback]487814[/snapback][/right]


And what about UED's ? Can they be used now ?
Report, edit, etc...Posted by Chronophobia on 2006-05-17 at 14:25:48
QUOTE(Jammed @ May 17 2006, 11:45 AM)
And what about UED's ? Can they be used now ?
[right][snapback]487948[/snapback][/right]


They're scrambled, but yes, they can be used.
Report, edit, etc...Posted by Heimdal on 2006-05-17 at 22:20:47
EUD conditions were never disabled...

I think SCMToolkit will tell you a unit's position in the unit array. Or you could look at the hex.
Report, edit, etc...Posted by Zeratul_101 on 2006-05-18 at 19:05:02
QUOTE(Heimdal @ May 17 2006, 08:20 PM)
EUD conditions were never disabled...

I think SCMToolkit will tell you a unit's position in the unit array.  Or you could look at the hex.
[right][snapback]488377[/snapback][/right]


they weren't disabled, but their values were displaced by the 1.13* patches and as far as i know, no one has released their new values yet.
Report, edit, etc...Posted by Kenoli on 2006-05-18 at 21:58:12
EUD triggers seem to be beyond practical use currently.
Report, edit, etc...Posted by Heimdal on 2006-05-18 at 23:35:24
I'd be surprised if many of the conditions actually changed due to the patches. From a cursory glance, it appears that most of the memory locations didn't move relative to the start of the death count array.
Next Page (1)