Hp loss/sec

This is a discussion on Hp loss/sec within the Warcraft 3 Custom Maps board part of the Warcraft 3 forum category; Does anybody know how to add an ability to an item to make the hero lose hp over time? Sort ...

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  1. #1
    whatams is offline Wannabe Member
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    Hp loss/sec

    Does anybody know how to add an ability to an item to make the hero lose hp over time? Sort of like the Armlet of Mordiggan in DotA

  2. #2
    Kidades is offline Advanced Hacker
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    There are 2 cases for this. The names and spells I used here are just examples. The process is same (or in some cases similar) for all other spells.

    1. The ability cannot be canceled.
    Example: When a unit uses Avatar it will take 10 damage per second until the end of Avatar.

    We will need just one trigger for this.
    DPS (avatar)
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Avatar
    Actions
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    Wait 1.00 seconds
    Unit - Cause (Casting unit) to damage (Casting unit), dealing 10.00 damage of attack type Normal and damage type Normal
    This is if Avatar lasts 30 seconds. If it lasts more/less we will need to add/remove lines.

    2. The ability can be canceled (is channeled)
    Example: A unit uses Big Bad VooDoo. The unit will take 20 damage per second until it stops casting.

    For this we will need 1 variable and 3 triggers.

    Create a variable of type 'Unit' and name it 'caster'. Now create the first trigger and name it 'Start'. Create the second trigger and name it 'Damage"
    Now in the first trigger put:
    Start
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Big Bad Voodoo
    Actions
    Set caster = (Casting unit)
    Trigger - Turn on dmg <gen>
    In the second trigger (Damage) put:
    Damage
    Events
    Time - Every 1.00 seconds of game time
    Conditions
    Actions
    Unit - Set life of caster to ((Life of caster) - 20.00)
    Uncheck the 'Initially On' checkbox (VERY IMPORTANT)

    Now make another trigger and name it 'End'
    In it put:
    End
    Events
    Unit - A unit Stops casting an ability
    Conditions
    (Ability being cast) Equal to Big Bad Voodoo
    Actions
    Trigger - Turn off Damage <gen>
    It should work now.

    Start - The trigger that will start the damage.
    Damage - The trigger that will deal the damage.
    End - The trigger that will stop dealing damage.

    Hope it helps (made by me).

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  4. #3
    d3z
    d3z is offline Wannabe Member
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    The technique a lot of mappers use nowadays involves making several copies of an ability with the desired effect. For this example, the ring of regeneration's bonus health regeneration ability can be used (ID 'Arel'), or possibly the health stone's regeneration as well.

    The basic idea is to use a numbering scheme for the bonuses such that you are able to reach any desired bonus value you want; one such method is using binary numbering (one ability will give +1, one will give +2, one will give +4, one will give +8 ... +128, +256; as far as necessary). With a set of abilities like that, any bonus value up to 2^n - 1 can be reached.

    That's probably more than you need, anyway.

    Just create a copy of one of the aforementioned regeneration abilities, then hold shift and double click the regeneration field in the ability, then assign a negative value. Simple as that.

    You can assign the ability to the item the hero is picking up, or you can trigger the addition and removal of the ability based on whatever game events. Either way works.
    Last edited by d3z; 12-30-2009 at 01:00 AM.

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  6. #4
    whatams is offline Wannabe Member
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    Quote Originally Posted by d3z View Post
    The technique a lot of mappers use nowadays involves making several copies of an ability with the desired effect. For this example, the ring of regeneration's bonus health regeneration ability can be used (ID 'Arel'), or possibly the health stone's regeneration as well.

    The basic idea is to use a numbering scheme for the bonuses such that you are able to reach any desired bonus value you want; one such method is using binary numbering (one ability will give +1, one will give +2, one will give +4, one will give +8 ... +128, +256; as far as necessary). With a set of abilities like that, any bonus value up to 2^n - 1 can be reached.

    That's probably more than you need, anyway.

    Just create a copy of one of the aforementioned regeneration abilities, then hold shift and double click the regeneration field in the ability, then assign a negative value. Simple as that.

    You can assign the ability to the item the hero is picking up, or you can trigger the addition and removal of the ability based on whatever game events. Either way works.
    I've tried that but it didnt seem to work, I might have done it wrong, ill try again, but im going to go with kidades solution first and see what happens.

    thank you both!

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