Tracking a variable?

tommerbob

Minecraft. :D
Reaction score
110
One of my spells is that a hero receives bonus mana each second for X seconds. If the hero is an enemy, any bonus mana that has not been used within the X seconds will combust, dealing damage equal to that amount.

My question is finding the most simple solution to tracking the bonus mana variable. It seems simple, but then I run into 2 problems: 1) detecting when/if the target hero casts a spell and uses some of that mana, and 2) mana regeneration of the hero.

I hope I made that clear enough to understand. Any thoughts anyone? I'm kinda at a loss how to trigger this.

EDIT: Now that I think about it more, mana regen is not a problem, because I'm only worrying about the triggered mana amount, and whether or not the target hero uses that mana. So my problem is simply (or maybe not so simply...): What is the easiest way to track if/when the target hero casts a spell, and the mana cost of that spell?
 

Ayanami

칼리
Reaction score
288
I'm not sure if this will work or not.

Trigger:
  • Events
    • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set Hashtable = (Last created hashtable)


Trigger:
  • Events
    • A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to MyAbility
    • Actions
      • Custom script: call SaveReal(udg_Hashtable, GetHandleId(GetTriggerUnit()), 0, GetUnitState(GetTriggerUnit(), UNIT_STATE_MANA))
      • Unit Group - Add (Triggering unit) to CheckGroup
      • Countdown Timer - Start CheckTimer as a One-shot timer that will expire in 0.00 seconds


Trigger:
  • Events
    • Time - CheckTimer expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in CheckGroup and do (Actions)
        • Loop - Actions
          • Custom script: set udg_TempReal = LoadReal(udg_Hashtable, GetHandleId(GetEnumUnit()), 0)
          • Set TempReal = (TempReal - (Mana of (Picked unit)))
          • Game - Display to (All players) the text: (String(TempReal))
      • Unit Group - Remove all units from CheckGroup


If it does work, the value displayed by the message should be equivalent to the manacost of the spell.

EDIT
Tested, and it works.
 

tommerbob

Minecraft. :D
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110
Thanks alot for the help Glenphir! Quick question: Why use the Countdown timer? Why not just make both triggers 1 trigger?
 

Ayanami

칼리
Reaction score
288
Thanks alot for the help Glenphir! Quick question: Why use the Countdown timer? Why not just make both triggers 1 trigger?

You can't. Under the "Starts the effect of an ability", your mana amount is always before the mana reduction. So let's say you have 500 mana. The spell costs 100 mana. Under this trigger, without any waits, it would still give you back 500 mana when you use "Mana of Triggering unit". When you use a countdown timer of 0.00 seconds, you obtain the subtracted value, which is 400 mana. Thus, using a 0.00 seconds timer is necessary.
 

tommerbob

Minecraft. :D
Reaction score
110
ah ok. well thanks!

One more quick question for anyone: Is it possible to increase mana beyond max mana (without increasing max mana)?
 

Smilis

TH.net Regular
Reaction score
7
ah ok. well thanks!

One more quick question for anyone: Is it possible to increase mana beyond max mana (without increasing max mana)?

But you could add extra intelligence so you will get a higer Max Mana... And then take the extra intelligence away.. :)
 

Ayanami

칼리
Reaction score
288
But you could add extra intelligence so you will get a higer Max Mana... And then take the extra intelligence away.. :)

This would interfere with other factors such as Mana Regeneration. Plus, if you're an intelligence based hero, it would increase your damage.
 

Sevion

The DIY Ninja
Reaction score
413
There is no way to have mana over max mana. I.E. This is not possible to have: 100/50 mana.

You can only hold 100% mana.

You can, however, increase max mana using Item Mana Bonus.

EGUI includes Bonus (which utilizes this method) and you can increase your unit's mana.
 

Azrooh

New Member
Reaction score
5
The siphon mana ability lets your mana go over the maximum. You might be able to set that to an instant cast, or have a dummy cast it, or whatever.
 

Sevion

The DIY Ninja
Reaction score
413
The siphon mana ability lets your mana go over the maximum. You might be able to set that to an instant cast, or have a dummy cast it, or whatever.

Hmm? Since when? I've never seen this happen before :nuts:
 

Azrooh

New Member
Reaction score
5
Taken directly from the vanilla tooltip:
.|n|nSiphon Mana can push the Blood Mage's mana over its maximum value, though excess mana drains off rapidly if not used.|nLasts <AHdr,Dur1> seconds.
 

Moridin

Snow Leopard
Reaction score
144
Hmm interesting.

While the tooltip does say that, I tested it out, and it appears to not be the case.

The mana gained from siphoning an enemy does not exceed the blood mage's max.

Another wierd issue is that the tooltip says you can "transfer mana to an ally" as well by targeting them, but it appears you can't target allies with the spell in the first place. :S Wierd.
 

Azrooh

New Member
Reaction score
5
I could swear I used that ability to boost my mana up above max a few times in campaign o_O
That was a few years ago, maybe a recent patch broke it.
 

Sevion

The DIY Ninja
Reaction score
413
Broken Tooltips!

But yeah, I suppose the only way to do anything near what you want is to increase the max mana.
 

tommerbob

Minecraft. :D
Reaction score
110
Hmm interesting.

While the tooltip does say that, I tested it out, and it appears to not be the case.

The mana gained from siphoning an enemy does not exceed the blood mage's max.

Another wierd issue is that the tooltip says you can "transfer mana to an ally" as well by targeting them, but it appears you can't target allies with the spell in the first place. :S Wierd.

I'm not sure how you tested it, because I just tested it myself, and it does in fact work. The Blood Mages mana DOES get pushed beyond his max, and he can target allies with the spell. However, only the Blood Mage can increase his mana beyond max, not allies.

I guess my question now is, how can I manipulate this ability to combine with mine, so that the target's mana can be pushed over max? Is this possible?
 

Sevion

The DIY Ninja
Reaction score
413
Base your unit off Blood Mage? Give him Siphon Mana? The only possible way is to have your unit as Blood Mage and your spell be Siphon Mana.
 

Moridin

Snow Leopard
Reaction score
144
Wierd. I tested it again and it still doesn't work for me :S. Must be something wrong with my warcraft.
 
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