Experience after Death!

FootysMaXeD

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So i'm creating an ability for a hero of mine, the Hydra!

So it's ultimate ability is to divide upon death into miniature hydras for 30 seconds. In the future, i'd like to have the hero gain experience in the area where he died for a short duration, but i'm not sure how my auto-revival trigger would pick that up.

This is where i am at:
1. I created a spellbook with 3 unit abilities inside of it, one for each level of the spellbook. This was because the ability "Spawn Hydra" does not show up as an icon even if you give it one. I also cannot give the ability a cooldown no matter if i give it the cooldown in the "Spawn Hydra" ability or the Spellbook ability. I will make do with what I have for now, but I want to disable the spellbook button and I can't seem to find how to do it. Can someone show me where it is in the actions? This is what i have:
Trigger:
  • Hydra Ultimate
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to The Hydra Within!
    • Actions


2. In the next version of my map, I want to fix this ability so that it has a cooldown, and the hero gains experience in the location of his death for a certain time (without affecting the trigger for my automated hero revival, which actives on "A hero dies"; Or somehow make an exception in that trigger).

Ty for your help!
 

HeX.16

Isn't Trollin You Right Now
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Hmmm maybe make a dummy unit with your heroes model and kill it for the look and just hide the actual hero? May i ask what map this is for?
 

FootysMaXeD

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Well my first problem is how do I create a trigger that spawns mini-Hydras in the event the Hydra dies with this skill (that is not on cooldown). Like how do i refer to the Hero in my trigger?
The ability will have 3 levels and each level the mini-hydras will be a little stronger and last a little longer.

I wouldn't mind using the Reincarnation skill just so that you can see the little grave where the hero died so you have an idea when you are getting experience.
My 2nd problem is that I want my hero to revive using my automated hero revival trigger, which triggers when a hero dies completely. Since this skill is sort of based on lowering the death-downtime, the timer has to be triggered at the time of the mini-hydras birth.

It's for my map.
Footmen Legends (currently version Beta 06)

Ty if you think you can help =).
 

HeX.16

Isn't Trollin You Right Now
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Hmmm i dont think i will be able to code this spell.

Can you link me too your map?
 

millzy

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u can use the abilty the hydras have for the hydras just lvl it and set it as hero ability then set the stats up for the lvls it is called spawn hydra. for the exp part u will have to trigger its some how but i dont know what u can do for it
 

FootysMaXeD

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Well I actually did what Hex.16 said originally, before he deleted that part of his post for some reason. It sorta worked.

I gave my Hydra immolation and set the buff to immolation. When it's on, and when he gets to a certain % health, he will instantly turn into 3 footmen (soon hydras).

So he is hiding there permanently though, and he is not reviving because he is not dead. <--Problems =(


My map: Footmen Legends
Tell me what you think Hex =)
 

HeX.16

Isn't Trollin You Right Now
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After the 30 secs kill him? and reduce his respawn time by 30 secs?

LINK PLEASE
Has it been released?
 

mylemonblue

You can change this now in User CP.
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Could you use the default SPawn Hydra passive ability, make it a hero ability, and then use custom hydras to spawn and a trigger than adds an expiration timer to them upon spawning?
 

HeX.16

Isn't Trollin You Right Now
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I just checked it out. I think it look very unique compared to most footmen frenzy maps. I like the way you split up the heroes and that. I think it could do well. My footmen frenzy map is in the "member projects" section and imma release the new version some time 2morrow.
FootysMaxed you used to play 5.4 right im sure there was a hero named after you and also the towers xD.
I used to play 6.5 now its 7.1.

Uploaded my latest map to the "member projects" section
Also download
HERE
 

FootysMaXeD

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Ok thats working well. I will hold off on letting the hero get experience for his death, because I think this works better than the triggered version I was doing earlier.

Ty for the help everyone.

In a future version of this skill, I would like to have the Hydra gain experience for a timed duration in the location of his death. This time would improve with higher levels of the ability. I would like to have the Hydra respawn in his regular time, so either there has to be a way of giving him xp while he's dead, or a way to keep him alive for the duration and create an exception in my Hero Revival Trigger.

I will post a picture of my hero revival trigger if I am lucky enough to find someone able to do this.
I also have a seperate problem with my Hero Revival Trigger. The Hero Revival process works just fine, but for some reason the display timer for players shows up as a blank for all players except red. I think it has something to do with my using a Formula instead of a number in the part that says "set HEROWAIT = ( GetHeroLevel(OURHERO) * 3 ) + 27"

TYVM, sorry for the trouble...
My Trigger
I removed the picture because it was taking up too much room and making it look daunting lol.
 

HeX.16

Isn't Trollin You Right Now
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For uploading code. Go to your trigger right click on the name(where you would edit events) right click say copy as text. Now open up Internet browser and click the "a" on the bar above.
Or [ WC3]Code in here[/WC3 ] Without the spaces
 

FootysMaXeD

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Awesome, thanks. I played your map and made some comments in your thread. So does anything think they can figure out why my trigger is not displaying the timer correctly? It revives heroes correctly, but the display timer says "Hero will revive in: (BLANK)" to all players except red.
Trigger:
  • Revive Heroes
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Triggering unit)) is in (All players)) Equal to True
    • Actions
      • Custom script: local timerdialog WINDOW
      • Custom script: local integer HEROWAIT
      • Custom script: local unit OURHERO
      • Custom script: set OURHERO = GetTriggerUnit()
      • Custom script: set HEROWAIT = ( GetHeroLevel(OURHERO) * 3 ) + 27
      • Set AA = (Player group((Owner of (Triggering unit))))
      • Game - Display to AA the text: (Your hero will be revived in: + ((String((27 + ((Hero level of (Triggering unit)) x 3)))) + seconds!))
      • Custom script: call DestroyForce(udg_AA)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Remaining time for HeroReviveTimer[(Player number of (Owner of (Triggering unit)))]) Greater than 0.00
        • Then - Actions
          • Set WaitingHeros[(Player number of (Owner of (Triggering unit)))] = ((Player number of (Owner of (Triggering unit))) + 1)
          • Wait ((Remaining time for HeroReviveTimer[(Player number of (Owner of (Triggering unit)))]) + (Real(WaitingHeros[(Player number of (Owner of (Triggering unit)))]))) seconds
          • Set WaitingHeros[(Player number of (Owner of (Triggering unit)))] = ((Player number of (Owner of (Triggering unit))) - 1)
        • Else - Actions
      • Wait until (RevivingNow[(Player number of (Owner of (Triggering unit)))] Equal to False), checking every 1.00 seconds
      • Set RevivingNow[(Player number of (Owner of (Triggering unit)))] = True
      • Custom script: call StartTimerBJ( udg_HeroReviveTimer[GetPlayerId(GetOwningPlayer(OURHERO))], false, I2R(HEROWAIT) )
      • Custom script: call CreateTimerDialogBJ( udg_HeroReviveTimer[GetPlayerId(GetOwningPlayer(OURHERO))], &quot;Hero Revive in:&quot; )
      • Custom script: set WINDOW = GetLastCreatedTimerDialogBJ()
      • Custom script: call TimerDialogDisplayBJ( false, WINDOW )
      • Custom script: call TimerDialogDisplayForPlayerBJ( true, WINDOW, GetOwningPlayer(OURHERO) )
      • Custom script: call PolledWait( HEROWAIT )
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of (Triggering unit)) is in (All players)) Equal to True
        • Then - Actions
          • Custom script: call ReviveHeroLoc(OURHERO, GetPlayerStartLocationLoc(GetOwningPlayer(OURHERO)), true )
        • Else - Actions
      • Custom script: call DestroyTimerDialog(WINDOW)
      • Set RevivingNow[(Player number of (Owner of (Triggering unit)))] = False
 

HeX.16

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Hmmm im not to sure who wrote it? Its like 80% jass so why not just make it all Jass.
 

FootysMaXeD

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Bump.
I have updated my first post with my current status.

How do I disable the clicking of an ability?
 
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