Hero Revival

Cordel

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When your hero dies, you can go back to the altar and revive him at tier 1
How can I reset a players altar so that they can choose a different hero?
 
do you want it to where they can choose a new hero or keep the one they got?

cuz i dont think that is possible, amybe in JASS, but to just get a new one you could remove the hero fro mgame when it dies, then they could get a new one
 
I want them to be able to choose a new hero.

If I remove the one they currently have from the game, Wont they not be able to ever choose it again if they decide they want it back later
 
yes, its possible, and very easy.... o.0 i dont know what you were thinking.... :o


how did you limit the amount of heros they can get? Wood?

i will make a trigger for you if you tell me :)
 
I have not messed with any hero triggers
I am using default Melee Trigger settings.


I just need to be able to "reset" your altar so you can choose a different hero. Even choose the hero you have originally picked.


Thats it. Wood or Gold triggers are not relevant for this.
Thats as clear as I can describe it.
 
could you post the trigger that you use when they buy the hero, or is it a melee map?
 
this is easy

make the unit cost 1 lumber and 1 gold(or whatever you want)

then make all the units in the alter cost that.

next you will put a circle of power that does nothing next to the alter in question, make it belong to the player.

next use this trigger:

event:a unit dies

condition: unit is equal to a hero owned by player(whatever number player is)

actions: add (however much lumber/gold that your heroes cost) to player (whatever number player is) properties.

this will let you create a different hero instead.

this is the simplest way that i know how to do it, there are more complicated ways using JASS, but this one is guarenteed to work, you seem like a noob at triggers to me, so do this:

click on the little "a" in the options at top this will activate the trigger editor, next you choose to make a new trigger file, then a new trigger to put into it, next pick "Create new event", put in the event i told you to, i think its there initially.

after that pick"new condition and look for the condition i gave you

then finally, pick "new action" and find the action i gave you, (do this by filling i the blanks that i put thereu know the "( )" put this in, test your map, and you should be able to do it.

hope i helper

p.s. you can still keep the meelee initialization trigger, even if you do this.
 
make him cost 5 lumber, that way you can controll how many they can get... :)
 
Thanks for the info, but I'm definitley not a noob at triggers. Im tryin to push the limits of what this editor can do without gettin into JASS.

I tried exactly what you said and nothing changes.

I have a HUMAN, good ole, unaltered, unchanged, altar placed on an empty map. Original map triggers. I give you 1000 gold and 1000 lumber. I place your circle of power idea RIGHT AGAINST the altar..... . I then Buy a Paladin ( I could of chosen AM MK OR Mage if I wanted)
The Paladin pops out ....weeeeee!!!!

I then KILL the paladin with a footmen I added.

I go back to the altar, as usual, The Paladin is the ONLY hero that I can revive. ( of course I could upgrade my town Hall and get a 2nd hero but that would defeat the purpose of what Im trying to do!!)

If you can make it work shoot me the map at my email....Id love to see wherer Im messing up.
 
Thats because you have revive hero on the building selling them, make it only have sell units, then it will work better...
 
Um wtf you want it so they die at lvl 6, so they get the same hero level one, he dies so they can buy the lvl 6 again? Isnt that just stupid?

Anyways you can probrably just use the game cache, or change the owner. If the player doesnt own the hero it resets to tier 1 hero options.
 
wtf, its not stupid, i'm writing a micro arena, and every round I want the player to be able to choose a different hero if they want. The amount of lvls they gain during thier turn to fight, I could give less than a phuck.
 
What if you changed all of the heros to units and then sell them in the altar like mercs--then they won't require tiers. Uncheck the hero field in object manager. The hero glows are attatched to their models so they will still glow. Make all of thier abilities unit abilities and give those to them? Hehe that is a lot of work but you wanted to push the limit. They won't gain experience but you said you could give two phucks for what experience they earn in each round right? I dunno, just a guess...

My second guess is that in the game constants, it states that hero's require tiers or something.

Okay wait I'm confused. If you don't care what levels they gain, then why is it a bad idea to remove the hero from the game?
 
Ruination said:
Okay wait I'm confused. If you don't care what levels they gain, then why is it a bad idea to remove the hero from the game?

Because he doesn't want them to be forced to repick.

I think adding and removing a Castle equivalent through triggers might work relatively well.
 
Yeah giving each player a castle would allow for two repicks. Which might add a strategic element if they are limited to when they should use them.

Otherwise, man, just make them repick if they die. That is not a big deal. Also, consider making everyone repick every round, why not? Maybe you can make your micro map a bit different this way. I remember the one that allowed you to choose your army at the beginning. But yours allows for a different hero each round, could be cool.
 
That would semi work,
If I made a trigger that Created a Castle for the player before the round

started, he would be able to pick a new hero, but at the same time he would

also be bale to revive the hero from last round. And I would rather not allow

2 Heros on the field, then its not Micro Arena, its just a cluster phuck battle.

What I need is some good technical data on the functions behind Hero Revival.


Thanks for the ideas guys.

I'll ask Jesus Christ what he thinks. He seems to have that revival thing down pretty good.
 
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