Increase unit's health to 150%?

Quakern

New Member
Hey there, I am making a TD map, but is there possible to increase a unit's health to more than their maximum health? So instead of making 100 new custom units each difficult, then just make a simple trigger?

I have been working on something like this, but it's not working.. :/

Trigger:
• Mob health
• Events
• Unit - A unit enters Blue &lt;gen&gt;
• Unit - A unit enters Green &lt;gen&gt;
• Unit - A unit enters Purple &lt;gen&gt;
• Unit - A unit enters Red &lt;gen&gt;
• Conditions
• (Owner of (Entering unit)) Equal to Player 12 (Brown)
• Actions
• If (All Conditions are True) then do (Then Actions) else do (Else Actions)
• If - Conditions
• Then - Actions
• Unit - Set life of (Entering unit) to ((Life of (Entering unit)) + 50.00)
• Else - Actions
• Do nothing

vanskelighetsgrad = difficult, and 2 = Medium.

Gtam

Lerning how to write and read!! Yeah.
Why u not just reasearch a upgrade that increase hp

Quakern

New Member
It's the unit's waves from the computer brown. Well if I choose "Easy", then the unit's in Wave 1 has 50 hp. But if I choose medium, then I want the unit in wave 1 to have 150% hp, and that makes it 75 hp.
Well it is possible to make the reasearch for the computer too, but that takes some more time :/ I want to just make a simple trigger like above if it is possible

Knight7770

Hippopotomonstrosesquiped aliophobia
Try it without the condition in the If/Then/Else statement.

Gtam

Lerning how to write and read!! Yeah.
It wil be. If easy player set tech level for owner of entering unit of <ur upgrade> to 1 and medium to 2. Lvl 1 increase hp by 50 and 2 by 75

Quakern

New Member
Knight7770: The interger condition in if/then/else is working. when I choose "Medium" difficult, then "set variable - Vanskelighetsgrad to 2".

SharkBait87: Yup that works, but I dont want it to be +50 hp. I want it to be +150% hp. So I either have to make alot of upgrades or new custom units there. Unless there is possible to Increase the unit with 150% on a upgrade? and by the way, is there possible to do it with a trigger like the one above?

Gtam

Lerning how to write and read!! Yeah.
What upgrade increase hp by % ?

Quakern

New Member
That's what I asked you it must be with %, cos if the unit have 10 000 hp, and got a upgrade with +50 hp wont make much different so 10 000 hp = 100% right?
150% = 15 000 hp. 300%= 30 000hp... etc. You know how to do that in some way?

Gtam

Lerning how to write and read!! Yeah.
But im not tha fimiliar with what upgrades can do

Quakern

New Member
That makes us 2 But I prefer a trigger. Anyone who knows how to do this?

Gtam

Lerning how to write and read!! Yeah.
Ya hav many lvls. 1 25hp 2 50hp 3 75hp 4 100hp and so on them when unit entes set <new integer> to <new integer> + 1 and in the tech lvl set it to <new integer>

Quakern

New Member
Yup, but that still wont give me 150 % of the units health. I can do that, but I have to make alot of upgrades, lvl on upgrade. cos it works on the first wave with +25 hp. but not on the next wave that might be needing +47. so this means that I have to modify a upgrade with 100 levels like you said, 3 times with the exact +"number" of health I want the unit to have. and I want medium to be +150% hp on each unit, hard = +200% each unit, and Impossible difficult= +250% hp each unit.

Gtam

Lerning how to write and read!! Yeah.
U just need 1 upgrade for each dificulty lvl. Then u hav to work out how much 150% of each unit is and put it in the lvls

New Member
Why not use
Trigger:
• Player - Set Player 1 (Red) handicap to 150.00%
Trigger?

It will change all units for player red (can be changed to whatever player you want) so they have 150% hp.
Example: If they have 100hp they will have 150hp after the trigger.

Gtam

Lerning how to write and read!! Yeah.
Um no more that 100% handicap

New Member
Um no more that 100% handicap
Yes there is. I have made a td where i use this system.

Here is the trigger:

Trigger:
• Diff
• Events
• Time - Elapsed game time is 0.50 seconds
• Conditions
• Actions
• Dialog - Change the title of Dialog to Mob Handicap
• Dialog - Create a dialog button for Dialog labelled Easy
• Set Dialog_Butt[1] = (Last created dialog Button)
• Dialog - Create a dialog button for Dialog labelled Normal
• Set Dialog_Butt[2] = (Last created dialog Button)
• Dialog - Create a dialog button for Dialog labelled Hard
• Set Dialog_Butt[3] = (Last created dialog Button)
• Dialog - Create a dialog button for Dialog labelled Insane
• Set Dialog_Butt[4] = (Last created dialog Button)
• Dialog - Create a dialog button for Dialog labelled Epic Fail
• Set Dialog_Butt[5] = (Last created dialog Button)
• Dialog - Show Dialog for Player 1 (Red)

Trigger:
• Buttoms
• Events
• Dialog - A dialog button is clicked for Dialog
• Conditions
• Actions
• If (All Conditions are True) then do (Then Actions) else do (Else Actions)
• If - Conditions
• (Clicked dialog button) Equal to Dialog_Butt[1]
• Then - Actions
• Player - Set Player 11 (Dark Green) handicap to 70.00%
• Player - Set Player 12 (Brown) handicap to 70.00%
• Player - Set the current research level of Middle Armor 1 to 1 for Player 11 (Dark Green)
• Player - Set the current research level of Middle Armor 1 to 1 for Player 12 (Brown)
• Game - Display to (All players) for 5.00 seconds the text: ((Name of Player 1 (Red)) + Has chosed: Easy!)
• Else - Actions
• If (All Conditions are True) then do (Then Actions) else do (Else Actions)
• If - Conditions
• (Clicked dialog button) Equal to Dialog_Butt[2]
• Then - Actions
• Player - Set Player 11 (Dark Green) handicap to 100.00%
• Player - Set Player 12 (Brown) handicap to 100.00%
• Player - Set the current research level of Middle Armor 1 to 2 for Player 11 (Dark Green)
• Player - Set the current research level of Middle Armor 1 to 2 for Player 12 (Brown)
• Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Player - Set (Picked player) Food max to 2)
• Game - Display to (All players) for 5.00 seconds the text: ((Name of Player 1 (Red)) + Has chosed: Normal!)
• Else - Actions
• If (All Conditions are True) then do (Then Actions) else do (Else Actions)
• If - Conditions
• (Clicked dialog button) Equal to Dialog_Butt[3]
• Then - Actions
• Player - Set Player 11 (Dark Green) handicap to 150.00%
• Player - Set Player 12 (Brown) handicap to 150.00%
• Player - Set the current research level of Middle Armor 1 to 3 for Player 11 (Dark Green)
• Player - Set the current research level of Middle Armor 1 to 3 for Player 12 (Brown)
• Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Player - Make Gold Base Unavailable for training/construction by (Picked player))
• Game - Display to (All players) for 5.00 seconds the text: ((Name of Player 1 (Red)) + Has chosed: Hard!)
• Else - Actions
• If (All Conditions are True) then do (Then Actions) else do (Else Actions)
• If - Conditions
• (Clicked dialog button) Equal to Dialog_Butt[4]
• Then - Actions
• Player - Set Player 11 (Dark Green) handicap to 200.00%
• Player - Set Player 12 (Brown) handicap to 200.00%
• Player - Set the current research level of Middle Armor 1 to 4 for Player 11 (Dark Green)
• Player - Set the current research level of Middle Armor 1 to 4 for Player 12 (Brown)
• Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Player - Make Gold Base Unavailable for training/construction by (Picked player))
• Game - Display to (All players) for 5.00 seconds the text: ((Name of Player 1 (Red)) + Has chosed: Insane!)
• Else - Actions
• If (All Conditions are True) then do (Then Actions) else do (Else Actions)
• If - Conditions
• (Clicked dialog button) Equal to Dialog_Butt[5]
• Then - Actions
• Player - Set Player 11 (Dark Green) handicap to 500.00%
• Player - Set Player 12 (Brown) handicap to 500.00%
• Player - Set the current research level of Middle Armor 1 to 5 for Player 11 (Dark Green)
• Player - Set the current research level of Middle Armor 1 to 5 for Player 12 (Brown)
• Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Player - Make Gold Base Unavailable for training/construction by (Picked player))
• Game - Display to (All players) for 5.00 seconds the text: ((Name of Player 1 (Red)) + Has chosed: Epic Fail! .... &gt;.&lt;)
• Else - Actions

Quakern

New Member
Thanks that worked lol wasnt harder +rep

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