Life Bonus Leveling

Skippy

Active Member
Reaction score
39
Hi,
I need an ability that adds bonus hit points, nothing else. But I can't use Item Life Bonus, because this ability is unlevelable.
Anybody knows the solution? I don't want to add strength, just hit points.
+rep to anybody who helps.
 

Bogrim

y hello thar
Reaction score
154
Trigger:
  • Actions
    • Unit - Remove Item Life Bonus (Level 1) from (Triggering unit)
    • Unit - Add Item Life Bonus (Level 2) to (Triggering unit)

Just make different versions of the ability.
 

Skippy

Active Member
Reaction score
39
Trigger:
  • Actions
    • Unit - Remove Item Life Bonus (Level 1) from (Triggering unit)
    • Unit - Add Item Life Bonus (Level 2) to (Triggering unit)

Just make different versions of the ability.

I hope there is some other way to do that. I have 10 levels, that means 10 different abilities ...
 

Skippy

Active Member
Reaction score
39
I made it quite easily.
This is the base of my system:
Trigger:
  • Hardened Skin Set
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Hardened_Skin_Abilities[0] = Hardened Skin (100)
      • Set Hardened_Skin_Abilities[1] = Hardened Skin (200)
      • Set Hardened_Skin_Abilities[2] = Hardened Skin (300)
      • Set Hardened_Skin_Abilities[3] = Hardened Skin (400)
      • Set Hardened_Skin_Abilities[4] = Hardened Skin (500)

(Hardened Skin adds hit points)

And then, if I want to level-up ability, I use
Trigger:
  • Unit - Remove Hardened_Skin_Abilities[Level - 1)] from (Triggering unit)
    • Unit - Add Hardened_Skin_Abilities[Level] to (Triggering unit)
 

Bogrim

y hello thar
Reaction score
154
There's a mistake in your variable setup. Hardened_Skin_Abilities[0] will never be used by your trigger as the level ability doesn't have the integer value of zero.
 

Skippy

Active Member
Reaction score
39
Ok, then Level variable should be set to (level of ability) - 1
But in my trigger it is correct:

Trigger:
  • Unit - Remove Hardened_Skin_Abilities[((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) - 2)] from (Triggering unit)
    • Unit - Add Hardened_Skin_Abilities[((Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))) - 1)] to (Triggering unit)


Thanks for this note.
 

Bogrim

y hello thar
Reaction score
154
Oh no, I just meant you had to change the system a little, like this:
Trigger:
  • Hardened Skin Set
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Hardened_Skin_Abilities[1] = Hardened Skin (100)
      • Set Hardened_Skin_Abilities[2] = Hardened Skin (200)
      • Set Hardened_Skin_Abilities[3] = Hardened Skin (300)
      • Set Hardened_Skin_Abilities[4] = Hardened Skin (400)
      • Set Hardened_Skin_Abilities[5] = Hardened Skin (500)
 

Ayanami

칼리
Reaction score
288
For this ability, you can base it on 1 life bonus ability. Usually, item abilities can be leveled if you change it to a unit ability. However, the life bonus ability is "bugged". Let's say you make it have 2 levels. Supposedly, level 1 gives you 100 health and level 2 gives 200 health. However, when your life bonus is set to level 2, you'll still only receive 100 extra health. However, when this spell is removed, 200 health is removed instead of 100. So in the end, you'll lose out 100 max health. By using this theory, you can use 1 life bonus ability for your spell. From what I understand, your skill gives an increment of 100 health per level. Base your skill on a dummy ability (Critical Strike with null values). Create a life bonus ability. Change it to a unit ability. Make it have 2 levels. Level 1 having a value of 0 and level 2 having a value of -100. Then make this trigger.

Trigger:
  • Events
    • A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to <Your Base Skill>
    • Actions
      • For each (Integer A) from 1 to (Level of <Your Base Skill> for (Triggering unit)), do (Actions)
        • Loop - Actions
          • Unit - Add Life Bonus (Dummy) to (Triggering unit)
          • Unit - Set level of Life Bonus (Dummy) for (Triggering unit) to 2
          • Unit - Remove Life Bonus (Dummy) from (Triggering unit)


So imagine your skill is level 2. You're going to raise it to level 3. When you learn it, the trigger fires. The loop fires. Since the skill is level 3, the loop runs 3 times. You add the skill, which provides 0 health bonus. Then it is set to level 2, which is -100 health. However, your health remains at bonus 0 health due to the "bug". When the skill is removed, you gain 100 health since removing a -100 health bonus would mean adding back 100 health. Due to the "bug", you're actually gaining 100 health. Then this process is repeated 3 times. So a total of 300 health is added.

By using this method, tome of retraining might cause complications. In that case, you'll need to use the same method, however with a new life bonus with level 1 adding 0 health and level 2 adding 100 health. Then you can remove the health accordingly.
 

HydraRancher

Truth begins in lies
Reaction score
197
For this ability, you can base it on 1 life bonus ability. Usually, item abilities can be leveled if you change it to a unit ability. However, the life bonus ability is "bugged". Let's say you make it have 2 levels. Supposedly, level 1 gives you 100 health and level 2 gives 200 health. However, when your life bonus is set to level 2, you'll still only receive 100 extra health. However, when this spell is removed, 200 health is removed instead of 100. So in the end, you'll lose out 100 max health. By using this theory, you can use 1 life bonus ability for your spell. From what I understand, your skill gives an increment of 100 health per level. Base your skill on a dummy ability (Critical Strike with null values). Create a life bonus ability. Change it to a unit ability. Make it have 2 levels. Level 1 having a value of 0 and level 2 having a value of -100. Then make this trigger.

Trigger:
  • Events
    • A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to <Your Base Skill>
    • Actions
      • For each (Integer A) from 1 to (Level of <Your Base Skill> for (Triggering unit)), do (Actions)
        • Loop - Actions
          • Unit - Add Life Bonus (Dummy) to (Triggering unit)
          • Unit - Set level of Life Bonus (Dummy) for (Triggering unit) to 2
          • Unit - Remove Life Bonus (Dummy) from (Triggering unit)


So imagine your skill is level 2. You're going to raise it to level 3. When you learn it, the trigger fires. The loop fires. Since the skill is level 3, the loop runs 3 times. You add the skill, which provides 0 health bonus. Then it is set to level 2, which is -100 health. However, your health remains at bonus 0 health due to the "bug". When the skill is removed, you gain 100 health since removing a -100 health bonus would mean adding back 100 health. Due to the "bug", you're actually gaining 100 health. Then this process is repeated 3 times. So a total of 300 health is added.

By using this method, tome of retraining might cause complications. In that case, you'll need to use the same method, however with a new life bonus with level 1 adding 0 health and level 2 adding 100 health. Then you can remove the health accordingly.

*Clap Clap* Interesting fact Glenphir, +rep just for the lil' info.
 
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