Hello theHelper!
So, Im trying to set my map up to only use two types of potions, one for mana, one for health... to do this, I want my potions recovering a % of the heroes max life. (35%)
My current trigger is set up to only go off if
Event
-Item used
Condition
-Item being used) equal to (item carried by (hero manipulating item))
Action
-(Set variable) Potion_life = (max life of (hero manipulating item))
Unit - Set life of (Max life of (hero manipulating item)) to ((percentage life of (Hero manipulating item) to (potion_life / 0.50)
Every time I pop the potion, it full heals. Ive made a dummy potion that doesn't heal for anything at all when the trigger is disabled, but when it is, it full heals... Ive tried dividing by 2.00, and that kills the hero (which is 100% counter productive) Any one have some advice on how to get this rolling? it seems simple, but I cant wrap my head around it enough to get the desired results.
------------------------------Edit
ALL RIGHT!
I kind of got it. Attached is a demo map for feedback. Please let me know if this leaks (though it is very simple, and I know the destroy unit group custom script, I do not know/am not sure of how to get rid of the variable for % of hero manipulating item. I want that part removed in case another hero uses a potion at the same time. Criticize it, pick it apart, let me know how sad it is I wasted a good chunk of time on this. Please please please return me some feedback. Just start the map, and have your units damage the hero below 50% health and pop a potion. tool tips and other cosmetics have not been implemented yet.
View attachment Potion %.w3x
So, Im trying to set my map up to only use two types of potions, one for mana, one for health... to do this, I want my potions recovering a % of the heroes max life. (35%)
My current trigger is set up to only go off if
Event
-Item used
Condition
-Item being used) equal to (item carried by (hero manipulating item))
Action
-(Set variable) Potion_life = (max life of (hero manipulating item))
Unit - Set life of (Max life of (hero manipulating item)) to ((percentage life of (Hero manipulating item) to (potion_life / 0.50)
Every time I pop the potion, it full heals. Ive made a dummy potion that doesn't heal for anything at all when the trigger is disabled, but when it is, it full heals... Ive tried dividing by 2.00, and that kills the hero (which is 100% counter productive) Any one have some advice on how to get this rolling? it seems simple, but I cant wrap my head around it enough to get the desired results.
------------------------------Edit
ALL RIGHT!
I kind of got it. Attached is a demo map for feedback. Please let me know if this leaks (though it is very simple, and I know the destroy unit group custom script, I do not know/am not sure of how to get rid of the variable for % of hero manipulating item. I want that part removed in case another hero uses a potion at the same time. Criticize it, pick it apart, let me know how sad it is I wasted a good chunk of time on this. Please please please return me some feedback. Just start the map, and have your units damage the hero below 50% health and pop a potion. tool tips and other cosmetics have not been implemented yet.
View attachment Potion %.w3x