Okay I'm Having A Bit Of Trouble With This. I'm Wondering If its possible for Each percent of Hitpoints Lost The Hero Will gain +5 strength. Any help is Appreciated.
create a dummy ability based off of the item str bonus, and give it 100 levels
then trigger this
event - unit takes damage
conditions - triggering unit is a hero = true
actions - set level of (hp bonus) of (triggering unit) to (% hp of (triggering unit))
quite nice ( i thought about other way) but event cant be such. it need to be perodic timer. what if he heals? bonus will stay on.
edit: i have other way althou is messed
3 triggers:
nr1
Trigger:
init
Events
Map initialization
Conditions
Actions
Unit - Create 1 Mountain King for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing (270.0) degrees
Do Multiple ActionsFor each (Integer A) from 1 to 9, do (Actions)
Loop - Actions
Trigger - Add to hp down <gen> the event (Unit - (Last created unit)'s life becomes Less than ((Max life of (Last created unit)) - ((Max life of (Last created unit)) x ((Real((Integer A))) / 10.00))))
Do Multiple ActionsFor each (Integer A) from 9 to 1, do (Actions)
Loop - Actions
Trigger - Add to hp up <gen> the event (Unit - (Last created unit)'s life becomes Greater than ((Max life of (Last created unit)) - ((Max life of (Last created unit)) x ((Real((Integer A))) / 10.00))))
there have to be some even which point exact unit in game. i did create unit and refer to created unit. what it add events to triggers "hp up" and "hp down" telling to monitor life of unit and run when it becomes less checking each 10%. Loops are only for self-setting
nr2
hp up
Trigger:
hp up
Events
Conditions
Actions
Hero - Modify Strength of (Triggering unit): Subtract 5
nr3
hp up
Trigger:
hp down
Events
Conditions
Actions
Hero - Modify Strength of (Triggering unit): add 5
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