UPDATE WILL COME SO IF YOU NEED SOMETHING WAIT MAYBE IT WILL BE IN IT!
((How do I make (regular) units heal like a hero?
To make a unit heal like a hero, use this trigger:
Trigger0: < ((How do I'm make 0-HP units? (Also : How do I make invincible units?) ((To make units whose HP reads zero, but are still alive (Note: These units become invincible, as well) use either one of these triggers: Trigger0 - < * = the unit's maximum HP * = the unit's maximum HP Note: To get the "-" sign into the Quantity box, go into any "Message" box or trigger name, enter a minus sign and copy & paste it into the quantity box. Highlight the subtraction symbol, right click, select copy out of the menu, go to the Quantity box and select paste (using the menu, once again). Do not select that effect again, otherwise it will rest to 0. ----- ((Use this method to seek & destroy the problem: ((If it's only a single map that's doing it, then it's most likely a problem with the map. Turn off all the triggers, and test. If it still happens then it's a problem on the map. If it doesn't go through checking the triggers, make sure you're not tasking large numbers of units etc. If you can't find the trigger, turn them on one at a time and test each trigger, until you find the culprit. ((If it's a problem with the map and not the triggers, try this below. 1: when a game starts crashing, make a new file and name it differently, IE 2: open this new file “crash tester” in the editor, and then generate a completely new blank map. Now test the game (don’t worry about triggers, these won’t be a problem). If the game still crashes, it's a problem with the triggers, which is another issue entirely. If the game doesn't crash then it's a problem with the map. 3: before anything else, map copy approx 1/4 of this blank map. We will be using this "copied" area to find the problem. 4 Reload the copy of the file "Crash testing" and map copy one quarter of the map, noting which area you map copy. Test the game, if it doesn't crash you've narrowed it down to this area. If it still crashes, load up "Crash testing" and map copy a different quarter until you find the area that is causing the problem. 5 Now you keep map copying smaller areas and testing each time. Keep doing this, loading up "Crash tester" each time, until you've narrowed it down to a manageable area. Then simply map copy over this area and rebuild the map to its original state. And finally reset any triggers that have been interfered with, paying special attention to destroy object triggers, these sometimes remain green even when the object has been removed. ((How can you make zombie / invincible / unkillable units? Trigger 0: < So, if you were zombie-izing a champion, you would replace "*units full HP*" with 70, its full HP. Also, scenario_t_c_ has found a way to do this to gaia units, who maximum HP can not be altered: P.S.: Should you don't want to set up such a large number(1024) of trigger effects, you can ask the help of "timer" and "looping". Both method will make the unit become invincible.(However, at some cases with the second solution, the unit or building won't have their hitpoint shown as 0/x.) Is there a way to make units invincible without using a minus sign (-)? ((Yes, there is. To get the invincible unit effect without using a minus sign, use this trigger: Let's say you wanted to make a champion with 70 HP invincible. Trigger 1: ((The bolded numbers have to be changed to affect different units. So, for a 40 HP villager, you would replace the 70s with 40s, and the trigger would look like this: Trigger 2: ((How do I lower a unit's max HP / Attack? There are two methods of lowering a unit's HP /Attack. The first one is unstable because if you look at the effect again, it resets itself. Basically, you must get a minus sign ( - ) into the "Quantity" box. But, the game doesn't allow you to type the minus sign directly into the box. To get a "-" sign into the Quantity box, go into any Message box or trigger name, enter a minus sign and copy & paste it into the quantity box. Highlight the subtraction symbol, right click, select "copy" out of the menu, go to the Quantity box and select paste (using the menu, once again). Do not select that effect again, otherwise it will rest to 0. ((MAGICAL NUMBERS As all of you know, there are many magic numbers in the world of AOK:TC. They include: ((What are the areas (size) of the different sized maps? a) a tiny-size map? b) a small-size map? c) a medium-size map? d) a large-size map? e) a huge-size map? f) a gigantic-size map? b) 96 x 96 Units. c) 120 x 120 Units. d) 144 x 144 Units. e) 200 x 200 Units. f) 255 x 255 Units. ((to reverse the zombie unit: ((What means the string table? How do you take erase crossed out objectives on the objectives menu? You can do this by deactivating the triggers after they have fired. Then the crossed-out objectives will disappear. More will come. See the update that will coming.
Display as Objective: No
Starting State: On
Trigger Looping: Yes
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Condition0: Timer - 1 ~ 3, controls how fast a unit recovers. The longer the time, the slower the unit recovers.
Effect0: Damage Object: - 1
Effect1: Damage Object: - (16777216 - MAX HP)
Effect2: Damage Object: (16777216 - MAX HP)
Display As Objective: Yes / No
Starting State: On / Off
Trigger Looping: No
---------------------------------------
Condition0: <
Effect0: Change Object HP - (-*)
Effect1: Damage Object - (-1)
Effect 2: Change Object HP - (*)
OR:
Trigger0 - <
Display As Objective: Yes / No
Starting State: On / Off
Trigger Looping: No
---------------------------------------
Condition0: <
Effect0: Change Object HP - (-*)
Effect1: Damage Object - (-*)
Effect 2: Change Object HP - (*)
Effect 3: Damage Object - (*)
((My map keeps freezing (crashing), and I'm not sure if it's due to triggers or the map. Help!
"crash tester", this file is going to be butchered, so that's why we need it.
To make a unit that has no HP bar and is invincible, use this:
Display as Objective: Yes or No
Starting State: On or Off
Looping: No
--------------------------
Effect 0: Change Object HP - Quantity: - *units full HP*
Effect 1: Damage Object - Quantity: -70 - *units full HP*
Effect 2: Change Object HP - Quantity: 70 -*units full HP*
Effect 3: Damage Object - Quantity: - *units full HP*
Looping: on
Effect0 Damage object 2147483648
Effect1 Damage object 2147483648
Effect2 Damage object 2147483648
Effect3 Damage object 2147483648
Effect4 Damage object 2147483648
Effect5 Damage object 2147483648
Effect6 Damage object 2147483648
Effect7 Damage object 2147483648
Effect8 Damage object 2147483648
Effect9 Damage object 2147483648
.
.
.
Effect1023 Damage object 2147483648
Looping: off
Effect 1: Change object HP 65466 (65536 - 70 = 65466)
Effect 2: Damage object 4294967226 (4294967296 - 70 = 4294967226)
Effect 3: Change object HP 70
Effect 4: Damage object 70
Looping: off
Effect 1: Change object HP 65496 (65536 - 40 = 65496)
Effect 2: Damage object 4294967256 (4294967296 - 40 = 4294967256)
Effect 3: Change object HP 40
Effect 4: Damage object 40
The second method is much more stable and easier (but more complex to figure). There is a magic overflow number that, when reached (in the quantity box) it subtracts from the original HP/Attack number for the unit. The magic number is 65536. To indicate how much you want to lower the unit's attack or HP by, subtract that number from the magic number. For example: If I want to lower a unit's HP or attack by 20, I would type 65516 (65536 - 20)
63: The maximum number of words that you can enter for the effect"Send Chat".
255: The maximum number of words that you can enter for the effects"Display message"and "Change Object's Name".
32767: The maximum number that you can set for the units' attack point or maximum hit point.
65536: Treated as 0 by the effects "Change Object's Attack" and "Change Object's Hit Point".
Minus number: Reverse the effects "Change Object's Attack", "Change Object's Hit Point" and "Damage Object".
73741824: The maximum damage you can do to unit by the effect "Damage Object".
-536870912: An important number to make the following "(sum)" numbers working properly.
-2147483647(sum): The maximum cure you can do to unit by the reversed effect "Damage Object".
-2147483648 to -4294967295(sum): If it is entered in the reversed effect "Damage Object", the unit will have (4294967296 + number, but as a minus number) as its HP. -2147483648 is always set by 4 x -536870912.
-4294967296(sum): Should it is entered in the reversed effect "Damage Object", the unit (despite how many its maximum hit point is) will become invincible as a "HP0/X" (some of them won't have their hp shown as this, but the effect is the same) unit, which can be done by other trigger tricks. Always set by 8 x -536870912.
-4294967297(sum): Same as -1.
-6442450943(sum): Same as -2147483647.
-6442450944 to -8589934591(sum): Same as -2147483648 to -4294967295.
4294967296: Treated as 0 by the effect "Damage Object".
2147483648: Numbers greater than this number and smaller than 3221225472 can change units' hit point into minus number in the effect"Damage Object".
3221225472: Numbers greater than this number and smaller than 4294967296 recover units in the effect"Damage Object".
6442450944: Same as 2147483648.
7516192798: Same as 3221225472.
16777216: The newborn number than can cause a "heroization"
a) 72 x 72 Units.
Condition (as you wish)
Effect 0: kill object (zombie)
Effect 1: Change Object HP = - (unit HP)
It means the language the ES used (microsoft) to get a better feeling how they speak for example english, mongols and so on.
You'll always get a fanfare and the "objective change" message when you do that. The most elegant way is to deactivate the old objective at the same moment when a new objective gets activated, so you only hear that fanfare once.