For understanding this trick better,look at this topic first:
Let's make it out.
I have something I don't know how to translate,so I express it in AI script language,hope you can understand:
(defconst a the-present-HP-of-an-unit)
(defconst x the-top-HP-of-an-unit)
(defconst p% the-percent-of-HP-we-want-to-change)
And in order to make difference easily,I use " Beginning: Change object's HP +30000: Damage object ±30000p%(Add or reduce as your wish): Change object's HP -30000: As a result: It's HP is 30000p%x/(x+30000) So the ratio of Δ (30000p%x/(x+30000)) / x = 30000p%/(x+30000) If "x" is far less than 30000 : 30000p%/(x+30000) ≈ In this reason,when the top HP is not very high,we can add(or reduce) HP in percent approximately.Yes,approximately,so it may be a little inaccurate. The value of 30000 is just for suggestion,you can use any value if x plus it is less than 32767 and it's far more than x.And x can be changing. Hope you can understand what I said,and there's a example SCX.Use AOKTS to see the triggers(ZIP file,click to download): P.S. Hawk_DaghT from Hawk AOK SCN Studio.
Let's change the unit whose HP is
I've got tired of tring to use the heroization hero effect to add HP and given up(at least tody).So in that SCX the HP may be more than top.It seems really challenging to use the heroization effect in such changing and high(30000+) HPs.Is here anyone will make it?