Any way the idea is as the players is reduced as he lvls his hp.
I've tried it two ways on of witch I believe is outdated the other I'm not shure why it isn't working any way this is how I've tried to do it if any one can point me in the right direction that would be amazing.
2nd atempt:
Code:
new skill_speed=War3_GetSkillLevel(client,thisRaceID,SKILL_HEALTH);
new Float:speed=1.0;
switch(skill_speed)
{
case 0: // skill level 0, no speed increase
speed=1.0;
case 1: // skill level 1, 20% speed increase
speed=0.8;
case 2: // skill level 2, 40% speed increase
speed=0.7;
case 3: // skill level 3, 60% speed increase
speed=0.6;
case 4: // skill level 4, 80% speed increase
speed=0.5;
}
War3_SetMaxSpeed(client,speed);
new Float:speed=1.0;
switch(skill_speed)
{
case 0: // skill level 0, no speed increase
speed=1.0;
case 1: // skill level 1, 20% speed increase
speed=0.8;
case 2: // skill level 2, 40% speed increase
speed=0.7;
case 3: // skill level 3, 60% speed increase
speed=0.6;
case 4: // skill level 4, 80% speed increase
speed=0.5;
}
War3_SetMaxSpeed(client,speed);
first attempt
declared above new
Code:
Float:f_Speed [5] = {1.0, 0.8, 0.7 ,0.6 ,0.5 };
then in my passive skills func
Code:
new skill_speed=War3_GetSkillLevel(client,thisRaceID, SKILL_HEALTH);
new Float:speed=f_Speed[skill_speed];
War3_SetBuff(client,fMaxSpeed,thisRaceID,speed);
new Float:speed=f_Speed[skill_speed];
War3_SetBuff(client,fMaxSpeed,thisRaceID,speed);




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