I want to ask you guys about probability that these ways are possible via only data.
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1. Use my whole Energy, and damage to target related with the Energy I used.
ex) Use 100 Energy, deals 100*3 damage to target
2. deals damage related target's lose Health.
ex) LOL champ Nidalee's Takedown
ex2) deals 250 damage, and this value is increase when target's health rate down, maximum to 450.
(I know I can do it via a lot of Target Filters, but that way makes me crazy and exhaust... )
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In the Effect damage, there are 3 fields (think they are new) which are called Vitals, Vitals Current and Vitals Fraction (not the exact name I think, give me some time to look for it in the editor and post it here) which allow you to do additional damage comparing the target vitals (total percentage, current percentage...) I think that is what you want to use (TY Blizzard by making things easier)
In the Effect damage, there are 3 fields (think they are new) which are called Vitals, Vitals Current and Vitals Fraction (not the exact name I think, give me some time to look for it in the editor and post it here) which allow you to do additional damage comparing the target vitals (total percentage, current percentage...) I think that is what you want to use (TY Blizzard by making things easier)
but in Damage, nobody can't put a negative value, so I can't make it.
Data is not really flexible regarding dynamic damage amounts. You can do damage based on the current vitals of the target, but you cannot do damage based on missing vitals or vitals of the caster (besides crazy workarounds like defining fixed intervals and checking with huge amounts of validators or looping 1 damage + 1 vital drain effects or something). So I would suggest to use triggers instead.
Data is not really flexible regarding dynamic damage amounts. You can do damage based on the current vitals of the target, but you cannot do damage based on missing vitals or vitals of the caster (besides crazy workarounds like defining fixed intervals and checking with huge amounts of validators or looping 1 damage + 1 vital drain effects or something). So I would suggest to use triggers instead.
how can I script it via triggers? I'm not good at it...
Can I ask you an example map?? that would be more helpful !
I want to ask you guys about probability that these ways are possible via only data.
-----------------------1. Use my whole Energy, and damage to target related with the Energy I used.
ex) Use 100 Energy, deals 100*3 damage to target
2. deals damage related target's lose Health.
ex) LOL champ Nidalee's Takedown
ex2) deals 250 damage, and this value is increase when target's health rate down, maximum to 450. (I know I can do it via a lot of Target Filters, but that way makes me crazy and exhaust... )
-----------------------If can't, please teach me a way to realize it!
In the Effect damage, there are 3 fields (think they are new) which are called Vitals, Vitals Current and Vitals Fraction (not the exact name I think, give me some time to look for it in the editor and post it here) which allow you to do additional damage comparing the target vitals (total percentage, current percentage...) I think that is what you want to use (TY Blizzard by making things easier)
but in Damage, nobody can't put a negative value, so I can't make it.
Data is not really flexible regarding dynamic damage amounts. You can do damage based on the current vitals of the target, but you cannot do damage based on missing vitals or vitals of the caster (besides crazy workarounds like defining fixed intervals and checking with huge amounts of validators or looping 1 damage + 1 vital drain effects or something). So I would suggest to use triggers instead.
how can I script it via triggers? I'm not good at it... Can I ask you an example map?? that would be more helpful !
@killduk: Go
ok solved