I'm trying to make a unit ability that functions somewhat like a Moonwell, or like the protoss structure from Broodwar that automatically refreshed shields. Ideally, this would take 10 energy from the caster for each unit within the caster's range, and give 10 energy to each unit. So, if there are 5 units in the caster's range, each 'pulse' would take 50 energy from the caster and provide 10 to each unit.
The default behavior for abilities with area search is: the initial effect has a flat cost, and then each unit in the search area gets the ability's associated effect. In practice, this would then take 10 energy from the caster and give 10 energy to each unit in the search area, making that cost more efficient as it effects more units.
I have tried removing the search area, but then the ability only hits one unit at a time (obviously). I've also attempted adding a Cost to the effect applied by the search area but this seems to do nothing (perhaps I'm not configuring it correctly.
I presume questions like this have been asked before but I can't think of a proper query string. Thanks for any help anyone provides.
Maybe consider having a hidden dummy ability with the associated cost per cast. Make this ability to not interrupt any other orders, no cooldown, no casting time and stuff. The search area then rather than applying effect, it will issue the caster to use the dummy abilyt on the target units which would i assume be an abiltarget that applies the effect you want.
You want the search area effect. As the effect of the search, you have a Set effect that does two things
1) A modify unit effect that targets the target, adding the wanted vitals
2) A modify unit effect that targets the CASTER, removing the vitals
To prevent this from overhealing/overapplying, the set effect will have a validator that will check the vitals of the caster, to see if they are above the necessary amount. This allows partial application (5 units in range, 30 energy = 3 units get healed). You can use the target sort field in the search area effect to control how the partial application would be handled (basically ordering the search targets in various ways, ie, closests, or lowest hp, or just plain random).
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Hey everyone,
I'm trying to make a unit ability that functions somewhat like a Moonwell, or like the protoss structure from Broodwar that automatically refreshed shields. Ideally, this would take 10 energy from the caster for each unit within the caster's range, and give 10 energy to each unit. So, if there are 5 units in the caster's range, each 'pulse' would take 50 energy from the caster and provide 10 to each unit.
The default behavior for abilities with area search is: the initial effect has a flat cost, and then each unit in the search area gets the ability's associated effect. In practice, this would then take 10 energy from the caster and give 10 energy to each unit in the search area, making that cost more efficient as it effects more units.
I have tried removing the search area, but then the ability only hits one unit at a time (obviously). I've also attempted adding a Cost to the effect applied by the search area but this seems to do nothing (perhaps I'm not configuring it correctly.
I presume questions like this have been asked before but I can't think of a proper query string. Thanks for any help anyone provides.
My current project: SCRAP (Scavenge, Collect, Reclaim, Attack, Prevail)
Maybe consider having a hidden dummy ability with the associated cost per cast. Make this ability to not interrupt any other orders, no cooldown, no casting time and stuff. The search area then rather than applying effect, it will issue the caster to use the dummy abilyt on the target units which would i assume be an abiltarget that applies the effect you want.
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@bcasteel85: Go
You want the search area effect. As the effect of the search, you have a Set effect that does two things
1) A modify unit effect that targets the target, adding the wanted vitals 2) A modify unit effect that targets the CASTER, removing the vitals
To prevent this from overhealing/overapplying, the set effect will have a validator that will check the vitals of the caster, to see if they are above the necessary amount. This allows partial application (5 units in range, 30 energy = 3 units get healed). You can use the target sort field in the search area effect to control how the partial application would be handled (basically ordering the search targets in various ways, ie, closests, or lowest hp, or just plain random).