Not sure this is possible. You could try using triggers to reduce the shield maximum if damage is taken when below a certain about of shield (the body armor) which you keep track of with triggers.
Use buff with damage response. Set chance of response to 1, set modify fraction to 0, set modify limit to desired capacity of your shield.
Also there is a UI flag "Display Shield" somewhere in behaviour data fields, so you even will be able to see how much "shield" left on your unit's status bar.
How would I do that exactly though? I am barely a noob to the data editor, as in, I know how to change like health, damage, make buttons and such, but I have no clue how to add a second shield, let alone make a buff or behavior..
My hero unit already has a shield, but how could I add a second one? < I wouldn't even know how to do that.
in math a graph consists of many lines, a line are all points between 2 points but what is a point? pretty basic stuff, he described exactly what you have to do.
Not exactly what I was looking for, but through your good samaritanismness, I believe I can study what you did and complete what I am trying to do, thank you, sir.
You can try adding it to the health bar, and having regen/healing stop at a certain point.
You can set the health bar colors blue if armored, switching to green at 75% or wherever the armor is off.
Alternatively, if your unit doesn't use the energy bar you can try using that like armor - have a behavior, effect or autocast ability that heals the unit rapidly and automatically at the expense of energy. Negative of this is that any damage over his max health would still kill him, but you could work around this.
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I am trying to add a normal shield, then beneath that a shield that does not recharge, acting as body armor, how would I do this?
Not sure this is possible. You could try using triggers to reduce the shield maximum if damage is taken when below a certain about of shield (the body armor) which you keep track of with triggers.
Use buff with damage response. Set chance of response to 1, set modify fraction to 0, set modify limit to desired capacity of your shield.
Also there is a UI flag "Display Shield" somewhere in behaviour data fields, so you even will be able to see how much "shield" left on your unit's status bar.
@abvdzh: Go
How would I do that exactly though? I am barely a noob to the data editor, as in, I know how to change like health, damage, make buttons and such, but I have no clue how to add a second shield, let alone make a buff or behavior..
My hero unit already has a shield, but how could I add a second one? <
I wouldn't even know how to do that.in math a graph consists of many lines, a line are all points between 2 points but what is a point? pretty basic stuff, he described exactly what you have to do.
@vTemporalZEROv: Go
this is 3-min map for u
@abvdzh: Go
Not exactly what I was looking for, but through your good samaritanismness, I believe I can study what you did and complete what I am trying to do, thank you, sir.
You can try adding it to the health bar, and having regen/healing stop at a certain point.
You can set the health bar colors blue if armored, switching to green at 75% or wherever the armor is off.
Alternatively, if your unit doesn't use the energy bar you can try using that like armor - have a behavior, effect or autocast ability that heals the unit rapidly and automatically at the expense of energy. Negative of this is that any damage over his max health would still kill him, but you could work around this.