Making an evasion spell using a buff that modifies the damage taken to 0 (with a certain chance selected at the top)
I've set Modify Fraction to 0. The spell works perfectly, except the unit takes 1 damage (1 damage every other attack, though I presume its because the unit regenerates HP) Any idea why?
Also, trying to make "Missed" text appear. I based it off of AutomatedRefineryTextKicker4 - Two issues:
1. Text goes down instead of up
2. I created an "at" term, but both source\caster make the text appear over the unit with evasion, not the unit who attacked and missed. How do I make it appear on the attacker? (Using Behavior.MyBuff.DamageHandled)
Damage deals a minimum of 0.5 damage by default. Sadly most players don't know that.
If you want to force the received damage to be 0, you need to check the "modify minimum" flag. Then the damage effect's minimum damage will be ignored.
Because I need to make it stat dependent, it turns out I need to make the spell using triggers.
How would I go about doing this? I am trying to make the duration and\or chance to miss increase with an attribute.
I could add the stackable behavior to the hero as many times as how many stat points he has, but the percent chance for the effect to go off would stack wrong (ie three 10% chances to miss is different than one 30% chance) and the durations would all run parallel, not in addition to each other.
I could make it entirely triggered (ie not using a behavior at all) however, this presents problems as well: If I make the unit not take damage, the only ways I know of doing that would make it so that all attacks during a small period of time would be blocked. If I simply make it heal the unit back up, that wouldn't prevent fatal attacks.. So I'm not sure what to do.
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Making an evasion spell using a buff that modifies the damage taken to 0 (with a certain chance selected at the top)
I've set Modify Fraction to 0. The spell works perfectly, except the unit takes 1 damage (1 damage every other attack, though I presume its because the unit regenerates HP) Any idea why?
Also, trying to make "Missed" text appear. I based it off of AutomatedRefineryTextKicker4 - Two issues:
1. Text goes down instead of up
2. I created an "at" term, but both source\caster make the text appear over the unit with evasion, not the unit who attacked and missed. How do I make it appear on the attacker? (Using Behavior.MyBuff.DamageHandled)
Damage deals a minimum of 0.5 damage by default. Sadly most players don't know that.
If you want to force the received damage to be 0, you need to check the "modify minimum" flag. Then the damage effect's minimum damage will be ignored.
Many thanks. I had that checked at one point, but I unchecked it again and I hadn't remembered that it helped anything.
If anyone knows why I can't seem to get the text to appear over the attacker, however, I still haven't solved that.
Scratch that >_<
Because I need to make it stat dependent, it turns out I need to make the spell using triggers.
How would I go about doing this? I am trying to make the duration and\or chance to miss increase with an attribute.
I could add the stackable behavior to the hero as many times as how many stat points he has, but the percent chance for the effect to go off would stack wrong (ie three 10% chances to miss is different than one 30% chance) and the durations would all run parallel, not in addition to each other.
I could make it entirely triggered (ie not using a behavior at all) however, this presents problems as well: If I make the unit not take damage, the only ways I know of doing that would make it so that all attacks during a small period of time would be blocked. If I simply make it heal the unit back up, that wouldn't prevent fatal attacks.. So I'm not sure what to do.