Is a lot of ways to do this honestly, the simplest way would be a set effect with 5 damage effects of 11 damage, 12 damage, 13 damage, 14 damage, 15 damage set to random with min effects 1 and max effects 1.
You could also have alternating buff behaviors cycling and then have a switch use validators checking for these buffs to decide how much damage to do based on which behavior is currently on, like behavior 1 is 11 damage, behavior 5 is 15 damage.
Yet another way would be to have a dummy effect that does nothing, like a 0 damage effect, which has a corresponding trigger event that then causes damage on the unit using a random integer function or such.
This is done using behaviors with a damage response reducing the total amount of damage done I believe. Like could set 1 armor to be 1 %, or 25 armor is applying the same behavior 25 times, that kind of thing. Damage type is important here, may want to make all damage spell, have your behavior reduce spell damage by 1 %. That way with 25 armor(against melee/ranged), if something hits for 200 spell damage, it will still hit for 200 and not 175, then get reduced to 150ish actual damage. I say 150ish as I believe 1 % behaviors of this kind have a diminishing return so as not to reduce it quite as much as 25 %.
Sentry buffs would be pretty easy, just have the damage response directly on the buff. Armor amount be a little trickier, I'm not at the editor right now, but I would personally try to get the unit armor amount in triggers, then compare the number of buffs to the armor amount. If the armor amount is greater than buff amount, add that many behaviors. If the buff amount is greater than the armor amount, remove that many buffs.
Another way of approaching it might be to simply have each buff have 1 armor included on it along with the 1 % damage reduction, then control it entirely with just those buffs.
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Title. Ive seen it done in maps before (i think i asked back in beta but noone knew how) basically the damage will say
Damage : 11 - 15
and it will do damage between 11 HP and 15 HP.
also, armor reducing % damage
@illidans911: Go
Is a lot of ways to do this honestly, the simplest way would be a set effect with 5 damage effects of 11 damage, 12 damage, 13 damage, 14 damage, 15 damage set to random with min effects 1 and max effects 1.
You could also have alternating buff behaviors cycling and then have a switch use validators checking for these buffs to decide how much damage to do based on which behavior is currently on, like behavior 1 is 11 damage, behavior 5 is 15 damage.
Yet another way would be to have a dummy effect that does nothing, like a 0 damage effect, which has a corresponding trigger event that then causes damage on the unit using a random integer function or such.
@illidans911: Go
This is done using behaviors with a damage response reducing the total amount of damage done I believe. Like could set 1 armor to be 1 %, or 25 armor is applying the same behavior 25 times, that kind of thing. Damage type is important here, may want to make all damage spell, have your behavior reduce spell damage by 1 %. That way with 25 armor(against melee/ranged), if something hits for 200 spell damage, it will still hit for 200 and not 175, then get reduced to 150ish actual damage. I say 150ish as I believe 1 % behaviors of this kind have a diminishing return so as not to reduce it quite as much as 25 %.
how would i apply a buff for each point of armor..? (also, sentry buffs and whatnot..)
@illidans911: Go
Sentry buffs would be pretty easy, just have the damage response directly on the buff. Armor amount be a little trickier, I'm not at the editor right now, but I would personally try to get the unit armor amount in triggers, then compare the number of buffs to the armor amount. If the armor amount is greater than buff amount, add that many behaviors. If the buff amount is greater than the armor amount, remove that many buffs.
Another way of approaching it might be to simply have each buff have 1 armor included on it along with the 1 % damage reduction, then control it entirely with just those buffs.