I want to create an ability that creates units based off of the amount of energy the caster has. But I want it to be exactly 50% of the caster's energy. So for instance if the caster has 10 Energy, then I want the caster to expend 5 energy and create 5 units. Is this possible only via the Data Editor or should I look at more of a Trigger solution?
I would prefer using the data as much as possible because the delay between data events compared to trigger events are shorter. plus it would save a lot of map space, and is more efficient to use. Try looking into the high templar's feedback damage based up the target unit's energy. that may work out for you.
Edit: when would this be used? when the unit starts to battle?
There's no pleasurable way to do this in data editor. Feedback is in not helpful here, cause damage effect just has a field that does damage equal to % of target's vital, then runs modify unit to clear unit off energy. Sadly, you can't just "run effect x times based on caster's vital".
One painful way to do this, is using Persistent effect to drain 1 energy and apply 1 trash behavior, and at 0 energy run another persistent that restores 1 and creates unit for every 2 stacks of behavior on the unit. (somehow attached, thos it still creates +- 1)
IMO trigger editor is much easier to do this kind of stuff, if you dont have 200 units using that ability it shouldn't be too intensive.
I want to create an ability that creates units based off of the amount of energy the caster has. But I want it to be exactly 50% of the caster's energy. So for instance if the caster has 10 Energy, then I want the caster to expend 5 energy and create 5 units. Is this possible only via the Data Editor or should I look at more of a Trigger solution?
I would prefer using the data as much as possible because the delay between data events compared to trigger events are shorter. plus it would save a lot of map space, and is more efficient to use. Try looking into the high templar's feedback damage based up the target unit's energy. that may work out for you.
Edit: when would this be used? when the unit starts to battle?
@siege911: Go
Try using a Persistent effect that will both drain energy and create units
Use a validator to check if a unit is below 50% energy
I haven't tested it but it seems like it might work.
There's no pleasurable way to do this in data editor. Feedback is in not helpful here, cause damage effect just has a field that does damage equal to % of target's vital, then runs modify unit to clear unit off energy. Sadly, you can't just "run effect x times based on caster's vital".
One painful way to do this, is using Persistent effect to drain 1 energy and apply 1 trash behavior, and at 0 energy run another persistent that restores 1 and creates unit for every 2 stacks of behavior on the unit. (somehow attached, thos it still creates +- 1)
IMO trigger editor is much easier to do this kind of stuff, if you dont have 200 units using that ability it shouldn't be too intensive.