Hi guys, I am stuck with an effect I am trying to make.
I have a caster that constantly gains shields. I am trying to create an effect that damages the target's shields by the amount of the casters current shields. How would I do this? I tried it with a Create Healer effect but it does not allow negative values, also can't seem to make it work with damage or modify unit effects...
The data editor is fairly limited in dynamically transferring numbers.
It could be possible in data, if you use some crazy workarounds (validator and damage effect for each point of shield comes to mind) or add some limitations, but I would go for triggers.
that would be easy with a trigger but here is data only:
set, validator: target hp >=1 and caster shields >=1
effect1: damage target 1
effect2: modify unit caster shields -=1
effect3: this set
if the numbers are bigger this might lag then you could use
switch:
validator1 target hp>=100,caster shields >=100
effect1 set (with numbers changed to 100) and instead of calling itself in effect3: call this switch again
validator2 target hp>=10,caster shields>=10
effect2: set (with numbers changed to 10) ...
etc inflate numbers as necessary.
@Zytrug: Go
Wow, that sounds nice :) Will try that out, thanks!
@abvdzh: Go
I want to avoid triggers since it's an effect that runs every 0.5 seconds by up to about 200 units at the same time.
Theoretically you could try to put a behaviour with X (number of shield points) stacks on each unit and every Y seconds with stacks will refresh tto the right number and damage the targets for each stack on the caster unit.
I don't know how much this would causing lags or whether we can compare stacks of a behaviour with the current shield value.
Hi guys, I am stuck with an effect I am trying to make.
I have a caster that constantly gains shields. I am trying to create an effect that damages the target's shields by the amount of the casters current shields. How would I do this? I tried it with a Create Healer effect but it does not allow negative values, also can't seem to make it work with damage or modify unit effects...
Any Ideas? :)
The data editor is fairly limited in dynamically transferring numbers.
It could be possible in data, if you use some crazy workarounds (validator and damage effect for each point of shield comes to mind) or add some limitations, but I would go for triggers.
that would be easy with a trigger but here is data only:
set, validator: target hp >=1 and caster shields >=1
effect1: damage target 1
effect2: modify unit caster shields -=1
effect3: this set
if the numbers are bigger this might lag then you could use
switch:
validator1 target hp>=100,caster shields >=100
effect1 set (with numbers changed to 100) and instead of calling itself in effect3: call this switch again
validator2 target hp>=10,caster shields>=10
effect2: set (with numbers changed to 10) ...
etc inflate numbers as necessary.
ps: what kueken said
Omg guys, don't go crazy with data :) this is definitely trigger work
@Zytrug: Go
Wow, that sounds nice :) Will try that out, thanks!
@abvdzh: Go
I want to avoid triggers since it's an effect that runs every 0.5 seconds by up to about 200 units at the same time.
Theoretically you could try to put a behaviour with X (number of shield points) stacks on each unit and every Y seconds with stacks will refresh tto the right number and damage the targets for each stack on the caster unit.
I don't know how much this would causing lags or whether we can compare stacks of a behaviour with the current shield value.