I'm trying to get a new ability working for a unit, but I'm not quite sure where I should be starting with it. I am looking for one of two things:
1. I want to give the unit a buff where any damage taken is converted to a DOT over 10 seconds. So, if the unit gets hit for 10 damage, it takes no initial damage and would take that 10 damage as 1 damage a second for 10 seconds. If it gets hit for 20 damage, it takes no initial damage and would take 2 damage a second for 10 seconds. Etc.
2. If that's not possible, I'd like the buff to instead delay any damage taken by the unit by 3 seconds. So, if the unit gets hit for 10 damage, it takes no damage initially, and after a 3 second delay, it gets hit for the full 10 damage.
Thanks for the reply. I tried implementing something like that, but I received a Too Many Threads error. I ended up rethinking/replanning my 2nd option, and managed to get that working.
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I'm trying to get a new ability working for a unit, but I'm not quite sure where I should be starting with it. I am looking for one of two things:
1. I want to give the unit a buff where any damage taken is converted to a DOT over 10 seconds. So, if the unit gets hit for 10 damage, it takes no initial damage and would take that 10 damage as 1 damage a second for 10 seconds. If it gets hit for 20 damage, it takes no initial damage and would take 2 damage a second for 10 seconds. Etc.
2. If that's not possible, I'd like the buff to instead delay any damage taken by the unit by 3 seconds. So, if the unit gets hit for 10 damage, it takes no damage initially, and after a 3 second delay, it gets hit for the full 10 damage.
@jabbedxorz: Go
i cannot think of any data only solution. could be done with triggers ->
Event: Any unit takes damage
Action: 1. Add (damage dealt) to hp of triggering unit
2. CustomAction (Unit, DamageDealt / 10)
CustomAction
Param: Unit (Unit), Damage (Real)
Actions: Remove Damage from Unit hp
wait 1 second
Remove Damage from Unit hp
etc
@FunkyUserName: Go
Thanks for the reply. I tried implementing something like that, but I received a Too Many Threads error. I ended up rethinking/replanning my 2nd option, and managed to get that working.