guys , does anyone know how to create this and can help me? ., it seems like an easy ability, but its quite difficult
heres the info on it
Its basically an ability that Links 4 units together in a chain. All units with Spirit Link on them will live longer, by distributing 50% of the damage they take across other Spirit Linked units.
Important information to note : Damage sustained over Spirit link is never fatal. Fatal damage sustained via Spirit Link reduces a unit to 1 hit point, and dispels Spirit Link.
Like I already said in my PM, I am pretty sure, there is no way to do this data-only. After I wrote it to you, I played around in data for a while, and indeed did not find a way to somehow damage a unit based on the damage another unit got.
However, using some trigger assistance, it should be doable. I am sure, there are hundreds of possible ways to realize this.
IIRC the wc3 spirit link was global, it distributed the damage not only to all units linked by the same link, but to all units on the map, which are currently linked by any link, correct?
I would probably go for a mainly data solution, realizing most parts of the ability in data and keep trigger usage to a minimum. However, this is purely personal preference. You could probably do the whole thing, just using triggers, a dummy ability and actors.
The actual ability would be effect - target and start a search on a target unit, which applies the spirit link behavior to the target and the 4 closest allies in the area. This behavior utilizes a 50% damage reduction on all incoming damage (damage response - modify fraction).
Then you will need a trigger, which checks for the damage. I don't know, if there is a trigger event like damage response by specific behavior (there is a similar actor event, like used for immortal's hardened shields), this would save some performance, because otherwise, you would need a trigger checking for all damage on all units, filtering the linked units via condition (check for the behavior of course).
To spread the damage, you will need another damage effect. Set up a damage effect with 0 damage. Pick all units with the spirit link behavior, and divide the trigger damage by that number. Then cause this damage via trigger, using the damage effect (you can either use a single target damage effect on each picked unit, or a global AoE damage effect with a validator to only hit units with the behavior and exclude the target). Add the effect to the list of exceptions for the damage response behavior to prevent infinite loops.
€ oh, well, the no dying part supports the single target method, this way you can add in a check for damage vs hp. Well, since you don't need to worry about kill credit anyways, you could just skip the damage effect and reduce the hitpoints directly via trigger and check for them to not fall below 0.5 (looks better than 1 ingame, because 1 will be shown as 2 instantly, if the unit has any regeneration).
my god , thats alot of work, i was hopeing that behaviour con-joined could help out a lil, so thats a failure?
i think even if i was to make it by following your suggestion, the lag will be immense and probably not worth it, since my map is already prone to lagging due to the very nature of it
( 12 players, 12 heroes, 12 autospawn armies) , lag is a huge deciding factor in what comes in.
kueken, thanks for the help, ill just skip on this one
my god , thats alot of work, i was hopeing that behaviour con-joined could help out a lil, so thats a failure?
I don't think, that conjoined would be much of a help here, since most of its effects seem not to be easily configurable. It kind of makes several units use the same health pool, and thats it.
If an event for a damage response of a specific behavior actually exists, the performance could be pretty much okay, actually. However, if you need to add the any unit takes any damage event, it could be too much (well, I never used that one, so I can only speak theoretically here).
And its really not that much work as it sounds. 1 ability, 1 search, 1 behavior and 1 trigger with a maximum of maybe 10 steps and you are set.
guys , does anyone know how to create this and can help me? ., it seems like an easy ability, but its quite difficult
heres the info on it
Its basically an ability that Links 4 units together in a chain. All units with Spirit Link on them will live longer, by distributing 50% of the damage they take across other Spirit Linked units.
Important information to note : Damage sustained over Spirit link is never fatal. Fatal damage sustained via Spirit Link reduces a unit to 1 hit point, and dispels Spirit Link.
http://classic.battle.net/war3/orc/units/spiritwalker.shtml
Any idea how to create something like this
Like I already said in my PM, I am pretty sure, there is no way to do this data-only. After I wrote it to you, I played around in data for a while, and indeed did not find a way to somehow damage a unit based on the damage another unit got.
However, using some trigger assistance, it should be doable. I am sure, there are hundreds of possible ways to realize this.
IIRC the wc3 spirit link was global, it distributed the damage not only to all units linked by the same link, but to all units on the map, which are currently linked by any link, correct?
I would probably go for a mainly data solution, realizing most parts of the ability in data and keep trigger usage to a minimum. However, this is purely personal preference. You could probably do the whole thing, just using triggers, a dummy ability and actors.
The actual ability would be effect - target and start a search on a target unit, which applies the spirit link behavior to the target and the 4 closest allies in the area. This behavior utilizes a 50% damage reduction on all incoming damage (damage response - modify fraction).
Then you will need a trigger, which checks for the damage. I don't know, if there is a trigger event like damage response by specific behavior (there is a similar actor event, like used for immortal's hardened shields), this would save some performance, because otherwise, you would need a trigger checking for all damage on all units, filtering the linked units via condition (check for the behavior of course).
To spread the damage, you will need another damage effect. Set up a damage effect with 0 damage. Pick all units with the spirit link behavior, and divide the trigger damage by that number. Then cause this damage via trigger, using the damage effect (you can either use a single target damage effect on each picked unit, or a global AoE damage effect with a validator to only hit units with the behavior and exclude the target). Add the effect to the list of exceptions for the damage response behavior to prevent infinite loops.
€ oh, well, the no dying part supports the single target method, this way you can add in a check for damage vs hp. Well, since you don't need to worry about kill credit anyways, you could just skip the damage effect and reduce the hitpoints directly via trigger and check for them to not fall below 0.5 (looks better than 1 ingame, because 1 will be shown as 2 instantly, if the unit has any regeneration).
Questions? ;)
my god , thats alot of work, i was hopeing that behaviour con-joined could help out a lil, so thats a failure?
i think even if i was to make it by following your suggestion, the lag will be immense and probably not worth it, since my map is already prone to lagging due to the very nature of it
( 12 players, 12 heroes, 12 autospawn armies) , lag is a huge deciding factor in what comes in.
kueken, thanks for the help, ill just skip on this one
I don't think, that conjoined would be much of a help here, since most of its effects seem not to be easily configurable. It kind of makes several units use the same health pool, and thats it.
If an event for a damage response of a specific behavior actually exists, the performance could be pretty much okay, actually. However, if you need to add the any unit takes any damage event, it could be too much (well, I never used that one, so I can only speak theoretically here).
And its really not that much work as it sounds. 1 ability, 1 search, 1 behavior and 1 trigger with a maximum of maybe 10 steps and you are set.