Lilith-VampiricAuraEffectEventsUnit-AnyUnittakesFatalorNon-FatalAnydamage(fromAnyeffects)LocalVariablesDamageAmount=0.0<Real>Conditions((Triggeringunit)hasLilith-VampiricAura(Buff))==TrueActionsVariable-SetDamageAmount=(Triggeringdamageamount)General-If(Conditions)thendo(Actions)elsedo(Actions)IfVampiricAuraLevel[1] == True
Then
Variable - Set Damage Amount = (Damage Amount * 0.11)
Unit - Set (Damaging unit) Life to (((Damaging unit) Life (Current)) + Damage Amount)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Vampiric Aura Level[2] == True
Then
Variable - Set Damage Amount = (Damage Amount * 0.12)
Unit - Set (Damaging unit) Life to (((Damaging unit) Life (Current)) + Damage Amount)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Vampiric Aura Level[3] == True
Then
Variable - Set Damage Amount = (Damage Amount * 0.13)
Unit - Set (Damaging unit) Life to (((Damaging unit) Life (Current)) + Damage Amount)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Vampiric Aura Level[4] == True
Then
Variable - Set Damage Amount = (Damage Amount * 0.14)
Unit - Set (Damaging unit) Life to (((Damaging unit) Life (Current)) + Damage Amount)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Vampiric Aura Level[5] == True
Then
Variable - Set Damage Amount = (Damage Amount * 0.15)
Unit - Set (Damaging unit) Life to (((Damaging unit) Life (Current)) + Damage Amount)
Else
This is causing map to lag when there is lots of units being affected by it. I don't know how to fix this. It's different from the reflection aura. Would love 2 do this threw the data editor, but don't see how u could.
I would simply use your lilith behavior and use vital leeched from damage dealt under the modifications + combat tab, should be able to upgrade it's values or change behaviors based on upgrades from there. The main issue I might see you having is the vital leeched from this behavior might be a flat amount, not fraction based.
Edit: Upon further inspection, the vital leeched from Damage dealt is indeed fractional, basically 1 is 1 health for every 1 damage, .13 would be 13 health for every 100 damage, etc.
Aye I'm sure you will figure something out, is a fairly easy process to add/remove behaviors, if the behavior is permanent, I would just remove old 11 % behavior/add 12 % behavior whenever they get an upgrade. If it is more like a 30 second buff or whatever, I would simply have the trigger look at their buff level to decide which behavior to give the player.
Ok after messing around with this. It doesn't work right.
So on the aura buff that gets applied to surrounding units. I have a damage response setup for 100%, handled field the damage effect, and the location is the attacker.
Now under the damage specification you cannot use percentages under vital fraction, because that will steal w/e % of that targets life, which is not what I want to do. That's too strong. I want to take a % of the unit that is attacking ATTACK number and return that back as life.
I was able to tweak it out so that if you set the vital bonus to 1 so that it adds 1 attack pretty much to any of your attacks. Then I was able to set the leech fraction to 11 and it returns 11 life per attack. Also this life steal effect only works on the hero that is supplying the aura, it doesn't work on other units being affected by the aura. This is also NOT what I want to do.
I don't think this can be done with the data editor.
Can you show me what your behavior/triggers look like for this kind of setup? Should just be behavior with .1 to .15 set in the modification+ combat tab datawise.
No you don't, you need to go to your behaviors, look under modification +, then to the combat tab (i'm using table view i think), then near the bottom should be a 'leech' section. Shouldn't be connected to your effects at all, is just a behavior they have.
This is causing map to lag when there is lots of units being affected by it. I don't know how to fix this. It's different from the reflection aura. Would love 2 do this threw the data editor, but don't see how u could.
@Zero0018: Go
I would simply use your lilith behavior and use vital leeched from damage dealt under the modifications + combat tab, should be able to upgrade it's values or change behaviors based on upgrades from there. The main issue I might see you having is the vital leeched from this behavior might be a flat amount, not fraction based.
Edit: Upon further inspection, the vital leeched from Damage dealt is indeed fractional, basically 1 is 1 health for every 1 damage, .13 would be 13 health for every 100 damage, etc.
@Deadzergling: Go
Sick. I looked in the data options and didn't see a way too do it. Thank you. Let me see what I can do.
@Zero0018: Go
Aye I'm sure you will figure something out, is a fairly easy process to add/remove behaviors, if the behavior is permanent, I would just remove old 11 % behavior/add 12 % behavior whenever they get an upgrade. If it is more like a 30 second buff or whatever, I would simply have the trigger look at their buff level to decide which behavior to give the player.
@Deadzergling: Go
Ok after messing around with this. It doesn't work right.
So on the aura buff that gets applied to surrounding units. I have a damage response setup for 100%, handled field the damage effect, and the location is the attacker.
Now under the damage specification you cannot use percentages under vital fraction, because that will steal w/e % of that targets life, which is not what I want to do. That's too strong. I want to take a % of the unit that is attacking ATTACK number and return that back as life.
I was able to tweak it out so that if you set the vital bonus to 1 so that it adds 1 attack pretty much to any of your attacks. Then I was able to set the leech fraction to 11 and it returns 11 life per attack. Also this life steal effect only works on the hero that is supplying the aura, it doesn't work on other units being affected by the aura. This is also NOT what I want to do.
I don't think this can be done with the data editor.
@Zero0018: Go
Can you show me what your behavior/triggers look like for this kind of setup? Should just be behavior with .1 to .15 set in the modification+ combat tab datawise.
@Deadzergling: Go
You don't use a damage response?
@Zero0018: Go
No you don't, you need to go to your behaviors, look under modification +, then to the combat tab (i'm using table view i think), then near the bottom should be a 'leech' section. Shouldn't be connected to your effects at all, is just a behavior they have.
lol ok it works use the leech thing in the actual buff.
Got everything working thanks for the help :D