I'm looking to make an ability similar to the Bloodsplosion ability from Borderlands. Put simply, all overkill damage to a target is dealt in an area of effect around them. This effect can proc itself also. I originally asked this in the Data section, but was directed here (unfortunately, I hate using triggers for this kind of thing). 1. How would I find the overkill damage dealt to a unit when it dies? 2. How would I deal damage equal to this overkill amount?
Make a trigger with a Unit Takes Damage event, set the event to use fatal damage only. You then use a Damage Unit (From Unit) action that uses a dummy Damage type effect with 0 damage but has a splash radius and set the bonus damage to the Arithmetic (Real) function. You then plug in Triggering Damage Attempted Vitals and Triggering Damage Taken for the values and use subtraction.
Under the conditions you could require the triggering unit to require a buff applied by your ability.
I've set it up, and I've found two issues with it.
1. Bonus damage doesn't seem to work with the AoE damage caused by Search: Area. It definitely isn't the arithmetic, as I set it to a flat 10 damage and it still wasn't working, but setting the effect itself to do a flat 10 damage did work.
2. I took the feedback ability's impact sound and model and duplicated them for the dummy damage. The model (and presumably the sound) is triggering at the location of the killing unit, not where the unit died.
Ok you are going to need a For Each Unit In Unit Group action that uses the Units In Region Matching Condition function that uses a Convert Circle To Region function with the center using the Position Of Unit function. That should do a search around the triggering unit for targets to do a damage effect without splash.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I'm looking to make an ability similar to the Bloodsplosion ability from Borderlands. Put simply, all overkill damage to a target is dealt in an area of effect around them. This effect can proc itself also.
I originally asked this in the Data section, but was directed here (unfortunately, I hate using triggers for this kind of thing).
1. How would I find the overkill damage dealt to a unit when it dies?
2. How would I deal damage equal to this overkill amount?
Make a trigger with a Unit Takes Damage event, set the event to use fatal damage only. You then use a Damage Unit (From Unit) action that uses a dummy Damage type effect with 0 damage but has a splash radius and set the bonus damage to the Arithmetic (Real) function. You then plug in Triggering Damage Attempted Vitals and Triggering Damage Taken for the values and use subtraction.
Under the conditions you could require the triggering unit to require a buff applied by your ability.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I've set it up, and I've found two issues with it.
1. Bonus damage doesn't seem to work with the AoE damage caused by Search: Area. It definitely isn't the arithmetic, as I set it to a flat 10 damage and it still wasn't working, but setting the effect itself to do a flat 10 damage did work.
2. I took the feedback ability's impact sound and model and duplicated them for the dummy damage. The model (and presumably the sound) is triggering at the location of the killing unit, not where the unit died.
Ok you are going to need a For Each Unit In Unit Group action that uses the Units In Region Matching Condition function that uses a Convert Circle To Region function with the center using the Position Of Unit function. That should do a search around the triggering unit for targets to do a damage effect without splash.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Worked the trick
Ended up having to use a dummy effect to make the models work, but it's a pretty good trigger workaround.