Hi, I have an explode ability that will damage nearby enemies at the cost of killing yourself. However, I want the damage to be based off of the caster's (the suicide unit) health. I looked at how the high templar feedback worked in the data editor, how it's damage is based off of the energy of the target. I made the explode ability based off of life instead of energy, but I do not know how to make it based off of the caster life instead of the target life.
could you make the caster the target of the spell itself, but make the area damage higher? just have AoE feedback that targets self and has life instead of energy?
How would I do that? It looks like the damage effect does an aoe search so I think it targets all enemies and does damage based off of each of their hp.
I don't think it is doable only via data. I guess you'll need some trigger tweaking, and personally I think it is a really easy thing to do.
If you need it done, let me know.
By the way, in the Unit Uses Ability event, is there a way to detect the use of the ability before it executes? Maybe I can try to modify the Combat - Amount data field before it hits.
Actually it is doable via data only. Use a create persistent effect with period count set to zero and persist until destroyed checked. Set the periodic validator to check if the caster is alive. Then have the periodic effect be a set which damages both the caster and target by 1.
This won't account for the target's armor, but it's not too hard to figure out a workaround.
I got it to work. The persist until destroyed checkbox was making the game freeze so somehow the persistent effect was running infinitely, then after some tweaking I realized 0 period duration made all of the periodic effects pile up before the unit actually took the damage and thus bypass the Unit Not Dead validator. I made the duration .001 and it works fine. Thanks for the help! :)
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Hi, I have an explode ability that will damage nearby enemies at the cost of killing yourself. However, I want the damage to be based off of the caster's (the suicide unit) health. I looked at how the high templar feedback worked in the data editor, how it's damage is based off of the energy of the target. I made the explode ability based off of life instead of energy, but I do not know how to make it based off of the caster life instead of the target life.
Thanks in advance.
could you make the caster the target of the spell itself, but make the area damage higher? just have AoE feedback that targets self and has life instead of energy?
How would I do that? It looks like the damage effect does an aoe search so I think it targets all enemies and does damage based off of each of their hp.
@Kaelmis: Go
I don't think it is doable only via data. I guess you'll need some trigger tweaking, and personally I think it is a really easy thing to do. If you need it done, let me know.
I can probably make a trigger work for it so I will try that. I was just hoping there was an easy fix in the data editor.
By the way, in the Unit Uses Ability event, is there a way to detect the use of the ability before it executes? Maybe I can try to modify the Combat - Amount data field before it hits.
Actually it is doable via data only. Use a create persistent effect with period count set to zero and persist until destroyed checked. Set the periodic validator to check if the caster is alive. Then have the periodic effect be a set which damages both the caster and target by 1.
This won't account for the target's armor, but it's not too hard to figure out a workaround.
@RileyStarcraft: Go
I will try that, thanks.
I got it to work. The persist until destroyed checkbox was making the game freeze so somehow the persistent effect was running infinitely, then after some tweaking I realized 0 period duration made all of the periodic effects pile up before the unit actually took the damage and thus bypass the Unit Not Dead validator. I made the duration .001 and it works fine. Thanks for the help! :)