I have a damage effect for my weapon and I added in leech life so whenever a unit with that weapon attacks his damage is also converted into life.
Problem is I don't want it to leech life off of buildings just units. If I try to filter it with flags then the unit won't be damaging the building either and I don't want that.
Is this possible or is there another way than using the leech life within the weapons damage itself?
I heard people use behaviors for their lifesteal but I can't find any way to do this.
You can use behaviors but there's no real advantage to that over using leech on damage effects.
What you want to do is use a switch effect, which validates if the target is a building or not. Make two damage effects, one with leech, one without. Now set your switch effect to validate for buildings, and use your non-leech-damage effect, and to use your leeching damage effect by default.
You can use behaviors but there's no real advantage to that over using leech on damage effects.
What you want to do is use a switch effect, which validates if the target is a building or not. Make two damage effects, one with leech, one without. Now set your switch effect to validate for buildings, and use your non-leech-damage effect, and to use your leeching damage effect by default.
Woot! I learn something everyday. This will help me with more of my stuff, thank you very much sir!
Well, if using a Behavior, lifesteal can be suppressed. Useful if some abilities disable lifesteal. You'd require many more Validators to achievement the same functionality if applying the lifesteal effect on the Weapon.
This worked great, but may I trouble you guys with another question?
I used Tyas method and it works perfectly for not lifestealing off of structures.
But I want to change my lifesteal from a constant value lifesteal to a % chance to proc lifesteal.
I thought upgrading the lifesteal effect from 0 to increments of 0.1 would do it but if lifesteal doesn't proc it just doesn't do any damage.
How would I make it so that if lifesteal doesn't proc the normal damage one in the switch will? or is there a better way to do this maybe with behaviors?
Sounds like you should definitely go with Behaviors, then. Especially if you want it to be upgradeable, as you can then simply stack a buff, if the increments are linear, of course.
You implementation sounds wrong. The Validators for the lifesteal Effect should be separate from the ones on the damage Effect.
I have a damage effect for my weapon and I added in leech life so whenever a unit with that weapon attacks his damage is also converted into life.
Problem is I don't want it to leech life off of buildings just units. If I try to filter it with flags then the unit won't be damaging the building either and I don't want that.
Is this possible or is there another way than using the leech life within the weapons damage itself?
I heard people use behaviors for their lifesteal but I can't find any way to do this.
You can use behaviors but there's no real advantage to that over using leech on damage effects.
What you want to do is use a switch effect, which validates if the target is a building or not. Make two damage effects, one with leech, one without. Now set your switch effect to validate for buildings, and use your non-leech-damage effect, and to use your leeching damage effect by default.
Woot! I learn something everyday. This will help me with more of my stuff, thank you very much sir!
Whether the lifesteal Effect is referenced through a Weapon or a Behavior doesn't matter.
A Validator should do the trick.
@TyaArcade: Go
Well, if using a Behavior, lifesteal can be suppressed. Useful if some abilities disable lifesteal. You'd require many more Validators to achievement the same functionality if applying the lifesteal effect on the Weapon.
This worked great, but may I trouble you guys with another question?
I used Tyas method and it works perfectly for not lifestealing off of structures.
But I want to change my lifesteal from a constant value lifesteal to a % chance to proc lifesteal.
I thought upgrading the lifesteal effect from 0 to increments of 0.1 would do it but if lifesteal doesn't proc it just doesn't do any damage.
How would I make it so that if lifesteal doesn't proc the normal damage one in the switch will? or is there a better way to do this maybe with behaviors?
Sounds like you should definitely go with Behaviors, then. Especially if you want it to be upgradeable, as you can then simply stack a buff, if the increments are linear, of course.
You implementation sounds wrong. The Validators for the lifesteal Effect should be separate from the ones on the damage Effect.
So solved! I think, I'm pretty sure. I have a pretty simple rockin' lifesteal effect now. :D Thank you guys. Let the force be with you.
Edit: You are no regular shmoe!