I'm currently trying to recreate League of Legends characters starting Taric and his Imbue ability.
Imbue is a healing spell that, when targeting an ally, heals both the ally and Taric himself for an amount. If Taric targets himself with Imbue, he heals himself for 40% more.
I am wondering if there is a way for me to create a single Modify Unit effect as the heal, and re-use it to both:
Heal both a target ally and caster (Effect targets both units)
or
Heal caster for 40% of the standard heal amount.
I can imagine how to do it using three separate Modify Unit effects, but I know that doing it his way will probably cause problems in the future when trying to do more complicated things.
Make the SearchArea really small
SearchAreaTargetEffect with TargetHealEffect filter for whatever
SearchAreaSelfEffect with SelfBonusHealEffect filter for self:required
The only way to do it with 1 effect is to use triggers to do all the healing.
Otherwise you can do it with 2 healing effects, a search area effect and a case effect.
Case effect is used to determine the case of self-cast (validator for target == caster). In this case simply use the stronger heal (+40%). Otherwise by default you run the search area effect.
The search area effect actually does no area searching but instead collects the caster and target with the include field. This allows you to run a target effect on both of them (instead of using a set effect with another heal for the caster). For search effect you use the standard target based heal amount.
For abilities that can be modified and involve scaling/math, do you have to use triggers?
Yes you need to use triggers since data does not support complex mathematics.
For per player scaling you can use upgrades to modify the base unit type. I think this is what most maps do and possibly even Heroes of the Storm. Scaling made this way will reflect in the tooltip.
You can also use catalog triggers. This allows more complex scaling mathematics than upgrades but is still limited to the same fields as upgrade and is slightly less elegant (you can end up with really messy triggers very easily).
If you do not care about tooltips, you can use formula on individual effects or buffs to scale properties like health or damage generally.
Thanks, I'll look into catalog actions in the future. So I"m stuck right now on using the switch effect. I think that I have it set up correctly to determine which healing effect to use, but I encounter an error when trying to use the ability. It doesn't allow me to target anything with the ability, it just gives me an error.
I'm currently trying to recreate League of Legends characters starting Taric and his Imbue ability.
Imbue is a healing spell that, when targeting an ally, heals both the ally and Taric himself for an amount. If Taric targets himself with Imbue, he heals himself for 40% more.
I am wondering if there is a way for me to create a single Modify Unit effect as the heal, and re-use it to both:
Heal both a target ally and caster (Effect targets both units)
or
Heal caster for 40% of the standard heal amount.
I can imagine how to do it using three separate Modify Unit effects, but I know that doing it his way will probably cause problems in the future when trying to do more complicated things.
I wonder if you can do this with search Areas...
Ability: Target
SelfHealEffect
SelfHealBonusEffect
TargetHealEffect
Make the SearchArea really small SearchAreaTargetEffect with TargetHealEffect filter for whatever
SearchAreaSelfEffect with SelfBonusHealEffect filter for self:required
HealSet - SelfHealEffect:
HealSetTarget
HealSetTarget SearchAreaTargetEffect
SearchAreaSelfEffect
If that doesn't work... I would just do it with triggers. Or look into validators. Im not the best with those.
The only way to do it with 1 effect is to use triggers to do all the healing.
Otherwise you can do it with 2 healing effects, a search area effect and a case effect.
Case effect is used to determine the case of self-cast (validator for target == caster). In this case simply use the stronger heal (+40%). Otherwise by default you run the search area effect.
The search area effect actually does no area searching but instead collects the caster and target with the include field. This allows you to run a target effect on both of them (instead of using a set effect with another heal for the caster). For search effect you use the standard target based heal amount.
@ImperialGood: Go
For abilities that can be modified and involve scaling/math, do you have to use triggers?
catalog actions in triggers might be what you are looking for.
@Fifthx: Go
Yes, I use triggers when it comes to scaling and computed values
Yes you need to use triggers since data does not support complex mathematics.
For per player scaling you can use upgrades to modify the base unit type. I think this is what most maps do and possibly even Heroes of the Storm. Scaling made this way will reflect in the tooltip.
You can also use catalog triggers. This allows more complex scaling mathematics than upgrades but is still limited to the same fields as upgrade and is slightly less elegant (you can end up with really messy triggers very easily).
If you do not care about tooltips, you can use formula on individual effects or buffs to scale properties like health or damage generally.
Thanks, I'll look into catalog actions in the future. So I"m stuck right now on using the switch effect. I think that I have it set up correctly to determine which healing effect to use, but I encounter an error when trying to use the ability. It doesn't allow me to target anything with the ability, it just gives me an error.
That is usually caused by validators. Make sure they make sense (correct unit is being validated).