I have had numerous reports from players playing my RPG (ZHRPG) that restoring a saved hero who has life or energy stealing items causes the hero to load with 0 to the equipped stat. Then, removing the item that gives the stat creates a negative version, like some strange void.
For example:
1. Hero equips 10% life steal item
2. Hero attacks a unit and gains life from dealing damage equal to 10%
3. If hero removes the item, the life steal goes to 0%. Re-equipping the item works normally
4. Hero saves
5. Hero loads in a new game
6. Hero still has equipped item with 10% life steal
7. Hero attacks a unit but gains no life from dealing damage
8. Hero removes 10% life steal item
9. Hero now deals 10% damage to himself when attacking
The item has an on equip behavior that provides the life steal.
Lifesteal through data editor doesn't work. You have to do it through triggers with the 'unit takes damage' event. For a simple formula that heals 10% of damage done per stack of the behavior, you can do it this way.
if
-'(any) unit takes damage'
conditions
-'unit (damaging unit) has behavior "Lifestealing."
variables
-'lifesteal' (integer) "Stack of behaviors "Lifestealing" on "Damaging Unit"
-'amt' (Real) "triggering damage amount"
-'Final' (Real) "No value"
Actions
Set variable 'Final' = (Arithmetic('amt' / '0.1'))
Set variable 'Final' = (Arithmetic(Final * (convert integer to real(Lifesteal))))
Set 'damaging unit' life to 'Arithmetic(damaging unit life (current))+'Final')
You might want to clarify what you mean about this "Lifesteal through data editor doesn't work.", as it does in fact work. It might not work WELL, but it does work. So I think you should explain what you mean by that.
I'm not trying to argue you, but I just want other people who read this to know exactly what you mean by that statement.
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I have had numerous reports from players playing my RPG (ZHRPG) that restoring a saved hero who has life or energy stealing items causes the hero to load with 0 to the equipped stat. Then, removing the item that gives the stat creates a negative version, like some strange void.
For example: 1. Hero equips 10% life steal item
2. Hero attacks a unit and gains life from dealing damage equal to 10%
3. If hero removes the item, the life steal goes to 0%. Re-equipping the item works normally
4. Hero saves
5. Hero loads in a new game
6. Hero still has equipped item with 10% life steal
7. Hero attacks a unit but gains no life from dealing damage
8. Hero removes 10% life steal item
9. Hero now deals 10% damage to himself when attacking
The item has an on equip behavior that provides the life steal.
@Zantai: Go
@Sharicasmi: Go
You might want to clarify what you mean about this "Lifesteal through data editor doesn't work.", as it does in fact work. It might not work WELL, but it does work. So I think you should explain what you mean by that.
I'm not trying to argue you, but I just want other people who read this to know exactly what you mean by that statement.