Ooohhh, that's pretty nifty. I still hope that some better methods will be possible, but for now, that ought to work just fine. Thanks a ton for that! =D
EDIT: Huh. It doesn't appear that there are any logarithms available. Still not sure how this would be done. . . I really like your idea, though.
I'm trying to make the damage reduction dynamic. Unfortunately, it's multiplicative on a single behavior with stacks. So 0.99 with a stack of two ends up being 0.9801 damage.
Any ideas on an "easy" way to set the reduction through triggers to a specific value on a per Unit basis?
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Interesting, though I did notice some other gameplay related values that could be changed, such as LifeArmor for instance.
What exactly do you mean by desync, though?
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Ooohhh, that's pretty nifty. I still hope that some better methods will be possible, but for now, that ought to work just fine. Thanks a ton for that! =D
EDIT: Huh. It doesn't appear that there are any logarithms available. Still not sure how this would be done. . . I really like your idea, though.
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I'm trying to make the damage reduction dynamic. Unfortunately, it's multiplicative on a single behavior with stacks. So 0.99 with a stack of two ends up being 0.9801 damage.
Any ideas on an "easy" way to set the reduction through triggers to a specific value on a per Unit basis?
0
Okay, I'm able to get the value from the field LifeDamageGain[Melee], but I'm unable to set it.
In other words,
Value of Units (String((Unit type of (Triggering unit)))) "LifeDamageGain[Melee]" for player (Owner of (Triggering unit)) Returns proper value.
Set value of Units (String((Unit type of (Triggering unit)))) "LifeDamageGain[Melee]" for player (Owner of (Triggering unit)) to "5" DOES NOT WORK
It gives the following error:
ErrorCatalogFieldNotWritten Trigger Error in 'gt_ArmorChange_Func': TriggerDebug/ ErrorCatalogFieldNotWritten
Any ideas what I'm doing wrong? Can't for the life of me figure it out. . .