- Joined
- Aug 1, 2009
- Messages
- 714
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You need use a Damage Detection System and trigger the life-steal.
Trigger it you damn lazy bastard. How? Set a variable as to how many masks of death a person has. Make sure that the items have no abilities. Then add the life steal ability with a level of your variable. Like you have 5 masks of death = Level 5 Life steal.
If you just used some stupid logic you wouldn't have to post here...
Life Steal Item Attacks

Events


Unit - A unit Is attacked

Conditions


((Attacking unit) is in UG_LifeSteal) Equal to False


Or - Any (Conditions) are true



Conditions




((Attacking unit) has an item of type Canlas' Dagger) Equal to True




((Attacking unit) has an item of type Mask of Death) Equal to True

Actions


Unit Group - Add (Attacking unit) to UG_LifeSteal
Life Steal Item Cancel

Events


Unit - A unit Starts the effect of an ability


Unit - A unit Stops casting an ability


Unit - A unit Begins casting an ability


Unit - A unit Begins channeling an ability


Unit - A unit Finishes casting an ability

Conditions


((Triggering unit) is in UG_LifeSteal) Equal to True

Actions


Unit Group - Remove (Triggering unit) from UG_LifeSteal
Life Steal Item Take Effect

Events


Game - GDD_Event becomes Equal to 0.00

Conditions


(GDD_DamagedUnit is A structure) Equal to False


(GDD_DamagedUnit is Mechanical) Equal to False


(GDD_DamageSource is in UG_LifeSteal) Equal to True


GDD_Damage Greater than or equal to 0.01

Actions


Set Item_LifeSteal = 0.00


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(GDD_DamageSource has an item of type Canlas' Dagger) Equal to True



Then - Actions




For each (Integer A) from 1 to 6, do (Actions)





Loop - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(Item-type of (Item carried by GDD_DamageSource in slot (Integer A))) Equal to Canlas' Dagger







Then - Actions








Set Item_LifeSteal = (Item_LifeSteal + 0.03)







Else - Actions



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(GDD_DamageSource has an item of type Mask of Death) Equal to True



Then - Actions




For each (Integer A) from 1 to 6, do (Actions)





Loop - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(Item-type of (Item carried by GDD_DamageSource in slot (Integer A))) Equal to Mask of Death







Then - Actions








Set Item_LifeSteal = (Item_LifeSteal + 0.05)







Else - Actions



Else - Actions


Unit - Set life of GDD_DamageSource to ((Life of GDD_DamageSource) + (GDD_Damage x Item_LifeSteal))


Special Effect - Create a special effect attached to the origin of GDD_DamageSource using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl


Special Effect - Destroy (Last created special effect)


Unit Group - Remove GDD_DamageSource from UG_LifeSteal
Don't think you can detect where the damage caused is coming from (spell or attack) unless you trigger all the spells in your map.
An easy way to trigger non-triggered spell is too create a dummy which cast the non-triggered spell. Also replace all the "Make Unit cause XXX damages to OtherUnit" by "Create 1Damage Dummy for owner of Unit. Make Last Created Unit cause XXX damages to OtherUnit"
