What your trigger shows are:
- The Leech Buff increased damaged dealt by 30% of the Source's Strength.
- The Source will have it's HP increased by the damage dealt plus 30% of its current life.
- Upon dealing the damage, the Buff will be removed from the Source.
^If those are what you want, then you did it right.
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Also any idea how to force a unit to play its spell animation instead of attack? I tried putting Play Unit Animation but after the attack animation happen only then the spell animation will be played
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SetUnitAnimationById is an alternative, and overrides current animation. The problem is, you need to know the animation index of the spell and it varies every model. So example, the animation index is 3 for Model1, it may or may not be the same for Model2, Model3, etc. You catching my drift?
- The Leech Buff increased damaged dealt by 30% of the Source's Strength.
- The Source will have it's HP increased by the damage dealt plus 30% of its current life.
- Upon dealing the damage, the Buff will be removed from the Source.
^If those are what you want, then you did it right.
----------
Also any idea how to force a unit to play its spell animation instead of attack? I tried putting Play Unit Animation but after the attack animation happen only then the spell animation will be played
----------
SetUnitAnimationById is an alternative, and overrides current animation. The problem is, you need to know the animation index of the spell and it varies every model. So example, the animation index is 3 for Model1, it may or may not be the same for Model2, Model3, etc. You catching my drift?