Damn TwoVenomous! I'm really happy to see you creating abilities, systems and all sort of stuff for people Even I wondered a lot of times how to create a skill like this one
You forgot to warn that this ability requires Unit Indexer
This seems a very preferable alternative, I like the simplicity of it... Anyway, let just say there will be more custom units with the same spell, and the lifecheck will be performed every 0.1 second, how many of them can be handle without affecting game performance...?I wouldn't use this design. Just use a Periodic Interval or Timer that checks the status of your Berserker Blood unit(s) every 0.25 second or so. Then update the values of the Berserker Blood abilities according to your unit's current life.
I'm still playing the old version ones, v1.27... XDIn version 1.31+ we can toss out the Spellbook/Set level design and modify ability fields directly through triggers. An example can be found here:
So your unit would be given hidden Attack Speed/Attack Damage abilities and you would modify their field values directly instead of messing with ability level.Attribute based Spells and More (SetAbilityRealLevelField)
------SetAbilityRealLevelField Tutorial------ Hi Everyone, this is my "First Tutorial" about SetAbilityRealLevelFields in GUI, and evrything we can Modify on our Spells. I started this Tutorial because, i cant find anything about it on Hive.. and its very usefull for Beginners. Content...www.hiveworkshop.com
You won't notice a change in performance, you're only checking life totals and possibly changing ability levels.So, in this case, where is the cause of the problem (for this design)...?
This seems a very preferable alternative, I like the simplicity of it... Anyway, let just say there will be more custom units with the same spell, and the lifecheck will be performed every 0.1 second, how many of them can be handle without affecting game performance...?
I'm still playing the old version ones, v1.27... XD
But thanks for the reply...