I am trying to create an ability, based off Envenomed Spears, which damages and decreases the strength of the target by 1 every tick. The poison lasts 3 seconds but reduces the strength indefinitely if the target still has the debuff. When the debuff is removed, be it by the timer running out or dispel, the targets strength returns to its initial value.
I am using Bribe’s Damage Engine to detect the damage. Every detected tick of damage reduces the strength in the hidden Attribute Bonus ability by 1.
My problem is I cannot remember the most efficient way of saving the initial stats, in the hidden Attribute Bonus ability, before the poison starts reducing the stats.
So far, I have the damage and strength reducing part working proper.
I am using Bribe’s Damage Engine to detect the damage. Every detected tick of damage reduces the strength in the hidden Attribute Bonus ability by 1.
My problem is I cannot remember the most efficient way of saving the initial stats, in the hidden Attribute Bonus ability, before the poison starts reducing the stats.
So far, I have the damage and strength reducing part working proper.
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EnfeeblingPoisonDamage
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Events
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Game - DamageModifierEvent becomes Equal to 0.00
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Conditions
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(DamageEventTarget has buff Enfeebling Poison (Stacking)) Equal to True
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DamageEventPrevAmt Equal to 5.00
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Actions
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Set VariableSet DamageEventAmount = (Real(((Integer(((Real((Agility of DamageEventSource (Include bonuses)))) / 10.00))) x (Integer(DamageEventAmount)))))
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Ability - Set Ability: (Unit: DamageEventTarget's Ability with Ability Code: Attribute Bonus )'s Integer Level Field: Strength Bonus ('Istr') of Level: 0 to ((Ability: (Unit: DamageEventTarget's Ability with Ability Code: Attribute Bonus )'s Integer Level Field Strength Bonus ('Istr'), of Level: 0) - 1)
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Unit - Increase level of Attribute Bonus for DamageEventTarget
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Unit - Decrease level of Attribute Bonus for DamageEventTarget
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