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[Solved] Every cast gives max HP/Damage scales to stats

Level 9
Joined
Mar 26, 2020
Messages
209
Im making an ability that when casted, increase the maximum hp of the caster by 100 hp, how do you do that? (not the heal trigger)

also while where at it, ive seen many rpg maps has this system but how do you do it? ex: thunder clap (just base stats) but additional damage increases based on your strength by 50% or something
 
1. You can Add the Item Life Bonus ability to the caster. A lot of Item abilities will stack.
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to YOUR ABILITY
  • Actions
    • Unit - Add Item Life Bonus (100) to (Triggering unit)
You can also permanently modify a unit's maximum life without using abilities. You simply use the Arithmetic function to set it to (Current Max HP + 100).
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to YOUR ABILITY
  • Actions
    • Unit - Set Max HP of (Triggering unit) to (Max HP of (Triggering unit) + 100)
^ This has the downside of not updating the unit's current hp properly. But that can be fixed by first caching unit's current life % in a variable and reapplying it after the change.

2. You can trigger the effects from scratch or modify the damage using the Set Ability Field actions.
 
Last edited:
2. You can trigger the effects from scratch or modify the damage using the Set Ability Field actions.
Oh i didn't know there was a thread of this already, thank you!
You can also permanently modify a unit's maximum life without using abilities. You simply use the Arithmetic function to set it to (Current Max HP + 100).
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to YOUR ABILITY
  • Actions
    • Unit - Set Max HP of (Triggering unit) to (Max HP of (Triggering unit) + 100)
Ahh i forgot this is a thing, i did not think of this. Thank you again!
oh and a Happy New Year :thumbs_up:
 
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