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Healing ability doesn't go on cooldown

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Jun 1, 2017
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Healing ability doesn't go on cooldown when the healing amount exceeds max hp, the trigger is posted in the picture
 

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  • help.PNG
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Hmmm the abilitie still doesnt goes on cooldown when it heals above the targets max health.

  • Untitled Trigger 001
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Blood pact
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Blood pact for (Triggering unit)) Equal to 1
        • Then - Actions
          • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + ((Max life of (Target unit of ability being cast)) x 0.20))%
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Blood pact for (Triggering unit)) Equal to 2
            • Then - Actions
              • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + ((Max life of (Target unit of ability being cast)) x 0.30))%
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Blood pact for (Triggering unit)) Equal to 3
                • Then - Actions
                  • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + ((Max life of (Target unit of ability being cast)) x 0.40))%
                • Else - Actions
                  • If ((Level of Blood pact for (Triggering unit)) Equal to 4) then do (Unit - Set life of (Target unit of ability being cast) to ((Life of (Triggering unit)) + ((Max life of (Target unit of ability being cast)) x 0.50))%) else do (Do nothing)
 
Use a unit Starts the Effect of an ability.
Do what LorDz said, because "A unit begins casting an ability" does what its name says. Your spell will heal the target first, then, after a while, go on cooldown state. Any player could be able to order its caster to stop, and still benefit from its healing capabilities for no cost.

Also, a basic arithmetic operation could easily replace all those if blocks:
Current Life + (Max Life * 0.10 + (0.10 * Current Ability Level))
  • Level 1: Max Life * 0.20 (20%)
  • Level 2: Max Life * 0.30 (30%)
  • Level 3: Max Life * 0.40 (40%)
  • Level 4: Max Life * 0.50 (50%)

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Channel
  • Actions
    • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + ((Max life of (Target unit of ability being cast)) x (0.10 + (0.10 x (Real((Level of Channel for (Triggering unit))))))))
 
Sweet! Thanks for the help it worked.

  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blood pact
    • Actions
      • Unit - Set life of (Target unit of ability being cast) to (((Life of (Target unit of ability being cast)) + ((Max life of (Target unit of ability being cast)) x (0.10 + (0.10 x (Real((Level of Blood pact for (Triggering unit)))))))) + 1.00)%
 
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