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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)
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))))))))
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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