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[Help]Life Steal

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Level 11
Joined
Aug 1, 2009
Messages
714
How could I make a life steal system
It will be a stackable system where you have 2 mask of death each gives 5% life steal. 2 mask = 10% life steal
Something like that.

It is like stacking and also it is NOT an Orb Effect. Thank you.

Edit: Triggers at Post #6
Clicky
 
Last edited:
Level 7
Joined
Sep 5, 2006
Messages
334
Vampire potion is not an orb effect, as for the stacking part, you will have to make many vampire potion with 5, 10, and etc
 
Level 11
Joined
Aug 1, 2009
Messages
714
Trigger it you damn lazy bastard. How? Set a variable as to how many masks of death a person has. Make sure that the items have no abilities. Then add the life steal ability with a level of your variable. Like you have 5 masks of death = Level 5 Life steal.

If you just used some stupid logic you wouldn't have to post here...

I wonder if it is not orb effect with your logic. and that is insulting.

BTW this is what I can do for now
  • Life Steal Item Attacks
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacking unit) is in UG_LifeSteal) Equal to False
      • Or - Any (Conditions) are true
        • Conditions
          • ((Attacking unit) has an item of type Canlas' Dagger) Equal to True
          • ((Attacking unit) has an item of type Mask of Death) Equal to True
    • Actions
      • Unit Group - Add (Attacking unit) to UG_LifeSteal
  • Life Steal Item Cancel
    • Events
      • Unit - A unit Starts the effect of an ability
      • Unit - A unit Stops casting an ability
      • Unit - A unit Begins casting an ability
      • Unit - A unit Begins channeling an ability
      • Unit - A unit Finishes casting an ability
    • Conditions
      • ((Triggering unit) is in UG_LifeSteal) Equal to True
    • Actions
      • Unit Group - Remove (Triggering unit) from UG_LifeSteal
  • Life Steal Item Take Effect
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • (GDD_DamagedUnit is A structure) Equal to False
      • (GDD_DamagedUnit is Mechanical) Equal to False
      • (GDD_DamageSource is in UG_LifeSteal) Equal to True
      • GDD_Damage Greater than or equal to 0.01
    • Actions
      • Set Item_LifeSteal = 0.00
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (GDD_DamageSource has an item of type Canlas' Dagger) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item carried by GDD_DamageSource in slot (Integer A))) Equal to Canlas' Dagger
                • Then - Actions
                  • Set Item_LifeSteal = (Item_LifeSteal + 0.03)
                • Else - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (GDD_DamageSource has an item of type Mask of Death) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to 6, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item carried by GDD_DamageSource in slot (Integer A))) Equal to Mask of Death
                • Then - Actions
                  • Set Item_LifeSteal = (Item_LifeSteal + 0.05)
                • Else - Actions
        • Else - Actions
      • Unit - Set life of GDD_DamageSource to ((Life of GDD_DamageSource) + (GDD_Damage x Item_LifeSteal))
      • Special Effect - Create a special effect attached to the origin of GDD_DamageSource using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit Group - Remove GDD_DamageSource from UG_LifeSteal
 
Last edited:
Level 8
Joined
Dec 9, 2009
Messages
397
Don't think you can detect where the damage caused is coming from (spell or attack) unless you trigger all the spells in your map.
 
Don't think you can detect where the damage caused is coming from (spell or attack) unless you trigger all the spells in your map.

An easy way to trigger non-triggered spell is too create a dummy which cast the non-triggered spell. Also replace all the "Make Unit cause XXX damages to OtherUnit" by "Create 1Damage Dummy for owner of Unit. Make Last Created Unit cause XXX damages to OtherUnit"
 
Level 11
Joined
Aug 1, 2009
Messages
714
An easy way to trigger non-triggered spell is too create a dummy which cast the non-triggered spell. Also replace all the "Make Unit cause XXX damages to OtherUnit" by "Create 1Damage Dummy for owner of Unit. Make Last Created Unit cause XXX damages to OtherUnit"

Common Sense to me... But I think I will going to RESTART every single spells here. ~_~
 
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