Hello everyone! How are you going? I'm here one more time, now asking for help to detect where is the problem. Let me explain:
Recently, I've triggered all orb effects in my project, so they can stack (different from the standard orb effects). One of my heroes have a Reflect ability, based on Footman's Defend. Basically, it can reflect enemies projectile back to them.
This is one of the items that have life steal. I did these triggers using tutorials here at Hive, and I liked that they can life steal more than once, if you have more than one item, so I let it as it is. My doubt is: Is there a way to not make the life steal event occur, if the attacks come fron an enemy? I'm looking for an answer because, unexpectedly this is a good dynamic, but it just don't fit in the hero's idea, nor in the game itself, because the hero itself is a great Tank STR Hero. With this, he is almost unkillable.
Thanks in advice.
Recently, I've triggered all orb effects in my project, so they can stack (different from the standard orb effects). One of my heroes have a Reflect ability, based on Footman's Defend. Basically, it can reflect enemies projectile back to them.
This is one of the items that have life steal. I did these triggers using tutorials here at Hive, and I liked that they can life steal more than once, if you have more than one item, so I let it as it is. My doubt is: Is there a way to not make the life steal event occur, if the attacks come fron an enemy? I'm looking for an answer because, unexpectedly this is a good dynamic, but it just don't fit in the hero's idea, nor in the game itself, because the hero itself is a great Tank STR Hero. With this, he is almost unkillable.
Thanks in advice.
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Vampiric Mechanism 20
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Events
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Unit - A unit Takes damage
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Conditions
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((Damage source) has an item of type |cffa04b32Vampiric Mechanism|r (|cffffff00Rank 2|r)) Equal to True
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(Damage From Normal Attack) Equal to True
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((Damage source) is an illusion) Equal to False
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Actions
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Set VariableSet Orb_LifeSteal = 0.20
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Set VariableSet Orb_LifeSteal_Damage = (Damage taken)
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Set VariableSet Orb_LifeSteal_Total = (Orb_LifeSteal_Damage x Orb_LifeSteal)
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Set VariableSet Orb_LifeSteal_PopuP = (Integer(Orb_LifeSteal_Total))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Orb_LifeSteal_Total Greater than 1.00
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Then - Actions
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Unit - Set life of (Damage source) to ((Life of (Damage source)) + Orb_LifeSteal_Total)
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Floating Text - Create floating text that reads (+ + (String(Orb_LifeSteal_PopuP))) above (Damage source) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Set the velocity of (Last created floating text) to 128.00 towards 90.00 degrees
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Floating Text - Change the fading age of (Last created floating text) to 0.40 seconds
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Floating Text - Change the lifespan of (Last created floating text) to 1.20 seconds
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Else - Actions
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Do nothing
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