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KARMA: RETRIBUTION IMPORT GUIDE :
1. Enable "Tick the Automatically create unknown variables ..." located at File>Preference>General
2. Copy the Karma: Retribution ability in the object editor
3. Import RingProgressHelper (check the downloaded map triggers), Timed Event Linked List, Timed Special Effect (v2.x), Unit Indexer, AND Damage Engine (Reforged users: do not copy from the test map, check the one linked instead) to your map
4. Copy the KarmaRetribution folder in the trigger editor
5. Configure the KarmaRetConfig trigger
6. Configure the KarmaRetFilter trigger for damage filtering; KarmaRet_HitUnit for unit that is about to get hit by the counter, KarmaRet_CounterUnit for the unit with Karma Retribution ability SPELL DESCRIPTION :
Enters 'Karma' state. Each time this unit takes damage, a stack of Karma is added to this unit and 40% of damage taken is negated prior to reductions. When the Karma stack reaches 8 stacks, unleashes a devastating attack to all enemies within 600 range, dealing 110%/220%/330% of accumulated negated damage during the Karma state. If a fatal blow is received, block the fatal blow at 1 HP and raises the stack to 8 instantly. 'Karma' cannot be dispelled, stolen, nor removed. SPELL INFORMATION :
Inspired by Xueyi's Karma ability in Honkai Star Rail, though designed very differently. The general idea is to establish a stack-like ability that can turn the tide effectively. MEDIA SHOWCASE :
CHANGELOG :
Version 1.2:
- Updated TSELL to v2.2
Version 1.1:
Add a filter to only damage enemies
Add the group condition filter to KarmaRetFatalDamage
Fix the Hide Ability from True to False for fatal damage
Add filter to import guide
Version 1.0.1: Added a warning note for Damage Engine. I started to think sticking with Reforged is a better decision for general usage at this point than 1.31.
Version 1.0: Released
Moved to Awating update as requested by the resource owner.
Short explanation: Clash of a dependency's different versions when imported with other resources of the same owner.
For everyone questioning why I use Hide Ability instead of Disable Ability, please refer to the following thread: BlzUnitDisableAbility Resets Cooldown?
Moved to Awating update as requested by the resource owner.
Short explanation: Clash of a dependency's different versions when imported with other resources of the same owner.
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