Pretty sure it's hard-coded to always damage the digested unit AFAIK. The only other option I can think of is to trigger it.
I know that I have to trigger it... but how do I trigger it? How do I check if the unit has devoured someone and if the devoured unit is still in his stomach?
If the former, I have a neat trick I'm excited to see used.
He just told you.
Blah, no need for all that bloat. See above.I see. Well I'd add the Kodo and devoured unit in an array and use a periodic trigger to heal and check if the unit is still alive respectively. You might want to look at Bribes GUI DDS; I think it has an event for when a unit is loaded/unloaded but I'm not sure.
Bah, nothing that impressive. But like I said, you can 'catch' the loading, 'catch' the unloading, and have access to the 'loader' and the 'loadee'. That's all you need to (trigger) add/remove custom (passive) abilities (Spellbooked if necessary) for the modification of either (well, hopefully. You can definitely mess with the 'loader', though).Dehua_Darbuya said:Now I'm curious. What's the trick, o' wise magician?
Did I?He just told you.
Ooh-hoo, that looks useful... So you can (with triggers) mess with the guy inside? And with the stock Unload ability they can 'disgorge' themselves?fun fact kodos count as transports. they can even unload things if you give them the ability.
set the damage per second to 0 from the "devour cargo" ability. then add these two triggers:
Untitled Trigger 001
Events
Unit - A unit enters (Playable map area)
Conditions
Actions
Trigger - Add to Untitled Trigger 002 <gen> the event (Unit - (Entering unit) Takes damage)
Untitled Trigger 002
Events
Conditions
((Triggering unit) is loaded into (Damage source)) Equal to True
(Damage taken) Equal to 0.00
Actions
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 1.00)
Yep. See above.I assumed he had another alternative for healing the Kodo Rider other than using the same method he stated in his post.
Ooh-hoo, that looks useful... So you can (with triggers) mess with the guy inside? And with the stock Unload ability they can 'disgorge' themselves?
Question: Why do you have two separate triggers (& one that just adds an event to the other)? Why not 1 trigger (Trigger 002) with the event already in place??
No worries about pre-placed; I work with "melee additions" only so that's unnecessary.to my knowledge this is the only sensible way to use damage events since they have to be "specific unit" gets damaged instead of "any unit" gets damaged. so the other trigger adds the specific unit event for every unit there is.
if you have preplaced units you'll need another trigger to add the event for those, as well.
Yeah but I AIN'T GONNA BE PART OF YOUR SYSTEMIt is the sole reason why Damage Detection Sytems exists.
Ok, and that'll work... But AFAIK looping/periodic triggers are rather intensive on the game, requiring a relatively high amount of computer power. My solution avoids that.