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Inversed damage. Damage that heals.


Best Answer Eol Ecthelion, 06 January 2017 - 04:01 AM

Yea the idea was avoid doing that, since we already did it but i wasn't satisfied because it doesn't fit as intended. Until this day I still couldn't find an alternative way so i had to conform myself by working out the Radius / ping delay values. 

Gonna show ma numbers and mark it resolved. 

Object SpellBookFlood

   Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh  
EffectRadius = 70 ;;=;; 200 
PingDelay = 0 ;;=;; 500;msec
HealPercentPerSecond = 40% 
AllowFilter = ANY +RohanGenericEnt +RohanTreeBerd
NonStackable = No
HealFX = FX_SpellHealUnitHealBuff
End
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#1 Eol Ecthelion

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Posted 29 September 2016 - 07:35 PM

I bet this should exists on this game. and i can't even think of a example.

 

Ok this is what i want, a weapon that hurts enemies, but it also affects allied units... but do not damage them, it heals them. Or, alternatively, certain damage taken from certain DamageType enables something special.

 

In the second case, is there any behavior (including hidden behaviors from game.dat) that at least DO SOMETHING when receiving certain amount of a DamageType. Similarrly to FlammableUpdate. 

 

 

In fact, what i want is Ents receiving WATER Damage Type from Flood, and this damage healing them. (

 

It's a bit messy, but i must be the first one asking something like this. Which is really cool.

Hope my idea was understood. Thx i wait replies :D



#2 Echo

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Posted 02 October 2016 - 11:35 AM

I assume there is a less tricky way of achieving this is BFME 2, but my attempt in BFME 1 would be to give the Flood hordes a passive healing that only heals ents. Look at the well, for example, and go from there.

    Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWaterForEnts_Ahh
        EffectRadius            = GONDOR_WELL_AOE_RADIUS
        PingDelay            = 3000    ;2000;msec
        HealPercentPerSecond        = 10%
        AllowFilter            = NONE +RohanGenericEnt +....
        NonStackable            = Yes
        HealFX                = FX_SpellHealUnitHealBuff
    End

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#3 Eol Ecthelion

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Posted 06 January 2017 - 04:01 AM   Best Answer

Yea the idea was avoid doing that, since we already did it but i wasn't satisfied because it doesn't fit as intended. Until this day I still couldn't find an alternative way so i had to conform myself by working out the Radius / ping delay values. 

Gonna show ma numbers and mark it resolved. 

Object SpellBookFlood

   Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh  
EffectRadius = 70 ;;=;; 200 
PingDelay = 0 ;;=;; 500;msec
HealPercentPerSecond = 40% 
AllowFilter = ANY +RohanGenericEnt +RohanTreeBerd
NonStackable = No
HealFX = FX_SpellHealUnitHealBuff
End

Edited by Eol Ecthelion, 06 January 2017 - 04:03 AM.





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