calaverinha Posted January 27 Share Posted January 27 In this case here, for a buff: <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="blockperc" operation="set" value="@ ? "/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="blockperc" operation="divide" value="10"/> <passive_effect name="HealthMaxBlockage" operation="base_add" value="@blockperc"/> What should I use? I want my buff to reserve 10% of my max health. Link to comment Share on other sites More sharing options...
Telric Posted January 27 Share Posted January 27 <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="TotalHealth" operation="set" value="200"/> <passive_effect name="HealthMax" operation="base_set" value="@TotalHealth"/> I set a cvar to a number, then use that passive to set the health to that cvar, then i can do math to that cvar and it writes that final number to maxhealth. You'd have to have a health cvar, a block percent cvar, then also a block amount cvar, and do math between the two and write the final back to the health cvar. Something like this, with each name as a it's own cvar: Totalhealth = 100 BlockPerc = .1 Totalhealth x BlockPerc = TotalBlock Totalhealth - TotalBlock = FinalNumber Totalhealth = FinalNumber Could be another easier way, but my tired brain isn't working 100% tonight, so this is what i got. lol Link to comment Share on other sites More sharing options...
calaverinha Posted January 28 Author Share Posted January 28 <buff name="get_max_life" hidden="true"> <duration value="1"/> <stack_type value="replace"/> <effect_group> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="TotalStat" operation="set" value="100"/> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="TotalStat" operation="add" value="@$LastPlayerLevel"> <requirement name="PlayerLevel" operation="LTE" value="100"/></triggered_effect> </effect_group> <effect_group> <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="TotalStat" operation="set" value="200"> <requirement name="PlayerLevel" operation="GT" value="100"/></triggered_effect> </effect_group> </buff> This worked. Now I can work on some life % over time buffs. Link to comment Share on other sites More sharing options...
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