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Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: MoLAoS on 6 May 2012, 18:23:59

Title: Re: Lifesteal and recourse effects
Post by: MoLAoS on 6 May 2012, 18:23:59
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Title: Re: Re: Lifesteal and recourse effects
Post by: Omega on 7 May 2012, 09:42:52
If MegaGlest (or you, since you're using a custom engine, right?) were to implement GAE's effects, you could very easily have "life steal" and "mana burn" (assuming the former just absorbs health and gives it to the attacker while the latter simply damages EP).

How would I use effects to produce lifesteal and manaburn? I don't recall seeing that on the wiki.

Oh, I see it now, recourse effects right?

But is that really lifesteal? How would it get the precise amount of damage done to the enemy to apply the lifesteal % to? How would it deal with upgrades to lifesteal?
Yes, recourse effects along with a <recourse-ends-with-target/> flag, so not 100% precise.
Title: Re: Re: Lifesteal and recourse effects
Post by: Omega on 7 May 2012, 17:30:49
If MegaGlest (or you, since you're using a custom engine, right?) were to implement GAE's effects, you could very easily have "life steal" and "mana burn" (assuming the former just absorbs health and gives it to the attacker while the latter simply damages EP).

How would I use effects to produce lifesteal and manaburn? I don't recall seeing that on the wiki.

Oh, I see it now, recourse effects right?

But is that really lifesteal? How would it get the precise amount of damage done to the enemy to apply the lifesteal % to? How would it deal with upgrades to lifesteal?
Yes, recourse effects along with a <recourse-ends-with-target/> flag, so not 100% precise.

Can you set lifesteal as a % of the final damage done to the target?
Since "lifesteal" is simply damaging a foe and giving the attacker the same amount of health via HP regen in recourse effects, you could make it a (again, dirty) percentage by changing the amount of HP regen in the effect.