Reflect Damage

Firezy

New Member
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How would I make a passive spell so that when the unit takes damage whether it be an attack or spell that there's a chance that the unit does not take damage and instead the damage is applied to the attacking unit
 

Emu.Man00

New Member
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Not sure about this, but for attacks doesn't Defend ability have a chance to block piercing damage? Maybe you could work on that.

On the other hand, if you want it to work for spells too you'd have to make it compltly triggered, and if you make a system, you might as well make it for normal attacks too, for consistantcy.
 

Vaius

New Member
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19
Well, this is the closest I could get to what you want, but it may not work. This is for 10% chance of returned damage.

Code:
Return Damage
    Events
        Unit - A unit Is attacked
    Conditions
        ((Attacked unit) has buff Return_Damage_Buff) Equal to True
    Actions
        Set Percentage = (Random integer number between 1 and 10)
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Percentage Equal to 1
                    Then - Actions
                        Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + (Damage taken))
                        Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) - (Damage taken))
                    Else - Actions
                        Do nothing
 

denmax

You can change this now in User CP.
Reaction score
155
Trigger:
  • takes dmg
    • Events
      • Map initialization
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • GameStarted Equal to False
        • Then - Actions
          • Set GameStarted = True
          • Set ugarray[999] = (Units in (Playable map area))
          • Unit Group - Pick every unit in ugarray[999] and do (Actions)
            • Loop - Actions
              • Trigger - Add to trigger <gen> the event (Unit - (Picked unit) Takes damage)
          • Custom script: call DestroyGroup(udg_ugarray[999])
        • Else - Actions
          • Trigger - Add to trigger <gen> the event (Unit - (Triggering unit) Takes damage)


Trigger:
  • trigger
    • Events
    • Conditions
      • (Level of ability for (Triggering unit)) Greater than 0
      • (Damage taken) Greater than 0.00
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Cause (Triggering Unit) to damage (Damage source), dealing ((Damage taken)) damage of attack type Spell and damage type Unknown
      • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (Damage taken))
      • Trigger - Turn on (This trigger)
 

Chocobo

White-Flower
Reaction score
409
currently for not taking damage after taking damage, it is more complicated than

Code:
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (Damage taken))

which does not allow the unit to survive a critical attack (such as 999999 dmg on a 10000 hp unit). You would need a timer callback at 0.00 seconds and a "survival" ability based on Item Life Bonus (searching thread)
 

denmax

You can change this now in User CP.
Reaction score
155
just refleced your self

It doesn't reflect yourself. (Unless you dealt damage to yourself, which is kind of stupid and or impossible unless a range 1 siege attack suddenly appears)

The first triggers adds every unit to the event of the trigger. If any unit being attacked has a "Reflect skill", then the actions occur.


EDIT:
@Chocobo
The only reason why I placed that trigger is because I really don't know how to "null" damages received. I'm no JASSer btw.
 
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