CarryByKilln 0 Posted November 14, 2021 Share Posted November 14, 2021 (edited) Life Leech doesn't heal nonhero units despite the tooltip not stating so, would be a nice change to make the hero more fun and flexible. Edited November 14, 2021 by CarryByKilln Link to post Share on other sites
CarryByKilln 0 Posted November 14, 2021 Author Share Posted November 14, 2021 <?xml version="1.0" encoding="UTF-8"?> <state name="State_Ichor_Ability1" icon="icon.tga" passiveeffect="effects/state.effect" movespeedslow="0.3" effecttype="StatusDebuff" allowtransfer="true" dynamicprecache="effects/impact2.effect" > <oninflict> <setscriptvalue name="impact2_effect" value="effects/impact2.effect" entity="this_entity" /> </oninflict> <onframe /> <ondamaged> <cantarget targetscheme="nonneutral_enemy_units"> <damageeffecttype effecttype="DOT" /> <else> <!-- Base heal amount --> <evaluate source="target_entity" a="source_missinghealth" /> <evaluate a="result" b="0.02" op="mult" /> <setvar0 a="result" b="15,25,35,45" op="add" /> <!-- Apply heal limiter state if they do not have it on them, otherwise apply reduced healing --> <hasmodifier name="ichor_Q_limiter" entity="target_entity"> <heal source="this_inflictor_entity" a="0.5" b="var0" op="mult" /> </hasmodifier> <else> <heal source="this_inflictor_entity" a="1" b="var0" op="mult" /> <applystate name="State_Ichor_Ability1_Limiter" source="this_inflictor_entity" target="target_entity" duration="1200" /> </else> <!-- Dynamic visual effects --> <getscriptvalue name="impact2_effect" destvar="str0" entity="this_entity" /> <playeffectdynamic effect="str0" source="target_entity" target="target_entity" occlude="true" /> <playeffect effect="effects/heal.effect" source="target_entity" target="" /> </else> </cantarget> </ondamaged> <altavatar key="Hero_Ichor.Alt" passiveeffect="../alt/ability_01/effects/state.effect" dynamicprecache="../alt/ability_01/effects/impact2.effect" > <oninflict> <setscriptvalue name="impact2_effect" value="../alt/ability_01/effects/impact2.effect" entity="this_entity" /> </oninflict> </altavatar> <altavatar key="Hero_Ichor.Alt2" passiveeffect="../alt2/ability_01/effects/state.effect" dynamicprecache="../alt2/ability_01/effects/impact2.effect" > <oninflict> <setscriptvalue name="impact2_effect" value="../alt2/ability_01/effects/impact2.effect" entity="this_entity" /> </oninflict> </altavatar> </state> Link to post Share on other sites
Mosher 2 Posted November 16, 2021 Share Posted November 16, 2021 (edited) When reading this I wonder if I just got hacked Edited November 16, 2021 by Mosher Link to post Share on other sites
ElementUser 838 Posted November 17, 2021 Share Posted November 17, 2021 Sure, I think it was an oversight back when the hero was made & Q was only intended to actually target heroes, and somehow that got translated into the attackers attacking the unit to only be enemy heroes. Link to post Share on other sites
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