I want to implement a lifesteal powerup that would restore player's HP based on damage dealt to the enemy combatant.
I achieved a great result by doing this:
1. Creating
Status Effect called
Lifesteal (with default settings)
2. On ability itself called e.g.
Spell 1 I have set
User change > Value change > HP with a requirement:
Status Effect > LifestealThere I define efficiency, which defines how much HP should be restored based on the DMG formula. E.g. Restores 50% of the dmg dealt.
This works like a charm, but I would like to avoid setting this up for each ability separately. Is there any smarter way how to achieve the desired behaviour?
Thank you
This'll absorb any damage the combatant with the effect applies deals to others with abilites or items that have Use Absorb Effect enabled in their target changes.
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