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Posted: Wed Apr 12, 2006 8:44 am
by Soulytfs_1
I have looked, i have tryed, nothing....
I have a atack that needs to do slow healing, got it right in Projectiles and it heals fine but it heals the unit till max health even if i make the healing dmg to 0.001 still heals a unit fully!

I have read in fear's docs that Healing dmg use the internal heal effect in projectile groups- witch is linked to "Internal Healing sparkle" projectile.
Now this projectile "INHS" does no dmg.
The only thing i can find doing healing dmg is Journeyman healing witch does 20.000 healing dmg.
Now i have played around with that number, even 0.001 my atack still heals fully!

Now i got my atack to do slow healing, by doing explosive dmg with (-0,100 dmg). The problem is that i want it to heal and make the sparkels that you get when healing a unit? but not heal the unit fully 5% to 10% per pop!
Also i have played around with the flags "dont make unit flinch" but my unit still Flinch's if i do healing dmg. Explosive's,slashing that works=no flinching.

Dont bug out about the flinching ,if you can mb just help me with the slow healing and get the healing effect.Plz



:blush:

Posted: Wed Apr 12, 2006 10:01 am
by haravikk
If you give a projectile a negative damage then it heals instead of damages. You can use this along with continuous damage to cause slow healing.

If you want it to heal over a period of time then what you want to set is the "Detonates continously" flag (iirc it's in the flags, may be labelled slightly differently). Anyway, this flag causes it to keep causing damage over and over, so set the damage down to something closer to -0.005 or maybe even lower depending on how long it lasts for.

Anyway, to make the attack stop then all you do is give it a life-span after which to expire. You can tell it to promote at end of lifespan and set it so that it doesn't promote to anything, this way once it's done it just disappears :)

Also make sure to set the "Only destroyed by lifespan" flag.

Now for the sparkle what you want to do is set the detonation projectile group to (iirc) Internal Healing Effect. There are several Internal Healing groups so make sure to pick the right one, it should give you the healing effect you want though you may need to copy and tweak it slightly to get it to work perfectly.

The problem with ordinary healing is that although you can change the rate at which it heals, it will not stop until the unit's healing fraction is reached, which is a setting in the unit tag that tells healing when to stop (ie how much a unit can be healed by).
Negative damage however will keep going even if the unit is fully healed, though it can't give extra health it will ALWAYS continue until you tell it to stop (ie with a lifespan).
Also note that iirc negative damage does not allow to heal a stoned unit, it will replenish their health but they will remain frozen.

Posted: Wed Apr 12, 2006 11:22 am
by Gleep
Haravikk's post covered most things. I just thought of a few things to add.

Using the gas damage type is a popular way of doing healing damage that won't fill a unit's health up. It has the plus side that it can also do damage to evil or undead units if you so choose(just change the object tag's gas modifier).

As for flinching make sure the projectile you use doesn't have "can stun" checked, and of course check the "does not make monsters flinch". Also monsters have a flinch rate depending on how much damage they take, but if you do the two things above that shouldn't matter.

Haravikk--Did you mean negative healing damage as healing type won't heal a stoned unit, or were just referring to something like negative gas damage?




Edited By Gleep on 1144859105

Posted: Thu Apr 13, 2006 6:52 am
by haravikk
If a unit is turned to stown ala Trow or a stoning attack, then it must be healed to unstone it. However, when you do this it doesn't fully heal the unit as normal (at least for the Trow it doesn't).
Anyway, this is a property of the Healing damage type. So using negative damage to heal something won't unstone it like 'proper' healing does.

Posted: Thu Apr 13, 2006 4:41 pm
by Gleep
ok heh learned something then, thanks. Although I don't think negative healing should/would ever be used/needed.

Posted: Thu Apr 13, 2006 5:56 pm
by haravikk
Depends what you want to use it for. Damage based healing lets you have healing only affect units that are able to take that type of damage, or which heals some units more than others (e.g elven healing would effect elves more than humans). Or healing attacks that also set things on fire, that cause paralysis or all kinds of things really =)

Also (don't quote me on this one as I haven't tried), but I think that negative damage may be required to have a healing effect that also propels units. Like if you wanted to have a tr0 kick of life :)

Posted: Fri Apr 14, 2006 9:33 pm
by Gleep
Heh I wasnt referring to dmg based healing but the actual healing damage type, but I got it.

Posted: Sat Apr 15, 2006 12:18 am
by GodzFire
Slow Healing


I prefer sexual healing.....

Posted: Sat Apr 15, 2006 10:03 am
by Soulytfs_1
GodzFire wrote:
Slow Healing
I prefer sexual healing.....
LOL.
Thank you for our reply.
Got it...

Posted: Sun Apr 16, 2006 3:32 am
by haravikk
Gleep wrote:Heh I wasnt referring to dmg based healing but the actual healing damage type, but I got it.
Well the healing damage type is a more specialised form of healing (not to mention that removing it would break all old healing units, including the original jman :)), it only heals up until the healing fraction for that unit (e.g you can set a unit to only heal up to 50% of its health, no higher). It will also keep going until either the target has been healed to that fraction, or is dead. Which in the case of the undead is particularly nasty, because if a jman/heron guard gets a healing spell on your precious unit (thrall, heh) then it's done for plain and simple, regardless of how much health it has. Similarly it will also heal any unit of any health, so healing a trow requires no more attempts than a dwarf, you heal once and leave it. With negative damage you either have to heal multiple times (ie a bit at a time) or you will set it healing and it will just keep going, for example if it's set to simulate healing for a period of 10 seconds, then it will keep healing that unit for 10 seconds, even if it's already at full health.

It also does things like interrupt if the unit is made to flinch, and also applies the healing effect to EVERY unit within its influence. So in the case of Souly's problem, healing damage type would give him the sparkle effect he'd want (ie every unit being healed would have the heal FX), but everything mentioned above would happen as well, so it would be no good for this instance as that's not what he requires.