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variables
{
player:
0: recentDamage
}
rule("Passive Healing - Buffer Reset")
- rule("Passive Auto-Healing")
- {
- event
- {
- Player Took Damage;
- All;
- All;
- }
- actions
- {
"Don't edit this rule - to alter the buffer duration, change the \"Passive Healing - Trigger\" rule."
Event Player.recentDamage = 0;
- Stop All Heal Over Time(Event Player);
Chase Player Variable Over Time(Event Player, recentDamage, 1000, 1000, Destination and Duration);
}
}
rule("Passive Healing - Trigger")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions
{
"Changing this number will change how long it takes to start auto-healing, after taking damage."
Event Player.recentDamage >= 1;
}
actions
{
"Changing these numbers will affect how much healing you receive and how quickly you heal."
Start Heal Over Time(Event Player, Event Player, 9999, 20);
- Wait(Workshop Setting Real(Custom String("Passive Auto-Healing"), Custom String("Previous Damage Buffer"), 1, 0, 20),
- Ignore Condition);
- Start Heal Over Time(Event Player, Null, Workshop Setting Integer(Custom String("Passive Auto-Healing"), Custom String(
- "Healing Duration"), 60, 0, 60), Workshop Setting Integer(Custom String("Passive Auto-Healing"), Custom String(
- "Healing Received Per Second"), 20, 0, 100));
- }
- }