I tinkered around more, and cannot make one bit of sense of this effect. I've tried heal, debuff, buff, other types, and self, enemy, and friendly targets, and now all it does is instantly heal every target to full health, even though it would be mathmatically impossible for them to heal more than 1 health per hit.
Code: xml
- <SpellType>Tactical</SpellType>
- <SpellClass>Defensive</SpellClass>
- <SpellSubClass>heal</SpellSubClass>
- <SpellTargetType>self</SpellTargetType>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>CurHealth</Attribute>
- <Calculate InternalName="Calc1" ValueOwner="CastingUnit">
- <Expression><![CDATA[[Unit_GetLevel]]]></Expression> </Calculate>
- <Calculate InternalName="Calc2" ValueOwner="CastingUnit">
- <Expression><![CDATA[[UnitStat_CombinedAttack]]]></Expression> </Calculate>
- <Calculate InternalName="Value">
- <Expression><![CDATA[[Calc1] * 0 + [Calc2] * 0 + 1]]></Expression>
- </Calculate> </GameModifier>
Code: xml
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>MeleeAppliesSpell</Attribute>
- <StrVal>Vamp</StrVal>
- <Provides>A sucessful strike heals based on attack</Provides>
- </GameModifier>
It's probably some wierd thing where the caster is actually the target or some such wierdness.
Nope. I cannot fathom the depth of how wrong this is going. I turned all the values to 0, and everything still heals to full every time I hit anything.
Not only have I started a new game for each of these tests, but I don't have any saved games at all. I'm so confused.