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
(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 > Lifesteal
There 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?