I have been working on changing the nature of armor from a damage reduction system to a secondary Hp for armored units.
What I did:
- I set the Armor Reduction to 100 on most weapons
- I set a unit's armor to 50
- I set a behavior that removes 1 armor per attack that can stack 50 times
The unit will progressively lose armor until it no longer has any then it will take damage.
The behavior can be removed via a secondary ability effectively "Healing" the target.
When I want different armor rates, the armor debuff will stack past the actual armor amount of the unit.
Lets say I have a unit with 25 armor but the debuff cap is at 50; The unit will continue to get an armor debuff past 0 which then starts to amplify damage.
Is there any way I can cap the armor lost without triggers.
Anything is possible. Well, most things.
Add the armor with behaviour stacks and just have a requirement or Unit Compare Behavior Count that makes sure it does not go over the amount of armor.
Also could use the Unit Compare Field validator to look at the armor of the unit directly.
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Considered easy altering of the unit textures?
For my public assets look here!
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