#Single damage type, multiple outcomes. Is it possible?

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hollow stirrup
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Would there be a way to make damage from the same source do two different things?
For example, I want entity_attack to only have a 3 damage modifier when mark variant is 10, but to get mark variant to be 10, I want it to check if the boss has the "is_saddled" component when entity_attack damage is dealt so it can trigger the stun.

Basically, to make it somewhat more coherent:

Is mark variant 10 when entity_attack damage is detected? If so, multiply it by 3.

Do I have component "is_saddled" when entity_attack damage is detected? If so, trigger event stun to set mark variant to 10.

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Preferably, I'd want it to not involve component groups, but I will accept component group answers if it's the only way.