#Possible for only 1 (Specific) SpEffect on a enemy, at one time?

1 messages · Page 1 of 1 (latest)

mental urchin
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Let's say you have a SpEffect that procs a DoT DMG effect, off an attack. Normal ER behavior is that as you hit multiple enemies with that SpEffect, they "all" get the SpEffect separately.

I'm curious if its possible to make it so that this SpEffect can only exist once?

So if it hits [Enemy_1], it'll proc. But if you hit [Enemy_2], it stops on [Enemy_1] and procs on [Enemy_2]. If you hit [Enemy_1], [Enemy_2] and [Enemy_3] = it'll only proc on one of them. Etc.

ancient nest
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should be doable with emevd

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but only for a defined set of enemies

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realistically speaking

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not entirely sure how one would implement this, bruteforcing it by checking every enemy would work but it's crappy and not scalable

mental urchin
ancient nest
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more or less yeah

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there's probably a smart way to do it

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the stuff I'm thinking of is terrible fatdog

mental urchin
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gotcha. i was hoping there was some function in ER i've missed that could have addressed this thought experiment. brute-forcing it is onerous.

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is there no function in emevd to check entityids by range?

ancient nest
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something like

wait for enemy 1 or enemy 2 or enemy 3 to have speffect
if enemy 1:
wait for enemy 2 or enemy 3 to have speffect
clear speffect on enemy 1
if enemy 2:
set speffect on enemy 2
else if enemy 3:
set speffect on enemy 3

repeat for enemy 2 and 3

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you can see how this would get very bad with more enemies fatdog

ancient nest
mental urchin
ancient nest
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maybe group entity IDs can be used somehow

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but you'd still need to do logic at the individual level at some point

urban quarry
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Have the spell apply speffect A, which will cause emevd to trigger and clear spEffect B on every enemy. Then spEffect A expires into spEffectB

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Would look something like

ClearSpEffect( GroupEntityID , Speffect B)
Wait for not character has spEffect ratio)
Restart ```
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If you want it ranged based you can have spEffect A do a behaviour that shoots a bullet which applies a spEffect to all nearby enemies which has a stacking category and overwrites spEffect A

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That would be the param only option

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If you want a very big range, group entity ID is the way to go, but it will bloat your map folder

mental urchin
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@ancient nest @urban quarry I've been theory-crafting this for awhile- perhaps this would be a (EXTREMELY jank) solution:

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in Elden Ring, there is a parameter called "Effect Category" which affects how your SpEffect procs.

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Usually people safely sets this to "20" (Reset on apply).

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specifically, there is one called "Remove Previous", where if 2 separate SpEffects are applied to an entity, BUT they have have the same "Remove Previous" number- then the last SpEffect gets removed.

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I'm thinking we can leverage this to our advantadge.

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  • we shoot an (invisible, non-damaging) bullet from the player, applying [SpEffect_X] when it hits the enemy.
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  • [SpEffect_X] then connects to a secondary (invisible, non-damaging) bullet from the enemy to all of the enemy's allies around him. the bullet radius would be massive.
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  • this would apply [SpEffect_Y], which would have the same "Remove Previous" number as [SpEffect_X]. the sneaky difference is that [SpEffect_Y] would do nothing; as it's only role would be to nullify [SpEffect_X]
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As long as the first bullet's hitbox is small/accurate enough to only hit your desired target, this could be a potential workaround. Because only the enemy you hit would have [X], but everyone around the target enemy would be hit with [Y]

mental urchin
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<-- did not read Exelot's entire post moment

hollow mountain
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The pot.