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9 hours ago, CarlZalph said:

it actually works, but that wasn't my idea, i want to give him a x2 damage when he is at 0% sanity, and if he is at 1% or above he will lose this buff and become normal damage (i'm using wigfrid damage multiplier as base) if u can help me i would appreaciate it very much

 

That code can easily be changed to do exactly what you want. All this does, is saying:

(1.0 - SanityPercentage) * 2.0 + 1.0


So if your character has full sanity, it'll be: (1.0 - 1.0) * 2.0 +1.0 = 1.0
And if your character has half sanity, it'll be: (1.0 - 0.5) * 2.0 +1.0 = 2.0
And if your character has no sanity, it'll be: (1.0 - 0.0) * 2.0 +1.0 = 3.0

In your case, just make an if-statement that checks if the character's sanity (inst.components.sanity.current) is 0, and set the multiplier. And in your else-statement, set the multiplier back to what it normally is.

46 minutes ago, Ultroman said:

That code can easily be changed to do exactly what you want. All this does, is saying:

(1.0 - SanityPercentage) * 2.0 + 1.0


So if your character has full sanity, it'll be: (1.0 - 1.0) * 2.0 +1.0 = 1.0
And if your character has half sanity, it'll be: (1.0 - 0.5) * 2.0 +1.0 = 2.0
And if your character has no sanity, it'll be: (1.0 - 0.0) * 2.0 +1.0 = 3.0

In your case, just make an if-statement that checks if the character's sanity (inst.components.sanity.current) is 0, and set the multiplier. And in your else-statement, set the multiplier back to what it normally is.

and it works, thanks to both for the help

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