Wumpus the 19th Posted November 21, 2020 Share Posted November 21, 2020 I have a mechanic in mind, and it involves making an existing effect (Protect) activate at 3 stacks instead of 1. I.E. enemies will attack this character when they have 3 stacks of it only, not anything below (lose 3 on hit to compensate). Problem was, I couldn't find a place to add it to protect that would make it work without breaking protect in half. The only other option I had was extensive work arounds, each making it even more complicated than before and ending in something that kind of works, but gameplay is about as consistent as a derailed train covered in butter wearing roller skates. Link to comment https://forums.kleientertainment.com/forums/topic/123614-way-to-make-something-activate-at-x-stacks/ Share on other sites More sharing options...
Developer rooks Posted November 23, 2020 Developer Share Posted November 23, 2020 If I'm understanding your intent correctly, can you just override the CanBeTargetted function of Protect so that it only validates for stacks of >= 3? Something like this: local pdef = Content.GetBattleCondition( "PROTECT" ) pdef.CanBeTargetted = function( self, card, fighter ) if card:IsAttackCard() and not self.owner:HasCondition("STUN") then if fighter:GetTeam() ~= card:GetOwner():GetTeam() and card.owner:GetTeam() ~= self.owner:GetTeam() then if self.owner:GetConditionStacks( "PROTECT" ) >= 3 and fighter ~= self.owner and not (fighter:GetConditionStacks() >= 3) then return false, self:GetLocalizedString( "PROTECTED" ) end end end return true end You'd have to replace OnPostDamage and the STATUS_CHANGED handler as well if you wanted it to remove more than 1 stack at a time. Link to comment https://forums.kleientertainment.com/forums/topic/123614-way-to-make-something-activate-at-x-stacks/#findComment-1393842 Share on other sites More sharing options...
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