if attacking unit is in (specific unit group)
then actions:
set damage reduction to x (damage reduction = variable integer)
else actions:
if attacking unit is in (specific unit group)
then actions:
set damage reduction to y
else actions:
.
.
.
Daxtreme posted this (couldn't quote coz I would doublepost ) .
By defining your own damage and armor types in the Advanced tab, you can also define the damage reduction relative to each of them.
The real problem wasn't so much as defining new types and stuff but applying damage reduction.
The game can handle 6 different damage types, combined with a number of armor types I can't remember. The game will thus handle the respective damage reductions accordingly. But if you want to add more to this number...
Reddit, Slack, Google, Facebook, Instagram — these companies use our data — directly or indirectly — to train the next generation of AI language models. Yet, I don’t remember anyone asking our permission, and in doing so, these companies have proven the adage that customers’ data is their main...
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