I need to find a way to blind a unit, causing their basic attack to deal no damage, while they may still attack and their weapon stats are unchanged. Also, some of my spells do melee and ranged type damage, so modifying the fraction to 0 of those type of damages is not what I want.
Not in general, no. You could try various approaches to make it work anyway, for example:
Don't use weapon damage types for abilities. Since you specifically state you are doing that, I assume, this would not be a possibliity. But you could for example make all weapons use 1 type (unless you need the melee/ranged differentiation as well), so you have 3 different types for abilities to choose from. If certain abilities should benefit from all buffs to weapon damage as well, make 1 type deditated to do that (all weapon type buffs also apply to this type, except the blind ability).
Edit all weapons to not cause damage when the unit has the debuff.
Try a damage response behavior, which excludes or includes specific damage effects.
First of all, thanks for the quick reply once again.
I tried the damage response behavior:
Chance : 1
Location : Attacker
Modify Fraction : 0
Require Effect Array: All Weapons
------------
Did I do it right? It doesn't work.
If I did it right, can you elaborate on the 2nd option, do you mean place a validator on all weapon damage effects, or is there another way to limit the damage done by weapons.
Unfortunately, damage responses are only capable of modifying the damage if they are set to 'defender'. There is a workaround that can be used for 'attacker' damage responses:
Use the Handled effect of the attacker damage response to apply a secondary behavior to the target.
The secondary behavior's damage response modifys the damage to the desired value and uses its own Handled effect to remove itself via Remove Behavior effect.
You might think intuitively, that this cannot work, because the behavior gets applied by the damage instance it should modify, but for some strange reason it works and the behavior can modify the same damage instance which applied it in the first place.
Hi,
I need help with making this blind debuff.
I need to find a way to blind a unit, causing their basic attack to deal no damage, while they may still attack and their weapon stats are unchanged. Also, some of my spells do melee and ranged type damage, so modifying the fraction to 0 of those type of damages is not what I want.
Is there any way to do this?
Not in general, no. You could try various approaches to make it work anyway, for example:
First of all, thanks for the quick reply once again.
I tried the damage response behavior:
Chance : 1
Location : Attacker
Modify Fraction : 0
Require Effect Array: All Weapons
------------Did I do it right? It doesn't work.
If I did it right, can you elaborate on the 2nd option, do you mean place a validator on all weapon damage effects, or is there another way to limit the damage done by weapons.
Unfortunately, damage responses are only capable of modifying the damage if they are set to 'defender'. There is a workaround that can be used for 'attacker' damage responses:
You might think intuitively, that this cannot work, because the behavior gets applied by the damage instance it should modify, but for some strange reason it works and the behavior can modify the same damage instance which applied it in the first place.
@Necromoni: Go
Switch to detail view.
With the 7 Tabs at the top, you should stay in the 'behaviour' tab. Below that there are 7 sub tabs, you wish to go unto combat.
Just scroll down and you should see a "damage dealt maximum" part.
Got it to work! :)
Thank you for all your help Kueken.
Quick Notes:
- Modify Minimum Damage must be checked to remove all damage. Simply putting 0 in Modify Fraction will not reduce it to 0.
- Duration (0.001) on second behavior must be used, because the second Handled effect did not work.
- The blind would not work if the caster casted it on himself.
----------------------------------------Thanks again for the help.
This wouldn't have worked because I needed spells that dealt "melee" or "ranged" type damage to keep their original damage.
Works for me.