I'm going to have to play with that before I grasp it fully and see what it'd be useful for
However...I broke my brain again... I added multiple enemies, and I can't figure out how to get the enemy to spawn the damage version and have it only be affected by the enemy that spawned it
Valkyrie A B and C spawn
ValkyrieA spawns DamgValkyrie
ValkyrieA loses 20 health of 35
ValkyrieA should be the only one with a damg version showing
however, A B and C are all becoming Damaged =/
Valkyrie - on created
>>Valkyrie - spawn ValkyrieDamg
>>ValkyrieDamg - set position to Valkyrie
>>Set Angle to Valkyrie.Angle degrees
>> ValkyrieDamg set affector to self.UID
>> Valkyrie set affectorCall to ValkyrieDamg.UID
Valkyrie - health < self.maxHealth
-ValkrieDamg self.Affector = Valkyrie.affectorCall
>> Set Opacity -- Self.initialOpacity+((valkyrie.maxHealth-valkyrie.health)/valkyrie.maxHealth)*100
Edit: Haven't figured out what that expression would be useful for lol
//(3 - 2) * (15 - 8) / (7 - 2) + 8 //
gives 9.4 - first I'd though maybe range of damage verse armor, but then you'd prob use something like
-damg = random(2,8) -armor = 5 -pierce of 20%
so something like damg-armor+(pierce*damg)= dealt damg
so base 7 - 5 + (0.2 * 7) = 3.4 total damg