I'm creating a Turn based RPG . During combat , there is certain sprites that indicates what buff/debuff is affecting the player/enemy .
There is a certain interaction , where the player activates a buff which makes him invulnerable , while the enemy has a chanelling spell that deals damage .
If the player activates this buff right before the chanelling ends , he blocks the damage from the attack .
Both habilities ( invulnerability and the channeling one ) are represented by the sprites mentioned in the first paragraph .
This is my problem : The system checks if the channeling ability has done channeling , and if so , deals damage . It cheks if the ability has done channeling by the frame of the sprite .
But , in this interaction , it needs to check the sprite 2 times :
First Check -> If the invulnerability spell is active .
Second Check -> If the chanelling spell has done chanelling .
So it would look something like this :
If spr_buff.Frame = 5 ( Invulnerability )
If spr_buff.Frame = 8 ( Channelling spell )
then
<player takes no damage>
But Construct 2 cannot check two instances of the same sprite with different frames .
Any help ?
PS : Sorry for my bad english , it's not my native language