Health Manager needs more features
The health modifier needs more features
Feature 1: Stats input
Input values to a health gadget that will change how much damage you take.
"Damage taken = Damage given x Stat Input Value"
Lets say you input "0,5", and take 100 damage from a source, the total damage taken will be "Damage taken = 100 x 0,5 = 50". This way, players can add stats to their character and change how much overall damage is being recived from all damage sources
Feature 2: Different damage types
Different types of damage that the player can recive
Lets say you are making an RPG using magic damage and physical damage. These 2 damage types can then be given unique stats.
If the player recives 100 magic damage with a magic damage stat of 0,5, the damage taken will be 50 damage.
If the same damage was given to the player in physical damage with physical damage stat of default 1, the damage taken would be 100.
Another example is dealing less damage to your teammates. Lets say you deal damage that is marked as team1, if all your allies have team1 stat set to 0,1, you will be able to damage your allies, but only a small ammount compared to other enemies!
The different stat inputs for each damage type will make it easy to create very complex fighting mechanics.
Just a follow up. Great idea, but it should be it’s own logic piece to avoid over complicating the other two gadgets. All that is needed is a tag option for both.
As for the others in the comments, just because something can be done doesn’t mean that it shouldn’t have a dedicated tool.
By your logic an AND gate doesn’t need to exist as a node can do the same, whilst carrying a fat wire.
Likewise a XOR gate doesn’t need to exist. It can be made using nodes, not gates, and gates and or gates.
But just because it can already be done doesn’t mean it doesn’t need to have a tool. Tools exist to simplify things. If multiple people want something simplified, then there is a need for it.
There is a need for 8-bit converters. Just because it can be done doesn’t mean that there can’t be a tool for it.
A tool would reduce gameplay thermo, as there is a reduction in calculators. You can save 2% per 8-bit converter just by having Mm make a tool for it.
The same logic applies to this guys post.
Aecert "rolls his own," by using a health manager just to capture damage and healing, and then uses his own variable setup to set how much damage he *actually* takes.
Merkaba is right, this all seems very doable already with a bit of logic
What's stopping you from implementing your own system for this? Instead of directly setting health on the health modifier, instead pass your signal through a microchip that does the custom modification to the value you want, and then pass the result to the health modifier.