Is there any way to have an armored ability Let's say Once the move is activated you have to a specific amount of damage to stop it but if you don't the activate
Should be possible to set up, but can be a bit complex.
E.g. using 2 status effects and a status value change schematic on your health stat.
1st status effect is applied to the combatant when activating the ability, e.g. running for a defined amount of turns or time, causing the 2nd effect (the actual armor effect) at the end (but only when removed by duration).
The health stat's change schematic would be responsible for tracking the damage. E.g. only run the schematic when the 1st effect is applied to the combatant, adding the damage value (available as local variable) to an object variable of the combatant. When that object variable exceeds the needed damage, remove the 1st effect.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
E.g. using 2 status effects and a status value change schematic on your health stat.
1st status effect is applied to the combatant when activating the ability, e.g. running for a defined amount of turns or time, causing the 2nd effect (the actual armor effect) at the end (but only when removed by duration).
The health stat's change schematic would be responsible for tracking the damage. E.g. only run the schematic when the 1st effect is applied to the combatant, adding the damage value (available as local variable) to an object variable of the combatant. When that object variable exceeds the needed damage, remove the 1st effect.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!