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Combat Editor Damage Unit

A topic by Spriggy1234 created 8 days ago Views: 50 Replies: 1
Viewing posts 1 to 2

The Damage Unit trigger seems incapable of targeting for its damage effect. Even with a reliable trigger method, like start of round. Even specifying which units to damage (in its built in 'target unit' section), it will fail to recognize and damage that unit. The only method to even make the effect go off, as far as I'm aware, is to have the trigger be tied specifically to a unit's actions, like moving or ending their turn.

It seems like the trigger is the ONLY targeting method, and it can ONLY damage the source of the trigger. Ala, if you make a start round, it would try to damage the round, completely ignoring its target unit section, which obviously doesn't work.

This is a shame, because this prevents a simple idea like: having a bridge with a bunch of enemies on it, Lancer detonates charges with an interact, blows up the bridge and the enemies on it. (As of now, the bridge would blow up because the damage terrain trigger works perfectly. But the enemies cannot sustain damage.)

Of course. If I'm missing something really obvious, please feel free to tell me. Or if there's some kind of obtuse work around. I could update this to include images if necessary, but in all of my testing, I believe I've successfully isolated the issue to specifically the Damage Unit Trigger.

Also, thank you for your awesome work in bringing Lancer to life, Lancer has always been an interesting system, but it had a few too many parts in combat to not feel clunky in a TTRPG experience, so this kind of automation really lets it shine.

Developer

Hi, thanks for the report!

It’s terribly named and due me getting it switched around early on and now hard to change without breaking the stuff built on it, but the “unit” input is where you put the unit getting damaged, and the optional “target unit” here is the character that dealt the damage:

I’ll update the effect description to make that more clear. This also means that it doesn’t provide an easy way to damage multiple units at once. You could rig something up with the “Emit trigger signal” effect that puts out an array of units… but you’re right that there really should be a “Damage multiple units” helper since it’s a common thing to want to do. I’ll also make a note to add one.

Let me know if you run into anything else!