Deceptive Pastry Posted November 25, 2018 Share Posted November 25, 2018 So basically what I want is more exploding zombo heads without making them all die instantly. My two ideas for achieving this were adding triggered_effect to zombieTemplateMale effect_group that modifies their head dismemberment multiplier: 1. Using a triggered_effect with <requirement name="StatCompare" stat="HealthLoss" operation="GTE" value="Health"/> (if they take more damage than they have health, DismemberMultiplierHead goes up to x10. I don't know if this would even work or if it would apply the multiplier before the damage is dealt.) 2. If that didn't work, use <requirement name="StatComparePercCurrentToMax" stat="health" operation="LTE" value=".5"/> (When they are at less than or equal to 50% hp, their DismemberMultiplierHead changes to 10.) The problem is, DismemberMultiplierHead can only be set as a property rather than a passive_effect in the effect_group, and it seems like I can only modify values contained in an effect_group with triggered_effect action="ModifyStat". The only time I've seen a property altered with a triggered_effect is in buffInjuryCrippled1 where action="AnimatorSetInt" is used to change the WalkType value. But trying to use that action didn't work. Any ideas how to change a property or another way to achieve this goal? Link to comment Share on other sites More sharing options...
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