So, for one of our abilities, there's a whip. If you hit an enemy with the tip of the whip (note the two separate damage dealers), it deals critical damage. Each damage box belongs to a separate ability, one with 100% crit rate.
These damage dealers are Always On, and set to the Player combatant due to how we've set up our custom systems.
Here's the problem though: it works great, as long as the Enemy touches just a single one of the damage dealers. If it happens to be right in between, or if the enemy is large enough to hit both, it deals damage from both abilities.
Any ideas for a method to make it so that if an enemy hits both colliders, it defaults to the 'Normal' collider and ignores the 'Critical' collider? The ability can hit more than one enemy at a time, as well, so you could hit 2 enemies with normal damage and another with crit damage.
An idea I've thought about:
I could lessen it to a single damage dealer, and and in the battle event, check the distance between the User (would it be the damage dealer object, in this case?) and the enemy. If the Enemy is X distance away, then I could point to a different Calculate with a higher Damage Factor.
It would probably be easier to do a check to see if the enemy is intersecting with a collider, but I don't *think* ORK battle events support that?
The problem with this is mostly cosmetic; as I am only able to change the damage factor so my flying text registers as normal damage instead of crit damage. Maybe if Calculate had a FORCE CRIT option?