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Question by harpoaian · Nov 11, 2021 at 08:37 PM · 2d-platformerdamagecombat

Need help implementing a damage reduction

So I am working on a enemy unit that once it reaches a certain amount of health they will take 5% less damage from the player. I am completely lost I thought I had it coded correctly but alas I did not. For all the units in my game I have a data model script which holds well...the data and then I have a State Machine Script that calls on variables from the data model. Really does make coding a lot easier and organized. Here is the script I am having an issue with

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class RoyalBearGuardMiuh : MonoBehaviour
 {
     [SerializeField]
     private int royalBearGuardMiuhHealth = 40;
 
     [SerializeField]
     private int Armor = 25;
 
     [SerializeField]
     private int contactDamage = 7;
 
     [SerializeField]
     private int nexaStone = 20;
 
     [SerializeField]
     public float moveSpeed = 5.0f;
 
     private float changeGray = 5;
 
     private float colorChange = 0;
 
     RoyalBearGuardMiuhStatemachine daBears;
     public int damageReduction;
 
     //float damageReduced = damageReduction / 100.0f;
 
     // Start is called before the first frame update
     void Start()
     {
         GetComponent<Renderer>().material.color = Color.gray;
     }
 
     // Update is called once per frame
     void Update()
     {
 
     }
 
     public void TakeDamage(int amount)
     {
         royalBearGuardMiuhHealth -= amount;
 
         if(daBears.direMode == true && daBears.isThickHide == true)
         {
            royalBearGuardMiuhHealth -= amount * (damageReduction);
         }
     }
 
     public void TakeArmorDamage(int amount)
     {
         Armor -= amount;
     }
 
     public int GetMiuhHealth()
     {
         return royalBearGuardMiuhHealth;
     }
 
     public int GetMiuhArmor()
     {
         return Armor;
     }
 
     public float ColorTimer()
     {
         return colorChange;
     }
 
     public void ColorTimeIncrease()
     {
         colorChange += Time.deltaTime;
     }
 
     public void ResetColorTimer()
     {
         colorChange = 0;
     }
 
     public float ChangeGray()
     {
         return changeGray;
     }
 
     public float GetMoveSpeed()
     {
         return moveSpeed;
     }
 }

So once I can get this solved I should be able to apply the solution across the board. What did I do wrong? If someone could explain the solution to me and point me in the right direction I would be very grateful. I struggle with coding but I do want to get better at it <3!

Kindly,

Harpoaian

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Answer by UnityPlum · Nov 11, 2021 at 08:46 PM

 public void TakeDamage(int amount)
  { 
      if(daBears.direMode == true && daBears.isThickHide == true)
      {
         royalBearGuardMiuhHealth -= amount * (damageReduction);
      } else {
         royalBearGuardMiuhHealth -= amount;
     }
  }
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avatar image harpoaian · Nov 11, 2021 at 09:01 PM 0
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Just tried that, for testing purposes I have the damageReduction variable set to 2 in the inspector and the math DID NOT apply : /

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