As the title says I'm trying to make an ability similar to the Advent "Synergy" skill, only as an ultimate that works on ships. The actual ability works fairly well, but when a new ship enters the AoE it only gets the boost for all other new arrivals, not the ships already present.
My setup so far is:
Ability: Copy of "Flux Field", target buff changed to "Fleet Synergy Self"
Fleet Synergy Self: Copy of "Flux Field Self", applies "Fleet Synergy Spawn" to targets in range every 2 seconds
Fleet Synergy Spawn: Copied from "Spread Weapon Damage Spawn" (Malice), set to "onReapplyDuplicateType "PrioritizeOldBuffs"", stacking limit 1, instantly applies "Fleet Synergy Target" to all ships in a radius equal to the range of "Fleet Synergy Self", finish conditions: OutOfRange, FirstSpawnerNoLongerHasBuff-"Fleet Synergy Self"
Fleet Synergy Target: applies various buffs (damage, shield regen etc), stacking limit -1, finish conditions: LastSpawnerNoLongerHasBuff-"Fleet Synergy Spawn", FirstSpawnerNoLongerHasBuff-"Fleet Synergy Self", OutOfRange
As I said, it works fairly well, except that if a ship enters the AoE after ability activation it doesn't gain boosts for ships already affected, as with the current mechanism the "Spawn" buff is only applied once on every ship. I also can't think of any in-game ability that works this way (all "aura" effects are either nonstacking or, in the case of Synergy, don't allow any movement at all)
Do I have to "cheat" by periodically reapplying the "Target" buff and giving it a set duration equal to this period? Will that even work?
Edit: So now I'm stuck with another ability: A Magnetize/Repulsion Field mix. The idea is: ship casts ability->targets are pulled in->targets come too close->target and caster take damage, target is blasted outwards. The problem occurs with the "is blasted outwards" part, as it seems you can't stack InitializeMovementTowardLastSpawner actions, and for some reason the "old" one remains. Basically I have 2 Repulsion Fields running simultaneously, one that "pulls" with 10k range and one that "pushes" with 500 range, the latter not being linked to an OutOfRange finish condition, corrected that mistake already. Now when a ship enters the "push" field it takes damage, but it isn't pushed, instead it flies through the caster at "pulling" speed, and flies in a straight line until it leaves the "pull" field