Greetings all. I searched to forums for a bit and couldn't find something here to answer my question. Please forgive me if I posted this in the wrong section.
What I'm trying to do is have a consumable meter, say a rage meter, for example that builds up with x amount of a 'Rage' value with certain abilities. I think I have most of the concept worked out for 'filling' meter - much like a 'small heal' would do for HP. But I can't figure out how to set the initial value to zero and max out at 100. This would be static for all levels.
If you want the Rage value to carry over from battle to battle, then you're basically done there. Just make the right abilities increase and decrease its value. If you want something more like a fighting game meter that resets to 0 at the start of each battle, then... my solution would be to add a Change Status Value step to either your battle start event or battle end event that sets the whole player group's Rage stat to 0.
If the abilities are attacks, try making sure they're hitting and not being blocked by the enemies: check Game -> Game Settings -> Chance Settings for the Min. Random Range and Max. Random Range. For each ability, set the Hit Chance to the max; for each enemy combatant, set the Block Chance to the minimum.
If that doesn't solve it, then I guess try using my setup: delete Rage and use only MaxRage.
And if that doesn't solve it either, I'll have to leave this one up to gamingislove.
1.) Followed JellyPaladin's setting with the following exceptoin: In Status Development I set the MaxRage value to None 100 (instead of 0). I left Rage as None 0 as he suggested.
2.) I went into the game 'startEvent' and used the JellyPaladin's concept of a Change Status Value step and set the Rage value to 0.
Two things to note for someone new to the Framework like me: a.) be sure add an actor to the first node 'Event Settings'. The under 'Event Actors' > click 'Add Actor' (GiL pointed this out to me in an email a couple of weeks ago. b.) You will need to add the 'Change Status Value' nodes AFTER the 'Spawn Player' node. I had to figure that out since I have worked with event's much outside the scope of the tutorials up to this point.
Oh well. Hope I was at least some help despite my bungling along the way. :P
Add Node -> Combatant Steps -> Status Value. In that step, change Status Value to Fort. (The other settings with Status Origin User and Value Origin Current are already correct.)
Add Node -> Value Steps -> Value. Change Operator to Multiply and change Value to 10.
Max Health will be updated whenever Fort changes, like on level up or with equipment that gives a bonus to Fort. (Equipment can also give a bonus to Max Health directly.) Then just make sure Initial Values are set up correctly so you don't start off with a character at 0 HP or something.
Let me know if it gets up and running like it's supposed to. =)