Recently, I've found that my test game will lock up as soon as I select for my player combatant to attack a hostile combatant in Turn-based, Active Time battles. The turn value of each combatant involved continues to cycle upward, and I can observe that a series of object variables I've linked to user and target combatants in my attack animations are returning seemingly normal values, but input control isn't being returned to the user after the attack ends, like it should. To help in troubleshooting, I'd like to state a few things right off the bat:
-Auto attack is unchecked for both user and target combatants.
-The attack ability itself is not set to use auto attack
-The ability is not set as 'Counterable'
-No counter attack is assigned to either the user or target combatant
-The attack ability is set to 'End Turn'
-The final linked battle animation also terminates in a node that ends the combatant's turn
One further thing I feel compelled to mention is that both the User and Target combatants use the same prefab, but surely that wouldn't cause such an issue if their Object variable component is set to use local variables.
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If this would be normal counter attacks, the counter attack can't be countered, so I'm guessing you're using some custom system, e.g. using a Use Battle Action node to to perform actions as sub-actions?
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!