Is there a way to set the value of a block to a percent of damage reduction instead of total attack negation? And if there is is there a way to have it be based on a status or a formula?
If there isn't a way to do this, would you be willing to add it as a feature and if so how much would it cost for that work?
If you want to do damage reduction, either set that up in your damage formulas or use the attack/defence attribute system.
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It'd probably be best to set up a separate formula that handles the damage reduction (unless you have multiple variants) and just use the formula at the end of other formulas that should get reduced.
Also, setting the bool variable as a local variable in the battle event will also have it available in the formulas (caused by the event) as a local variable.
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For example I have a quick time event that determines if a "block" is successful which gets called from within the attack abilities events. Do those share local variables?
Generally, all battle events used by an action will share these things, so local variables, etc. are the same in all battle events of an action. The game events you can use in the status changes in abilities/items also share those variables/selected data.
Sharing is caring, after all :D
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I tried adding in a check game variable node that checks whether the "block success" bool is true or false and leads to two different combatant animation nodes that play the block or damage animations accordingly but it didn't seem to work. Combatant Animation nodes use Object > Actor, and Actor > Target.
I know the bool is being set appropriately because it's working in the damage formulas the way it should. And I know that the ability does have the correct target because it is altering the targets HP correctly. So I'm not totally sure what else could be going wrong here. Any ideas?
Current setup for the event is:
Change Game Variable : Set "BlockSuccessFail" to false
Check Faction : friend or enemy
(if ally: Combatant animation > Calculate > Wait > done.)
If enemy:
Call battle event (quick time event)
Combatant animation : Play Users Attack Animation
Check if "BlockSuccessFail" is true
if true: combatant animation : Play Actor:Target Defend animation
if false: combatant animation : Play Actor:Target Damage animation
either way
Calculate
wait 0.5 sec
Remove QTE image
Change game variable : Set "BlockSuccessFail" to false
Change game variable : Set "CounterSuccessFail" to false
done.
You can globally enable/disable that a change to a status value plays a damage animation in the status value's settings.
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2. Thank you!
Also, would be easier to see the event :)
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That event is as follows:
Show Image (QTE Start Image)
Wait for Input 0.2 seconds
- if success: Remove Image (QTE Start Image), Show Image (QTE Success Image), Change Game Variables (Global "CounterSuccessFail" to 100), Change Game Variables (Local "BlockSuccessFail" to true)
- if failed:
Remove Image (QTE Start Image)
Show Image (QTE Second Stage Image)
Wait for Input 0.2 seconds
- if success: Remove Image (QTE Second Stage Image), Show Image (QTE Success Image), Change Game Variables (Local "BlockSuccessFail" to true)
- if fail: Remove Image (QTE Second Stage Image)
It's supposed to be: If you succeed within the first 0.2 seconds you block and counter, and if you succeed within the 0.2 seconds after that you just block. Currently player controlled combatants have their Counter chance set to be equal to CounterSuccessFail.
I've also tried changing the variable origin for BlockSuccessFail to global in all instances where it's called and tested that and I had the same problem of the animations not playing although the calculate step is playing properly.
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