Kirb,
So I created an interactable object that starts an event. The event then follows a series of dialogues that allow you to increase you stats for a given number of times. Is this what you meant by setting up a menu to modify the ability score…
Ok so you named the battle event attackNoCalculation? I think that is where I got lost. Need to play with this a bit more I am using a particle that already moves so perhaps I will try using the standard object, get that to work then tweak it.
GiL can you explain what this means?
"Using formulas
You can use formulas in the battle event to have different maximum counter based on the status value that will be changed. Simply select Formula as the float value type and select a formula usin…
Posting this here just so it is not forgotten. The status values from equiped items are not updating in the status menu screens. Gil this bug you noted on my support thread. Let me know if you need any more inforation.
TY GiL, I know you are a busy man I appreciate your time. I will change the status values to higher and give it a try. The status value not updating is recent and it was updating before.
Well not sure what is going on. I think my "miss" for attacks was as you mentioned GiL the AGI score for the enemies was too high for me to hit. Now I am just doing 0 damage like the enemies. I must have messed something up because now my equiped…
I am having a similar issue getting the damage dealers and damage zones to work in real time battles. I have gone back over the settings from the tutorial and cannot seem to find the issue. Both player and enemies attack and the hit event is firin…
Squeaker,
I haven't tried it yet. But I know where you are going with this, i.e. animal companion. I will give it a try today as I am within 3 tutorials of completing the series. I definitely will be using the summoning allies feature.
So what is the system "rolling", chance-wise, to determine a success vs a 75? Is is a standard d% check? How does that work when the hit chance exceeds 100?