If I turn Status Dev back to enable, it works again...
But i want to have Combatants with fixed Status values (mobs) and I want to be able to set those by hand (no Status Dev).
I just cant put my finger on why I lose all the animation settings and …
Ok, I am testing in a live battle now and following the suggestion above; im still getting something wrong:
im setting "DmgDice" variable this way in the ability:
Change Variable 2
Value type = Game Variable
Every attack (ability) will have one of the six abilities as its SAVING throw.
So its not the status value (value) that the formula needs initially. It is instead just the key for which of the six "core attributes" (status values) is selected by t…
I suppose it's possible that the simple formula test (test calculation) for an ability is the problem?
Until the game is running the global variable isnt initiated?
(it's tough to just trust this [via the selected origin and action value...])
To further my intentions,
I would like to set a similar approach for a generic damage calc step as follows:
Any ability would pass in two variables
1) the damage die (4d, d6,d20)...i.e. "8"
2) the number of dice (i.e. "4")
for a damage calc formu…
I'm not sure I understand or that this is my blocker.
So I have an ability; its breath weapon
The breath weapon allows a saving throw (based upon DEX)
In the attack, under the "target value changes" for HP I will call the Damage Formula
As I cal…
And when multiple flying texts occur for multiple effects ( attack [hit], on a combatant already poisoned) the flying texts (2) fly together and conflict.
Is there a method for setting the flying text on the ability [that causes the HP status chang…