Abilities can "Consume items" when used and I am wondering if you can set up an override on equipment so that the item consumed can be different for the same ability, depending on the currently equipped weapon, etc.? I'm thinking along the lines of …
gamingislove said: ...By default, the auto attack of a combatant is enabled...
Heh. Doing this makes my script work. I was trying to enable it at certain times and left it off by default. Guess turning it on by default would have solved all the iss…
I'm still having trouble getting this to work. I added the new node in my attack event but it is either always autoattack or never - I can't get it to switch on with the attack called from the battle menu. When you get a chance could you write up so…
That's pretty much what I am doing, I was just looking for an easier way to get the selected target. No big deal. My way works fine. Just seems to use a lot of extra steps to get the target combatant.
Anytime before the attack is calculated really. I currently use battle events to send a message to the target which then sends a message to the player along with its transform. The player then raycasts to the target and sets a status value called "L…