Whatexists

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Whatexists
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  • That is extremely convenient!
  • Like... in the event for the move ability have it reduce the move range by 1 with each use? That would be huge. How do I do that? And if I did that would there be a way to make the ability not cost turn time? Right now, if I give the players grid m…
  • Also, do they share User and Targets?
  • Wow... that is so good to know about local variables! Is that also true for events that get called from within other events? For example I have a quick time event that determines if a "block" is successful which gets called from within the attack a…
  • Pretty much. But, main difference being that what I already implemented doesn't make use of grid move, so it's more awkward to make things like status effects that reduce or increase the move you can do on your turn without also impacting your turn …
  • So basically if I want blocks to exist but to provide variable damage reduction instead of just be a complete thing, I should put into my formula a chance fork (with the chance itself possibly based on a status if I want it to be variable from comba…
  • Yeah... I thought I might not have explained that clearly. Sorry. Yes, move the combatant around, but instead of planning the path and then executing it just execute the path one step at a time as you give input instead of moving the cursor. But st…
  • My team lead wants to move back to using the default movement via grid selection for grid battles where you select where you want your guy to go, and then take actions, so that maximum movement is controlled by the normal max grid move. But he want…
  • Awesome. Thank you. That's very useful!
  • What would be the appropriate setup for a global event (for a turn start or turn end event) for finding the combatant whose turn it is via search objects? I've tried setting things up a couple of ways but I've sort of struggled with search objects n…
  • Yeah. I started to figure that out during my experimentation. Is there a way to disable the players ability to control the camera during an enemies turn without using control block? Like if I wanted to have the camera do pre-programmed things on the…
  • I wasn't using battle camera settings although having checked them out they do basically what I want! Is there a setting somewhere for blocking player camera control during enemy turns? I tried creating a turn start event that blocks the camera cont…
  • Do you mean in the Battle Animation settings for individual abilities? I've toyed around with that. The camera currently jumps back to the player at the end of the ability even without the second event that returns camera control to the player. Also…
  • Which event should I put that in? My enemies movement is controlled my battle AI's and base grid map movement. I don't recall that having an event attached.
  • So more questions, these ones relating to Camera Control stuff Currently the Camera is over the shoulder of whichever character you are currently controlling. If you are controlling no characters, such as during an enemies turn, it reverts to the p…
  • Wait! I figured it out and fixed it: the distance checks in Move Into Distance were set to clear found targets, so they were ignoring the Find Target battle AI's results. Swapped them to "Keep Found Targets" and enabled "Don't add targets" and now t…
  • No. Just those three battle AI's. they're in that order: Battle AI 0: Find Target Battle AI 1: Move Into Distance Battle AI 2: Attack Target Under AI settings, AI controlled is checked. Target Selection Settings has Nearest Target checked, aggress…
  • battle system type is Turn based in Multi-turns mode. I missed the Get Nearest node! Thanks. That was what I was looking for. =) They are still prioritizing the player over anyone else. Get Nearest is currently set up: Found targets -> enabled…
  • Other targets are closer to them. I've got 2 combatants in the active group. Currently they go first. I have one of them (the non-player) move up to moderately close to the enemies and then the other (the player) flee as far as the map allows. The e…
  • 5) alright! this works like a charm! (Just in case anyone is reading this thread and trying to do something similar: I did have some problems relating to the character spinning in place after moving one step instead of chaining steps, but that was b…