It turns out there are. Even though the Search Combatants node was set to Allies only (and Include Player Group was disabled), it apparently added someone else. Had to add a status requirement and now it works.
that's the point though - it doesn't do that. Otherwise event works - I can change his stats using Change Status Value, for example, so he's the correct Global Object. However, when I want to set the global variable, it uses the current turn holder'…
7) the point is that I don't want to use starting object as the combatant who sets the value - but another one, who's a Global Object (it's part of my plan to circumvent turn values for status effect durations)
2) damn, it's probably due to the battle event having no calculate battle event. yeah, that fixed it.
there was a #4... but I solved it on my side, and it was caused by having no calculate battle event. yeah. I need to remember that.
5) anything m…
1) that was... not the answer I was hoping for :) I'll try to cook something up using variables, I really don't want to change how the system works.
2) Yeah, I'm using Select Target Cell, the cell is selected, the ability is used... and nothing hap…
Thanks! No wonder it was all messed up. Now it's calculated as it should be.
A couple new questions, hope you don't mind:
1. Status effect duration was supposed to work in accordance with growing turn values: if a buff was placed in Initiative 15,…
okay... I'm beginning to understand why it doesn't work the way I thought it would work.
what I thought it was: each action taken subsequently adds to Initiative value, and in turn, to Turn Value. Example:
However, the Turn Values I'm seeing in …
so, Turn Value in the inspector is what the game has calculated for the selected combatant using the turn calculation formula, right? I'll do some more tests and see how it shows up.
I've enabled the turn counter hud (which is kind of a mess right now, but at least it shows current initiative values), and the values seem to be calculated fine (and yeah, the values are identical in the inspector too).
as you can see, Var has h…
question regarding multi-turn combat system with an inverted turn order.
At the start of a battle, each combatant starts with a delay based on their Initiative value plus some random number. Abilities have their own "time costs", which, using Use C…
well that's the deal - it's (for now) a very simple element based on the ORK demo; it's on the same layer as the others, not using any layout, what's more - in the GUI (and HUD) WYSIWYG editors it's on its proper position.
I've tried using other bo…
okay, another case that probably has a very easy explanation.
I want to place a HUD element in top left corner. I set the GUI box to (0,0) and anchor it to upper left. However, for some reason it shows in the middle of the screen. Other HUD elements…
1) isn't Random Status Value Bonuses used for generating randomized items? It states in the description that these bonuses are added when the item is created. Then again, it's kinda ambiguous.
2) right! it would work, and I suppose for weapons too.…