tomjscott

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tomjscott
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  • @TenToes I never finished the integration, but it was working mostly OK. I have decided against using ORK because it didn't suit the style of game I was making. Although ORK has the ability to do somewhat less structured areas, it is best when used …
  • OK, thanks for the tips.
  • Compare with other just compares to another status value. It doesn't allow for comparing to the formula's current value.
  • Wrofir said: Is storing it as a variable necessary? I think you just 'compare other' the current roll value and target Def. I couldn't figure out any other way to do it. I'll see if your idea works.
  • Just for sake of completeness, the Attacker's MeleeBonus is 5 and the target's DEF is 11. So, it only needs a d20 roll of 6 to succeed.
  • gamingislove said: - a Add Combatant component will add the selected combatant to the game object Ah, that's the one I needed. Once I set add that and set the correct parameters then it works perfectly. Thanks again.
  • Awesome. That finally fixed it. Thanks, Wrofir. This system is all new to me and there are so many options and settings that I just have no idea yet just how each thing affects everything. You've been a big help.
  • I just set up the parameters from the tutorial. Enemy/Single Use Own Range: checked Default range: None Realtime Range: Template/Range 1
  • The additional attacks, which seemed to be from the player were actually the AI calling their Base Attack, which was the same attack event that was meant only for the player. I since corrected that. For the player, the attack action is triggered in…
  • gamingislove said: This is always in context of the individual setting - e.g. when it's about defining a Variable Key, the value is what is used as variable key. I understand it is in context that's why I read the help while clicking on each indivi…
  • gamingislove said: If you don't want that, add a battle AI that only uses the None action (i.e. doing nothing) and add it as the last battle AI of the combatant. I'm not sure I follow. You say it should only have None, but it should be the last ba…
  • OK, so it turns out that the AI indeed had the same Attack ability as their Base Attack and that's what was calling the attack event. Once I changed that, it no longer shows the debug of it looking like the player is attacking all by itself. However…
  • Could it be the Attack ability? I'm not at my computer at the moment, but the thought just occurred to me. Although I thought I removed that ability from the AI, but I could be wrong.
  • Wrofir said: The AI would control your character if the player isn't, so you may be on to something. Without a battleAI the AI would just spam the default attack too. Except I have the AI set to No Animations. Where would it call the attack event? I…
  • Wrofir said: Is the 'attack' ability usable in the field? Looks like it might only usable in combat. Try setting it to 'both' That would explain why it pauses in till you have a target I change it to Both and the same thing happens.
  • Something else I am noticing that might be related. When I first approach an AI, I see that the attack event runs several times on its own before I even press the attack button. However, when it runs like this, it doesn't actually perform the attack…
  • Here it is. It's very simple. https://imgur.com/a/IoyOzl1
  • Now, I'm even more confused. How does this even work? In the next node in the event after storing the Status value, I specify that I want to send an int parameter to my function and I tell it that it's a Local Game Variable with a Key of HP. But in …
  • Well, it makes sense why one would make that mistake. If you click on value, the help text states the following: Depending on the Value Type: Value: The text will be used as value. Game Variable: The text is the key (name) of a game variable (strin…
  • Thanks. I thought I had already tried that, but it didn't work. Now it is working. However, in my event I want to tell my function the current HP of the AI so that I can update the third party AI to the current HP. However, the Status to variable ev…

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