My Loop 0 is just used to skip a very short blank period at the beginning of the music. Of course I can use some audio tools to cut that period. But with this way, I need to do this for all music. That will be a lot of work to do.
It's not necessar…
1)
Battle Start Event: Search game object by tag and store to Object Key A -> Call Global Event(share variables, selected data and found objects) -> Call Move Event(share all things and set Used Objects to Found Objects A)
Global Event: chan…
Spawn ID sets to -1 in Load Scene Node not works as expected. The combatants are still spawned. This node is used in Battle Start Event by the way.
There is a spawn point with ID 0 in the battle scene.
Here is my Battle Start Event:
Fade Screen -&…
Well, after printing the actor name, I finally got it.
The base attack is from enemy. It is hard to distinguish since I use the same combatant as enemy.
Thank for the help.
How can I get data of triggered event in script during runtime? Eg. print the actor name in script
Or how to print variables in debug node?
Testing for me is too hard now unless I can use one of methods above. Didn't find any info in tutorial and …
Thank you for solving one problem. Adding a wait 0s node works.
For the double run problem. I don't set any auto attack. Not in Combatant setting neither in Battle system. I disabled auto attack in all battle system types by the way.
If the abilit…
I set the cast time to 2 but still the Cancel Cast Node not works.
1 combatant for player and 1 combatant for enemy, both are the same kind combatant.
Start Casting Event:
1)Event Setting with Starting Object as Actor 0
2)Debug "Cancel Cast"
3)Can…
It's wield. I also add a Call Function node which just print some texts to the Start Casting event. If the Actor is Starting Object, the Call Funtion just run once while the Debug node run twice. But if the Actor is Member with index 0, the Call Fun…
The event is used in battle setting -> default ability cast time -> start casting event. Cast time is set to 0.001.
When a combatant use an ability, the debug info in Start Casting event and Battle Animation event are printed but twice, which…
Thanks.
So with your method, I need to also add and delete status effect for each combatant when changing members.
It will work, but I think it's better that ork has a system for this.
Okay, I will try to write a custom script for the color. Thank you.
And how about the first question? Is there a way to skip selecting inactive button?