i'm using Battle End > Loot Dialogue > Combatant Notification > Total levelup gains Content (with add HUD )
an exemple of what i'd like to do :
I have 4 status values that have Status Development (STR, INT, AGI, SP)
So on level up they al…
Oh oki doki,
is there a way to change the content of the shortcut based on state then ?
i'd like to show ability reuse time only when it's on cooldown.
That' can't be it, because i've 3 items in that item Type.
And they do appear in the shop but at random. (sometimes i only see 1 buyable item, sometimes the 3 at the same time)
No i mean, what i did (use 2 Ability Variables) works fine for now, i just wanted to let you know in case i shouldn't do it this way.
Sorry if it was misleading.
Thank GiL.
Here's the image hosted elsewhere
https://i.postimg.cc/mDtm65Fw/TZRHRTYEHTYJYT.jpg
I use Active Turn based mode battle with Actions per Turn = a status value.
My status effect do 2 things :
-a) do damage at turn end (or turn start it doesn't ma…
Oh ok,
What i did is i made 2 Ability Variables :
- one for min hitcount
- one for max hitcount
And in the schematic i set a random local var based on this 2 ability variables.
i find it way easier to be able to change abilities settings dir…
I think i know why it didn't work.
Status Value > Change Schematics are applied BEFORE the Ability> Battle animation
So HP value was checked before calculating damage.
And i made it work with what you said before :
"Status effects can do thi…
I tried but i still die.
The Status Effect does auto-apply though. But only when 'real value' is check which is weird since i set up the Status Effect > Status Condition to 'display Value'
A) 2 left columns are the HP status value Flying text settings (refresh & damage).
2 rights columns are the ability's target changes
C) Where should i configure the counter chance to use a formula ?
As far as i'm aware you can't access/change …
A) it's not that, my ability has the same attack modifier attribute for each target changes.
B) awesome
C) in an ability, are target changes applied in order ? (eg : target change 0 then target change 1 then target change 2 ... )
because if it is …
C) I'd like to create a Status Effect that modify the damage based on the ability type used.
Eg: Heal for 10% of physical damage received
Increase any physical damage abilities by 50%
i think i should use attack modifiers but i'm not getting …