I've been having a hard time wrapping my mind how to create a couple of abilities in Ork/schematics.
1.) Buff type ability. While active, it can remove a specific positive status effect from an attacker when they hit you. (so kind of like a dispel bubble but for a specific status effect.) It only lasts for X hits per level.
2.) Active ability. Player chooses a target, casts ability. The target gets a reduction to hit% to anyone *but* the player until the target hits the player. (A tank-type ability. I know you added a node recently for this, but I don't quite understand how to use it to do this)
3.) How do you use Counters in Real-Time Battles? I'd love to use them for an auto-reactive move where the player counters and does a quick counterattack. (like in a ton of arpg's).
Currently making: Real-Time Diablo-like ARPG
This can be done using a custom status bonus on the status effect, that uses an Auto Status Effect that Removes the effect you want.
Alternatively, passive abilities can also be toggled on/off (though not on for X turns), and can use the same setup (custom status bonus) to give immunity to effects.
2) Once the effect is on the combatant, you can check for that via the Status Effect Added By node. E.g. for this, you'd have to add it to your hit chance formulas, checking if the user has the effect (Check Status node) and further checking if the target has added the effect or not (Satus Effect Added By node), and doing bonus/reduction based on that.
3) The built-in counters are chance based, i.e. if a counterable ability hits a combatant, the chance is checked and if a counter occurs, it's fired at the end of the ability.
For anything else, e.g. reacting to attacks on button press or just automatically doing some action under certain conditions, you'll use schematics.
I.e. in the schematics animating your attacks - e.g. the enemy attack (or damage dealer) schematic.
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Another semi-related question @gamingislove.
What's the point of the Class Ability? I don't quite see its purpose as it just assigns an ability to the class, which you can already do.
Especially when it's just a single ability slot.
E.g. there's a Class Ability battle menu item (similar to the base attack), action selections (e.g. control maps), etc.
But yeah - it's an optional feature and probably not used in most cases :)
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Could you add support for more than one Class Ability?
You can also use shortcut slots in a similar fashion. Since you can have class-based shortcut slots, they can easily be switched out (if you use class changes).
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