@gamingislove What would be the most appropriate way of handling a Fire Emblem-esque experience and loot system? The way it works is you get some experience for doing an attack, and then a large chunk after defeating an enemy, but it's specific to the attacking character.
The chunk of experience after defeating the enemy is pretty straight forward with immediate battle gains and setting For Killer under the experience reward.
For the intermediate experience where the target doesn't die, I wanted to double check if I'm missing anything before moving forward with it, in the attack schematic, after calculating action and determining it hits and the amount of damage, use an Add Experience Reward node followed up by a Collect Battle Gains node.
I'm guessing there would need to be a check if the enemy is dead yet so we don't double dip and/or to not display a gains window twice. After the calculate action node, are we able to do a Check Value node to branch off for Collect Battle Gains, or does the actual status change happen later?
Similarly, are we able to determine at this point (assuming enemy died) what the loot table is? I'd like each combatant to be limited in their inventory space, but then have a hidden combatant with a very large inventory space to use as a stash box should they attempt to loot something and not have the space for it.
Say the combatant has 1 slot and the enemy drops a potion and a sword. Ideally something like the normal collection gains window with the potion, and then I can throw up a dialogue box saying "1 sword was sent to stash".
I'm guessing something with the Select Loot and Add Loot but I'm not really well versed enough with Select data style nodes to know how to manipulate that to check that against inventory space and get the difference and use that to pull out of the loot table.