No, that's not possible. Types are used by the individual texts to e.g. filter what's displayed in a console HUD. So, you could have your console HUD just not display the other type and have it turned off that way ...
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I have a new question. How do I set the number of skills that can be learned to 10, and if it is more than 10, how do I make them forget the skill and learn a new skill?
Skills can be learned from items (magic books).
I would like to make the process similar to learning a skill from a Pokémon skill machine.
Abilities have the Add Schematic setting available in their Level Settings to use a schematic when they're added to a combatant. You can use this to do something like this, e.g. use a Select Ability node to get all abilities of the combatant, a Selected Data Count node to check how many where stored and remove an ability in that case (e.g. using Select Selected Data node to get one of the selected abilities for use in other nodes to remove it, or a Selected Data Choice node to let the player select one).
Post edited by gamingislove on
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We were able to implement it successfully! Thank you very much.
I have another new question. How can I change the Target Range from Single to Group for normal attacks, magic (fire), etc. only for characters with passive skills (totalizing)?
I thought I could do this by setting Abilities>Target Selection Settings>Target Settings>Target Range Toggle to True, but it didn't work because the attacks of enemies and other allies are also made whole. What settings do I need to change to make it work?
That's currently not possible - an ability is either toggleable between single and group targets or not, but this can't be based on a condition.
An alternative would be to set up separate versions of this and replace the standard ones with toggleable ones when the passive ability is learned (e.g. via the Add Schematic of the passive ability, found in it's level settings).
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Sorry, I don't understand much. When you say set up another version, do you mean create another Fire and create the same one with only the target range changed? Also, how do I replace a possible version? Is there a node?
When learning passive abilities, change the bool variable to true in Level Settings > Add Schematics, and replace Fire, Ice, Heal, etc. with AllFire, AllIce, AllHeal, etc. for characters with passive abilities only. Is it also possible to automatically make any magic learned after that a whole attack?
Is it possible to change the target range of Ability from a script using an AbilityAsset? If so, how can this be done?
TomoTomotomotomo said: When you say set up another version, do you mean create another Fire and create the same one with only the target range changed?
Yes, basically just copy the ability and change that one setting.
There is no node to replace the ability, but you can check if the ability is known using a Check Status node - if it's known, you can use a Forget Ability node to remove it and a Learn Ability node to add it.
TomoTomotomotomo said: Is it possible to change the target range of Ability from a script using an AbilityAsset?
Theoretically, yes - but this is not saved with save games. The only option here would be using conditional use ranges - they can e.g. depend on status conditions of the user or variable conditions (e.g. ability variables).
Post edited by gamingislove on
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There is no node to replace the ability, but you can check if the ability is known using a Check Status node - if it's known, you can use a Forget Ability node to remove it and a Learn Ability node to add it.
I understand how to replace it in the text above. Forget fire, schematic to add AllFire, forget ice, schematic to add AllIce, forget wind, schematic to add AllWind. Do we need to create each one like this? This is fine as long as there are only a few, but as more functions are added in the future, it will become more difficult.
How do I change Fire, Ice, and Wind to AllFire, AllIce, and AllWind at once?
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Thank you very much.
I have a new question.
How do I set the number of skills that can be learned to 10, and if it is more than 10, how do I make them forget the skill and learn a new skill?
Skills can be learned from items (magic books).
I would like to make the process similar to learning a skill from a Pokémon skill machine.
You can use this to do something like this, e.g. use a Select Ability node to get all abilities of the combatant, a Selected Data Count node to check how many where stored and remove an ability in that case (e.g. using Select Selected Data node to get one of the selected abilities for use in other nodes to remove it, or a Selected Data Choice node to let the player select one).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Thank you very much.
I have another new question.
How can I change the Target Range from Single to Group for normal attacks, magic (fire), etc. only for characters with passive skills (totalizing)?
I thought I could do this by setting Abilities>Target Selection Settings>Target Settings>Target Range Toggle to True, but it didn't work because the attacks of enemies and other allies are also made whole.
What settings do I need to change to make it work?
An alternative would be to set up separate versions of this and replace the standard ones with toggleable ones when the passive ability is learned (e.g. via the Add Schematic of the passive ability, found in it's level settings).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
When you say set up another version, do you mean create another Fire and create the same one with only the target range changed?
Also, how do I replace a possible version? Is there a node?
When learning passive abilities, change the bool variable to true in Level Settings > Add Schematics, and replace Fire, Ice, Heal, etc. with AllFire, AllIce, AllHeal, etc. for characters with passive abilities only. Is it also possible to automatically make any magic learned after that a whole attack?
Is it possible to change the target range of Ability from a script using an AbilityAsset?
If so, how can this be done?
There is no node to replace the ability, but you can check if the ability is known using a Check Status node - if it's known, you can use a Forget Ability node to remove it and a Learn Ability node to add it. Theoretically, yes - but this is not saved with save games.
The only option here would be using conditional use ranges - they can e.g. depend on status conditions of the user or variable conditions (e.g. ability variables).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I understand how to replace it in the text above.
Forget fire, schematic to add AllFire, forget ice, schematic to add AllIce, forget wind, schematic to add AllWind.
Do we need to create each one like this?
This is fine as long as there are only a few, but as more functions are added in the future, it will become more difficult.
How do I change Fire, Ice, and Wind to AllFire, AllIce, and AllWind at once?
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Thank you very much.