Hello,

I'm struggeling how to filter in the node "Filter selected combatants" for a specific combatant type. Currently, it's not working. Maybe you can have a look what I'm doing wrong. I tried different approaches but none of it worked for me.

Here's my setup:
https://imgur.com/rzqKm0x

Thank you
  • Filter selected combatant require a "Select Combatant" node to work thats why its not working this way.

    Select combatant node will store combatants into a selected data then you use this "filter selected combatant" to keep some of them ;)
  • edited April 2024
    Ah ok, thank you. I also tried that one. I could further track down the issue.

    How to filter for a secondary combatant type within the "Select Combatant" or "Filter selected combatants" with conditions? The condition works only to detect the main combatant type. I also tried to look for sub-types (i thought that are the secondary types?), but this isn't working. Only the "main" combatant type works like expected.

    https://ibb.co/z6KRWMp

    Update: I found the problem, i really have to define the sub-type in the combatant settings, so it's not the same as the combatant secondary type. But is there any possiblity to filter for secondary combatant types?
    Post edited by ApeTheMighty on
  • The status conditions are currently only checking the primary type. Sub-types refer to types that have a parent type set up, e.g. having a base 'enemy' type with sub-types 'fire enemy' and 'water enemy', you could check for the 'enemy' type and still get fire/water enemy types.

    I'll look into adding support for secondary types in status conditions - generally, secondary types are used only for displaying things in multiple listings, e.g. an item in an inventory menu or shop can be listed in multiple item types that way.
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  • Ok, thank you. I thought the secondary types can be used at "tags" for each combatant (leading to a complex rock, stone, scissors system with more than one component). It would be really helpful it you could include that feature into one of the next versions.
  • The Combatant Type check of status conditions will have a new option for also checking secondary types in the next update.
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  • Nice! Great. Can't wait :-)
  • Hi GIL, just curious, will this feature be for abilities too?
  • Currently not, where would you need it - in status condition checks as well?
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  • Yes, that too, but most importantly in Ability type (e.g Battle AIs using abilities with the limit ability type, or status effects that rely on status change for something to happen on Action End which also relies on Ability Types and their sub types.).
  • I'll look into it - as said earlier in this thread, secondary types where only intended for listing things in multiple types in UI (menus, shops) :)
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  • edited April 2024
    I understand, and thank you GIL. =)
    Post edited by EtherealPlayer on
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