This may be shortcut related, but I'm not really sure what's going on.
If I start a scene battle, I can push R to activate my player ability - assigned to shortcut slot R.
However, if I the game in town scene, and then enter a battle, the shortcut is not mapped. Leaving and going back into battle does not help either,.
Any idea where to start troubleshooting?
If you're sure the slot is empty, I'd check the town scene for schematics that are running automatically (e.g. Auto Machines) and change shortcuts or anything status related that could impact it. Or e.g. if it just flat out adds a new combatant that doesn't have it ...
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Skills known when starting a battle straight from editor. Player (fireball) and Weapon
Dying, going back to town, and back into battle, note player doesn't know skill, but once weapon is equipped the weapon skill becomes available.
Dunno what made me think of that, but yea. sorted. I hope.
Shortcut UI setup:
Ability Setup
I don't have an equip schematic that would remove this assignment.
Do you use any of the other shortcut slot features, e.g. auto arrange or default assignments?
Since those auto slot setups are using a different index, they shouldn't really impact each other. If you enable Keep Unavailable and Show Unavailable in the shortcut settings (UI > Shortcut Settings), is the ability still shown after this happens? That'd hint at the ability being actually removed from the combatant, not just the slot.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
This node specifically
Are the classes equippable or or just assigned in combatants? Perhaps it is unequipping the class as well on initialization so you lose the class skill.
You have use init schematic checked, do you actually have an init schematic set up that could be doing anything?
My init schematic adjusts stats based on variables (if players use stat boost items in a run, they retain those bonuses in for all future runs)
HOWEVER, since this post, I've been thinking about "what do these skills add to the game" and came up with they distract from the core monster raising focus. So I've removed them for now.
I may come back to this at a later date, I'm juggling with the idea of monsters being multi use, either as companions or being turned into equipable power gems that grant stat boosts and abilities.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!