What i did :
Ability set as passive that apply a status effect 'A'.
The stat effect 'A' use a Game Event on Turn Start.
The Game Event should add 1 stack of status effect 'B' & 'C' on the user for each enemies in battle :
Store Combatant Count > Game Variable Fork > Change Status Effect > Debug
Everything seems to work the way i want except the Change Status Effect node who is used as many times as needed to cap the Max Stack Count of 'B' & 'C'.
i.e. : if 'B' has a max stack count of 42, i then have 43 Debug printed.
Side question : is there a Sub Type category for Status Effect like there is for Combatant ?
That's pretty cumbersome :)
You can use a loop in your event and a counter variable (i.e. a local float variable that is increased by 1 until it reaches the stored combatant count).
The setup is like this:
- Store Combatant Count to store the number of combatants
- Check Game Variable to check if the local counter variable is less than the stored count
- Change Status Effect to do your thing (connected to the check's Success next slot)
- Change Game Variable to increase the local counter variable by 1
- loop back to the Check Game Variable
Status effect types don't have sub-types - they're only available for things that are displayed by menus, like item types or ability types.
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But i still can't understand why my previous event made the status effect stack until maxed out ? Can you see if i did smthg wrong with my event ?
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