You have a Miss Schematic in Status -> Abilities. ie When an ability miss, trigger this schematic.
We need something similar when an ability hits a target. Same with critical hit. --
How will you design a solution for Where if an ability hits, then it has three possibilities; glancing blow(75% dmg), normal(100%), and crushing blow(125%)?
In the battle animation schematic, you can add slots for Hit/Crit/Miss in Calculate Action node. There you can branch off and do different things.
You can also use a Determine Action Outcome to know what the calculate action will be, and then branch off and provide your given damage modifiers in the Damage Factor of a Calculate Action node.
Status changes of your target changes can directly use the Schematic change type to start a schematic. The status changes are only used by hits. There is the separate Miss Schematic setup because you could otherwise not start a schematic for misses (target changes are not used by misses).
As @Acissathar said, the Calculate Action node can optionally use different next slots for the outcome of the calculation.
For anything more detailed, you'd need to use custom setups in your schematics. E.g. before calculating outcome, use Check Chance node to do custom chance checks and perform the rest based on that - the Set Det. Action Outcome node can be used to force a specific outcome for the Calculate Action node (e.g. a critical hit) and you can also use the Damage Multiplier node to impact the damage outcome (e.g. 2 for double damage).
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This can be found in Status > Status Values in the Change Schematics settings of your status values. You can further limit the use of this feature to e.g. only coming from abilities and items, only being used by the player or only to negative changes (damage) and use other status conditions.
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You can also use a Determine Action Outcome to know what the calculate action will be, and then branch off and provide your given damage modifiers in the Damage Factor of a Calculate Action node.
There is the separate Miss Schematic setup because you could otherwise not start a schematic for misses (target changes are not used by misses).
As @Acissathar said, the Calculate Action node can optionally use different next slots for the outcome of the calculation.
For anything more detailed, you'd need to use custom setups in your schematics. E.g. before calculating outcome, use Check Chance node to do custom chance checks and perform the rest based on that - the Set Det. Action Outcome node can be used to force a specific outcome for the Calculate Action node (e.g. a critical hit) and you can also use the Damage Multiplier node to impact the damage outcome (e.g. 2 for double damage).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
You can further limit the use of this feature to e.g. only coming from abilities and items, only being used by the player or only to negative changes (damage) and use other status conditions.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!