Well, int's max value, i.e. the maximum quantity is 2.147.483.647, which should be enough for 99% of use cases.
Maybe future ORK versions will change to using long/double instead of int/float, though there's also performance and memory impacts to co…
The Selected Data actor uses whatever is stored in the selected data at the time it's used, so that shouldn't be the issue.
I'd guess it's either the actor's setup not matching the same selected data you used in the node, or the Select Combatant no…
Since all targets of an action are available as Starting Object, the only way to distinguish between them would be by using selected data.
So, you can set up a Selected Data actor for that.
For what's in the selected data, you'll need to e.g. use a…
@rrldev
Can confirm this issue - seems to be a floating point inprecission issue (e.g. the 31% bonus you defined is ultimately used as a value of 0.3099999 instead of 0.31).
I'll look into it to find a solution.
Class abilities are only active abilities - think of them as class-specific attacks.
You can add other abilities to classes via ability development settings of the class.
That's currently not possible - the Check Status node only checks a combatant, i.e. it'd check if it knows an ability of that type.
Currently, you have to set up separate formulas for this.
Is your HUD set up to also show for enemies? The new faction will have a sympathy of 0 between player and that faction if not set up in the general settings of factions, so it'll be considered ally not enemy.
Regarding bestiary - this can block sho…
Looks correct - there's only checking of equipment being done, no equipment changes.
After collecting the 2nd weapon, is it actually equipped on an equipment slot or just displayed via equipment viewers? You can e.g. check this either in an equipmen…
I can at least guarantee that collecting an equipment doesn't equip it automatically, unless you e.g. set up an Added Schematic in the inventory schematics (Inventory > Inventory Settings) to automatically equip something.
The rest is hard to sa…
Will look into future features in that regard - for now this could somewhat be done using schematics, either via an equipment upgrade NPC or e.g. using menu screens that use a schematic for the selected equipment (either via default action of the me…
There is no built-in front/back row feature, so that'll ultimately come down to positioning. E.g. you can use the attack's use range or combatant triggers for this.
Well, items can't be equipped and equipment can't be consumed.
You can use shortcut slots for such a system - I assume that's what you already do?
Shortcut slots will consume items if they're consumables, but depending on your shortcut settings the…