Thanks for your reply GIL,
I tried using the selected data by using the Select Combatant node, specifying each combatant by using their group index. Afterwards in the Settings node I set up the actors with their selected data. Lastly setting up the…
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 typ…
Hey GeneralK
Thanks for your reply
I've looked into what you've said and that's not a bad idea. But I feel like it's a bit inconvenient on the players end.
I was looking more into an enhancement system like MMORPGs (Where you click a button and i…
Thanks for the reply GIL,
For the abilities I did use the research tree, the amazing thing about the research tree is that it has the next level option for abilities
But when it comes to equipment there isn't a next level option.
As for the crafti…
Hi GIL thanks for your reply.
Yes, I’ve doubled checked what you’ve mentioned above and everything seems in order.
I forgot to mention that when it comes to testing 1 combatant only, it works for me too. But when you add an additional combatant to…
Yes, that is true. I thought about the alternative option but since I won't be having many status effects that trigger this way, I went ahead with a schematic that hides the Battle Menu UI, and block player controls while the status effect schematic…
Hey GIL, I appreciate your help on this!
The third one worked closest for what I wanted.
Using the status effect to run a schematic at battle turn end. In the schematic I have the Battle Action node using the ability with the setting Outside Battle…
The same thing happens if I do the above steps with ability. Using the description to add More -> Data -> Ability -> (ability name) -> add. and then go to a combatant and try dropping down the ability list to give them an ability, starts…
Hey GIL!
Good news, while packing up the project I decided to try a few other things and found out the internal issue. I was able to reverse the error message.
And I don't think it's suppose to happen. So what actually happens is, in the description…
Thank you very much. That did it.
I was concerned that the Ability level in the Select Ability node would override the actual current level of the ability but that isn't the case.