Awesome! Thank you!
The combatant triggers approach works very well! Although there seems to be a weird behaviour - the documentation says that the combatants need to have a collider and rigidbody components as well. But it seems to work fine witho…
@gamingislove
Brilliant! I was able to do it another way without having to add a separate start/end schematics on all relevant abilities - I set the status effect duration to 1 Action, so if it's not reapplied by the same ability then it will be r…
@gamingislove
1.) Great1 it works!
Edit: I've figured out the issue below ;) but keeping it here for reference later. It's my variable origin not being set to selected data, key: action
Thanks!
One last thing on this topic-
I wanted to limit …
@gamingislove
Ah ye, because the tooltip previously said float variable, haha. I changed it to int and it does look like it's working, but there are a couple of limitations currently:
1. It looks like I can only implement Mana Steal and Stamina S…
@gamingislove
Also, when I use a schematic (any schematic) in the Change Schematic settings, it causes a stack overflow.
I tried to use even just a very simple one that adds a flat HP value to damage dealer.
https://ibb.co/2W0Lyzc
https://ibb.c…
@gamingislove
In the schematics, how do I call/get the value of the change in the status value(damage done) on the target, so that I may use it in the formula for the positive status change (resource steal) on the user?
Because the resource steal…
@gamingislove
In the same line, would it also be possible to make the Equipment>Bonus Settings>Status Value Bonus to use a float value selection, to allow using formulas etc, like in the latest update for Efficiencies?
Thanks!
In your Ability Settings > Target Settings> Target Changes, you can simply enable "Blockable" for each target change :) This will automatically calculate blocking based on Combatants block chance.
Combatants' block chance can be a status valu…
4.) YES it works perfectly, yay! (With the minor snag that once I've unequipped the bow and equipped it back, the [Ammo] slot does not remember the last chosen ammo and is blank again).
That makes a lot of sense now though
1.) I will try this later…
1.) For the setup you described, does that mean that every time the character obtains a [Fire Arrow] item , he will also automatically obtain a [Fire Arrow] equipment which he can equip?
But then when consuming ammo based on what is equipped, I wi…
I have a couple of questions with regards to this:
1. If the ammo is set up as equipment (e.g. Fire Arrow is an equipment equipabble in the [Arrow] slot), can it stack like an Item ammo would?
2. How would I set it up so that using an ability or b…
@gamingislove
Sorry, can you expound more on this? I'm a very new user and have very little idea about using schematics yet, so apologies in advance. While I understand the idea behind your suggestion very clearly, when I tried to execute it, ther…