rrldev

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rrldev
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  • @gamingislove Oh OK. I'm glad it's (hopefully) all figured out. I'll try it out again whenever the next update comes. I thought I was going crazy for bit there. Thanks again for all the updates and bug fixes.
  • @gamingislove Well, I'm out of ideas. I changed all sorts of settings trying to get End After: Phase Start status effects to tick down or remove properly, but nothing worked. As a final attempt, I redownloaded the 3D RPG Playground project, which …
  • Thank you for adding the phase start/end settings for status effects that I had mentioned before, it is very much appreciated. However, I'm having a slight issue with it in my limited testing. Phase End seems to work perfectly when used for either …
  • As far as I can tell, there is no way to set a status effect to be used on Phase Start or Phase End when using a phase battle system. Turn Start doesn't work if the combatant doesn't take a turn, and Battle Turn Start just runs at the start of the t…
  • OK thanks for pointing me in the right direction! I got it working pretty much exactly how I wanted it to. We may do more than one action per turn with certain upgrades in our game, so I wanted to avoid using Turn End schematics. I tried a default …
  • @gamingislove That's pretty much what we've settled on. There's unfortunately no Damage Multiplier field when not using the Use Regular Changes option, so we've set up regular changes to leave Efficiency at 1 always and critical changes use our cri…
  • So, the Use Regular Changes option under Target Critical Changes is super useful for avoiding having to copy and paste our regular target changes for every ability, plus it gives a separate Damage Multiplier field where we can plug our critical dama…
  • @gamingislove Oh, that's awesome! Thank you so much for the quick response!
  • @gamingislove After some more fiddling around with it, I found that enabling Shared Chance under Use Settings > Critical Chance then reveals another setting called For User Changes. Enabling that then allows User Critical Changes to trigger corr…
  • Hi. Ran into a little bug I think. I cannot seem to get anything to work under Abilities > User Settings > User Critical Changes. User Changes work fine, and if they are set, will trigger whenever a critical hit or normal hit happens. If noth…
  • OK, I've had some time to mess with everything some more. gamingislove said: 1) Generally, schematics started by schematics can share local selected data and variables, but the schematics called via Custom Selected Data Schematic node are a bit diff…
  • @gamingislove Thanks a lot! Tried it out, and it works again. I got a Unity warning when updating the package that some APIs in the DLL files needed to be updated, but it didn't give any specifics and it seemingly worked fine, so I'm not complainin…
  • Ever since ORK update 3.6, my combatants never take their turns in battle. I'm using a Turn Based / Multi-Turns battle system. The player HUDs and enemy HUDs appear, as well as the turn order bar, but the battle menu never does. I thought it was a p…