The On Recast setting is set to None. The issue is only present with Physical attribute attacks. I can use any other attribute attack (Fire, Water, Wind, etc.) and knock enemies down, and it correctly checks if they are already knocked down before t…
Ok, thank you. I got it working now.
What seems to have held me up was that I had to set "action" as both the Variable Key and the Data Key. It works, but I don't know why that works.
I've got another weird issue with my schematic now that I can…
So I got the ability variables attached to the abilities, and attached the single schematic to each ability.
I can get the ability variable of the ability being used through a console log, but I can't seem to get it any other way to actually use i…
That alternative set up works great for my purposes! Thanks!
Is it possible to get access to the Attack Modifier Attribute of an attack used on an enemy?
Currently I've got a different schematic attached to each Ability (I.E. one for fire, water…
Thanks for the reply, and thanks for answering my barrage of questions haha.
1. It seems since I have the Turn Based Mode set to Multi Turns, the option for Auto Start Turn isn't available. Is there a way around the issue for the Multi Turns mode?
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Ok, so after messing with it for a bit it seems to be functioning now! Yay!
For anyone who may be interested in something like this in the future here is what my working schematic and template look like...
Schematic screenshots
https://ibb.co/phHk…
Thanks for the reply.
Though I'm still not understanding how to "based on the input, select a different cell around the target - afterwards the cell is stored in selected data"
How are you selecting what the new cell is based on the original one?…