So I'm running into this issue as well. I have healing potions with their inventory space set to 1 and per stack checked. Maximum 10 stack limit.
Inventory settings: add items type = add.
When I buy a single potion the space goes up by 2 instead…
I'm adding to group via Join and Leave. I'm also keeping track of story progression for that character via object variables. I only really access the info of the combatant in my party right now but the idea was to be able to leave them in town and p…
@gamingislove So while trying the method you suggested I'm running into the heal just being applied to the enemy target (who doesn't have the lifesteal buff) rather then the user of the ability (who does have the buff) and the absorb effect is enabl…
Since it's part of the damage calculation the only way I can think of to share that info is a variable that the event sets and the formula uses but it seems dirty
Hmm actually it might be the same issue as the first problem. Doesn't work 1st level either. So do formulas also take the target/user of whatever calls them? So here the user would be the target and user again within the formula too?
Awesome ty!
Also, I'm running into nested formula issues.
When I do a branch condition node on status effects (bleed stacks... if stack =1 do X) everything works fine. But if I extract that conditional check into another formula and call that for…
Alright thanks. I'm running into another issue. I'm on ORK 2.30.1 for reference (in case this has been a known bug).
I want the user to heal for X dmg if a bleed is applied to target.
I add a user change on an ability for 2 HP with a requirements…
Yes, Global Objects. I load an additive scene (battle scene) and find/store/disable the "adventure world" based on tag. At battle end I destroy all the objects in the battle scene and enable the adventure world. Prior to upgrade it worked great. Now…
I upgraded my project to 2021.1.3 and am having an issue where Global variable objects aren't persisting through events. I find/store/disable an object on Combat start and enable on combat end. Worked prior to upgrade so it may be ORK? Not sure thou…
I'm having an issue similar to this. What I'm doing is:
1) Loading Scene A.
2) Scene A has an autostart battle that loads an additive scene B
3) Scene B doesn't show any combat text when loaded from scene A but does show when tested alone.
4) Furth…
Right now I'm keeping track of each character's position in a separate list to do knockback effects and pull forward effects.
I was originally doing this because I wasn't using the grid system. The separate list also allowed me to provide users a …