A node would be a lifesaver!
I thought about removing and adding temporary abilities -- but I'm not sure how I could get the event system to identify which abilities a combatant started with and then replace them with identical temporary abilities…
1) Sounds perfect -- thank you!
2) Looks like the Change Member option in the Use Battle Action node needs a member index and can't use selected data or something similar instead, unless I'm mistaken. I'm having trouble getting it to switch in a me…
Well, now I'm really scratching my head.
The Spawn Player node does spawn the player, using Spawn Member option and Member Index 0. But it does not remove the the other combatant model. If I let the event end this way, the player is set to the com…
Sorry, posting another question here that's somewhat related... at least to my 2v2 pokemon-style combat system woes.
2) Are is there a node or setting that interacts with "Group Leader" status of a combatant?
When a combatant is killed, I have i…
Thanks for all the help, y'all! It's good to hear that someone else had this problem at least, Wrofir.
Switching my character's Find Ground Settings to none and placing a Place on Ground component did fix my ledge problem, and gave me a jump proble…
The default setting is none, but for the player I have it set to Character Controller. I just tested it with none and with Raycast and had the same issue, even when adjusting the Raycast distance.
However! If I set it to none and then add a Place o…
Oh, yeah, that's a lot smarter. Works like a charm.
For others reading this, I just used a Transform to Variable node on the dying combatant before having them leave the battle, then when the new combatant joins the battle I used a Change Position …
I have a Leave Battle node for the old combatant.
In troubleshooting, I realized my Battle Start Event creates additional battle spots when it the entire enemy combatant group initially joins the battle (before the extra combatants get added to Se…
Thank you, that set me on the right track. I've got it mostly figured out!
The only thing I'm stuck on now is that when the enemy combatants Join Battle, they create a new battle spot and spawn there instead of spawning on the spot of the combatant…
I don't think so. I tried a couple different variable names and it still didn't work.
This might not be related, but I noticed when I type into the value input dialogue, certain input keys still trigger. Like, if I type "p" -- my input key for pau…
Hello! I'm bumping this post because I have a similar issue to OP's #15.
15) I am also trying to replicate that battle system, but in my game all the battles are 2v2.
I have the player's system working with a death event that uses a Select Combat…
I just checked, it doesn't seem like it does. Here's a video so you can also see what's going on:
I have had an issue with global variables not working in a battle event before as well... Any ideas on what's going wrong?
Hey, thanks for getting back to me!
Here's the setting for Set Combatant Name:
And here's the Value Input Dialogue:
Let me if I can provide anything else that'd help you help me!
Thank you for both for the helpful replies!
I tried both the Store Combatants option and the Selected Data options in the start turn events, but couldn't seem to sort out the data correctly. I ended up going the HUD route and had it display either …