Okay, thx for the info.
I've improvised something inside the Grid Move Schematic instead, so that it checks for the Stealth Status Effect there, and then adjusts the Grid Path correspondingly. It's not perfect, but seems to be working well enough f…
Another thing on AI... Is there a way to loop a Combatant's Battle AIs...?
What I'd like to do is have all the Combatant's AIs loop until their Action Bar is exhausted - is there a way to do that? Or I would have to define that inside each Battle A…
Ah, yeah - everything seems to work better when I set the combatant to use queue mode. Even though I manually set all the nodes to use queue in the AI, something appears to be going on to that messes with the queue when the combatant is themself not…
Another small issue that's come up while experimenting with status effects at turn start/end...
I have a Status Effect that executes a schematic at turn end. However, I'm noticing that the next combatant's turn starts before that schematic finishes…
The schematic is called from a Schematic Status Change on an ability's User Changes. The core setup is three nodes (simplified for repro). First, select all non-enemies with Select Combatant Objects :
Then try to remove the user with a Select Com…
Experimented some more - it seems to be when I use a nested Remove Status Effect. I remove one status effect, and that status effect then removes another status effect. Just using a single Remove is working fine.
I can repro it quite easily in my p…
Aha, yes, that's fixed the missing options!
I still have the issue, though, that any time I try to actually use Remove on a Status Effect Change it just gives me a bunch of stack overflow errors... :(
The issue there is that each ability can use a different status value. I wanted to be able to use just a single formula, and set the status value to be used on the ability.
Is there another straight forward way to do that, or I just have to make a …
Okay, thanks - I'll try just looping through and selecting combatant at an increasing range in each iteration until something's found (or max range is reached), looks like that should work okay in a schematic... :)
Don't know if it will work in your particular case, but in my grid battles I make the move cost on certain terrain a formula. The formula checks for specific status effects on the player. Depending on their "move mode", those different status effect…