4b) The QTE is contained within a battle event that I call from within the animating event of various abilities. I know it shares local variables with the animating event that calls it. Would it also share "users" and "targets"?
4c) Also, if I stor…
all of that is pretty clear, I do have a question about 3b2 though. Would the poison apply on all of the users attacks that were set up to use attack effects? Is there a way to designate only some of their attacks as appropriate for the effect? For …
1.A.) Alright, so, let me just repeat back to make sure I understand:
The combatant in question (let's say Combatant A) has a passive ability with a bunch of custom events. There is one such custom event per element, and each such custom event just…
b3. does that essentially mean at the start of a new overall battle turn when the initiative is calculated / or the end when it can no longer find combatants who have not had a turn yet? Or is that determined another way?
B) Okay, so, using a couple examples:
b.1. Combatant A uses an ability that grants themselves a Status Effect that lasts 3 turns. This will take effect immediately (assuming they can still take actions on their turn), and stick around for Combatant …
A) thanks!
B) Okay, so battle turn increases only after all combatants have taken their turn, instead of after each turn. So things that depend on battle turn (such as durations set to a number of turns) will be essentially based on game rounds, ev…
A) In a turn based battle with Turned Based Mode "Active", how does the game decide between two different combatants with the same initiative score? Does Player vs. Enemy matter? Is it random?
B) If I use a Turn Based battle system with the "Active…
Is it possible in ORK 3? And if we wanted it to be possible is it the sort of thing we could commission?
Also, what about two AI controlled factions fighting eachother?
This is regarding ORK 2.
Currently my ranged area of effect abilities need to be centered on an actor or they get placed at the user of the ability instead of the targeted location because the "store grid cell" node uses Origin Object (Actor), Actor…
I must have just been looking in the wrong place. But I think you're right about improperly ending the turn: using an end turn node in the on apply event of the daze status effect automatically triggers the problem every time. I've identified that p…
2) I suspect that if I could Check Action time in a Game Event I could probably fix the problem by imputing a Check Action Time node before reducing action time and then if they have less then a certain amount just ending their turn instead. : ) So …
1) awesome. Thank you!
2) As for what their battle information says, I've noticed two major things: the player's Receive Actions Per Turn is set to False, while all the NPCs is set to True; and they also seem to be accumulating far more turns then …