modot

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modot
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  • Thank you for your response. The main reason is that I would like to enable the switching between states of manual control through key input and states where the character is operated by AI, regardless of whether they are players, enemies, or thir…
  • I didn't quite understand the part that says: >combatants on cells in affect range will receive the target changes. But I managed to achieve the desired outcome without using affect range by retrieving the enemies in the Schematic and using the …
  • I should have mentioned it from the beginning, thank you! However, since the display of turn order is still not working as intended, may I ask an additional question? Turn Order Setting is as follows. Invert Turn Order is checked. https://imgur.c…
  • No, I tried using the namespaces for GamingIsLove.ORKFramework and GamingIsLove.Makinom... I am using ORK3, just to be sure.
  • ORK.GUI.Tooltip.Preview = null; I think this may be an embarrassing question, but how can I access it? Will it be accessed through a Handler or a Helper? I'm sorry, but could you provide a clearer explanation or an example?
  • Thank you for your response. When a player uses an ability, it applies a StatusEffect and calculates the StackCount of the StatusEffect in the turn calculation. So, the system allows multiple actions per turn, but each time an ability is used, the…
  • @GeneralK Thank you! I thought I had searched through the CheckStatus section, but somehow I seemed to have overlooked it.
  • It may have been a very simple reason for this... When all the grids around the player are occupied, the enemy seems to not move as close as possible, but rather takes no movement action. I thought that this behavior was set by the On/OFF check of …
  • Here are the settings for the GridMove node in BattleAI. I tried changing the settings of this node several times but the result did not change, so the cause may be elsewhere. https://imgur.com/a/8ju8An2 As additional information, the phenomenon wh…
  • I reviewed the settings based on the advice I received, but there didn't seem to be any incorrect settings, and it didn't lead to a resolution. However, when I changed the enemy's BattleAI to use items on the spot instead of Grid movement, all enem…
  • Revive node, that's it! Sorry, I had a simple misunderstanding that if I heal the player's HP with ChangeStatusValue node, the death mark would disappear. Thank you GIL!
  • BattleEndSchematic shows some HUD(Button), and the OnClick event of the button launches another Schematic, in which the CallFunction node is used to disable Battle component. So, I think The Battle component is disabled not in the BattleEndSchematic…
  • This is how TurnOrder is set up. https://imgur.com/YvkpQLs I have no settings in Attack, Item, or Target Setting that affect the turn values, and no Schematic using the TurnBasedOrderChange node. Some UI control and camera control is done from scr…
  • Oh...I found the cause. player.Battle.BattleMenu.Back(); I put the above process in after the player's attack to manipulate some UI, but due to my mistake, this process was also being done at the start of the turn or end of the turn under certain co…
  • I have the same problem with TurnCalculation with, for example, a simple Value = 10. I don't remember putting in any other processing related to the turn...anyway, I'm having trouble figuring out what's causing this.
  • That's a smarter solution! Thank you.
  • Actions Per Turn: 2 I guess this setting is the cause of this problem. The problem no longer occurs for now by changing this value from the Formula. Looking forward to the next update to fix it!
  • Okay, This is how TurnBasedBattle is set up. https://imgur.com/a/GF974wP In this state, https://imgur.com/qQ2iCnC For example, after the above Combatant's turn is completed, the situation is as in the title. MoveAI is not used. Let me know if yo…
  • Oh... why didn't I try this node! Thanks GIL!
  • Thanks as always for your spot-on advice, GIL. Thanks to you, it now works as desired. I would be happy to answer an additional question. I know that there is probably no easy way to recalculate the range of movement in the middle of a turn, but is…