1a) Use a Use Battle Action node and set the Add Action setting to Sub Action. This will use whatever action you want to use outside of the system's action chain as an action within the current action. You can also wait for the action to finish before continuing the current action (event).2. Let's say you are in a special battle where both the attacker and the target get a shot in. The best way to describe this is a 100% chance of counter, but i don't want it dictated by the combatant or the weapon. I want it dictated by the type of battle
Check for the bonus if the action should be used before that, e.g. with a Check Status node.
You'd need to set this up in a battle event and add it to every action (e.g. ability) where it should be possible to perform such a pre-counter.
2a) Easiest way to do this is by setting a variable to mark these special battle types (e.g. set in the battle start event) and use a counter chance formula that results in 100 % (i.e. result is 100) if that variable condition is valid.3) When a battle event takes place (like attack), I'd like to lock targets together. Say Player 1 attacks Enemy 2. I'd like to be able to store, and access the stored target (for both the player, which is Enemy 2, and the Enemy, which is player 1) from a node, after the first attack takes place. Is that possible?
Another way would be to use a system similar in (1) at the end of every action.
3a) Hmmm ... I don't think that's really doable. While you can store combatants (e.g. using selected data), these are stored globally and not bound to a specific combatant.I will update this thread as i think of other things. Thanks in advance.
You probably could use object variables and create some kind of custom system with e.g. float variables marking each individual combatant.
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