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(+1)

You can do it two ways:


  • Create combat buff items and in the skill check boost options allow it to use inventory items
  • Create a specific rule in the skill check boost that checks on a particular item quantity and will use it to boost the check

I like to create the boost rules with second method, it's more specific

(4 edits)

Okay, I found it! Thank you! When I go to use the boost item, it's displayed as 'undefined' and has no icon, despite it drawing  from the database. The boost is still applied and works normally, it's just the item's name and icon isn't being reflected.

I tested this in a vanilla project and the same thing happens.

Sounds like a bug 🐛 

I'll look into it!

Ok, thanks! :)

I tried but it works fine with me, can you show me how you set up the item?

(2 edits)

Sure! Here is what I have for the override section. For 'boost options' I have allow skills and allow items set to 'true'. (I also wanted to add, when I set up the boost as a variable, the icon and name shows up fine~ When I set up a skill, it also says 'undefined' and is grayed out even if the character doing the check has it.)

This is the item itself in the database. I tried changing things like scope and consumable but yielded no results.

Thanks! I managed to recreate the bug and will fix it asap :)

(+1)

V2.0.2 is out and should resolve the issue :)

Yuuuus, it works! Thank you so much for your efforts, I'm having way too much fun with this plugin haha!

(1 edit)

Hey, there! I just had an idea for this plugin; would it be possible to add an option under "manually add buffs/debuffs" to apply to party leader? (Or to whatever actor is in slot 1?) That way the plugin can account for any member changes the player might make before a skill test! I just ran into this issue myself so I thought it was worth suggesting. :D 

On another note, I'm attempting to manually set a debuff before a skill check, and I keep getting this error; "Can't find a valid Stat ID for manual buff command! Stat1." Is there anything I should be doing differently, or is this a bug?

It was a bug, deployed 2.0.3 to fix it, thanks again :D

I'll try to add the "party leader" option in the future but for what you are trying to achieve it isn't easier to use the "Other events Phase" of the Skill Check and adjust the bonus/malus based on a switch or variable? For example if Switch 5: Cursed is ON then -2 to the check