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Have any of you implemented a combo/hit counter in your battles? I don't believe it's something in the tutorials but I'm wondering if it's something possible through Ork or should I just try to program it myself lol.
  • No, there's nothing like that in the tutorials, but you can add this as a custom system using the event system (i.e. the battle events that animate your actions) and variables.

    You'd basically increase the hit counter in your battle events each time you hit the target. E.g. the Calculate node can optionally have next slots for hit and miss, so you can make sure to only count actual hits there.
    The counter itself would be a global float variable and can be displayed by an Information type HUD (using text codes). The HUD can also be shown/hidden based on variable conditions (e.g. on the counter being greater than 0 or a bool variable to toggle it on/off).
    At the end of the action you'd reset the counter to 0.
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  • edited October 9
    Hi again! I figure I can piggy back off of my own thread, but I'm wondering what the best way to make the combo counter disappear if the player hasn't landed a hit within a certain amount of seconds.

    example:
    Player hits
    Player hits
    Combo is now 2
    player/party stops hitting within 2 seconds
    counter resets to 0

    I'm assuming I can start with a global event at the very least that checks when a combo was last landed...? Maybe with time elapsed - a global event will check if the playerCombo variable is above one hit, and then after that, perhaps another variable to track that combo if more than 2 seconds have elapsed, then reset it back to 0?
    Post edited by PBoTG on
  • Generally, for checking if the last hit was X time ago, you'd set a global float variable (or on the same variable origin you set the combo counter) to the current game time (value type) + the offset you want.
    So, for 2 seconds, it'd be offset 2.

    Now, to check if the time passed, you can use a Check Value node, checking the float game variable you've stored being less than the current game time (with 0 offset).

    When or how you do that depends on how your system is overall working. You could e.g. have a global event run each second (or 0.1 seconds, etc.) to do the check and reset the counter.
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  • Ok great. I'll try something like that and get back to you.

    Now my next question is something I've asked before but I can't find the answer so I guess I'll ask again!

    Is there any way I can shortcut a target selection battle menu to a key? That way I could choose the target and lock on attacks without the target menu coming up every time I attack like it did did before!
  • Yes, the individual/group targets (see Battle System > Target Settings). Individual targets are only available for the combatant who selected it (e.g. the player), the group targets are available for the whole (player) group.

    For your action selections (e.g. in the battle menu or via control maps), you also need to enable using individual/group targets :)
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