1) I've made the ability to start dialogue with an enemy via a custom node that's triggered from a choice node (which can only be triggered if all enemies are knocked down).
The choice node is within an ability's Battle event. I'd like to add the ability to pick which character the player talks to as opposed to picking the current target of the ability used. Is there a way to pull up the select target again? Do I need to make another custom node for this? Which step/node would be a good example?
Combat style: Turn Based / Active
2) Also, is this the easiest way to get the def attributes of a character? It works but it seems like there should be an easier way.
List<<Combatant> list = this.usedObject.GetCombatant(baseEvent);
Combatant combatant= list;
int subID = combatant.Status.GetDefenceAttributeID(2).GetBaseID(); string personality = combatant.Status.GetDefenceAttribute(2).BaseAttribute.attribute[subID].GetName();
3) I tried using defense attributes for misc. stats that should start at 0. This caused the characters to start doing 0 damage. Where are these stats calculated into the damage? Can I change this? I don't want this attributes to have anything to do with damage. I thought they would be a good fit for a map like structure. For instance defense attribute "likes"- sub attribute "cake" = 0 initial value and can be increased for future checks