Who exactly are you trying to target? Is it specifically the target in index 2?
You could always give that target a passive state that banishment can check.
if target.hp < 150 && target.isStateAffected(419)
You would replace 419 with whatever passive state you gave that enemy.
You can use what you have in that note tag but it needs to be inside an action sequence. Take this:
clear battle log
My game, The Great Gaias is as traditional as they come. It was in development for over seven years and has a ton of content, plus custom assets. Check out my signature for the trailer and other links with more details.
You can balance your game with either, the choice is really up to you and your vision for the game.
My first title I went with normal stat growth on level but my current title I'm using a point allocation system, like this:
@Candacis Thanks for the critique, you bring up some good points.
Here is a map of the game I'm currently working on, Gjallarhorn:
Sadly, I had to reduce the quality of the image to upload here.
Character and monster shadows aren't done yet.
@Kes Those are some great points.
The trees are just used to block the player, while I'm sure there is a way to do that and make it more realistic sometimes you just want to get through a map because there are hundreds more to go. :)
The cramped buildings have to do with us making the game...
There are several ways you could do this but the easiest I would think is to just make the Actors skill apply a hidden state that you could check for inside the troop event. That way at the start of the enemy turn it can check if it has the hidden state and if it does will unleash its special...
Have you tried:
I tested this in my game and it works.
This way you can get around choosing a specific actor like I saw you wrote in your thread. I would have responded there but it was closed.
Sorry for the late response but I don't check the boards often.
I'm a bit conflicted. One the one hand, it's quite visually cool to make bodies of water that the player can interact with by going into it. However obscuring the player character from a gameplay perspective is pretty bad. Hmm... There's the option to make the area around the player visible, but then that kind of defeats the purpose of submerging them.