Behavior Editor -) New Behavior Set -) Conditionnal: Always True -) Action *Missing String-1''
It has the same icon you click to switch chants in the combat interface. Also, there will be up to 4 ''Missing String-1'', depending on how many prepared chants you have with at least 1 phrase.
It would be no a big deal if it was just the text, but also, you can't swap chants with the Behavior editor.
Steps to reproduce (No chant swapping during combat from AI):
Behavior Editor -) New Behavior Set -) Conditionnal: Always True -) Action *Missing String-1''
Then do 2 other -) Action *Missing String-1''. You should have 3 chant options to swap to, when ''Always true''
Exoected Behavior
Then start a combat. The goal is to be on the ''fourth chant'', the one you have not programmed in the Behavior editor. I simply stayed on each chant for a very long time to try to get the AI to swap anything. It did not.
Question
Bartleby
Steps to reproduce (Missing String -1):
Behavior Editor -) New Behavior Set -) Conditionnal: Always True -) Action *Missing String-1''
It has the same icon you click to switch chants in the combat interface. Also, there will be up to 4 ''Missing String-1'', depending on how many prepared chants you have with at least 1 phrase.
It would be no a big deal if it was just the text, but also, you can't swap chants with the Behavior editor.
Steps to reproduce (No chant swapping during combat from AI):
Behavior Editor -) New Behavior Set -) Conditionnal: Always True -) Action *Missing String-1''
Then do 2 other -) Action *Missing String-1''. You should have 3 chant options to swap to, when ''Always true''
Exoected Behavior
Then start a combat. The goal is to be on the ''fourth chant'', the one you have not programmed in the Behavior editor. I simply stayed on each chant for a very long time to try to get the AI to swap anything. It did not.

Edited by Bartleby5 answers to this question
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