So question: Under what circumstances would a consumable stat not change when using a Combatant>Change Status Value node in an event?
I have a status value that is at 100% of the max stat when the game begins. For testing purposes, there is a global event set to auto run that checks the status to see if it is greater than 50% and, if so, subtracts 1 from the stat roughly every second. If the check fails (because the stat not greater than 50%), then the fail fork from the check is linked to a node that is supposed to set the stat back to 100%.
The problem is that once the game starts the consumable stat is at 100% and stays at 100%. Any idea where I might be going wrong? I have other stats that I've gotten to work perfectly fine, both in my custom UI and in similar global events. With this stat, it just stays at 100% in the combatant component of the player.