• edited February 2014
    Please send me the event to contact@orkframework.com.

    Edit: The bug comes from loading an event with a Show Dialogue step, set to be a Choice dialogue but not having any choices.
    Don't do that until the fix in the next update :)
    Post edited by gamingislove on
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  • edited February 2014
    Oop, seem to have run into an issue with the Always On Damage Dealers:

    It doesn't seem to be correctly using the Set Combatant's stats. In my case, the player has a set of base stats at level 1, and the developmental curve is determined using various formulas on level-up and by purchasing them.

    So as a result, whenever I use an Always On Damage Dealer, and set the player as User Combatant, it appears to only uses her base level 1 stats.

    So for example, while she might be level 99 and her Magic Attack Stat something like 200, many of her attacks hit with the power of a level 1 person with a Magic Attack of 5, since the spells are using formulas that deal damage based off of the User's stats.

    Not sure if this was a bug or not; since I assumed that it would use the Player combatant's current stat values rather than the ones set in Status Development. If not, could you please add that option?

    Otherwise, the system works pretty flawlessly! All of my monsters are statically leveled with no status development so it still works well.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • Can you give me more details on your setup, e.g. how do you set the player as the user combatant in the always on damage dealer?
    If the damage dealer isn't attached to your player's game object, he can't use the player as combatant ... if you define a combatant, it'll always be a newly created one.

    What would work is to set the Player to be the status origin in the formulas used by the abilities :)
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  • Ah, my bad! I'm dumb and completely overlooked the Player selection in the status origins for the formulas! Nevermind then, the damage dealers are working wonderful. :D
    Tactics RPG Grid Battle System for ORK
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  • edited February 2014
    Running some tests with formulas, I've noticed that when I apply percentage status bonuses, the formula result always rounds down even if I don't put in a rounding node. e.g. I can calculate a Speed Growth Rate of 15, but then if I add equipment to the character with a 10% Speed Growth Rate bonus, it becomes 16 instead of 16.5. Interestingly enough, if I add the 10% status bonus twice, the result does become 18, so maybe internally it's still accounting for the decimals somewhere.

    Last time I brought up a Test Formula issue, it affected the editor only, but this one appears to affect running games too.

    I already figured out how to get the results I wanted by calculating differently, so this isn't a high-priority problem for me, but still worth giving a heads up about. =)



    Edit: This next part isn't a bug, but the help text for Status Values Combined Values says this:

    "It's recommended to only use 'Normal' type status values in the formula, because changes to other values won't cause a recalculation of the combined value."

    I've found that, at very least, changes to Defence Attributes will also cause a recalculation of the combined value. So that's another kind of value that can be used in the formulas. :D (Unless I find something down the road that comes back to bite me for doing it this way. :P)
    Post edited by JellyPaladin on
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  • I figured you might want to know about this. At the start of my game, I immediately add the player character and make him so, then in another event that starts pretty much just afterwards, I add another two separate characters.

    This happens most of the time, but not every time (which is odd)- I'll have two of the original character in my party, plus the other two I added.

    It's not causing a problem for me, because I'm only using said event in a test scene, which I'm using to test various bits and pieces before implementing them into the core game, but I thought I ought to let you know.
    // www.newrealitygames.co.uk \\
  • edited March 2014
    Not quite sure if this is a bug or not, but it's caused me a lot of confusion and fixing:

    Using Move Up and Move Down to organize your lists in the Framework Editor will actually affect all of your events and settings if you change the order of things; it never used to do this, it would remember which one it was set to, regardless of the order.

    Example: You have your text colors set up, with Red for HP damage. Then you create a new color, and then Move it up above Red in the Text Color list. All functions of ORK that use Text color are now offset by one, if they were originally set to a color below Red (or red itself).
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • edited March 2014
    When an enemy combatant dies from a Battle Event, the Collect Battle Gains step in simpleVictory.asset fails to trigger. There are no EXP, gold or items rewarded for the encounter.

    This will not occur from an Ability attack where damage is applied in a Target Changes:Status Value Change. But if that Status Value Change comes from a Battle Event, then the bug happens.

    Let me know if you need further details or an example project.
    Post edited by Nixter on
  • @NewRealityGames
    Can you give me more details on your settings?
    Are you using the start event settings in the Main Menu and an autostart event, or two autostart events?
    And are your events set to be blocking events?

    @Kirb
    The settings have always been automatically updated (also in the used text codes), I've just made updating the events optional, but I'd recommend to update them or you can get mixed up settings.
    And it's new (since some updates) that you can automatically update the settings in scenes and prefabs as well - but that's really only available when data changed that is used in components (e.g. areas, combatant groups, items, etc.).

    @Nixter
    Yeah, I guess that's a side effect from the latest version's change to only get gains from enemies if they've been attacked by a member of the player faction - when not using Calculate and actually doing damage on them they wont be marked as attacked by the player.
    Will fix that to using an action on a combatant marks them as attacked by the other :)
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  • When the PC is attacked by a free-roaming enemy while the player is viewing their menu screens, it cause the enemy to spawn unlimited _Battle game objects. This spawning will continue until the player leaves menus and combat can trigger. After combat, the spawned _battle objects remain but do not trigger.

    Here is a screenshot illustrating the problem
  • Jup, I see the problem - will be fixed in the next update :)
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  • @GiL

    Huh! Thanks for letting me know, not sure how I missed it before.
    Tactics RPG Grid Battle System for ORK
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  • edited March 2014
    Also, GiL;

    Still having that strange bug where the Vertical and Horizontal axis keys aren't responding in Menus while under Freeze Pause. Accept and Cancel keys work fine, even if I assign the arrow keys to them. I experimented around it a lot, but couldn't seem to find a reason why it'd be happening.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
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  • Having a problem with the latest version. After I do the import, I get the following error message:

    Assets/Scripts/Utilities/ORKTest.cs(18,29): error CS0117: `ORKFramework.ORK' does not contain a definition for `GetGlobalEvent'

    Then Unity pretty much locks up. Any ideas?
  • @Kirb
    Can you send me your ORK project asset (Assets/ORK Framework/ORKProject.asset)?

    @keyboardcowboy
    That's because you've probably updated from a beta version and didn't update your custom script :)
    ORK.GetGlobalEvent(int index) has been replaced by ORK.GlobalEvents.Get(int index).
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