@gamingislove we're running a few different things at once in our custom player controller; we ended up calling the HasBeenDamaged event via code in another script rather than leaving it to the Damage Zone!
This is not a feature request, just a suggestion/idea. I was working on a project with Adventure Creator plugin and I noticed it has Community Wiki setup on Wikia.com.
Could be a neat way to keep the ORK Community Tutorials and custom solutions in one place.
Being able to set a target volume between 0-1 in the Music Player component would be really useful and save time. Right now the alternative is to create a separate event w/ triggers to lower a sound channel; or creating multiple music entries with different sound levels.
@Kirb Will be in the next update, and Makinom as well :)
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Please add the ability, when selecting through a list of formulas, stats, items etc., to either type the key number in directly, or at least limit the selection by type. That would be an amazing time saver.
One thing that is missing is the ability to search a fallen opponent's body for loot. In the Battle Gains, we can set it so that the player automatically picks up all of the enemy's items, that all of the items are dropped to the ground, or that the items are placed in an Item Box of the specified ID.
What I'd like is for each enemy to have its own Item Box that is enabled when it dies (and placed as an interaction on the prefab -- this assumes that we have the setting enabled to keep a combatant's prefab upon death).
This item box would need to use a Custom interaction tag, as if I have interaction prompts for item boxes normally set to "Open " I would not want to use that in this case. ;-)
I should be able to accomplish this through scripting, but it would be nice to have it as part of the Battle Gains settings, since if this is the desired behaviour, one will generally want it happening for all enemies.
@ThreeNippledWanda You can enable type separation in popup fields in Editor > Editor Settings in the Popup Field Settings.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Also; I can't remember, did ORK ever gain the functionality to change the color of damage text depending on whether it's the Player or Enemy getting damaged? Right now it's just stuck to one damage color per Status Value.
Additionally, having different damage colors for different damage types (orange for fire damage, green for poison damage etc etc) would be a nice tweak as well.
Maybe something for the next update since TextmeshPro is packaged with 2018.1?
It would be cool to be able to subscribe to battle text notifications (User casts spell etc.) from code to be able to display them in custom UI. A simple delegate that returns text would do the trick I think, but Returning User/Target/AbilityResults would be perfect. So we could build string like "Player Cast Fireball On Bandit: Damage 20"
And it would very helpful to be able to have shorthand for Target as well. like %t maybe so you can build strings like: "Player Cast Fireball On Bandit".
Is it possible to play an animation or sfx per tick on say, a Poison status effect?
Let's say I'd want the screen to flash and an SFX to trigger every time HP is damaged via a Poison status effect. I can see Animate Damage under Status conditions, but would it be possible to add in a slot for a battle event as well?
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Could be a neat way to keep the ORK Community Tutorials and custom solutions in one place.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Will be in the next update, and Makinom as well :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
What I'd like is for each enemy to have its own Item Box that is enabled when it dies (and placed as an interaction on the prefab -- this assumes that we have the setting enabled to keep a combatant's prefab upon death).
This item box would need to use a Custom interaction tag, as if I have interaction prompts for item boxes normally set to "Open " I would not want to use that in this case. ;-)
I should be able to accomplish this through scripting, but it would be nice to have it as part of the Battle Gains settings, since if this is the desired behaviour, one will generally want it happening for all enemies.
You can enable type separation in popup fields in Editor > Editor Settings in the Popup Field Settings.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Being able to set this value in status effects using a Formula would be really useful; right now it's set to a single value.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Additionally, having different damage colors for different damage types (orange for fire damage, green for poison damage etc etc) would be a nice tweak as well.
Maybe something for the next update since TextmeshPro is packaged with 2018.1?
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
And it would very helpful to be able to have shorthand for Target as well. like %t maybe so you can build strings like: "Player Cast Fireball On Bandit".
Let's say I'd want the screen to flash and an SFX to trigger every time HP is damaged via a Poison status effect. I can see Animate Damage under Status conditions, but would it be possible to add in a slot for a battle event as well?
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
If you could add public RemoveItem function to ItemCollector that would be great!