• @Duffer

    (I'll be happy to write a tutorial for you providing a step by step solution for any of these. Except #5; you're on your own there.)

    1) Item socketing and sockettable items;

    -You could do this several ways. You could simply use a combination of item variables and formulas, or you could throw abilities into the mix and link them to status effects. Either way, you'll need to create an event for combining two items that will alter the socketable item based on what's being socketed, and then destroy what's being socketed. You can also reverse this process by recreating an item via variable changes that were made upon socketing the socketable item and then remove those changes from the socketed item.

    2) Item affixes (inc prefixes and suffixes) aka Diablo, Path of Exile, Dungeon Siege etc etc

    -Same answer as above (Yes!), but even simpler to implement.

    3) Multi-Class; and/or
    4) Races and Sub Races in addition to Class / Multi-Class etc?

    -These are basically two parts of the same question, but the answer again is a resounding yes. While you can't select more than one class, as I'm sure you know, you could either create a list of secondary hybrid classes (I think Obsidian did this in Pillars of Eternity 2), or you could get clever and create a way to switch to a new class while in game, retaining benefits and progress from the former as you like. This will require some fancy links and workarounds, but you wouldn't need to write any secondary script to force it to work. ORK's standard features alone could do this.

    For races, and sub races, I recommend using Defense Attributes. Just create an attribute for race, and then a second for sub-race and include whatever options you prefer in the list of sub-attributes for each. To define the special abilities and what not, you should look to check against subrace as your first priority since the two attributes aren't actually linked in any way other than what you personally set up. Also, it would probably be best if you set your first Sub-Attribute to 'None' in each case so that you don't end up with a slime combatant, for instance, that also happens to be a member of the human race because that's just wrong.

    5) Also, where does new ORK stand with integrations with Dialogue System, Behaviour Designer, Love/Hate and with any 'new' Assets like Quest Machine or maybe Emerald AI etc?

    -This one I can't really answer, except to say that they were once, and probably are still supported by ORK. It would be better to check those products' websites/forums for answers, as I believe they're actually responsible for keeping up with that implementation.
  • @ThreeNippledWanda ,

    Great! Many thanks for such a comprehensive response!
  • @Duffer

    I forgot to mention that you can also set up a piece of equipment to make additional equipment slots available when it's equipped, so if you create, say, three equipment parts (Weapon_Hand1_Socket1; Weapon_Hand1_Socket2; Weapon_Hand1_Socket3) then those three equipment parts could be made suddenly available to drop a socketable object onto by equipping any weapon set up to add them.
  • @ThreeNippledWanda ,

    Appreciated thx. Just missed last sale. Will move on next one.
  • Request to add event node function: change the ability: target setting, range, none, single, group.

    image

    For example: set an attack, the target is none, run in the field and in the battle at the same time, when entering the battle, change the target to single or group. This can use basic attacks or skills in the field and in the round battle. The field can freely release attacks and skills.
  • @gamingislove
    Could you please add a (diablo-style) multi-cell inventory? Already integrated or as a seperate but compatible asset. Thank You.
  • Big, big thanks for the flying texts changes in the latest update!

    That being said, I do have a small wishlist for flying texts:

    - Being able to scale or rotate the text in the Move Event. This one is something you see a lot in various games, where you see the damage number get animated a little. Right now, I think it's fairly static aside from position, and I wasn't able to get rotation/scale to work at all.

    - This one is less important but would be a neat addition; but being able to change Flying Text colors based on Attribute damage. For example, in Castlevania SOTN, inflicting different elemental damage changed the color of the flying text. (Fire = orange, poison = green, etc) as an easy visual for the Player to tell which element/attribute was being used.

    Tactics RPG Grid Battle System for ORK
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  • @Kirb
    Funny enough, I was thinking the same thing and already implemented rotation/scale for flying texts for the next update :D

    I'll check out overriding text colors for attributes.
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  • woot :D
    Tactics RPG Grid Battle System for ORK
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  • For Battle Events, there's no good way to set the Player as the user in that particular event. (Either as a Set Player as User node, or just a setting in the Event Settings)

    (For example, let's say I want the player to gain 5HP every time a projectile with an always-on environmental damage dealer does damage via Ability>Damage Dealer Settings>Animate>Battle Event.)

    Since the damage dealer is on the projectile when it does the damage, ORK thinks that the projectile is the user; when in some cases I want the current Player to be considered the User.

    (I'm currently working around this by using All Allies=User since I only have my Player, but this won't work once I implement other friendly combatants around.)
    Trying to remember if there was a solution to this, was there? I thought I might be able to find the Player via Found Objects, and then set them as the User, but there's no way to set the User inside a battle event.
    Tactics RPG Grid Battle System for ORK
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  • @Kirb
    The user of a damage dealer's battle event is the combatant that used the ability, for an environmental damage dealer it's whatever combatant is used there, and you can't change the user of a battle event.
    If you already have the player, you can use an Use Ability Calculation node to do calculations with a defined user and target.

    Also, next update will add flying text color overrides for attack attributes :)
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  • Thanks again for that!

    Quick Request/Question:
    image

    For the OK button in dialogue windows, is it possible to have an option to have the OK button ONLY show up once the text is complete?

    (So that either:
    - you press once to finish displaying the text when there's type-text,
    OR
    -you wait for the text to fully display,

    THEN the OK button appears).

    Right now, the OK button shows up even as the text is still being typed.
    Tactics RPG Grid Battle System for ORK
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  • edited April 2019
    Is would be great if there was an option to only blink highlight prefab in grids.
    image

    For example, I have a base grid cell shape that's always visible and I want to add highlighting as an additional grid over that and I only want to blink highlight prefab.
    For example in this screenshot the blue boxes are base cells and the glowy light blue cells are highlights. And I'd like to only blink those.
    https://i.imgur.com/hHkoHHD.jpg
    Post edited by hellwalker on
  • Separate cursor for grid move command would be nice.
  • @hellwalker
    There already is - the Move Selection (for available cells) and No Move Selection (for unavailable cells) grid highlights settings.
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