Greetings!
I've just started working with ORK to move my game demo from design stage to prototype stage. As such I'm still discovering the ins and outs of ORK, and the questions I have might have very straightforward answers, so bear with me :D
anyway, first things first:
1) Weapons. Can they set/modify the
Damage status value by minimum and maximum values (eg. a sword adds from 2 to 8 additional damage) rather than a single value? Or is there another way to make this work than by using damage as a status value and/or adding the modifiers using Bonus Settings?
2) Abilities. Same as above, damage ranges.
3) Damage vs Armor. I want to have three damage types that are defended by three armor types (which reduce damage by set amount, not %-based). Damage type is mostly based on the weapon equipped, so I thought using Attack Attribute sub-attributes (as it's possible to set them with weapons), but this formula doesn't seem to work:
(check status checks for sub-attribute current value 100)
What's wrong here and how can I make it work?
2) You should use formulas. You can set up Random node in formula, which will generate random number between 2 and 8. After that you can add Bonus Damage Status Value.
3) It's called flat damage reduction. I think you should get rid off Attack Attributes and just use status values in your formula.
In check status you use Check Weapon Item Type?
2) right! it would work, and I suppose for weapons too. however, it's kinda unwieldy having a formula for each possible random range. but I can live with it.
3) weapon item type was what I needed. thanks.
Sorry, you are right. Create weapons that give their own weapon abilities and copy those abilities for higher tier weapons changing only formula used to calculate damages.Or even better, you can create 2 status values, min and max damage, use them in random value formula and have each weapon give bonuses to each of them.
1+2) These are pretty much the same - weapons alone don't do damage, they just contribute to the combatant's status values. Damage is done via the abilities, i.e. usually you'll use a formula for that.
So, min/max damage ranges are best done by having 3 formulas:
- a min damage formula
- a max damage formula
- the actual damage formula, that uses a Random Value node to get a random value between min and max formula results
How min/max damage is calculated is up to you, but since you want to have weapons (or equipment in general) impact that, I'd suggest using 2 status values for that (e.g. min/max weapon attack).
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I want to place a HUD element in top left corner. I set the GUI box to (0,0) and anchor it to upper left. However, for some reason it shows in the middle of the screen. Other HUD elements that I introduce seem to snap into their correct position, so I'm stumped. Any clues?
- the GUI Layer of the GUI box using own GUI scale settings
- the HUD using a GUI Layout, which places the GUI box according to the layout and noth the position of the box
- some other mysterious reason :)
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well that's the deal - it's (for now) a very simple element based on the ORK demo; it's on the same layer as the others, not using any layout, what's more - in the GUI (and HUD) WYSIWYG editors it's on its proper position.I've tried using other boxes present for the HUD - they all show in wrong (kinda centered) places, so it seems like it's a problem with the HUD itself, but there isn't any real reason why this would be single one affected.
nevermind, I'm a moron. 'Combatant type' 'individual' setting puts the box over the combatants head.
At the start of a battle, each combatant starts with a delay based on their Initiative value plus some random number. Abilities have their own "time costs", which, using Use Cost, increase Initiative delay status values of their users. So, when a character with starting Initiative 5 uses a skill with initiative cost 10, their next action should come in "turn" 15, and any other combatants that have their current Initiative between 5 and 15 should activate before them.
the turn calculation formula would look like this:
but something is wrong. the activations seem... random. I have three combatants in the test battle: a slow PC, a very fast Archer enemy and a fast Thug enemy. The Archer always goes first - good - but the Thug rarely moves before PC, even if his starting Initiative is lower. And after PC uses its ability - the Archer never strikes again, even though he should do it three times, but the Thug does. The order doesn't really make any sense.
I suppose there's something crucial that I've missed. Any hints?
Using Multi Turns with Invert Turn Order will only increase a combatant's turn value after finishing an action, using the combatant with the lowest turn value next. You can also check the turn values in the combatant's inspector in-game.
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as you can see, Var has higher value than Bandit Thug, yet it's his turn.
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You should still check the actual Turn Value in the combatant inspectors in the running game, as well as what their status values actually are.
I've just did some tests and it's working fine here, so I'd say at least it's not a bug (probably) :D
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