• Great, I've added the empty scene to the update how-to, just to be sure :)
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  • edited January 2014
    Edit: Nevermind, not a bug!
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • I think I run into a bug. Correct me if I'm wrong. It is after assigning a weapon part to a weapon and equipping it as a start equipment, if you go back to the Inventory/Weapons/Equipment Setting and disable and then enable the equipment part section again (right hand, left hand, helmet, ect), the weapon now won't show up in the start equipment setting. It'll just be a blank space, and you won't be able to choose that weapon at all. With this bug, if I also try to add a new weapon and assign a weapon part to it, the start equipment won't recognize the new weapon as well.

  • @Shadow_Fire
    That's because your weapon needs to be enabled in the class again.
    If your weapon only had one equipment part enabled and you remove it, it'll automatically be removed from the class as well, because it can't be equipped any longer.
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  • GiL, oops, false alarm! Got it to work, thanks for clarifying.
  • Possible bug with loot / item collection in real time battles:

    It looks like enemies won't drop more than 2 items upon death. I have an enemy that should drop 3 'Prism' currency at death, as they have 3 Prism in their inventory. (1 prism prefab object = 1 prism). But it appears as though they're only dropping two of the Prism prefabs at the max.
    Tactics RPG Grid Battle System for ORK
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  • Will look into it!
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  • edited January 2014
    Has anyone experienced the following error:
    ExecutionEngineException: SIGILL
    UnityEngine.TextEditor.CanPaste ()
    ?
    It happens when saving and locks up the editor.

    If anyone has a solution it would be much appreciated.

    Thanks.
    Post edited by Spyder on
  • @Kirb
    Not a bug, the loot is automatically stacked.
    I'll add an option for not stacking stuff :)

    @Spyder
    Haven't run into that yet - does this occur every time you save or only at certain times?
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  • edited January 2014
    Ah, good to know, thanks! :D

    Curious, did you find out the causes of:

    -If I have a Status Value Time Changes on a combatant in a Real time battle zone; even if I go to a menu that pauses everything, the Status Value keep changing as normal.

    So for example, I have an latent MP regen on my player. (Originally I had it set to Field Change, but changed to Battle once the scene-wide Battles were available). If I use some abilities that use MP, then go to the menu which pauses everything, the MP continues to regen while in-menu; which isn't desired; and I believe it wasn't happening before as a field change.

    -Using an ability with the last(ish) of my MP causes the animation (spawning a prefab) to go off as normal, but it does no damage, as though the damage dealer was not activated.

    I've been trying to figure them out, but can't seem to see why they'd be working that way.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • Will look into it - but the menus actually don't pause the game ... something that's on my todo list :D
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  • edited January 2014
    Hm, not sure if this one's a bug:

    Highlighting 'Unequip' doesn't affect the preview value in Equipment menus, which feels a bit weird.

    For example, you equip a piece of armor that gives you +15 DEX. When you select it again to switch it with some other piece of armor, the preview changes accordingly. But when you go to Unequip, it remains unchanged; when it should be showing the changes that would occur if you were to take off the armor entirely.

    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • Yeah, that's currently the case - I'll look into it for future updates :)
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  • edited January 2014
    Awesome :D.

    Here's another thing I noticed; again, not certain if it's a bug or not:

    http://i.imgur.com/jNoSWDf.jpg

    After a combatant drops items, and they are collected; gameobjects called _ItemDrop: (ItemName) remain in the scene. Not sure if it's intentional that they aren't destroyed, or if the sheer number of them might cause performance drops.

    Edit:

    It also looks like #time in menus is no longer refreshed, only refreshing once you exit and re-enter the menu.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
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  • @Kirb
    To update the #time, you need to enable Auto Update in the information part.
    I'll look into the item drop thing, but shouldn't really be a problem, just a bunch of empty objects :)
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