Great, I've added the empty scene to the update how-to, just to be sure :)
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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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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.
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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.
@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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-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.
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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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.
Yeah, that's currently the case - I'll look into it for future updates :)
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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.
@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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---------------------------------------
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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.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
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.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
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.
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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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.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
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.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
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.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
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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