You've linked the same move AI screenshot twice :)
Anyway, your battle AI is just checking if enemies are valid fleeing targets (i.e. mee the flee conditions of the move AI). When and where is the actual ability using the battle event is performed?
Generally, ORK is only updated to new Unity versions if it's required due to code changes on Unity's side, or shiny new features :D
However, I also try to support older versions as long as feasible, e.g. due to popular demand, ORK is currently suppo…
Generally, yes, that should be doable with ORK, at least to some extent.
The movement types and detection stuff will need some work from your side - it might be doable using ORK's event system and variables, but it'd probably be easier doing some c…
You probably had the Unity 2017.1 version instead of the Unity 5.6 version - downloading in the Asset Store with your Unity version should give you the correct one, but they may have an issue there ...
Anyway, I'd recommend using 2017.1, as 2017.2 …
Hm ... theoretically you could have the pet as a non-battle group member, which can also be spawned and follow the player around. I'm not sure if they're automatically removed when entering battle, though :)
In the Object Key settings there's the Check Global Objects toggle to check a global object list.
But you can't directly compare the 2 lists against each other, so you'd have to do multiple checks, e.g. if list A and list B each have 4 members.
There's currently no stats distribution menu available, so you have 2 options:
- using status upgrades
- using a Value Input Dialogue
The status upgrades will show the first available upgrade for a status value, i.e. you can't have +/- upgrades at …
Here you go:
public class FallDamage : MonoBehaviour
//public Transform healthbar;
public float startYPos;
public float endYPos;
public float pl…