Flying_Banana

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Flying_Banana
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  • That worked! Adding HUD to buttons is a super useful feature which I think is a bit under-documented - I had to search a bit to find it in https://orkframework.com/guide/documentation/ui-system/ui-system-overview/#3-toc-title Also had to write my o…
  • Looking at the code the Unity component stuff is really well-separated from the data settings - it's great from an architecture pattern point of view, but that also means it's pretty hard extending any layout-related logic :') Any suggestion for wh…
  • gamingislove said: Well ... depends on what should be available for selection and tooltip display. The different menu screen parts can be used show all kind of information, either specialized on abilities, inventory, etc. or a combined one via the M…
  • Came across this doing custom menu UI, and I thought this would be amazing if added as an official support: For a UI page I need to place lists of buttons (abilities/equipment/etc) under different parents in a single UIBox (e.g. two lists of abilit…
  • Oh that's very interesting idea, was thinking of doing the same with consumable items to limit their use in battle. I'll test this out!
  • I suppose, but that comes with some caveats: 1. Every ability would require its equipment counterpart with a lot of duplicate text and settings. 2. This only allows a set number of "ability" slots, and doesn't support an arbitrary number of equippe…
  • Using class slots with "Use Status Development" but equipping with a Class without Status Development (i.e. Class > Development Settings > Class Level Settings > Use Class Level: False) results in an NPE: NullReferenceException: Object refe…
  • I ran into a minor problem with Status Effect/End on Ability. Since that doesn't decrement if an ability misses, I don't have an easy way to code a status effect that should be removed after n parries/evasions. But then again I suppose it's not pos…
  • Also not sure if planned, but it would be amazing to have equippable abilities (similar to Divinity Original Sin 2)! I imagine this would open up some interesting gameplay design choices, and it is kind of difficult to implement without modifying t…
  • Just started to add more abilities, and I realized that it would be nice to have if Ability Types can contain more shared data (such as hit rate and critical rate) so I don't have to set them up one by one (still some work using formula, and might m…
  • Hmm, after some more testing I somehow got it working, and I can't repro it anymore. I think it might be because of an incorrect setup - I first tried using local variables, which didn't work, then I switched to object variables. In hindsight I mig…
  • Ended up writing my own Content Provider that returned just the BaseAction, and my own HUD component that displayed the intent (wanted something like an ability type icon + combatant target icon list anyway, would be easier to code it directly). Th…
  • Calling the AI with Use Battle Action node with Queue mode worked, except I'm still having a little bit trouble displaying the action. I used HUD Combatant Action (Content Provider) which fetches the action fine, but I noticed that it didn't work w…
  • @GeneralK Essentially I have a fixed grid (2x3) where the player can choose to place Combatants on, then when the Battle gets started, the Combatants are automatically placed on the grid. Because my grid is limited and shared for all battles, I pro…
  • I was using 3.16, but downloaded 3.17 and it's still reproducible. It only reproduces if you add the levels before making the ability passive. It works fine the other way around.
  • I ended up giving up on using Multi Mode and making an invisible target menu, which works okay for now, although Multi Mode menu looked pretty nice :')
  • NPE when Combatant learns a passive ability at level 2+ without any status bonuses for those levels. Repro steps: 1. Create a passive ability with 3 levels. 2. Add Lv3 ability to Combatant as an initial ability. 3. Run the game. Cause: This is cau…
  • @GeneralK That's a really good place to add this and I totally missed it! It does seem like I won't be able to display hit chance with this set up, but I think that's acceptable :)
  • I think there is a bug in the Icon Bar. I'm trying to display ability level using icons in HUD, and I found that if an ability cannot be leveled up, then it won't display anything. E.g. if an ability is at level 3 with max 3 levels, then the icon b…
  • I mean, is there a handler for Status Effect so I can intercept incoming status effects and do something custom there? E.g. if an attack that doesn't do damage at all but adds a status effect, I might want to check for evasion there as well. ...es…