Game States: ‘Active State Schematics’ and ‘Inactive State Schematics’ settings available. Optionally execute schematics when a game state is set active or inactive.
great solution!
Thanks for the nice update!
gamingislove said: Generally, you can save during real time battles
I did not know this.
I tried it and was able to save normally even in the middle of a battle!
Thank you.
Thank you!
I tried many things with the script you gave me and finally got the following script to work perfectly!
ORK and Makinom are great solutions.
using GamingIsLove.Makinom;
using GamingIsLove.ORKFramework;
using UnityEngine;
public class Lev…
to add them to game objects in your scenes or spawn them.
Can you give me some more tips?
I am trying to do this in schematics.
Are you saying that I should use the AddCombatant node in schematics?
When I look at the AddCombatant node settings it lo…
When the Load Scene node from Auto Machine is turned off Keep Machine Object Alive and the scene changes, the _Makinom object is Destroyed.
Version.ORK is 3.15.2/Unity is 2022LTS
I see, thanks!
I defined a GlobalBool called isStageStartGameStateActive.
Then, as a VariableCondition condition for the GlobalMachine, in addition to when StageStartGameState is Active, I made it so that it is only executed when that added GlobalB…
Thanks.
I have improved the situation, but originally it was with DomainReload off.
In that state, I had a problem with GlobalMachine's Auto Execution not working.
So I turned EnterPlayModeOptions off, tried it, no change, restarted UnityEditor and …
I have requested this before, but it would be useful to be able to separate StatusValue for each Combatant class.
To use a tutorial project as an example, Trap's Combatant does not need the same StatusValue as Player's, such as Exp or MP.
However, …
The text is displayed.
The key should be correct because it is an automatic insertion since I selected equipment from the Editor's text area button and ADDed it.
How did you create the HUD prefab?
Is it correct to check [use icon] in the content pr…
Thanks.
SelectedData is a very broad object.
So I often want to pass it in a [Call Function] or [Check Function] node and process it in various ways.
So I feel it would be even more useful if I could pass the SelectedData itself as an argument to t…
I may have asked the wrong question.
It was SecondaryItemType, not SubType.
I am trying this with Equipment.
If I set the Shop's AddItemType to a Type that is specified as SecondaryItemType, it is not added to the Shop.
I wanted to ask about how to …
I see, I understand. Thank you very much.
The popup help in the inspector says (e.g. buttons), but the following might be more user-friendly.
(e.g. buttons,Anything that's not just text) please see
https://makinom.com/guide/documentation/ui-system/…
I solved the problem.
I solved it by unchecking Hidden By Inputs in the OKButton inspector.
However, looking at the description of HiddenByInputs, I don't understand why it needed to be unchecked.
I don't think there are any Inputs in the parent UI.
Is it difficult to have the option to separate status by class?
For example, in the tutorial I have a trap as a combantant.
In this case, don't you think it is strange that the traps have stats that the player has, such as experience, that the trap…
@gamingislove
Mmmm...
Then it would be "compatible" or "substitute" instead of "refund".
This is fatally problematic for projects that are building custom skill systems with equipment variables.
Could you please consider an option that would refu…
I have set Refund Costs for ResearchCost, but when I Cancel Research, it becomes another EquipShortcut instance.
I have Variable set for Equip.
When I Cancel Research, the Variable disappears because it is a different EquipShortcut.
I checked the G…