ThreeNippledWanda

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ThreeNippledWanda
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  • There's no custom nodes. I'm also encountering a very strange copy and paste bug in some of my description boxes where where highlighting a block of text, hitting Ctrl+C and then Ctrl+V causes it to double paste the selection. Partway through the te…
  • Right, sorry about the slip in vernacular there. I meant that ORK seems to be selecting groups of items based on whether the current object selected is Armor, a Weapon or an Item. It ignores defined "Item Types" entirely, but cycles to the first ite…
  • Cool, thanks. Just to clarify, should dynamic variables be included in both lists, or in only the second one meant for updating variables? It sounds like the first list is checked upon instantiation of the item and the other one is checked from then…
  • -Mouse Over Selection is selection is already selected. -I don't want to change the selection, I'd like to keep it. I want to call up a secondary menu for inspecting items that will show the item's description in a new HUD with its own set of butto…
  • Once again, merci beacoup for the enhancement of awesomness. Now I can break all my stuff with just the switch of a few variables!
  • Replacing the scene with one from a saved earlier version of my project fixed this issue.
  • A case use would be placing a partially transparent HUD around player combatants at the start of their turn to display a radius for how far they could move. It would need to scale based on the value of a stat or usable ability. Another would be the …
  • The scene is lit normally until triggering a battle. When I move to scene view after battle starts, to check the intensity of the directional light source, it shows 1 with an indirect multiplier of 1. I'm testing in the standard ORK tutorial field s…
  • The instance as it turns out appears to be that Combatant Object Variables linked to a formula remain stagnant after the combatant has been generated. The variables on the item appear to change, but the object variables that that were initially link…
  • "That'd be set up by the Learn Requirements and having the menu screen only show those that can be learned or leveled up." Right, that part is working fine. I was wondering about the option to show abilities after they're learned and how to limit t…
  • One piece of advice: if you're creating a lot of stats with dynamic values tied to other stats, make sure to arrange them so that all of the stats which can potentially affect others are numbered higher on the list, because that's how ORK prioritize…
  • Incidentally, what's the setting to display only the highest level of a learned ability in the Ability Tree menu?
  • I thought I might have figured out a workaround via tying all of my variable formulas into the "Durability" setting, ticking the "Auto Init" box and then unequipping and reequipping any equipment featured in an event, but it doesn't seem to do anyth…
  • "To check for different levels, you'd have to use a series of nodes (or a Status Fork node), checking from highest to lowest level." -Yup, that about sums it up. My game has about 70 "skill" stats and well over 1000 abilities, so I've put a lot of …
  • What about copying, destroying and reequipping items every time they're used? Would that force them to recalibrate?
  • "ORK 2.22.0 adds object variable support to all Combatant HUD elements with text." -That's awesome, thank you for including that! I'll wait until I'm sure it's stable and then download the hell out of it. "Ability levels can be skipped, e.g. you…
  • "Are you talking about HUDs or dialogues? I also remember adding it somewhere, but couldn't find it in combatant HUDs at first glance - I'll look into it." -I was referring to specifically to HUD's, like for a character menu, but it would be useful…
  • "It seems that Bool Item Variables aren't applying, or simply aren't recognized by formulas. Creating a Bool and checking it as positive always fails when testing via the 'Check Game Variables' node referencing the selected item/equipment." Note: A…
  • @Duffer I forgot to mention that you can also set up a piece of equipment to make additional equipment slots available when it's equipped, so if you create, say, three equipment parts (Weapon_Hand1_Socket1; Weapon_Hand1_Socket2; Weapon_Hand1_Socke…
  • @Duffer (I'll be happy to write a tutorial for you providing a step by step solution for any of these. Except #5; you're on your own there.) 1) Item socketing and sockettable items; -You could do this several ways. You could simply use a combina…