ThreeNippledWanda

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ThreeNippledWanda
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  • Damn it, there it is again! The problem definitely lies somewhere in the difference between 'Add' and 'Set'. If I set the variable and go directly to the check node, then the value is correct. Similarly, setting the value and then adding to it adjus…
  • The node checks the variable's value, and the variable value is being changed. I haven't been able to reproduce the bug since I closed and restarted Unity though, so maybe it was something temporary to do with Unity itself. I never did figure out wh…
  • UserName's suggestion about the selected value for Status nodes would be huge! That would conceivably allow for bringing all of our variable values directly into formulas. Taking it one step further, would it be possible to select the origin of vari…
  • "No, Unity doesn't require a standard formatting, so child objects will be case dependent. I'd recommend having helper objects (like one used for raycasting) directly below the root object and using the same name for all your game objects. Since the…
  • "Yes, battle events - all battle events of the ability share the same local variables, and they're also used in all calculations like hit chance or status value changes. When and where did you check the local variables after the calculation?" Than…
  • -"Child objects are defined in Unity similar to a folder path, e.g. if your child object structure in the scene hierarchy looks like this: Root Object > Spine > Head The child object in ORK would be defined like this: Spine/Head" Is that not…
  • "I'd recommend to have only some layers for the sight blocking check (e.g. ground, combatants and other environmental stuff that should block sight) and use child objects to have the raycast go from e.g. the head of the user to the head of the targe…
  • -"Local variables (and selected data) are shared between the battle events used by an ability and the formulas called by those events (e.g. the damage calculation caused by the Calculate node). So the easiest thing to do this is using local variable…
  • My 'Default Use Range' in 'Battle Settings' is set to 'None'. The test ability I'm currently working will sometimes have its 'Range Requirement' 'Range Type' set to 'None', and other times set to various templates. The template currently set to the …
  • Hard to tell if I'm making any headway or not. In active or real time, both player and AI combatant flash the message "does nothing," but in the player combatant's case it looks as though he's at least activating the 'Target Changes' portion of his …
  • Back in business! Thank you. Any lingering dependencies leftover from the import that I should look delete?
  • Thanks for the response. The battle setting was indeed preventing combat from initializing, but that begs the question of how I should go about overlaying those two systems to work together. And there are some other problems... -The spawned combata…
  • Thanks, I might be going about things the wrong way then. My objective was to create a status effect called 'Engaged' that would block all combatants either attacking or being attacked with a melee weapon, and to have it end when all the surrounding…
  • Thanks, that'll help me to keep things neat and tidy. I'll be able to build and test more easily without polluting my core project with a bunch of odds and ends.
  • Oh, well, thanks anyway for the reply. Just to confirm though, it is possible to transfer everything into a new project, or overwrite all of the data from an existing one, correct? That is to say, if one were to build a series of scenes in a separat…
  • Thanks, that's helpful, but it brings up the question of whether I'll need to set up two basic attacks for human(oid) combatants, one for players and one for AI. Also, just to clarify that I'm not missing something here, when I mentioned targeting I…
  • The target could be either. If the player is targeting, then it would be AI and vice versa.
  • I thank you for the advice, but I believe that, if I were successful, it would simply apply a flimsy patch that would only cause me problems down the line. I've decided that going the duplicate route is the best solution here. I'm going to create a …
  • Nope, that solution I mentioned above isn't going to cut it. I must have fudged something when I tested it the first time, because I set it up again and wasn't able to get the 'Test' stat positioned before 'Weight_Current' to show a value by linking…
  • Well, sh!t on my sunday and tell me it's raining, if that isn't the rub right there. Holy migraine headaches, Batman, that is both highly useful information and one hell of a giant potential stumbling block that I wish I'd known about before setting…