ThreeNippledWanda

About

Username
ThreeNippledWanda
Joined
Visits
301
Last Active
Roles
Member

Comments

  • "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…
  • 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* o…
  • Please create an event node (or give us some method) for updating/recalculating formula linked item variables, so that changes made to an item variable will update all of the dependent variables. Example: -A variable (Wpn_Nicks_Medium) is added t…
  • Yeah, I can check for the distance to an enemy but I can't see how to access it directly. The only way I know how to do it at the moment is set up a sequence of nodes that check to see if the distance between 'x' and 'y' is greater than 'z', and hav…
  • Divinity would be a good example of what I'm looking to achieve. My combat is a mixture of ATB and turnbase, and I'm trying to set everything to work by mouse with an option to use keys as well. At the moment, I just have an event that instructs the…
  • New question: is there a way to make the individual item buttons an input key, so that I can call my sub-menu by clicking on them?
  • Could you alter the 'Change Game Variables' and 'Check Game Variable' nodes to let us to select an origin for the game variable used to set/check the value? 'Change Game Variables' would then become essentially a 'Variable to Variable' node, and 'Ch…
  • Another thing that I should mention is that it *seems* only, or mainly at least, to occur when starting a game from a screen other than the framework screen. When I start from the framework and move to the game screen I can switch back and forth as …
  • I'm--(sniff)--I'm just so happy. I love EVERYBODY!!! Well, back to work.
  • "There are no local events in ORK " Yes, it seems I blew a microchip there for a moment which caused me to read (and write) 'Event' as 'Variable'. It's fixed now. Sorry about that. Incidentally, the event in question here is actually a Battle Event…
  • Thanks, Klep, for offering a lifeline on this issue. As far as a scripting solution goes, I mean I'll take whatever avenue might be available to implement this functionality--there's always a work around--but I do honestly feel that this should be a…
  • No, no--Local Events, not Global. I don't want to make them global. I want/need to transfer Local events. Global events are always referencable, that's why I've little to no particular use for them 95% of the time.
  • What about simply being able to drag an item onto a link (like a portrait) that transfers the equipment? It means that you'd be switching back and forth, but your UI is cleaner... although, I suppose clicking on a second character's portrait to brin…
  • "Hm, tested it and worked on my end. Since it works with other examples on your end, I'd guess it's either a typo in the variable key or due to floating point imprecision when doing the checks. To prevent imprecision in checks, use the Approximately…
  • (Carried over from a thread under 'General Discussions') I read the part about a grace period, but that's still a hard cutoff for people who might have purchased just prior to that. A better way would have been to announce that this policy would b…
  • I didn't want to start a new thread for this recently discovered issue (though it's different from the one this thread was initially discussing) but I've noticed that, as of the recent update, Local Variables created in events via the 'Change Game V…
  • "I don't think there is anything special. Check the "additional recipes" section on the UMA prefab; the default prefab includes a recipe which adds a Capsule Collider (I think). Just check all of the recipes added to the default prefab and remove an…
  • Thanks for this reply, Keldryn. And for the script! Please advise whether you give permission to use it in a commercial title. I haven't had a chance to test it out, but I did set aside a small chunk of time last week to fiddle a bit with the UMA av…