To be honest, it's a huge, huge QoL and time-saving measure for me!
I can keep constantly-used chunks of code I need in various machines, and it's a lot easier to simply call a makinom machine that does what I need it to do, rather than having to …
Yep, exactly! Using the battle event in the ability's damage dealer settings.
I use calculate because I need to spawn some different VFX on Critical hits.
Damage Dealers: Collision Enter
Particles can now start ‘Collision Enter’ damage dealers.
:eyes:
Tempting to risk an upgrade for this....
Thanks for this! Excited to see new news of Makinom2/ORK3 as well :D
Oops, we seem to have run into this problem again.
All choices are showing up as 100% white and ignoring the Button's color settings.
Here's what shows up in-game.
But this is what the button SHOULD be set to! I noticed in the Button script, th…
@gamingislove
Here's something weird, though;
Upon enabling it, my player is no longer spawned when reloading an (ORK) savegame.
Moving from scene to scene works fine. Loading scenes works fine.
Auto-Reloading the last savegame works fine withou…
A really handy change would be a MAXIMUM VALUE RANGE for abilities that could trigger after Formula calculation.
Sometimes even Efficiency isn't enough, and you want to cap damage for a specific ability. You can't really do this without setting …
Looks like a great update!! Especially that Access Handler!
Thanks for the warning by the way, we'll probably wait a bit for a good time to toss it into the project.
Running into a strange bug when trying to change scene via a Trigger Machine and the 'Load Scene' action.
It hangs with this error upon trying to change scene. Not quite sure what's causing it, because the game object certainly has a trigger co…
Gotcha!
To give some more detail for my particular use case:
Let's say every time an NPC is jostled or pushed around, or otherwise interacted with, it starts a floating text dialogue over their head.
This by itself works fine, but when you intera…
Close All Dialogue currently only closes Dialogues opened by that specific machine, and that particular execution. (Repeat execution of the same machine does not close open dialogues left open by an earlier execution.)
I think we need a Close all D…
This bug may have been around a long time, but I'm finally just realizing what causes it.
When using Change Position, it seems that the SCALE of the object being moved seems to multiply the distance being moved.
For example:
- I locally Change Po…
Thanks!
Although it's a bit odd; there will still be situations where I think we'd WANT damage to be 0, such as if attack attributes on an enemy are set to 0. (thus gaining complete immunity to that attribute or even absorbing it, if it's set to a…
Thanks, nice! With this formula using Initial Value instead of efficiency is a good workaround. But yeah, unfortunately I still run into the problem where 1 turns to 0 the instant there's any Attack Attribute resistance.
I'm not sure what the cause of your build errors are in particular; but I can confirm that tags are probably not the issue, most of my ORK objects are tagless and we can build without issues.