How about get the variable init value here?
I'm trying the code below but don't know what to do after getting the FloatValue.
float SkillMultiplier_ATK = m_AbilityShortcut.Setting.level[i].variableSettings.variableChanges.variable[0].variable.flo…
from ORK's perspective I'd recommend to check for there not being any alive enemies and only 1 dead enemy being there - that'd make this only run for the last dead combatant's death animation.
Thanks. This solves the Cancel Battle End problem. Now t…
Thanks for your replies.
After the Player talks to an NPC, the combatant in the Active Player Group will learn an ability, I know the combatant's name but don't know his index in the group.
The Combatant Selection Dialogue is not an option, what I …
Solved. Use
int expAtNextLevel = combatant.Class.CurrentDevelopment.GetValueAtLevel(combatant, ORK.StatusValues.Get(Constant.GUID_Status_ClassEXP), combatant.Class.Level+1, true, true);
Thanks for your help. I'm able to get the assets' raw data(something like JSON string and .dat files). I compared the asset in the project and they seem to have the same structures. But have no idea how to convert these JSON strings to the original …
Hi, @gamingislove , I'm using ORK3. I follow your solution above: create a schematic and add it to the combatant's death animation. In the schematic, I use a Join Battle node after checking no enemies are left in the scene, the new combatants were s…
Thanks for your help! It works as expected.
Loot the equipment and give random bonuses, upgrade the equipment will increase the main status bonus value and unlock new extra bonuses.
Thanks for your reply.
The loot logic is a bit complicated so I decided to do it via scripting.
After a quick test, bonus values set to the StatusValue property can be saved, but only for the status changes in value. What if the bonus is a percentag…
I think I found the problem: I save the game in OnApplicationQuit/Application.wantsToQuit, maybe ORK 3 release the combatants before I save them?
It's working perfectly while saving in SceneManager.sceneLoaded.
@gamingislove Thanks for your reply.
I'm still having the issue that the player won't spawn.
I use the code to save the game:
public static void Save(){
int index = Maki.SaveGame.LatestSaveIndex;
if(index < 0) index = 0;
Maki.SaveGame…
Thanks @gamingislove .
var statusCondition = equipConditions.conditions.condition[i].settings as CombatantStatusGeneralCondition;
This is what I need.
And I have another similar question, how can I get the Research Item's Ability Settings and Item…
@Malith Thanks for the reply :)
I'm not doing a diablo style game. What I'm trying to do is targeting the enemy by click/touch, and then choose an ability to attack the target.
@gamingislove Hi GiL, I'm still having this problem.
I use theShopItem.quantity -= 1; to reduce the quantity if the purchase is done.
But if I re-open the shop, the quantity will be reset.
The setting of World->Shops->BaseSettings->Save Sho…