There is no built-in front/back row feature, so that'll ultimately come down to positioning. E.g. you can use the attack's use range or combatant triggers for this.
Well, items can't be equipped and equipment can't be consumed.
You can use shortcut slots for such a system - I assume that's what you already do?
Shortcut slots will consume items if they're consumables, but depending on your shortcut settings the…
The status conditions are currently only checking the primary type. Sub-types refer to types that have a parent type set up, e.g. having a base 'enemy' type with sub-types 'fire enemy' and 'water enemy', you could check for the 'enemy' type and stil…
2D lights are not supported because they're not part of Unity's basic functionality, requiring URP.
However, you can use function nodes (e.g. Change Fields node) to use and change anything on any component.
When is that global variable set?
The conditional status bonus of the passive ability doesn't automatically update when a global variable is changed. It'd be changed by the next status recalculation of the combatant (e.g. caused by equipment changes…
Sure, you can contact me (contact@orkframework.com) for commissions. I'd need a bit more details, though, as I couldn't really make out much from the video.
Generally, ORK already has options for showing thins glike that, e.g. grid examine can show…
There is no in-battle saving. Store Combatant Cell saves the cell of a combatant as a Vector 3 variable, i.e. the cell coordinates are saved, not the actual cell object or anything like that. This can also be used on different grids, since coordinat…
23) That's currently not available. Only combatant level ups can have a dialogue displayed.
I'll look into e.g. adding a level up schematic for equipment to handle custom functionality like that.
If you want to show a health bar at the position of the combatant on screen, check out this part of the 3D action RPG tutorials.
Generally, displaying something at the position of a combatant uses a Combatant Object type HUD.
Or if you want to list…
Not really an overlay (though there might be some Unity component for that) - but you can use the HUD Condition component to check for Reuse time being active on an ability or item. The HUD condition component is used to enable/disable the game obje…
Not happening on my end.
Starting a new auto save game on the first slot stays on the first slot (save file savegameAUTO0), 2nd slot stays on 2nd slot (savegameAUTO1), etc.
Restarting a new game on an existing slot will also keep the correct slot i…
Placement in (non-grid) battle is based on your battle spots - they can also define a rotation to use when placing combatants on them. There is also the schematic node Look At Enemies to make all combatants in battle face their enemy groups.