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.
This can be done in your schematic:
1) Value Option Dialogue node using a Custom option type to set a string variable.
Here, the player can enter a name into a text field.
2) Set Combatant Name node using the variable from the dialogue to set the …
Hm, hard to say without knowing more details about your status setup (mainly exp stat, status development curve, etc.).
Generally, level ups happen if an Experience type status value used as Level exp type exceeds it's current maximum value, given …
The start level of a combatant is defined in it's status settings - however this ist most likely due to using status development for your combatant without having a development curve set up for your Experience type status value that is used for leve…
Yes - the ability's target selection settings mostly. They define what targeting is used for the action. E.g. the 3D action RPG uses None targeting, so you can just swing around your weapon without having to select a target.
Your setup most likely …
Selected data isn't saved with save games - this is just abstract data that could be anything, e.g. a game object, an item, a combatant or some component of a game object. The combatant's shortcut slots are saved, though.
A different way to handle t…
As said - you can do the whole game starting and gameplay stuff via code just fine. Handling the data setup via code is just impractical, e.g. you also wouldn't set up data in a database via code each time a program is started :)
As for comparing w…
I think this is battle menu related - e.g. if you didn't set up a battle menu but have a setup that displays a target selection for an action, that could cause an error.
Based on the error, this happens when a control map is used to perform an acti…
Is it possible? Yes.
Is it a good idea? Probably not :)
While you can generally handle of of this via code instead of setting it up in the editor - a big question here is why?
This is a lot of work to do that's already handled for you in the editor…
Abilities have Use Conditions that you can set up. E.g. use an ability combo setup here to have the attack available after it's 'make ready' ability was used.
Or use status effects as a 'stance' for abilities - i.e. one ability adds that 'stance' ef…
Well, no - variables can't do that, unless equipping that equipment will actually change the variable of the ability (which you could do in the equip schematic of the equipment).
Forgot to mention another system available to display this. If you ch…
That's generally the way to do it - but if the combatant wasn't yet attacked by the player, it'll not give exp, loot, etc.
You can register the player to have attacked the combatant like this:
combatant.Battle.SetAttackedBy(ORK.Game.ActiveGroup.Lea…
I'm not familiar with Battle Epic Fantasy, so not 100% sure what skill introduction cards are. Also, which HUD are you using for this display? E.g. a tooltip HUD or HUD templates as part of the battle menu displaying the individual ability buttons?
…