@gamingislove
EquipShortcut.CanEquip(Combatant combatant)
Yes, that's right. I made a mistake in writing this.
It seems that I had the same recognition as @GeneralK's Available Equipment Templates.
When I set the Class of the relevant Combatant to …
CallFunction and CheckFunction nodes can no longer wait for Tasks.
I use a major TaskPackage called UniTask as my Task solution.
In the previous ORK3, I was able to await Tasks with CheckFunction.
However, with the new version, it would immediately…
I have updated ORK3 to the latest version, but somewhere in a recent version the following no longer works
combatant.Equipment.CanEquip(otherCombatant)
This is true even if it is an Equipment other than AvailableEquipment.
The following is a…
@gamingislove ok. thanks for the confirmation.
Since what I want to do is originally very specific, I will quit using shortcut and try to create the UI with custom scripts.
I don't know the conditions, but the shortcut seems to be causing problems with the latest version.
NullReferenceException: Object reference not set to an instance of an object
GamingIsLove.ORKFramework.Combatants.CombatantShortcuts.GetList (System…
@gamingislove
Hi.
What is the status of the development of the migration tool from ORK2 projects to ORK3?
I tried to manually port a complex ORK2 project to ORK3 but gave up.
I would like to migrate as soon as possible.
Timer node's auto end is bug?
I am trying to have the timer automatically count down to end after 3 seconds and output a TimeEnd UnityConsole after the timer ends.
However, when I test it, the timer ends after about 0.1 seconds.
Is this a bug?
Status Effect-related nodes have a bug where the effect name is not displayed on the node, but is blank.
This is not very visible because you have to click on the node to see the details.
You need to add your task to your created quest's settings befor creating a Quest instance.
How do you do that?
QuestSetting class has no fields with references to tasks and I can't find any methods to set them.
When I look at Runtime's Quest in DebugWatch, the "task" of the non public member in Quest (Not Quest Setting) is 0.
I cannot tie a Runtime task to a Runtime quest.
Perhaps in Quest.cs
public void InitTasks(bool register)
{
this.tasks = new Dictio…
OK.
I really hate Covid. I'm sorry you had a hard time. ・・・・ Please take care of your body first and foremost.
I also read the source code of ORK and Makinom and added ORK.Game and Maki.Game to the Debug watch and gradually I understand what is…
gamingislove said: I don't think this is technically possible.
Technically, I think we can already handle this with StatusType, ItemType, etc.
For example, I think it is just a matter of creating an item called [Base/Control]-[Global Custom Variabl…
gamingislove said: combatant.GameObject = gameObject;
The phenomenon did not improve and was the same.
For some reason, it still changed to "dish B" in the next frame.
Things are not going well, so I am changing my approach.
I'm trying a different a…
Thanks again and again for your answers.
And sorry for my poor English.
gamingislove said: why not just use a combatant?
The reason is that we want to be able to carry that Combatant(e.g.dish,pot,pizza dough,etc) equipped by Player Combatant and Equ…
I understand about the instances.
I will deal with it somehow.
In this thread and in your email you mention another problem.
This one is more important.
When I drop and put an ItemCollector in between, the transfer of Equipment is not working.
AddI…
gamingislove said: Can you give me a detailed description of what you want to do? Maybe there is a different way to do it.
Did you see the email I sent yesterday?
I've written what I want to do in this thread and in that email.
We are currently wor…
I am having trouble finding a way to keep both the Equipment body and the Combant instance to AddCombatant to an EquipmentObject without instantiating a new one after a Drop or Collect.
Would it be difficult to add a FromSelectCombatant option to th…