pesukarhu

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pesukarhu
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  • It doesn't. :( Agility doesn't even have a combined status value from a formula, it's just static. It seems to happen with every status effect, not just that one. Tested another one that gives +15 defense attribute bonus against beasts and it also …
  • Awesome, thank you. I didn't even notice that setting before. :D
  • It shouldn't be constantly changing the status value. :( It reduces characters agility by 100% set on apply. Doesn't even use a formula, just a direct 100 sub percent.
  • Oooh! I didn't know tooltip content could be type checked like that. That makes it a lot easier. What I have now is working, but I'll do what you suggested instead as it's waaay more elegant. Thank you!
  • Okay, I think something's gone horribly wrong. Whenever my player is in combat the frame rate just keeps dropping until the game freezes. When the combat ends it's normal again. Edit 2: Okay nevermind, this got fixed by limiting the AI radius in ba…
  • gamingislove said: With the new UI, the initial creation of the HUD will have some impact, but that's a one time thing (or better, each time the HUD is displayed after it was closed). Afterwards it'd only impact performance when it needs to be recal…
  • This might be due to me using 2019.3, but in the editor when using Custom Text Area and you paste text into any text area it gets pasted twice. Not a big issue, only slight annoyance and probably due to be using unsupported unity version since it ch…
  • I'm using the new UI. But right now I can't reproduce the problem anymore. I guess I was too hasty in making this thread. :) But for sure when I opened my stats menu yesterday the FPS dropped by half at least. I don't think I was dreaming.
  • Functionality to show remaining reuse time in inventory items would be nice. Like it works in shortcuts. Right now it's confusing for players who use and item in inventory and there's no indication it's on cooldown. Oh, and also a bonus one: it wou…
  • gamingislove said: It should work without it, though, as long as your battle gains collections setup in the real time battle settings is set up to immediate collection ... Yeah, it is set to immediate collection. :/ Well as …
  • Okay, adding "Collect Combatant Gains" to my death event fixed it. I wonder if this works properly now or if there's something wrong hidden underneath and I just applied a bandaid?
  • gamingislove said: Just to make sure, you have a Real Time Battle Area on each of the combatants, right? Yeah I do. I noticed all my combatant spawners had the same ID so I reset them but that didn't work either. But now I'…
  • The ability to show Status Effect time remaining in Combatant HUD as a changing unit of time would be nice. Like if the value is more than 3600 seconds a text code "%u" (for example) would show "1 h" and if it's over 60 seconds it would show "1 min".
  • gamingislove said: That could be the case - try using the Calculate node early in your death event and have some wait time afterwards. No, I just can't get it to work. :( For some reason only the first enemy I kill drops loot…
  • gamingislove said: Should be set to immediate collect your stuff when using areas That's how I have it set up, it works in full scene real time battle area perfectly. But if I use real time battle area that's nested inside an enemy prefab it doesn't…
  • I thought I had it working using the Real Time Battle Area component with a sphere collider nested in the enemy, but it seems like battle gains are not being distributed after they die, as in loot doesn't drop and exp isn't gained. Gains work when u…
  • Wrofir said: So you can still have realtime battles without a realtime battle component if you use auto start battles? That would also help with switching music from explore to combat, stuff like that. Yeah I tested it and s…
  • Thank you! I think I got it working by using Real Time Battle Area with trigger colliders attached to the enemies.
  • Duhh, of course. :) I didn't have the Change Shortcut nodes connected to the next Check Shortcut Check and instead had the event end when one was found. Thanks!
  • gamingislove said: Generally, you can change shortcuts via the event system, but not directly through the action combos. The action combos aren't really connected to the shortcut slots, as they react to actions regardless of where they come from (e…