@tanaka Stopping the music is currently built in when starting a new game - I'll add an option for that in the next update :)
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Seems like if the player is dead, items cannot be used from the inventory to heal the other party members or revive the player. Also when combatants are dead and a new battle starts they are statistically dead but still spawned and standing.
When using the Icons (as opposed to bars) in HUDs, the right-most Icon in a left-to-right bar does not fade correctly in scene changes; IF the bar is not filled. (4/5 HP, etc)
Example:
The player's HP is represented by 5 hearts. The player loses 1 heart, so he has 4/5 hearts. The player moves to a new area. As the screen is fading, the right-most Heart fades more slowly than the rest of the HUD, resulting in slightly jarring visuals.
This doesn't happen when all Icons are present, only when a portion is missing.
One would expect 1 BP to be restored per 8 seconds, given that, but nothing happens. (Including if it's set to a formula that also produces a .25 value)
If I change the value from 0.25 to 1, it works perfectly. Do only integers work for these sort of operations? I could have sworn that I did something similar before.
If only integers work, would it instead be possible to allow the Set On Time value to be a formula?
Oops, in addition, trying to use the Remove Image node results in this error, and removes all images currently displayed.
KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[System.Int32,ORKFramework.ImageFader].get_Item (Int32 key) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150) ORKFramework.GUIHandler.ShowLayer (Int32 layer) ORKFramework.GUIHandler.ShowGUI () ORKFramework.ORKCore.FireGUITick () ORKFramework.ORKHandler.OnGUI ()
I got mine working fine now; but it seems to trigger this error depending on if remove a lower ID before a higher ID; (Removing ID 0 before ID 2)
Not a bug; just the way the framework is handled to prevent bad stuff from happening. It's actually considerably less annoying now than in beta in that it saves your scroll positions; used to drive me nuts. GiL mentioned that he may look at changing that at some time in the future; though I guess I'm used to it in that it doesn't bother me much.
Not sure if anyone had this happen to them but with mecanim (if you have ORK running Macanim with Automatic Animation Move) every time you enter a menu or a battle it seems to freak out and the player would do random movements or continue to walk by itself.
It seems like Regenerate restores all consumables to 100% ,even if the Starting Value is 0; which can pose problems for SVs where 100% is actually a negative effect!
As an aside, is it possible to revive party members without using Regenerate?
EDIT: Doh, just me being an idiot; this feature was already added via 'Do Not Regenerate' in Status Values!
@Kirb Status values are integers - since you're displaying a status value, that will always be an integer :)
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I figured that would probably be the case, but even removing the status value entirely and only using a float variable based on a formula results in the same problem.
Seem to be having trouble getting my Float Value Input Dialogue to work or display correctly.
Did some more experimenting and I got it to work eventually; but I believe there may be a bug with getting Input dialogues to work with Object variables; as I could only get mine to display as a regular Global.
@Kirb There is no bug, the value input currently only supports global variables :)
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Stopping the music is currently built in when starting a new game - I'll add an option for that in the next update :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
When using the Icons (as opposed to bars) in HUDs, the right-most Icon in a left-to-right bar does not fade correctly in scene changes; IF the bar is not filled. (4/5 HP, etc)
Example:
The player's HP is represented by 5 hearts. The player loses 1 heart, so he has 4/5 hearts.
The player moves to a new area. As the screen is fading, the right-most Heart fades more slowly than the rest of the HUD, resulting in slightly jarring visuals.
This doesn't happen when all Icons are present, only when a portion is missing.
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http://i.imgur.com/RimgXcL.jpg
One would expect 1 BP to be restored per 8 seconds, given that, but nothing happens. (Including if it's set to a formula that also produces a .25 value)
If I change the value from 0.25 to 1, it works perfectly. Do only integers work for these sort of operations? I could have sworn that I did something similar before.
If only integers work, would it instead be possible to allow the Set On Time value to be a formula?
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Auto-Save to Retry- upon loading via Retry, all inflicted status effects that were in place when the game was auto-saved are no longer present.
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
As an aside, is it possible to revive party members without using Regenerate?
EDIT: Doh, just me being an idiot; this feature was already added via 'Do Not Regenerate' in Status Values!
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Displaying status values or float variables in a menu don't seem to work properly. It appears to be rounding to an integer.
For instance:
http://i.imgur.com/OO8c5VK.png
The formula rate being used has a result of -0.25
However, in this menu, it displays as 0/s.
http://i.imgur.com/LScfywh.png
If I modify the formula so that it equals -2.75, it shows up in the menu as -2/s.
Even taking a float variable and giving it a value of -0.25, and then trying to use that in the menu will result in 0/s.
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Status values are integers - since you're displaying a status value, that will always be an integer :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
http://i.imgur.com/nU14aGO.png Formula result of (-2.25)
Results in http://i.imgur.com/LScfywh.png , weirdly enough.
Is it an issue with the value being negative?
Edit: Nevermind; it seems to be an issue with my global event not triggering correctly due to menu pause! Variables do work, thanks again!
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Did some more experimenting and I got it to work eventually; but I believe there may be a bug with getting Input dialogues to work with Object variables; as I could only get mine to display as a regular Global.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
There is no bug, the value input currently only supports global variables :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!