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One thing that I think would be useful to many is addition of Range modifier to grid battle range template. FloatValue I think would be good as what that would allow us to do is modify grid range using formulas or variables. Which is very useful for games where different weapons have different ranges. So for example when equipping spear all ability ranges would expand by 1 and you could attack further on grid without having to create copies of each ability for each weapon type.
I have experimented with this in source code and unless I'm missing some bugs down the road it was easy to do. Basically I added this to: GridRangeSetting.cs (Under public int gridRange = 1;) //Custom_Edit public bool UseRangeModifier = false; public FloatValue RangeModifier= new FloatValue(); int GetGridRange(Combatant _User) { return gridRange + (UseRangeModifier ? Mathf.RoundToInt(RangeModifier.GetValue(_User, _User)) : 0); } //Custom_Edit
Then I search and replaced all copies of this.gridRange to this.GetGridRange(user) in GridRangeSetting.cs
And it seems to work. But would be nice to have this option come with ORK.
@hellwalker That might be problematic due to not being able to set up variable grid masks. BUT the next update will add conditional use/affect ranges, e.g. having a different use range based on a status requirement (like having a spear weapon equipped).
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It would very helpful to be able to define cells which will ignore all highlights. Is there an option for this? For example I have cells that are covered by rocks or houses, or are off path, (But still withing the overall grid rectangle I need for gameplay area) And when I hover mouse over them they get highlighted.
Currently, the only option is to move them in your scene's setup to a position to your liking, e.g. somewhere they can't be visible to the player (maybe below ground)?
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Does the grid painting take in account what layer the grid is set to? Because I have trouble painting on a grid when it's obstructed with some object. I end up having to either disable all art or move the grid object up and down to see what I'm doing. Some ability to mask the grid painting to certain layers would be helpful. So I can paint the grid without worrying about art. I imagine it uses some form of raycast in editor code?
Good point, will change that to use the layer mask from the component's setup :)
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Would be nice to be able to play game event on Status Effect apply. Would save some time on effects like fire/poison arrows etc. Could apply fire logic to enemy via Status Effect event, while keeping Arrow Shooting Ability event leaner.
@hellwalker That's actually coming in the next update (and many more game event uses) - as mentioned in the development report on patreon (which is publicly available).
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Is there a show/hide cursor node? That would be useful for cinematics. Ability to filter Event Interaction by whether battle is running would also be neat. So I can't click on some event interactions mid battle (Pick berries), but might be able to click others (Launch Cataputl). Unless it's possible already and I missed it :D
@hellwalker No, not directly - but since this is accessible via a static property in Unity, you can use a Change Fields node to do that: - component name: Cursor - is static: enabled - add a field - field name: visible - is property: enabled - field type: Bool - bool value enabled/disabled based on what you want :)
Post edited by gamingislove on
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I'll look into it :)
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FloatValue I think would be good as what that would allow us to do is modify grid range using formulas or variables. Which is very useful for games where different weapons have different ranges. So for example when equipping spear all ability ranges would expand by 1 and you could attack further on grid without having to create copies of each ability for each weapon type.
I have experimented with this in source code and unless I'm missing some bugs down the road it was easy to do. Basically I added this to: GridRangeSetting.cs (Under public int gridRange = 1;)
//Custom_Edit
public bool UseRangeModifier = false;
public FloatValue RangeModifier= new FloatValue();
int GetGridRange(Combatant _User)
{
return gridRange + (UseRangeModifier ? Mathf.RoundToInt(RangeModifier.GetValue(_User, _User)) : 0);
}
//Custom_Edit
Then I search and replaced all copies of this.gridRange to this.GetGridRange(user) in GridRangeSetting.cs
And it seems to work. But would be nice to have this option come with ORK.
That might be problematic due to not being able to set up variable grid masks.
BUT the next update will add conditional use/affect ranges, e.g. having a different use range based on a status requirement (like having a spear weapon equipped).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
For example I have cells that are covered by rocks or houses, or are off path, (But still withing the overall grid rectangle I need for gameplay area) And when I hover mouse over them they get highlighted.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Because I have trouble painting on a grid when it's obstructed with some object.
I end up having to either disable all art or move the grid object up and down to see what I'm doing. Some ability to mask the grid painting to certain layers would be helpful. So I can paint the grid without worrying about art.
I imagine it uses some form of raycast in editor code?
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
That's actually coming in the next update (and many more game event uses) - as mentioned in the development report on patreon (which is publicly available).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Ability to filter Event Interaction by whether battle is running would also be neat. So I can't click on some event interactions mid battle (Pick berries), but might be able to click others (Launch Cataputl).
Unless it's possible already and I missed it :D
No, not directly - but since this is accessible via a static property in Unity, you can use a Change Fields node to do that:
- component name: Cursor
- is static: enabled
- add a field
- field name: visible
- is property: enabled
- field type: Bool
- bool value enabled/disabled based on what you want :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!