• I would like to request more options to utilize "Turns" in turn based battles. In Status Condition->Status Needed, could you add Turn (individual combatant) and Battle Turn (total turn based value) that checks/compares the value? Also, in Status Effect->Use On, could you add Turn and Battle Turn (check/compare)?
  • Would it be possible to add an option to display skills with multiple levels separately in an abilities menu?

    As in
    Fire 1
    Fire 2
    Fire 3

    Currently it only displays the name/description of the highest tier, which is fine unless you have given level 2 a different name/function like making a single target skill become AoE.
  • @WO2
    You could simply set them up as separate abilities for that.
    Abilities with multiple levels are a single ability, so they're only in the ability list once ...
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  • Hi - I could use a small feature added to the Random Battle Arena component. It seems that the Distance check are based on absolute world position. I need an option to make the checks based on localposition instead. The reason is my player is childed to map that can scale up and down. When the map scales, the players absolute position changes, but his local position (position relative to the map) does not. Right now, scaling the map causes spawns - it should not as the player has not moved relative to the map even though he has moved in world space.

    Thanks,
    -Mike
  • @indoflaven
    Will be in the next update :)
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  • Not a big deal, but a nice QoL feature I think would be the ability to pass in Null on Change Fields and Call Function nodes, especially when using a type of Gameobject/Transform.

    image
  • So, the Use Regular Changes option under Target Critical Changes is super useful for avoiding having to copy and paste our regular target changes for every ability, plus it gives a separate Damage Multiplier field where we can plug our critical damage formula into.

    The problem for our game is that we do several different target changes for each ability for different Status Values. If we use the Use Regular Changes option, they all get affected the same way, but we need them to scale differently, or sometimes not at all, on a critical hit.

    If possible, a way to enable the Use Regular Changes option for each Target Change group separately would be very much appreciated. Being able to exclude certain target changes would be okay, but having the option to enable it for each and having a separate Damage Multiplier field for each would be great.

    If this is not something you want to do for any reason, we'll be fine I'm sure. I'm currently contemplating what would be the easiest and least messy way to do what I want to do. Thanks.
  • @rrldev
    Well, for such a case, the Target Critical Changes simply need to be set up separately.
    You can copy the regular target changes and paste them on critical changes via the context menu, so you don't have to redo the complete setup from scratch :)
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  • @gamingislove
    That's pretty much what we've settled on. There's unfortunately no Damage Multiplier field when not using the Use Regular Changes option, so we've set up regular changes to leave Efficiency at 1 always and critical changes use our critical damage formula instead. We were using Efficiency before to decide the ability's strength, but I've set up our formulas so we just set the initial value of the damage formula instead.

    All in all, it's not too much more work. Our game is going to have a lot of skills, but yes, the copy and paste feature is wonderful and very much appreciated. Thanks and keep up the good work! I'm very much looking forward to the status effect changes in the 3.16 update!
  • @gamingislove Would it be possible to have Status Effect Sub Types and/or expand Conditions to let you get the total count or is applied? I have 3 types: Neutral, Positive, and Negative.

    Or, is it possible to use a Formula value as a Condition under Combatant Status?

    What I would like to do is display a different HUD depending on if the user has 0 status effects, 1-6 status effects, and lastly 7-12 status effects.

    However, based on the current HUD conditions while I can check if the user has any types applied or not (use all 3 with an "is applied" check and condition set to One, and all 3 not applied with an All condition set), I don't believe I'm able to get the total number of status effects.

    There is a formula node to get all Status Effect count, but I'm not seeing a way to use that directly in the HUD Condition. Also, I have some status effects that allow for stacking, but others that do not. If I have 3 stacks of Might Up and Poison, is that 4 status effects, or 2? Ideally that would be "2".

    A workaround if the above is not possible is a hidden status value I think, where I just increment the value by 1 on application and use that as my HUD condition, but figured I'd check before going that route.

    Thanks!
  • @Acissathar
    I'll look into it - probably easiest to add a general status effect condition to check for any effect (and optionally count) instead of a specific effect or effect type.
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  • I appreciate it :)
  • Hi GiL,

    Would it be possible to get a Move Forward Move Back option on Ability levels similar to move up move down for other things?

    As it is if you want to change your curve of level power on ability levels or if you accidently mislabel one, like you give level 2 the stats of level 3 and skipped level 2, you have to redo all of them instead of just copying a new one on the end and moving it to the #2 spot.

    Thanks
  • @GeneralK
    I'll look into that - though you can copy/paste the entire settings of a level via the context menu.
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