• @EtherealPlayer
    Research item's research costs are already using the Use Cost Display settings to show the costs - both in menus and HUDs when displaying the costs.
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  • edited July 3
    Found myself thinking today how helpful it would be to be able to put notes in the Makinom editor. Since there are so many places settings can be changed, it would be great to write and display notes in the foldout sections to keep settings consistent while troubleshooting and returning to something you haven't touched in awhile. Something like a click to pop up window right next to the little white box for changing the background color could be out of the way but effective for leaving yourself comments.
    Post edited by shortyyard on
  • @gamingislove
    You are correct! I will pass this on. Thank you!
  • An option to have cast time take turns instead of seconds when using turn based battle system. As in if a Wizard starts casting Fireball which has cast time of 2 it'll skip the next two turns and then on the start of third turn the Fireball spell gets cast.

    Or optionally the Wizard could have "Continue casting" or "Cancel casting" options when his turn starts while casting.
  • The option to only have one of the same combatant in a party.
    Say you have a battle group of 3 but you have multiple warriors, mages and healers in group reserve.
    This option allows the player to only have 1 of each (1 warrior, 1 mage, & 1 healer.) rather than being able to stack up 3 of the same.
    Similar to the ability slots option where you can only have one of the same ability.
  • Add ability to open multiple schematics, store the inactive schematics in tabs. Like how Google Chrome does it.
  • @kickat3000
    You can open multiple Makinom editors, i.e. also open multiple schematics (one in each).
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  • Hey GiL any chance you could copy and paste the built in Block mechanic and name it Dodge/Evade?

    It would be great to have a duplicate of the Block mechanic to represent dodging rather than shield blocking.

    I think the way I have it working is fine for my setup but seen it requested alot

    Thanks!
  • For Shortcuts there is Prevent and Remove options for duplicate shortcuts.
    I would also like a Swap option if possible.

    For example:
    Shortcut Slot 1 has Fire Spell.
    And Slot 2 has Water Spell.

    With Swap option, if you add Fire Spell to Slot 2, it would move the Water Spell to Slot 1.
  • Section Header Options:
    Remove, Copy, Move Up, Move Down.

    Add 1 more, disable/enable. This will be use for testing feature without having to delete and re-add it.
  • Would it be possible to increase number of "Target Selection Type" for specific Abilities?

    Meaning - it would be great to have option to add additional Templates to the target selection in each Ability so when the player selects potential targets, he would have listed more options than only one template. (He would have option to select combatants from Template 1, from Template 2, from Template 3 etc. )

    Example:
    Enemies can be in 3 rows and the row is based on their Status Effects named "Front Row", "Back Row" and "Far Away". Each row has its own template for target selection in Templates -> Target Selection Templates. The spell Fire Wall would have option to choose all combatants in any of the 3 rows (each template would have Target Range: Group and condition for proper Status Effect). So the player would choose in battle menu Front Row or Back Row or Far Away (one of three diferent templates).

    So in the ability's Target Selection Settings, I would have option to add N additional templates to the default one so the templates would list enemies based on various conditions, for example on their Status Effect for their position or on their distance or on their Defence Modifiers or anything else you can put together in Templates -> Target Selection Templates.

    Also, it would be great to have option to add your own name for each target's template to be shown in Battle menu - right now you have only 3 possible text for any type of Target - you have text only for Single, Group and None text in Battles -> Battle Texts which is not very flexible...

    image
  • I've got an annoying issue with the schematic creator. When I want to undo a change I use Ctrl+Z, however what this actually changes is the last thing in unity editor. Is there a way to stop this from effecting the editor when I'm in Makinom?
  • edited October 2
    @gamingislove could you add Area as a condition?

    Specific use case I'm thinking is for loot tables but it would probably be helpful in other ways. Otherwise I'll just set a variable to the area name on battle start and check the variable in loot, but just would be a nice condition to have built in.

    Edit: Another condition request, a HUD condition for Duration. So a Status Effect that does not have a duration won't display.
    I tried looking for Status Effect Type to accomplish it that way but that's not there either in HUD conditions? The issue is you have to have text like "Duration: 3/5" in the tooltip, it would not make sense without at least the slash even if you left off the Duration text part, otherwise just displaying 3 5 would look weird. The duration numbers themselves already do not display if empty but that doesn't help the /.

    Again not game breaking no big deal.

    Thanks!
    Post edited by GeneralK on
  • Very useful component Game Object Saver has option to save following data for both parent and child game object:

    -position
    -rotation
    -scale
    -local variables

    Would it be possible to also add option to save if the game object is active or deactivated?

    Use case: when I open various doors or secret walls via ORK, I turn off game object with collider (it's much more convenient to turn off the collider than move it somewhere away). I would also use it when you turn off part of some trap (objet with particle), replace one object with other (broken lever with new one) etc. etc.
  • Don't think it's currently possible but could you add a condition check for ability target selection?

    The intent is to make a Status Effect buff/debuff that allows you to make single target abilities group target or group abilities single target.

    We can currently set a skill to be one or the other or allow for a toggle but we can't apply a condition to that toggle to limit it under certain conditions, such as having a specific Status Effect on the user.
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