• Most of the things in Unity (and ORK) depend on frames. What's your use case that you'd need more in regards to the ATB timebar?
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  • It's hard to explain, I'd need more ticks per seconds. Let me try :

    So let's say the max time bar is 250 and there's 25 ticks per seconds (the maximum). I have a combatant who is a world class athlete, his speed is 10, so it takes him 1 sec to have his turn. So if he met a superhuman with a speed of 20, that would still work, the superhuman would take his turn every 0.5 sec.

    But the thing is I'm not just making a game, I'm making a combat engine for many games, so it has to be flexible and have little limitations. So what if my combatant meets a robot with a speed of 300? Essentially the maximum speed is 250, because a single tick would give 250 to the timebar. Even a speed of 126 starts to break, because there's no difference between speed 126 and 249, they just take 2 ticks.

    And since there are real time elements in my system, I can't just trick it by making the maximum time bar higher, because then everything will slow down. But if I could set it to like 1000 ticks per seconds, then the maximum speed of a combatant would be 40 times higher, without having to change the pace of the game.
  • Hm ... well, even if you could do that, it wouldn't make much difference. The actions are also bound to frames (and updated by them), as are most other things in Unity/ORK.

    I think you should use the real time battle system. You can make a custom timebar using a status value (consumable + max value) and the Status Value Time Changes in the combatant's settings.
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  • Thanks GIL, that sounds like a good idea, but if I make a custom timebar in real time system, would I have the same problem? Is real time based on frame rate also?
  • Well ... most of the things are based on frame rate in Unity and ORK. Even if you'd write a custom system to fire actions between frames, they're still performed and udpated based on frames, so you'll not have any noticable difference ...
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  • Thanks GIL, for now it will be fine, I'll find a hack around this down the line :D
  • Hi Gil,

    I have a problem with the "store formula value" node. I want a formula to increase a game variable attached to a target combatant every time it's called.

    So I put the "store formula value" at the end of the formula, set the variable origin to object, status origin to target, variable key to a name of an attached game var of the target combatant. But when I put the operator to add, it uses "set" instead. I tried other operators, and it seems to always use "set" no matter what. Is this a bug or I'm missing something.

    I tried the change game variable node as a workaround to use the stored current result of the formula into a variable, but I can't use it because it only allows global variables.
  • Yep, that's a bug, will be fixed in the next update :)
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  • Thanks GIL!
  • Hi GIL,

    I got a problem with abilities. Any new abilities I create don't show up in the game. They dont show up in the battle menu, in the shortcut HUD, or in the abilities menu, nowhere. Even if I list all abilities, or list them by ability types, they dont show up. They show up everywhere in the editor but not in game. I tried deleting all ability types and all abilities, and making new ones... then no abilities were showing up.

    Also, I clicked to update everything(events, prefabs, scenes) on save, and I got 1 red error and 4 yellow ones. No idea if they actually cause the problem though, might be unrelated:

    ----------------------------------------------------------------
    Red :

    Assertion failed: Assertion failed on expression: 'ptr->GetHideFlags() == m_RequiredHideFlags'
    0x000000014098D85B (Unity) StackWalker::GetCurrentCallstack

    yellow:

    Something happened while updating Fireball (UnityEngine.GameObject), this prefab maybe wasn't updated successfully.
    Less than 0 or more than list count.
    Parameter name: index

    Something happened while updating FireSwordPrefab (UnityEngine.GameObject), this prefab maybe wasn't updated successfully.
    Less than 0 or more than list count.

    Something happened while updating LongSwordPrefab (UnityEngine.GameObject), this prefab maybe wasn't updated successfully.
    Less than 0 or more than list count.


    Something happened while updating ShortSwordPrefab (UnityEngine.GameObject), this prefab maybe wasn't updated successfully.
    Less than 0 or more than list count.
    -----------------------------------------------------------------
    What do you think causes this? Thanks.
  • Does your combatant know the ability?
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  • Lol... no... that was it :D

    I got distracted by these errors thinking they were the cause, and I forgot the most important simple stupid step. How do I fix these though? What do they mean?
  • Well, they mean what they tell you, i.e. updating those prefabs caused an error and you should check if their settings are still correct.
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  • Yeah figured as much... but this red error : Assertion failed: Assertion failed on expression: 'ptr->GetHideFlags() == m_RequiredHideFlags'
    0x000000014098D85B (Unity) StackWalker::GetCurrentCallstack

    is popping randomly, do you have any idea?
  • No, not really ...
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