I'm storing the current stats (ATK, DEF, etc). And after the restart my lvl I call the variable, and after i subtract the value. Example: I reach lvl 70(max lvl), I have 500 ATK, (500 is the number that the variable gets), then, after i reset the lvl it calls the variable and i get (500 - 490). But if I have a equip equipped that give me more ATK (50+500) its saves on the variable and when i reset lvl I get (550-490)... same thing with the debufs or bufs, how i can make it count only the base stat (500)?
In the formula, change the Value Origin of the status value to Base, this will use the actual base value of the status value, without any bonuses.
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It's possible to make a npc like a blacksmith that you give him a sword and you chose upgrade and there a chance he fails, if he fails your object is destroyed (removed from inventory) if he successfully upgrades your sword gets +1 (another item but wiith a diferent name (sword +1) and different sats).
One more question: how can i make a spawned object in the scene with a high y (like 100) fall to the ground with a trigger event?
Blacksmith > classic use of the event system, since you can do changes, add/remove stuff, etc.
Falling objects, either use a Rigidbody on it or move it using the event system. Either way, when using a Trigger Enter event, you can also let other objects than the player start an event. Just select Start By Other in the event interaction's inspector.
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And after the restart my lvl I call the variable, and after i subtract the value.
Example: I reach lvl 70(max lvl), I have 500 ATK, (500 is the number that the variable gets), then, after i reset the lvl it calls the variable and i get (500 - 490).
But if I have a equip equipped that give me more ATK (50+500) its saves on the variable and when i reset lvl I get (550-490)... same thing with the debufs or bufs, how i can make it count only the base stat (500)?
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
One more question: how can i make a spawned object in the scene with a high y (like 100) fall to the ground with a trigger event?
Falling objects, either use a Rigidbody on it or move it using the event system. Either way, when using a Trigger Enter event, you can also let other objects than the player start an event. Just select Start By Other in the event interaction's inspector.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!