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@GeneralK Well, yeah, that's from a Unity package (purchasing), so you most likely need to update that via the package manager. Shouldn't have anything to do with ORK/Makinom.
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@ClemPersonal Thanks for noticing - fixed those issues :)
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I'm making a petrification status effect. Take physical damage and you are killed.
I setup the "Change Settings" in the status effect to set HP to zero when it is removed by Attacks and Abilities. (But not by items/battle end) In abilities I set it to only be triggered by an ability type (physical damage) so it could be cured by other abilities. The ability doesn't directly remove the status effect itself, but the effect still doesn't trigger even if I change it to do so.
However the target only takes lethal damage upon receiving an attack and not by being hit by a skill that has the ability type specified. I did some testing and the effect works if (Physical damage) type is the primary ability type, but if it is a secondary type the instant death effect doesn't occur. Is this intended behaviour?
Just wanted to check because I would prefer to have it check via a hidden secondary type as my primary ability types are used for ordering my battle/ability menus.
@WO2 It currently only checks the main type, but I can add checking the secondary types as well.
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@gamingislove I used Jetbrains Resharper to perform static analysis on the Makinom 2 and ORK Framework 3 solutions. I narrowed the results down to what I think are potential issues.
I have noticed that if you have an ability with a variable that is a template that references a variable change. And that variable change operates on a formula. The user/target does not get passed to the formula. Example : https://imgur.com/a/QIlNqQP
@Jon Ability variables are initialized when the ability is created (e.g. when a combatant learns it) or on level ups of the ability (for the new level's variables). They're not calculated each time they're used - think of them as something like optional stats of an ability. They're set up at the start and can be changed via variable changes later (but not automatically).
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I'm having trouble getting Attack Status Effects and Defence Status Effect to work in the latest version of Ork. Nothing I seem to do is causing it to work but I was sure it worked when I tried it before the status effect update.
@Dre788 Tested it and works fine here - make sure your abilities/items have Use Attack Effect and Use Defence Effect enabled in one of their target changes to use them.
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make sure your abilities/items have Use Attack Effect and Use Defence Effect enabled in one of their target changes to use them.
Ah dang, I had no idea that was there. Was that always there?? This means I've never actually tested it like I thought. I toggled it on and it works now. How did I miss something like this. lol Thanks.
Yeah, that was always there :D You can turn this on/off for each ability as needed, e.g. casting a fireball on a poison toad should probably not inflict poison on the caster, but a close range melee attack should.
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Will be fixed in the next update.
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Got this error on update and now every time I hit play in console
Assembly 'Packages/com.unity.purchasing/UnityEngine.Purchasing.dll' will not be loaded due to errors:
Assembly is incompatible with the editor
I suppose it could be from another package but I'm almost certain I haven't seen it until I hit the update to 3.16.2 today.
Unity 2021.3.8f1
Doesn't seem to affect anything
Thanks GiL!
Well, yeah, that's from a Unity package (purchasing), so you most likely need to update that via the package manager. Shouldn't have anything to do with ORK/Makinom.
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https://orkframework.com/guide/tutorials/3d-rpg-quickstart/03-music-scenes-2/ The word 'already' is misspelled.
Edit: Missing close right bracket in https://orkframework.com/guide/tutorials/3d-rpg-quickstart/07-status-values-2/ Should be
Edit 2: This mistake seems to be more than a typo
https://orkframework.com/guide/tutorials/3d-rpg-quickstart/09-first-abilities-2/#16-toc-title
Ally Single instructs setting the target type to Enemy Single. From context I think this is a typo but it can be confusing.
Thanks for noticing - fixed those issues :)
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I'm making a petrification status effect. Take physical damage and you are killed.
I setup the "Change Settings" in the status effect to set HP to zero when it is removed by Attacks and Abilities. (But not by items/battle end)
In abilities I set it to only be triggered by an ability type (physical damage) so it could be cured by other abilities.
The ability doesn't directly remove the status effect itself, but the effect still doesn't trigger even if I change it to do so.
However the target only takes lethal damage upon receiving an attack and not by being hit by a skill that has the ability type specified. I did some testing and the effect works if (Physical damage) type is the primary ability type, but if it is a secondary type the instant death effect doesn't occur. Is this intended behaviour?
Just wanted to check because I would prefer to have it check via a hidden secondary type as my primary ability types are used for ordering my battle/ability menus.
It currently only checks the main type, but I can add checking the secondary types as well.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Makinom 2 Static Analysis
ORK Framework 3 Static Analysis
There's also some spelling suggestions for Makinom 2, but it doesn't matter that much since it's not visible to players.
Makinom 2 Spelling
Ability variables are initialized when the ability is created (e.g. when a combatant learns it) or on level ups of the ability (for the new level's variables).
They're not calculated each time they're used - think of them as something like optional stats of an ability. They're set up at the start and can be changed via variable changes later (but not automatically).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Tested it and works fine here - make sure your abilities/items have Use Attack Effect and Use Defence Effect enabled in one of their target changes to use them.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
You can turn this on/off for each ability as needed, e.g. casting a fireball on a poison toad should probably not inflict poison on the caster, but a close range melee attack should.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!