Hello!
I have a question about the action information notification in BattleText.
Is it possible to close it when there is an input instead of Visibility Time?
Is this possible if I use Before Closing Schematic?
I am using a translator, so apologies if I am using the wrong English.
  • No, like all other notifications (e.g. inventory notifications) they're completely time-based and have no close-on-input functionality.

    You could use an open schematic in the UI box (e.g. After Open Schematic without Wait enabled) that checks for input (Wait For Input node) and hide the UI in that case (i.e. fade out).
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  • Thanks for your reply!
    I want to create a text for something like the Dragon Quest series during battle, is what I am trying to create in the action information notice in the battle text wrong first?
  • Uh ... could you go a bit more into details on what you want to do?

    Generally, the action info notifications are just displaying a quick info when an action starts (e.g. combatant A uses action X).
    For anything else, you can use the schematics that animate your actions to do whatever you want - e.g. show a dialogue.
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  • I want to display text when attacking, defending, using special skills, etc.
    The fighter unleashed a Fire Attack!
    50 damage to the red mushroom!" I want to display text like this.
    I can use the show dialogue in the schematic to display the dialog, but how do I display a name like fire attack or a calculation result like 50 damage?
    Is there a text tag to display calculation results, etc.?
    I did the 2D tutorial in the meantime, but sorry if I missed something.
  • That sounds more like a job for the in-game console feature.
    You can display it via a Console type HUD, using actions, doing damage, etc. can each automatically add defined texts with that information to the console. There are also per-combatant consoles available that keep track of console texts related to that combatant (can be displayed via combatant HUDs).
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  • Is there a tutorial somewhere that actually sets it up?
  • No, but it's pretty simple:
    - enable Use Console in UI > Console Settings & Types > General Settings
    - add a new HUD in UI > HUDs and use the Console type, unlike other HUDs, the console HUD uses a UI box to display the console texts, so now separate HUD prefab needs to be set up

    The default setup already uses most of the console texts, which you can enable/disable and adjust to your needs in the console settings. You can use console types to e.g. filter the console display to only show battle related texts.
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  • I have incorporated changes in game state into attack schematics, defensive schematics, use schematics, etc., so that the console only shows up when conditions are met, is this the correct way to display this?
    Is there an easier or correct way?

    I have more questions, but is it possible to hide the characters after the battle has started?
    At the moment I have the characters out of view by putting them off screen once the battle starts.

    Also, is it possible to call other schematics from a schematic?
  • If it should only be shown during that times, yes - using a game state to control it is probably the easiest solution, as you just have to activate and inactive it.

    Hiding combatants during battle should either move them out of the camera view or disable their renderers (Object Visible node). Don't disable them, as that most likely removes them from battle completely.

    You can call schematics via Start Machine nodes. There's also the machine stack functionality, where you can put a bunch of them on a stack and execute them one after the other. You can also start tagged machines via the Start Tagged Machine node, either for a selected game object or all tagged machines in the scene.
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