Small addition to the new Selected Data feature - you'll be able to have different selected data by using a Selected Key to identify them (like with found/global objects). E.g. the ability or item that use the battle events will be available through the action key by default and can be used through that key in the formulas as well. If you want to also add custom equipment bonuses (e.g. using float variables attached to equipment), you can just get all the user's equipment and store it in a selected data (e.g. equipment) to be used in the formula - or just add it to the action selected data.
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Alright people - release will be tomorrow, bringing a multitude of new stuff and new steps and changes to make use of the Selected Data feature, e.g.:
Ability Development The new Ability Development sub-section in the Status section allows creating reusable ability development settings, which can be used by classes and combatants. An ability development defines abilities that are learnt at specific base/class levels by a combatant. You'll be able to turn your class/combatant ability development settings into reusable settings through a button :)
Input Keys The new Axis Factor and Limit Axis settings allow more control over the axis value of input keys. E.g. you can limit the axis to only posibive numbers between 0 and 1, or multiply the input axis by 2.
Scene Loading All settings related to loading scenes (e.g. scene changers, main menu scene changes, etc.) have new settings to load the scene additive and asynchronously.
GUI Boxes: Vertical Alignment There are new Vertical Alignment settings for the content box (replacing the Center Position setting), name box, choice (title, content, info) and tabs. You can automatically align the content to the Top, Middle or Bottom of the available content area. E.g. when using a defined choice height, you can use this to display the content of the choice in the center (Middle) of the button. The ok/cancel buttons in the Menu Settings (and GUI box overrides) also have Vertical Alignment settings.
Event System: Objects The new Selected Data selection in object selection fields uses game objects (or combatants) stored in selected data.
Event System The Actor field has been replaced by object selection fields in most steps, allowing to use other game objects (or combatants) that aren't actors (e.g. found/global objects or selected data).
Event System: Clear Selected Data The new Clear Selected Data step will remove the selected data of a defined key or all selected data of the event.
Event System: Select Game Object The new Select Game Object step uses game objects as selected data.
Event System: Select Combatant The new Select Combatant step uses combatants as selected data.
Event System: Select Ability The new Select Ability step uses abilities of combatants or a newly created ability as selected data.
Event System: Select Base Attack The new Select Base Attack step uses base attacks of combatants as selected data.
Event System: Select Counter Attack The new Select Counter Attack step uses counter attacks of combatants as selected data.
Event System: Select Equipment The new Select Equipment step uses the equipment currently equipped on combatants as selected data.
Event System: Select Items The new Select Items step uses items from the inventory of combatants or newly created items as selected data.
Event System: Change Equip Status Value The new Change Equip Status Value step changes the status value bonus of equipment currently stored in selected data. This doesn't trigger recalculation of the wearers status (i.e. the change wont take affect until the wearer's status is recalculated).
Event System: Reset Combatant Status The new Reset Combatant Status step recalculates the status values and bonuses of a combatant. E.g. use this after changing status value bonuses on equipment that the combatant currently has equipped.
Event System: Add To Inventory, Remove From Inventory, Has In Inventory Optionally use items stored in selected data.
Possible use cases for the Selected Data feature with the new steps: - an upgrade/blacksmith NPC that can improve your equipment's status bonuses - adding damage bonuses to an ability's damage formula by adding passive abilities and equipment of a combatant to the selected data - improving healing potions by adding a heal bonus to their variables and using that in the potion's formula
Post edited by gamingislove on
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Learn more about the new Selected Data feature in this how-to, or see it in action in this gameplay tutorial.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
@gamingislove, Move To Interaction works great! It's nice to be able to get all of that movement-related code out of my events.
Would it be possible to add a setting to block the Move AI of the event object while the player is navigating to the interaction? Otherwise it doesn't work with NPCs unless they're standing still.
Chris
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Oh dang, is there any way to apply that cursor method to the standard menu cursors? I've been wanting an animated cursor for ages :O
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
The new Ability Development sub-section in the Status section allows creating reusable ability development settings, which can be used by classes and combatants.
An ability development defines abilities that are learnt at specific base/class levels by a combatant. You'll be able to turn your class/combatant ability development settings into reusable settings through a button :)
The new Axis Factor and Limit Axis settings allow more control over the axis value of input keys.
E.g. you can limit the axis to only posibive numbers between 0 and 1, or multiply the input axis by 2.
All settings related to loading scenes (e.g. scene changers, main menu scene changes, etc.) have new settings to load the scene additive and asynchronously.
There are new Vertical Alignment settings for the content box (replacing the Center Position setting), name box, choice (title, content, info) and tabs.
You can automatically align the content to the Top, Middle or Bottom of the available content area.
E.g. when using a defined choice height, you can use this to display the content of the choice in the center (Middle) of the button.
The ok/cancel buttons in the Menu Settings (and GUI box overrides) also have Vertical Alignment settings.
The new Selected Data selection in object selection fields uses game objects (or combatants) stored in selected data.
The Actor field has been replaced by object selection fields in most steps, allowing to use other game objects (or combatants) that aren't actors (e.g. found/global objects or selected data).
The new Clear Selected Data step will remove the selected data of a defined key or all selected data of the event.
The new Select Game Object step uses game objects as selected data.
The new Select Combatant step uses combatants as selected data.
The new Select Ability step uses abilities of combatants or a newly created ability as selected data.
The new Select Base Attack step uses base attacks of combatants as selected data.
The new Select Counter Attack step uses counter attacks of combatants as selected data.
The new Select Equipment step uses the equipment currently equipped on combatants as selected data.
The new Select Items step uses items from the inventory of combatants or newly created items as selected data.
The new Change Equip Status Value step changes the status value bonus of equipment currently stored in selected data.
This doesn't trigger recalculation of the wearers status (i.e. the change wont take affect until the wearer's status is recalculated).
The new Reset Combatant Status step recalculates the status values and bonuses of a combatant.
E.g. use this after changing status value bonuses on equipment that the combatant currently has equipped.
Optionally use items stored in selected data.
Optionally use abilities stored in selected data.
- an upgrade/blacksmith NPC that can improve your equipment's status bonuses
- adding damage bonuses to an ability's damage formula by adding passive abilities and equipment of a combatant to the selected data
- improving healing potions by adding a heal bonus to their variables and using that in the potion's formula
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Learn more about the new Selected Data feature in this how-to, or see it in action in this gameplay tutorial.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Would it be possible to add a setting to block the Move AI of the event object while the player is navigating to the interaction? Otherwise it doesn't work with NPCs unless they're standing still.
Thank you GIL.
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