Can anyone provide example of how to set up a character so that its health and thirst decay over time allowing only eating or drinking to constantly keep values above zero. Zero hunger or thirst means death.
Greed is not sustainable without elements of human suffering.
Food/drink would be a healing item for those status values
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In the status effect Status Conditions:
Status Value = hunger
Change Value = 1
Operator = Subtract / value
Set On = Time
Set Every = 5
End on Death / Item being food item.
On the combatant:
Status Effect Settings
Auto Status Effects.
ADD > HungerDecay
Checking the health real time on the combatant there is no change in the hunger value. This value is set to consumable.
What am I missing?
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HungerDecay -
It displays as above the name and a small dash... nothing else and the hunger consumable value does not change.
I also tried setting a condition being run only when hunger > 0 but did not seem to make any difference.
It seems quite simple but must be missing something...
Check the game over settings in Game > Game Settings in case you want to cause game over in that case (i.e. when it happens outside of battles).
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I had set the min / max values incorrectly. Had hunger min set to 100 rather than zero so when player started he died as hunger min was 100. I have now made the correct changes and the hunger now goes down as expected.
Thanks for the help. To be honest there are so many settings (Great for flexibility) but somewhat confusing but like anything a learning curve this one is just a steep learning curve. Awesome I learned something. Cheers
Also, are you talking about the auto animations (for idle/movement based on move speed) or calling animations (e.g. via Combatant Animation nodes)?
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Also, calling individual animations (e.g. via the Combatant Animations node) will also just (try to) play the animation, so that's also independent from your controls.
If it works out well or not depends on what other sources will play animations, e.g. if the player controls also play animations, that might conflict with each other, one overruling the other.
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