There'll be a small (feature-wise) update this week, expect the following:
Game Settings: Bestiary This version's spotlight feature - the new Bestiary! The bestiary (i.e. status information on encountered enemies) will be automatically filled when encountering enemy combatants in battle. You can define when to learn things (e.g. learn status values on encountering them, learn their Fire attack attributes on attacking them with a Fire spell).
Event System: Bestiary Steps New steps to add, remove and check bestiary entries. Can either use an event object's combatant or a defined one.
Combatants The Not Scanable setting prevents adding status information to bestiary - there'll still be an (empty) entry in the bestiary. The No Bestiary Entry setting prevents an entry entirely.
Abilities, Items The Scan Target setting allows adding a complete bestiary entry (i.e. with all status informations) of targeted combatants.
Images All image settings can now use Alpha Masks when using a color instead of an image.
Value Bars The new Crop Image setting (available for Stretch to Fill and Alpha Mask) will use the whole bounds of the value bar and cut off the parts of the image that aren't displayed due to filling. E.g. if HP is at 50 %, only 50 % of the image will be displayed (based on the filling mode, like left to right).
Battle AIs The new Check Target Count step checks the number of found targets and executes the next step accordingly (e.g. 'Success' if found target count > 3).
Add Combatant Component You can now also set the Battle Type when adding combatants to game objects using the Add Combatant component.
Combatant Inspector The inspector of the Combatant Component now also displays a combatant's name, class, level and class level.
Status Development, Ability Trees The new Cost Type setting for learing abilities and status value upgrades now also allows using items, weapons, armors and currency as costs (previously only experience was available).
Menu Settings: Use Cost Display The use cost settings now also have text options for item, weapon, armor and currency use costs (to reflect the new cost type). Also, you can now use %i to display the icon of the status value, items, etc.
Still working on the menu screen part for the bestiary, and (don't know if that'll make it into this version) basing player group AI on available status information.
Post edited by gamingislove on
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