【this is not a question. I'll make a note of it for anyone who has the same problem as me.】 Notes on importing the completed status system Setup. Status > Status Values
↓State after ORK import.
↓State after importing the completed status system. Status values with the same number appear.
↓Close the project and open it again. The same numbers no longer appear. However, there are some items that are the same. For example,「 Health Points」 and 「HP」.
↓Final completed example. I removed some Status Values myself.In my case this works.
Just as an addition to that: The status system setup stuff isn't really intended for adding it to an existing project, since it's a complete project setup itself.
Also, if you want to add some data assets to a project and list them at the end of the existing data, the data assets have an option to Sort At End in their inspector. If enabled, next time the editor opens it'll automatically sort them at the end of the list.
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What is the easiest way to change only the CastAnimation part to a different animation for each Ability?
Status > Abilities Battle Animation in each ability, Disable "Use Start Animation" and set Schematics "BattleView User" "×××Animation" (for example, 「Guard animation」) "Battle View Target"
1) Only have BattleView User as ability start animation and add the rest on each ability.
2) Use Custom Schematics on the ability (in the ability's Ability Settings > Custom Schematics to play the animation and call it via Custom Selected Data Schematic node in the ability start animations. The ability is available as selected data via the data key action in it's start animations.
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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!
Updated the tutorial - there is no level check done for the crafting loot, i.e. Level Check remains set to None.
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solved.
I can now delete save files.
Notes on importing the completed status system Setup.
Status > Status Values
↓State after ORK import.
↓State after importing the completed status system.
Status values with the same number appear.
↓Close the project and open it again.
The same numbers no longer appear.
However, there are some items that are the same.
For example,「 Health Points」 and 「HP」.
↓Final completed example.
I removed some Status Values myself.In my case this works.
Also, if you want to add some data assets to a project and list them at the end of the existing data, the data assets have an option to Sort At End in their inspector. If enabled, next time the editor opens it'll automatically sort them at the end of the list.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
It helped me understand.
thank you.
I want to use different animations for each ability.
Ability Start Animation uses three schematics.
"BattleView User"
"Cast Animation"
"Battle View Target"
What is the easiest way to change only the CastAnimation part to a different animation for each Ability?
Status > Abilities
Battle Animation in each ability,
Disable "Use Start Animation"
and set Schematics
"BattleView User"
"×××Animation" (for example, 「Guard animation」)
"Battle View Target"
Is it the easiest way to do it?
1) Only have BattleView User as ability start animation and add the rest on each ability.
2) Use Custom Schematics on the ability (in the ability's Ability Settings > Custom Schematics to play the animation and call it via Custom Selected Data Schematic node in the ability start animations. The ability is available as selected data via the data key action in it's start animations.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I'll give it a try.
I used method 2. It was easy to set the animation for each ability.
I can't find "Change Battle Sorted".Just in case, I'll report it.
Sorry, I made a mistake.
If you disable "Only Battle Group", "Change Battle Sorted" will appear.
No problem with the tutorial.
3DRPG > CRAFT 02 Crafting Recipes
Equipment Recipes > Shield 2 Recipe > Outcomes
Maybe, "Click on Add Outcome." should be removed.
Same for the "Armor 2 Recipe" and "Poison Ward Recipe".
I'm sorry if I misunderstood.
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3D RPG Playground > CRAFT 05 Materials Loot
New Loot > Materials > Level Range
''Level Range'' not found.
Maybe the tutorial needs a little change.
Same for New Loot > Slime > Level Range.
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It was helpful.
3DRPG > 16 Follow Me! > Move AI
third line from the top.
It looks like it needs to be changed.
"Combatants > Combatants" → "Combatants > Move AIs"