• 30) Potential Attacker Grid Highlight

    I've been experimenting with this new feature, great addition thanks GiL! I'm always amazed by the number of updates you put out for real.

    Highlighting cells around the potential attacker in the schematic using Select Grid Cells -> Battle range template -> Highlight Grid Cell node (then I remove the highlights in the Potential Attacker Stop schematic)

    They turn off and on fine when cursor moves out of range and back in to range.

    The issue is that the Move Selection highlight vanishes after a second of pointing at a cell with the Highlight Grid Cell Node highlight on it. I can still move to that cell, just the highlight is replaced(?) by the Highlight Grid Cell node called in Potential Attacker, but Replace Cell Prefab is not checked for the highlight.

    Move Selection highlight -> Replace cell prefab - Checked
    Custom Highlight 1 -> Replace Cell Prefab - Not checked
    Potential attacker Highlight Schematic -> Highlight Grid Cell node -> Custom Highlight 1

    I've been looking through the settings and can't find another check box that would seem to affect this, what am I missing?

    Thanks!

  • 30) Can you send me a Unity test project with your setup?
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  • 31) Class Slot Levels and Statuses not correctly applying to Party Members
    3.18.1

    Hi. I'm using Class Slots for all of my player combatants. Each combtant has an Initial Class slot 0 and a secondary slot (slot 1), where slot 0 contains an assigned class with both ability and status developments and Slot 1 is empty (for now).

    My project uses the turnbased combat system with a party of four.

    I'm finding that for some reason, my Class Slot 0 assignment: Only applies to the first character added to my battle groups, and not correctly on other characters.

    One Scenario: If I have 3 combatants in my battle group, and set I their initial Slot 0 class slots to "Soldier", "Mage", and "Archer" respectively, and their class levels each to 10. Only the first combatant in the battle group will be set to Level 10, and the rest will be set to level 1.

    Another Scenario: If I have two combatants in my battle group, and I set their initial 0 Class slots both to "Solider". If I set the first combatant's level to the max level of 10. And the second character's class level to 5. They both end up with a class level of 10 when the game starts.

    I am perplexed, haha
  • Hi @twill14 I wonder if it's related to the ability developments for class slots too hmm.

    Are they always the same level as eachother? Could be being set somewhere else.

    Do you have a level zone object in the scene?

    How are you spawning the combatants? Is the schematic setting the levels?

  • Hi, @GeneralIK I'm thinking it could be? At least they seem somewhat related.

    The issue is less that combatants are the same level in that unique, repeatable instance, and more that it appears that the class level only applies to the first member in the battle group regardless of which combatant it is, which initial class they have in slot 0, or what initial level their slot 0 class is set to. The rest of the combatant's, no matter how many I add initialize at level 1.

    A work around I can try is manually setting their slot level after I spawn them. I'm not sure if it'll properly retain their levels or not when I make members active/non active.

    In my test, I'm merely using four join group or join battle group nodes. No level zone nodes. And the schematic (if using join group) is merely using the default class level. I've tried explicitly defining the class level, but it seems to be overridden by whatever the class slot level is set to in the combatant's settings.

    Anyway, just wanted to mention since it was timely with the other issue you mentioned. I assume their somewhat related!
  • Did a quick test (using class slot and class level definition in the combatant's status settings) and worked fine here.

    The class level settings in other parts (e.g. regular class settings of the combatant or the join group nodes) are for to the single-class class system (i.e. not class slots). Both the single-classes and the class slot classes use the same instances of the class.
    So, if you use class slots, I'd recommend to have the first Class setting of the combatant's class settings set to None, i.e. not use a single-class - that way the class level from there and the class slot will not interfere with each other.
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  • edited September 16
    Hey Gil! Thank you so much for your response.

    I should had mentioned, that I've had the Single-class slot set to None for all of my combatants. But perhaps I'm missing something?

    For instance I have the following setup:

    First combatant:
    image
    https://imgur.com/a/2RoG1ne

    Second Combatant:
    image
    https://imgur.com/a/NWac1Kh

    Combat Test Start:
    image
    https://imgur.com/a/7I66ltR
    -------

    Given my current setup, I run into the following issues:

    1. If Xin is the first character added to my battle party. He initializes as a Primary Class Slot Level 10 Agent. Maya Initializes as a Primary Class Slot Level 1 Cleric (even though she's level 5 in the settings).

    2. If Maya is the first character added to my battle party. She initializes as a Primary Class Slot Level 5 Cleric. Xin initializes as a Primary Class Level 1 Agent (even though he's set to level 10 like above).

    3. If I assign Xin an Agent Primary Class at level 10 and Maya an Agent Class at Level 5. And I add Xin to the party first. When I start the game, both Xin AND Maya's Agent class will be level 10 (effectively overriding Maya's class level assignment).

    4. If I do step three above, but swap Maya (Primary Slot: Agent level 5), and Xin (Primary Slot: Agent Level 10) where Maya is first added to the party, both Xin and Maya will initialize as Level 5 agents.

    -----------

    Somehow:

    1. The class slot level is only applying to the first combatant that joins the party.
    2. Second and beyond members added to the party are not having their initially set Class slot levels saved.
    3. The class slot level of the first combatant in a party will override the initial level of all subsequently added combatants in the party should they share the same class in a slot.

    I should also note that this class and every class is setup as "Is group class"

    https://imgur.com/a/JrsNugF
    Post edited by twill14 on
  • twill14 said: I should also note that this class and every class is setup as "Is group class"
    Yeah - that's most likely the issue.
    A group class has the same instance for all combatants, so if both use the same class, both will have the same class level, since it's the same class instance and the level is bound to the class.

    Do your combatants also add other classes that are not assigned to their slots? If that's the case, that's why the first combatant would cause changes to other's class levels. Since it's initialized first, it'll add classes with it's defined level to the group, so the others will use the existing class instance as is.

    If you want class levels per combatant, you need to disable using group classes.
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  • ahh okay okay. I see now that I was confused by the description!

    "Is Group Class: This class is available to all members of a group when added to a combatant.
    Each combatant still use their own unique instances of the class, increasing the class level on their own."

    The second sentence had me assume this meant when it was Checked on for some reason.

    Thanks GiL!



  • Ah, sorry, yeah - each combatant has it's own instance, BUT one combatant learning a class at a specific level will add the class to each combatant of the group at that level (when using group classes).
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  • edited October 20
    32) Edit nevermind I think I figured it out lol.

    Post edited by GeneralK on
  • edited October 26
    32) Comparison menu part

    Sorry to be dense about this!

    Anyone know how comparison menu part works?

    I have tried adding the part to my existing inventory menu but it never shows up when selecting an equipment in inventory. I've tried making a stand alone menu and calling it from key / schematic.

    I notice it says "Tooltips from XYZ will be displayed" in the Content Check, which makes it sound like the comparison will use Tooltips, which is a bit confusing since it has UI Boxes in the menu part.

    Edit: Ok I see it opening currently equipped from an Equipment part, but not inventory. I have it set up like an MMORPG, can drag from inventory to character sheet or right click inventory to equip, and drag sort the inventory. What I have all in 1 menu, is an Inventory tab container part, an equipment part for most equipment, and a 2nd equipment part for weapon/offhand/special class item (the reason is that on most equipment I am showing unavailable to keep the slots in order for every character but on these slots I don't want to show unavailable, so needed a separate equipment part). Then there are also attack modifiers and Status Value lists in the menu as well so it's a full character/equipment/inventory menu.

    Anyways, will it not work to compare from inventory container tab like this?

    Also does sorting not work with inventory containers?

    Thanks!
    Post edited by GeneralK on
  • edited October 28
    Currently not.
    The comparison part is used by menu parts that involve slots, i.e. equipment, multi/single slot, AI behaviour/ruleset, class slots, etc.
    Both the current content coming from the slot and the selected content are sent to the comparison part from the same menu part source, so e.g. combining an equipment part with only showing slots and an inventory part wouldn't work either.

    Might be expanded in the future to e.g. auto select an equipment slot of the menu user for comparison when only getting information for the new content.

    Sorting doesn't work with inventory containers, because they don't use sorting. Stuff is in the slots you put it into :)
    Post edited by gamingislove on
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  • edited October 31
    Haha! To be fair there are games that have a button-sort with a drag-sort inventory.
    It can be annoying if you have everything sorted a way you like and accidently press the sort button though heh, I recall doing that alot in Grim Dawn.

    I know there are tabs on a regular inventory part and I see Dragging check box on the part.

    Is the main difference being able to drag within the inventory, and back and forth from other containers/exchange? (Dragging to and from a Stash container)

    Guess I need to decide on sort style as the main factor. I never used the regular inventory part after tutorial because I wanted the drag-sort, so haven't experimented, but some times I'm wishing I had a button-sort.

    I've managed to make an equipment/inventory container comparison menu and Tooltip side by side comparison, using Inventory Container Sub-menu and Tooltip open/close schematics respectively. Utilizing the Selected Data action to get the item type, and that is enough to open the proper menu with description for the side by sides. They are using a shared menu, all parts on 1 menu screen for the equipment+inventory container.

    And it works! I can mouse over inventory container and it does a side-by-side tooltip for that equipment slot, and change the group member works too.

    Thanks!


    Post edited by GeneralK on
  • Dragging can also be used to give an item to another combatant or use it on them, e.g. dragging it on a combatant's HUD or their game object in the scene. It can also be used to drag+drop it on a shortcut slot (e.g. in a HUD).
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