First of all, don't use editor code in gameplay scripts, i.e. using UnityEditor; should be removed.
You also try to access functionality that's not there, e.g. for the name you can use:
string name = ORK.StatusValues.Get(id).GetName();
As for the …
Sounds like you run your initial schematic again due to loading into the scene where it's set up.
Since you're using a custom start menu, I'd recommend to instead of having the game starter always start the game, to call the start game func…
Are you using ORK 2 or ORK 3?
ORK 2 namespaces are with ORKFramework, ORK 3 with GamingIsLove.ORKFramework (and also GamingIsLove.Makinom, since it's an extension for Makinom).
If you can give me more details on what you want to do I can give you b…
Untested, but should generally be doable.
E.g. try using a HUD Combatant Object (Content Provider) component on your HUD prefab and set the combatant's game object as it's user after spawning the prefab.
Did some tests, yeah - currently the size adjustment is for the total text, since it's simply hiding the characters.
I'll add an option to the UI Content component to set the actual text instead, but keep in mind that this is a bit more performance …
You can't - types of combatants, items, abilities, etc. are as they're set up and can't be changed in-game. Well, you can via scripting, but that isn't saved e.g. in save games, and I'd not recommend it as that can have unexpected consequences.
I don't think canceling during placement to 'unplace' already placed combatants is currently possible.
I'll look into that.
As for canceling during an action - that's possible, but maybe a bit complex to set up.
You need to either handle this in th…
I'm not sure I follow ... are you loading a saved game or starting a new game?
Generally, starting a new game will use the start game schematic, loading the game will load the saved data to restore the player.
Just checked, there is a way to combine this.
You can add a Time based status value change to the same poison effect and have it only be used In Field - there are 2 toggles to enable using the status change in battle and in the field separately.
Hm, I see 3 ways to do it:
1) Store them as selected data - that'd keep their status alive and you can add them to game objects via a Add Combatant node in schematics.
Doesn't save in save games, though.
2) Use another player group with a new Play…
If it's a Time based status change, it should just continue to do damage after battle.
If it's Turn based, you could check for the effect at battle end (schematic) and add a separate time-based poison effect instead.