Here's the file containing the function:
https://ufile.io/dkqcip61
troupList.troupeComp refers to a Singleton Dictionary that contain the name of combatants the player has in reserves, and the quantity of each.
So I'm using List party = ORK.Game.ActiveGroup.GetGroup(); to get a list of party members in the group, and then use a for loop to go through the list to add or remove combatants based on who is in the list.
for (int x = 0; x < party.Count; x++…
I managed to fix the error, and added the ORK.Battle.Join() statement, but the new combatant still doesn't spawn.
My code looks like this now
public void startBossFight(int max)
{
Combatant newCombatant = ORK.Combatants.Cr…
Even after learning the ability, it doesn't appear in the character's ability select menu. Do I have to write a line that adds the ability to the selection menu? If so, how?
It looks like the input key was somehow blocked somewhere at some point. I couldn't pinpoint exactly what blocked it, but I made a new input key to interact with the shop, and it works correctly now. Thanks for the help.
https://imgur.com/a/oG1qFlw
This is how the input key is setup
As for blocking the input key, I'm pretty sure it's never blocked, but I'll double check.
Edit: I checked, and the input key is never blocked.
I just had this happen to me, I solved it by redoing the Shop Layout.Unfortunately, this didn't work.
If I try to open the shop with regular Interact type, the shop works fine for some reason, it's only if I use the Key Press type.
I always make sure that the player is inside the shop trigger. I also checked, and the player has a collider and a rigidbody, both of which was never removed or disabled.
I got the loot dialogue to appear at the end of the battle. I'm trying to get the dialogue to also display the icon of the loot the player received, but I can't.
This is what I did.
https://imgur.com/hvhTHur
But instead of showing the icon, the di…
I'm using Turn-based battle, and the battle is started by the player walking into a collider that loads the battle scene. The battle scene has a battle component that uses a battle start event to setup the battle.
Specifically, I created a new vari…
Thank you, I selected Active mode, and it works exactly as I need it to, but I ran into another problem. How does ORK decides who goes first when two combatant has the same turn value? Is there a way to use a secondary stat to decides who goes first…
I tried using the code you provided, but I'm getting NullReferenceException: Object not set to an instance of an object. This is the code I used to access the combatant:
combatantComponent = GetComponent();
combatant = combatantComponent.combatant;
…