Acissathar

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Acissathar
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  • @omeegaa Its not super clean and needs to be manually handled, but you could make the "type" an Ability Variable and then check against that variable in the formula. I did this for a few things in a project (hit chance, elemental type, power) so th…
  • Since the rotation is also different, unless you want specific equipment viewers for each item or to make adjustments on every prefab, it might be less of a long term headache to open up the models in Blender and just standardize and apply the same …
  • @gamingislove Multi Turn UI list is working exactly was I wanting now, thank you very much :)
  • @Socrates422 Should be relatively soon! https://twitter.com/gamingislove/status/1762861197752250412
  • With both Before Open and Before Close checked. it's smoother but it looks like it still places the (previously) selecting combatant at the end of the list first before running the schematics: (The yellow border is just a HUD condition for In Tur…
  • Hi GiL, Is there a way to get the turn order (when using multi-turns and capped at a turn limit) to call into the Before Close schematics? This is my layout and HUD setup: What happens is that it looks like the Before Open is called as expecte…
  • The various .Find methods will return null if not found. For example, something we do to change the recipe icon color to red if the user can't create a given crafting recipe: var recipe = ORK.CraftingRecipes.Find(parsedRecipeName.text); …
  • For #1 you can use a Start Battle node in your Dialogue schematic to start a battle after playing a given dialogue. You'll need to pass in the combatants and/or battle component responsible, but that's the route I would recommend. Another route woul…
  • @lonewolf_cat You can check out this tutorial I did for Mecanim and ORK that's pretty quick and should get you up and running (assuming your animations and character are both Humanoid): https://forum.orkframework.com/discussion/8065/tutorial-quick-m…
  • I would recommend going through the 3D Playground RPG tutorial to get familiar with ORK, then you can try implementing and asking about various parts of what you're trying to accomplish.
  • Granted I'm not familiar with Playmaker, but one workaround if you want ORK to wait on a result is to use Global Variables. In your schematic, you can run a Check Variable node that checks for said variable, then if it fails, connects to a small wa…
  • You can set variables in code with this: Maki.Game.Variables.Set(variablename, value) So just set it at the end of your schematic, and it should be picked up by your variable fork later (you can also make this variable name a string parameter for …
  • IsBattleFinished node has the wrong tooltip mentioning Item Collection: In the source it looks like it still checks for battles finished as expected, so just a documentation issue (I'm assuming the webpage with schematic descriptions just pulls f…
  • Collisions are handled by the Unity side. Main thing to check is that your chomper also has a collider on it and that your layers are setup so they actually collide. The rigid body should also not be kinematic If you’re using NavMesh for ai movem…
  • In regards to ORK 3, the UI just uses UGUI prefabs and passes in information from components, so styling is completely up to you. There are various built in hooks (before/after open/close) for schematics to help provide an easy way for tying in fanc…
  • I don't think auto animation matters because the controller should be disabled when blocked which would prevent it from kicking in since nothing should be moving. You can try just adding a regular Wait node after the animation and before the unbloc…
  • My initial thought is that the Mecanim Animation node doesn't have Wait checked (so it continues with the schematic immediately) and/or the animation clip name in ORK is not defined correctly, so it's returning "0" seconds as a wait time, and immedi…
  • You can use Prefab View Portraits which spawn a prefab and use render textures which can be used as the character portrait. https://orkframework.com/ork-2/tutorial/howto/prefab-view-portraits/ This ORK 2 tutorial is still pretty accurate other tha…
  • @TomoTomotomotomo Flying text can also be defined under each status value to override the default settings, and if I remember correctly, the tutorials have special flying text defined under the HP status value itself (and MP too I think)