1) I see, so in case I want variables to be on spawned equipment, I need to manually put this Variables Component on prefab and set variables from there? Will it cause some unexpected behavior or it should be fine?
2) Yeah, you are right. After deb…
1. Hm.. setting 'Local' doesn't seems to do anything too https://gyazo.com/6c2384032c1eafcf8010e39ffafadecd
Item during runtime doesn't have any variables component on it: https://gyazo.com/9d6808127ebd9d023fc0deeb500b67c4
2. Yeah, setting 'Custom…
Hm, haven't thought about using dialogue, yeah I think that could work too, thanks :)
Another thing I wanted to ask is about showing which requirement failed in ability tooltip. For example:
- no mana to cast a spell
- no certain item in the inv…
Okay, I've managed to do this by writing new custom event node. Basically I took Flying text node and updated few lines from DebugStep node (code that replace text codes with object text). Looks pretty nice so far.
I was trying this by using object variables, and managed to do this by using Debug event node that prints object string variable to the Unity Console.
However I wasn't be able to pass this variable to HUD or any GUI to actually show it in the game…
Maybe not using floating text, maybe there are some other features that could be used to achieve something similar ?
Main idea is Scene object description will be shown after player actually perform interaction with a Scene object.
Yeah, I have found Ability Use Range in Battle Grid Highlights settings, however it basically has two options "In Target Selection" / "In Action Selection", which aren't very helpful in this case. Ability stays inactive on the Shortcut HUD, if there…