Thanks again, gil! It works. I don't think I would be able to figure this out myself.
So the Battle AI to select 1 random target from previously found targets looks like this:
And it looks like this in simple AI for melee combatant:
Also, for…
Hi gil, I have one small request for possible improvement of Status Effects :-)
Would it be possible to add conditions for "Spawn Prefabs" function in Status Effect?
The Goal - my game is from 1st-person view so I don't want the particles of Statu…
Oh my... I see my mistake now. It was just a brain fart, it seems (and pretty long and loud one, to be honest :-D )
I used Reset Combatant Status, but it was set just to Player. So I created new Actor "Player (Group)" and used this Actor instead - …
Here is example in video - there seems to be something weird going on with update of the Formulas using node Combatant count + Statuss Effect filter... I thought the Formulas update periodically (I use complex formulas for example for setting Status…
Since this update is connected to Status Effects a lot, this problem could be maybe connected to it (and fixable in release?) - I need to count combatants with selected Status Effect in Turned Based combat and then use the current sum in schematics.…
Awesome, thank you :-)
I usually prefer to use a solution directly in the editor that handles on/off etc. automatically rather than solutions with schematics and triggers etc. with which I almost always run into more edge cases I have to solve than…
Excellent, thank you :-) It works as intended now.
Although it's little bit unintuitive to have equipment types just under Status Fork, so thank you for adding it also to Equipment Fork in the future - I bet it will save hours of head scratching …
Would it be possible to add "Item Type/sub-type" option to Equipment Fork or Check Equipment nodes?
Use case:
I have various formula-based Status Values for battle, like Chance to Hit, Evasion, Absorption etc. Part of the formula for these battle v…
Scyra > Thanks for pointing me in the right direction :-) My main problem was with VerticalLayoutGroup that I need to have in the menu to properly place various number of buttons. But this also completely "squished" any attempt to add image to th…
Oh, ok :-) Thanks for explanation. I'll use color picker for HDR colors (and following "weird" RGB color codes) to keep the already prepared color palette consistent.
I'm redoing the game from ORK 2 to the splendid ORK 3 and I came to a weird problem - I set up the schematic in Makinom exactly like the event in ORK 2 but it seems the trick with changing of channel's volume doesn't work as before. Or more exactly …
Thanks for info :-)
I'm past prototyping but also at only the initial phase of full production. So something inbetween. The most important thing for me now is system for UI - I'm working on RPG so UI is pretty important for it (inventory, characte…
I thought so :-). So I'll leave the volume of the sound itself to 1 and will manipulate only the volume of the dedicated channel.
So I added new "Change Sound Volume" event at the start and changed the channel's volume to 0.3 before playing the sou…
Cool this seems to work nicely :-) I'll let one of the channels reserved for this type of sounds.
Thank you.
p.s. only one sidenote - when I set the volume of the Play sound for example to 0.3 and then use fade out in Change Sound Volume, the fa…