GeneralK

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GeneralK
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  • Hi GiL, hope things are going well. 24) Silly question Status Value resources with lots of combatants (compared to most battle grid examples I've seen) I find myself wanting to create more Status Values for specific class items that are player onl…
  • Instead of the item itself leveling the equipment/ability, the item can just Give the experience that they use. Then the player has to use the item (like an exp potion basically) Or you can use "own inventory schematics" on the item and in the "a…
  • 23) Equipment level up I've been searching and can't find a way to have a level up dialogue for equipment. Is there a way to show a UI Box or HUD on equipment level up? Or is it limited to the console text / notifications? Thanks!
  • @Sylwester the screenshot in your first post showing the potion, is set to Max Health. Max Health is the CAP on health. (normal value) Health (consumable) is the actual health value that would be healed/damaged. So setting the potion to Max Heal…
  • Ok great thanks, I'll be trying it very soon as I'm sorely missing that feature lol. 22) I should have been more specific. The layout is like an MMO where it has character screen showing stats + all equipment slots and an inventory container. So…
  • 22) Comparison tooltips side by side, seen in many PC RPG Example, when you mouse over pants1 in inventory, it displays a tooltip of pants1, and then if you already have leg slot equipped it displays a tooltip to the left of pants1 tooltip, that s…
  • Say @Flying_Banana can you describe a little more what you're trying to do, if I'm not understanding here? I have my encounters set up using Faction deployment grid cells. This is not the best idea if you're going to use faction and faction sympath…
  • Thanks for clarifying That did not even occur to me since I'm not using the chance preview or separate formulas for crit, use costs are the same for a miss etc. Couple things if you're going to use it, I made a separate flying text schematic for …
  • Thanks as always for your support! Sorry for all the posts lol Ability, Target Change, Blockable, Use sound type On Target Change in an ability, with blockable checked, the target change still plays the audio in "Use Sound Type" when the Target C…
  • @Flying_Banana when you mention adding it to every ability, what I did to make a Dodge stat separate from the built in block is to do it in my hit chance formulas. I only put it on melee and ranged formulas because doing resists for spells. So I ma…
  • 21) Grid battle AI - Check distance between targets OR check Affect Range? Hello, what I'm trying to do is not have my AI casting area affect abilities when there aren't at least say 2 enemies in the Affect Range. I do have it set for check use r…
  • 1) So the entire deck is in inventory? Wonder could you put the Deck in the inventory of a Hidden combatant (won't show in menus etc). "Deal hand" schematic does a chance/item fork random situation to choose Items and then an Add to inventory for …
  • Hmm going back to shortcut HUD option, maybe try using the Auto Add shortcut (type) settings in editor instead of doing it in a schematic. I'm not sure when the Auto Add takes place though and all that. Can it be done when a new card is added to in…
  • 20) Grid deployment: Yes in the editor. Unity version pretty old it's 2021.3.8f1, Ork 3.16.2 I tried Show Grid Editor and Show Deployment Info check boxes and it didn't cause the changes to show. They work appropriately, Show Grid uncheck and the g…
  • Hi GiL, hope you're doing well. 20) Grid deployment visibility in editor: This started quite awhile ago but I just forgot about it. I thought it used to be that if I select a grid cell, change the Cell Type to a deployment cell, it would immediatel…
  • Not sure how I forgot equipment abilities since I actually use it on some items oops. @bigman can you go into more detail about how you want it to work? If you mean you want like 1 weapon attack button on screen you can do that with base attacks. …
  • Assuming I understand what you're going for, I would just make abilities named "Sword" "Dagger" etc and put Use conditions on them for has equipment type sword equipped, and use the matching icons "Weapons" from the player perspective is all UI a…
  • @ChimpLogik Whatever you're spawning them with can override the combatant base level settings, like a combatant spawner or schematic node, the battle object, or grid cell own deployment. Also a level zone object can change from default.
  • Great thanks again as always you're the best! 17) DOH! You know what I did was clicked the wrong "Add Additional Content" button, I clicked on the top portion for the Value Option Diag just under Message, instead of down on the Input Settings. Sorr…
  • Awesome thanks! 14) Menu settings vanish. sorry to bring this up again but I don't think I ever saw you say it will be fixed and if not then I need to break these menus apart as individual menus and just call them all, so that I can update. No hurr…

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