GiL, i know you have many different tasks, but i think this will be easy to you, and very important to us:
Now ability have cooldown after use, could you, please add cooldown BEFORE first use? In turn-based battles all our combatants starting with a…
gamingislove said: The target requirements are working for target selection, i.e. if no combatant meets the requirements, the ability can't be used. But you're correct, once it's used (due to at least one combatant meeting the requirements), it targ…
Oh, sorry, i didn't specified battle details...
Battle type: Turn Based, dynamic, two factions (player and enemy), 3 (or less) combatants on each side.
What do you mean - type of combatant?
Status Effects -> Spawn Prefabs:
Destroy after setting not working - prefab not destroyed in specified time.
Abilities -> Target Requirements:
In group ability setting Target Requirements doesn't work - ability can be casted and will have eff…
I'm trying to use them, but I found no way to apply status effect on all combatants in friendly or enemy battle group without using active ability.
Could you, please, clarify - how to achieve it?
Hi!
Could you, please add override for display names for items, abilities and combatants?
For items we using color codes, so names in list are messed and it becomes hard to find correct item.
For abilities - to be able to quickly find and modify abi…
Hi!
In turn based battles enemy combatants on second turn (usually) makes step forward from their battle spots. Those combatants doesn't have any movement enabled, or in skills.
Adding those to feature requests :)
1. Add option Disable showing inactive choices in battle menu. For example, if combatant can't cast ability - do not show it in menu at all.
2. Add prefab to highligth current acting combatant in Turn-Based battle…