Okay, time to move on to a different topic! :p
Let's say I want to add a certain order to the way battles play out. We still have a turn order, and everything is done in "classic" mode, but after everyone has selected their actions, we execute in…
AutoBattleMenuItem, etc, and BattleMenu is to what i'm referring - it's the first time i found code that let me customize an actual item that is represented inside the framework editor. In general, it would be really great to have access to that …
I just discovered this... did you intentionally include the framework code (The stuff that makes the Framework window appear) in the source? Because if so - right on. Now I can finally create my own custom menu items and have an easier time implem…
Ok, I've kind of solved this, but run into a different problem (which just seems to always be the case).
If in the battle menu, I create a button of type Auto, and in the Combatant's AI, I set him to Attack Last Target, and select this button durin…
Ok. I think we're talking about two different things. I don't want auto target, I want auto accept
So I want to click something like "continue attack" which would be an ability I create, use the last used target, and automatically attack the last…
Sure that script is available in the source code, found in Gameplay > Combatants > Combatant. LastTargets is a List, i.e. a list of combatants, and contains the targets of the last action.
You're right - it wasn't in there in 2.11, but it's in…
okay, after fiddling around, I have a feature request:
1. an 'Engage' or 'Lock' or 'Save Target' node, that saves the list of targets from the previous attack. This shouldn't be difficult, as you already have this information stored in user.Battle.…
okay, I solved #3 by doing the following:
- creating a script that has a SelectedDataHandler variable, and adding it to the combatant
- creating a custom battle event that has a to be stored combatant, and storer combatant. That calls the script an…
Thanks!
3) When a battle event takes place (like attack), I'd like to lock targets together. Say Player 1 attacks Enemy 2. I'd like to be able to store, and access the stored target (for both the player, which is Enemy 2, and the Enemy, which i…
you mind adding a function to FormulaSettings.cs to access formulas by name?
public override int GetIndexByName(string searchString)
{
for (int i = 0; i < this.data.Length; i++)
{
if (this.data[i].name == searchString)…
hey @gamingislove,
thanks for adding this feature in 2.10
however - if the conditions aren't met, the gameobject is still removed from the scene entirely, and doesn't appear even after the condition is met. I was hoping for functionality where th…
SilverFlame said: see if you can: Add Component > UI > Button Extended (I think this is packaged with Unity by default)
@SilverFlame it isn't. Where did you get this script? I'm not seeing it in a google search
keyboardcowboy said: You can cr…
Ok, so I've managed to get this working two different ways:
1. Using a control hud, as you mentioned. However after digging through the code, I don't see a way to summon a HUD. I assume this is because HUD's are summoned through their display cond…
2) Well, simply because it's not implemented (yet). While I'd love to add every functionality everywhere, that's way overboard :)
Having a button press call a global event already makes pretty much everything doable already.
That's fine and fair - …