chud575

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chud575
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  • Thanks, Yes I've made some good progress on that front since my last post!
  • 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)…
  • Is it just me or have tool tips stopped working as of 2.10?
  • Gah, sorry, didn't notice that plugins needed to add ORKFramework.dll, as that is in the readme, but not in the tutorial page
  • the plot thickens... would a function that accesses its instance work? so: public float TimeElapsed() { return instance.timeElapsed; }
  • Awesome. Thanks.
  • 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 - …