Currently the Battle Start Schematic basically matches the 2d Grid battle tutorial for it, minus the camera stuff. So it goes like:
Show Battle Grid > Store Music > Play Sound > Wait > Spawn Battle Combatants > Player Grid Placement &…
They have a "move range" of 5 under battle information, although it's not listed as a "grid move range" (the "grid" is not there, just "move range". If that matters.)
Looking at the battle information, it lists:
Can Choose - False
Is Choosing - Tru…
I seem to have resolved that problem. The player combatant selection and grid placement are both successes. Initiative is rolled. And I get to the player's turn.
But I have a new problem: I can't seem to issue any movement commands. I've double che…
I'm getting ready to re-set this up for my ORK 3 project. But before i do I wanted to ask if there was any built in ways to set up WASD movement commands on the grid like this, or if I should set up the movement abilities like I did for ORK 2?
haha. Fair enough. Alright. I've gone through all of the tutorials for setting up menus and set up menu systems for my whole game using the 3D RPG Quickstart tutorials. That problem is resolved, but I do have a new problem. It's likely this will be …
I've gotten up through the end of the Battle AI part of the tutorial. Note that I'm not using the tutorial assets and haven't set up any of my menu system yet. When I go to playtest moving around on the grid in the battle, the grid-map loads, enemie…
I've been working through that tutorial and have gotten my basic movement (running around) to work with ASDW controls and a mouse for looking. But I'm having trouble getting walk/run to work right: when I press the forward button (w) the speed param…
1. I'm not finding any 'Loop' nodes. is that an ORK 3 thing? I can create a loop, of course.
2. Also, I tried setting the rotation so that it would share the user's rotation by initializing a local vector 3 variable, using a transform to variable no…
Thank you! That solved that problem. Any idea why it might not be spawning the whole group when I set the store grid cell node to a template that includes 3 hexes, the spawn combatant node to "use group true" with a group that includes 3 of the comb…
Alright. So. Say Combatant 1 has an ability "Firebolt" it's Target Change 0 subtracts a certain amount from the targets "HP" status based on a formula and has "Use Defense Effects" enabled. Combatant 1 uses Firebolt on Combatant 2.
Combatant 2 has …
If a status effect (let's call it "super defense") grants status conditions (let's say a bonus to the "defense" status), and also a 'defense status effect' that removes the "super defense" status effect itself From the user (change: remove, switch u…