In your battle menu you can set events to trigger based on accepting, canceling, or closing an option on the menu. It's under the 'Status Changes' settings.
I would implement a schematic on accepting your attack option that will deactivate and acti…
I see, I believe that clears some things up then as I was utilizing On Close events for the UI Box but utilizing the wait toggle for it so I believe that was the culprit.
Thanks for letting me know about the Open / Close state changes on the UI co…
Yes I am using the lowercase 'ui' for a data key.
When a menu from a button list is opened on top of a previous menu (like an overview menu) and calling a close animation with that ui data key it won't play the animation. This plays when the menu …
No, but you can setup a Resolution Option menu fairly easily and open / close it via ORK.
This video makes the process pretty painless and includes scripts.
https://makinom.com/guide/documentation/getting-started/components-overview/#21-toc-title
Using Waypoint Path component to make your path, then move your NPC via the "Follow Path" node.
Just purchase Footstepper to support GIL. It's affordable and powerful, you won't need any other solution for footsteps ever.
Can literally get it up and running within 5 minutes.
The turn order didn't preview the change in future turn order's.
For Turn Order Calculations I have it setup to do two checks. One for a status value called "Turn Initiative" and the second check for "Speed". This is because the turn initiative val…
I just implemented this and it seems to only increase the interval and update when it is the start of the players turn and an action starts, but doesn't increase if an enemy is attacking first in the turn order.
Would there be a different text code…
That could work, my only concern is if I use that method will the learned abilities still show up during the Ability Learn Texts during the Battle End or no?
I had mentioned this before but wanted to post it in some official capacity.
Is it possible to have some sort of option on a Battle Menu HUD to show different HUDs depending on if it is an Enemy or an Ally?
Or really just an option for a different…
It there any way to implement it tying into the automatic learning? I don't want the player to have to use a menu to confirm learning abilities but I'm trying to have the abilities learn levels tied to a combatants conditional prefab.
I have noticed a potential bug with the highlight HUD;
When a selecting players HUD is set to Fade HUD Blink it will work until you use an ability that allows you to select yourself. If you cancel that selection, upon returning the selecting player…
Everything is available on the main website.
You can find the Grid Battle Tutorial Project completed within the Grid Battle Tutorial but here's a direct link.
https://orkframework.com/resources/downloads/ork3/tutorials/assets/2DGridBattleRPGTutori…