The problem with pure barriers is that it's quite limited - e.g. I want to also damage the attacker's Stamina on a successful parry, or determine the Stamina damage based on the ratio of Strength of the attacker and defender.
For the CombatantAcces…
Sure, here's something concrete:
The player can assign unused attribute points to the primary stats above, which would also show a preview to the changes to secondary stats below. The player can select (using arrow keys) each stat to view a toolt…
Change schematics seems to be the closest hit here, containing both the combatant making the change and the value for the change...perhaps I can also make evasion avoid other status changes by adding a status effect to the target and make others don…
My problem is that I'm not sure where's the best place to draw a line - here's what I'm writing myself, and there's what I'll let ORK handle for me. What if I need to allow the player to select different things in my custom UI?
1. I use the Menu Li…
I think I found out which step went wrong. I downloaded the sample Grid 2D Battle project and instead of starting the battle with the NPC I added a random area encounter and a load scene node in the Start Battle schematic, and that resulted in the c…
I think I have everything set up correctly, but nothing is happening :/
Here's my start battle schematics (I added the player selection to test that out, but that also doesn't do anything, removing it doesn't make things work either):
And here's…
That solved half of the mystery! Now my player (spawned via ORK events) is now printing the log, but I noticed that if I instantiate a Combatant via script like so:
Group group = new Group(unit.FactionId);
Combatant combatant = ORK.Combatants.Create…
It turned out I was triggering the event from a test object (without combatant attached) in the scene, and the real NPC wasn't triggering the event because I forgot to set the EventInteraction's start type to "Interact" in the script.
Once that's s…
Upon further analysis, I think the problem isn't with how I'm calling Initialize in the editor, but rather, if the Editor Window is open when I hit play, then the Editor Window will initialize ORK first. Perhaps when ORK is initialized by something …
But wait - surely ORK's own inspector would use something different, or my custom Editor Window won't ever find ORK.Instantiated to return false?
Also, it seems like when instantiated is called, I am reading all the latest, unsaved changes from the…
Instantiating ORK works, except as long as the editor window remains open, the main menu (from ORK) disappears :/
More specifically, if I have already initialized ORK in the editor, then when I enter play mode, the _ORK UI canvas is not created.
This is useful indeed! Although I am trying to extend/integrate ORK by listing combatants in my own editor window, so that I can place combatants in the scene via a custom editor (instead of dragging prefabs). Since the editor part of the framework …
Oh! So it's either local variables or shared object variables?
Is it recommended at all to modify the DLL? Wouldn't it be overwritten when applying an upgrade?
That sounds like a good idea!
After prodding the code some more, I think I also want to extend CombatantSetting, in addition to Combatant. That is, I also want every single instance of CombatantSetting in the editor to have extra fields, shared for…