Hm, yeah - might be that this isn't possible currently.
While you can simulate it by having no timebar cost for actions (and e.g. just the None action consuming the timebar), each action will end the combatant's turn, causing a new turn for the nex…
Thank you for your answer GIL , but I had already tried this solution with the option:
- Multichoice
-Use actions: Max timebar
(I presice that I use a timebar system that fills like a Hp bar, not the "action border" system
The problem with this so…
Hi there,
Little Up to ask for help with the "Active Time" combat system.
I would like to know if it is possible to set up the following system:
In a turn-based combat system the player has an "ATB" bar which fills up every X Times.
When this is f…
@GIL
I think I was totally wrong, google still supports Asset Bunble functionality, it's just the format in which the application is distributed that changes.
See link below:
https://forum.unity.com/threads/aab-support-does-that-mean-we-dont-need…
Hi shinanoishiguro2,
Your Virtual Camera settings can be changed at any time using any type of machine.
For example, at the beginning of your scene, an auto machine launche and it will execute a schematic that will configure your VCAM according to …
RustedGames, thanks for your answer.
I better understand the end of the tutorial series and I therefore understand that I should do without this feature for the moment.
So I find myself a little stuck, because I'm afraid that I'm developing my p…
Need help with the following topic:
I would like to use a "item variable " to calculate the damage caused by the item itself.
My Item is configured with the following variable:
- ItemDMG , float X , source variable: Local
Then in my item , targe…
Hi,
Here is a new question, is it possible to configure the camera to follow an enemy?
Let me explain, during an event, a machine launches and changes the camera position (with the enemy as "Target"), however the enemy moves and I would like to kno…
Hello
I encountered the same problem, all you have to do is add the "HUD TOOLTIP" component to your "icon prefab" used by the "Status Effect List" of your HUD.
Of course you must already have configured the use of the tooltip function
(orkframework…
Hello,
For information, with a project configured simply (maine menu + 1 scene + 1 player)
I always have the following error in the console at the first spawn (after clicking on new game and entering the 1st scene with my player) in ORK 3 BETA 5:
…
Hello everyone.
It's really great this announcement and the coming of Ork3 (again, great job).
I had left aside a small project that I had started on ORK 2 (at this time I was getting a lot of help on the support forum)
Seeing the announcement, I…
Hm, a potential issue could be having both Makinom and ORK save the player position. Since you're saving via ORK, I'd recommend disabling Player Position in Makinom's save game setttings.
Thanks for your help really, so I tried the soultion you sug…
Check if Makinom is set up to save variables (Menus > Save Game Menu).
Yes it is , I had already checked (it also seems to me that this parameter is by default).
https://pasteboard.co/JAEgmhh.jpg
Also, since you're saving and loading via ORK, yo…
I'm not sure I understood what you want to do but you can try the following solution:
1) On game event setting of a combatant, create and set a new Event on Spawn event (
depending on whether the fighter is the player, an ally or an enemy ) :
h…
Hello BapSlambino,
Maybe this can help you ( from Bug Reports thread , but in fact its not a bug xD ) :
I see, I thought the check was looking for who had in the group, the status applied.
But then exactly, how do we find out if a single member …
I've recently worked on a custom project similar to 'Slay the Spire' and used items as cards, global selected data lists (for the deck, cards on hand and abandon/discard piles) and a custom UI for all the handling you'd expect in a card-based battle…
thank you for your reply and sorry for my error (do you want me to delete the message from the "bug" topic?
(Sio , I see, I thought the check was looking for who had in the group, the status applied.
But then exactly, how do we find out if a singl…
Hello Everyone,
I have made good progress in setting up my combat system, thanks to the advice you have given me.
For information, I have made the following system:
I start the game with 10 Ability and during a fight, 4 Ability per turn are randoml…
Good morning all,
I think I identified a bug when using NODE: CHECK STATUS.
Indeed, if I apply an effect to the whole enemy group and I run a CHECK STATUS through an ability (BATTLE EVENT) the results are not consistent.
if I only check my "TARGET"…
Thank-you for your prompt response.
Very well, I understand my mistake.
Thanks to you I understand that in reality, I created a loop where the skills are learned, then forgotten, then learned then forget again and therefore can no longer be "called…