Thanks @gamingislove I do know how to create custom nodes, what I would like to see is a sample from your statement above "having them stored in the inventory as regular items."
Yes the schema have their SchemaAsset
The schema is an object containing:
Own Status
5 Equipments
4 Abilities
Like a template the combatant can store, switch and reuse.
I'm trying to avoid having to change the source code.
Hi @gamingislove is it possible to make my custom Schema class ORK Framework Inventory aware? if yes what are the steps I need to code?
This is the class so far:
using GamingIsLove.Makinom;
using GamingIsLove.ORKFramework;
namespace RustedGames.O…
This is how I have it right now
yes it makes sense if I want the new game starting with the available equipment, to force me add those here. Later on, the equipment is supposed to be granted via Item loots or shops, which of course can be retrieved…
Hi @ChimpLogik,
I think the culprit might be the misisng Group and Faction assignment
This is from https://orkframework.com/guide/documentation/scripting/combatant-scripting/
Combatant combatant = ORK.Access.Combatant.CreateInstance(
ORK.Combat…
@theProject, @Acissathar with MakinORK is even easier, install the scripts from this link: https://makinom.com/guide/extensions/scripts/unity-input-action-input-key/
I think this script is still relevant, so I have updated it to be ORK3 Makinom compatible, feel free to rename the namespaces
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using System.IO;
…
I was not talking about showing stuff in the inventory, perhaps I used the Inventory word by mistake, I'm talking about changing the Equipment whether from Change Equipment Node, or scripting. If the Equipment has not been previously added to the Co…
Hi @gamingislove as suggested I created my own MakinomEditorExtension decendant to override the GetSetcions, however it never finds the Inventory Section, here's the code snippet:
public override void GetSections(MakinomEditorWindow parent,…
Hi @GuSt check the Cinemachine Wrapper here: https://orkframework.com/resources/downloads/ork3/extensions/scripts/ORK_Cinemachine_CameraControlWrapper.unitypackage if you are using ORK2 it is just a matter to change namespaces, and few tweaks in th…
Hello @gamingislove, may I request to add a way to let us show platform icons, whether the player is using gamepad or keyboard to choose the corresponding images, I.e Accept buttons or Cancel?