@gamingislove
Ok.
Another question.
Can I manually handle ability execution (ignoring Combatan.Actions, not adding ability there)) .
I mean write ability logic somethere else (in code for example) and use ability for storing data for adding remov…
Thanks.
Being able to perform several different actions(abilities) would be grate.
There is a plenty of situations there it could be used.
Soldger is firing from autogun, and kick with the leg at the same time without stopping firing.
Some bull is…
So far the only way I have found is using sub actions.
Test code for testing using ability during another ability.
private async void Start()
{
var combatantComponent = GetComponent();
if (!combatantComponent) return;
…
@gamingislove
Wow. That will be a great update. I was surprized to encounter this thread.)
Suggestion.
A way for one class to block other classes from equipping.
For example if you equip Paladin class you can not equip a Necromant class.
Or you c…
Yeah. It was throuwing an error actually. I did not noticed that.. I would have found the case faster if I glanced in console). This will be a lesson for me).
Menu Screens, Battle Menus, etc.: Content Layout: ‘User/Target Changes’ text codes available. Display the status changes for the user and target of abilities and items using text codes. The text codes are replaced by the information defined in ‘UI &…
Thanks.
Awesome.
Will it be possible to replace dummy combatant with any combatant at runtime.
Maybe not out of the box but still?
For example someone can create Ui to allow player to show changes done by ability on concrete combatant. Player can …
We should think how to display "Damage" type of info.
It is pretty standart for ability tooltips to display damage.
Players need a way to define what one ability is more powerful than another.
First thing that came to my mind was a dummy combatan…
@MarcioHan
You can potentially use ParentConstraint component to emulate parenting without actual parenting)
https://docs.unity3d.com/Manual/class-ParentConstraint.html
@gamingislove
Thanks
ORK > HUD > Content > Status Text Content
I was able to display costs.
But how do I display a potential Damage of an ability? (status values change of target)
Thanks.
I was able to display tooltip.
But I was not able to display specific information of currently displayed ability (exept name and description).
In tooltip prefab in HUD text content component I was not able to find the way to know the codes I…
Displayable conditions in crafting recipe layout.
Currently we can show
Conditions
Ingredient
Outcome
but does not work
also does not work
also there is no settings for
@gamingislove