Only the free test version is limited. The paid full version has no setup limits and you can add as many as you want.
If you already bought the full version, you need to import it into your project via the Unity package manager to replace the test …
You'll want to use the GUID from the settings, i.e.:
_attacker.Setting.GUID
The GUID directly on the combatant instance is the instance GUID it receives from the combatant handler that keeps track of all combatants, similar to how items in inventor…
Not directly, but you can use Page Break (< #> without the space after for the TextMesh Pro paged content version if you want to set that up) text codes to separate a single dialogue's text into multiple pages to update the text without closi…
Yes, global variables are currently initialized when starting a new game, and they're also completely removed and reinitialized when stopping the game (e.g. also on game over or when returning to the start menu).
What about the this I posted earlier?
gamingislove said: 1) What's your Inventory Container menu part's setup like?
Especially Animate Use (one of the settings at the top of the menu part) - if it's enabled and the menu screen pauses the game, actua…
@Flying_Banana
Equipment can add abilities to it's wearer and even let the combatant learn them over use/exp, so equipable abilities are already available.
No, that information isn't kept anywhere.
You can set up custom systems for this, e.g. using variable changes to set that information via object variables on the target.
Using either variable change templates or a schematic (i.e. Schematic status c…
Sounds more like this isn't called at all - where is the function called from?
If the function failed in any way, it'd cause an error message in the Unity console.
Can you give me some details on where you do this and the setup you use for the variable changes and checks?
Generally, you could do this with Change Schematics on status values, e.g. adding a (hidden) status effect to a combatant whenever health w…
1) The consumable status values are set by their max status value, e.g. your setup sets it at 100% of the max health. Your combatant's initial status values (or status development if you use that) define the max health, which in turn sets the consum…
Either set up combo points as a status value or use object variables on the combatant for that. Status value is probably the better way if that's used as use costs for other abilities.
Receiving them for use of abilities would just be setting that …
Using the AddValue or AddValueAccess function is the correct one and should work. It might be the combatant's status development that kicks in here.
E.g. is there a status development set up for that experience stat?
If it's not a base/class level …
What do you mean it fails - does it cause a bug or just return 0?
Generally, status values can be negative, if they're set up to allow that by their min/max value settings. The default setup for status is in the positive value range, though.