indoflaven

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indoflaven
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  • I was able to get roughly what I wanted with the Battles -> BattleEnd -> Battle Gains Collection -> Drop Items setting. I wasn't able to figure out how to use the Item Box though. The missing piece for me is: How can I spawn a unique Item…
  • So I believe understand what was going on. -Firstly, I was using "Store Scene" / "Load Scene (stored)" when loading into a battle scene and returning. This was doing the necessary state saving so the "Autosave" / "Continue" was redundant. Having …
  • I see what you mean. Suggestion: have the references to these (and all) data references available via the API with a structure that mirrors as closely as possible organizational structure of the ORK/Makinom interface. This would make scripting wit…
  • This was helpful, thanks. For anyone that may happen upon this thread in the future here is some code that bridges two inventory systems. Inventory items from ORK are copied over at Start and then any subsequent changes are copied over as they hap…
  • This works for my purpose thanks! Please note I tried this before asking for help and it did not work: newItemCollector.startSettings.interactStartSetting.isInteract = true; newItemCollector.StartInteraction(itemGO);
  • @gamingislove I think I figured out what was causing the problem. So I was calling the attack ability via script like this: combatants = ORK.Game.Combatants.GetAll(); combatants[0].Abilities.Get(ORK.Abilities.Get(turnAbilities[0])).Use(combatants…
  • Thanks for pointing me in the right direction. To add a bit more for anyone else who happens upon this post in the future: -I had the start schematic executing twice -Once in UI->Start Menu->New Game Settings->Start Schematic -Once in the…
  • Interesting. I'm using Custom Setting animations to animate via a toolkit called Feels. So far I've only animated the attack, damage, and evade animations this way so maybe I'll run into issues when I animate the other abilities. Or maybe not sin…
  • @gamingislove Battle Type: Turned Based Battle Mode: Classic Use Dynamic Combat: False; Auto Start Turn: False; For what it's worth: I switched over to Phase Battle Type and it works as expected ie. I can give the AI a decision time other than ze…
  • Just in case anyone else runs into this problem, I was able to work around this limitation with the following function: IEnumerator RunORKAbilities(List turnAbilities) { for(int i = 0; i < turnAbilities.Count; i++) { …
  • Battles -> Battle System -> 0: Turn Based Setting the AI Decision Time setting to anything but 0 causes the AI to continuously attack at the given interval and stop respecting turns. What I would expect is: -Player takes turn -AI waits spec…
  • That worked. Thank you good sir.
  • Thanks for your response! Okay, I now have the following set up: -Combatant "Slime" setup in Makinom with Prefab "Slime" -Prefab "Slime" placed in scene (same prefab assigned to the combatant) -Battle Component added to the Slime in scene (Battle …