Just had another one come in- same status value(Strength) same character slot right when they hit level 10. This time it dropped to 10 instead of 1.
It has the NONE development selected.
The status itself has a valid range of 1 - 125 and is of the …
I've tested with the scene name set as follows:
Test 1: All Scenes checked
Test 2: specifying the scene name
Test 3: using the Scene Name option from the drop-down.
really weird - I had this event disabled within the scene. Worked at the time. I …
You can ignore this GIL unless you want to answer for others.
I figured out a better way to do what I wanted to do now that I understand what usedObject
actually is. This one is on me :)
Below is the code for the node. I'm using a global event on the item to perform this function if that makes a difference
// INFO: the editor help attribute lets you define the title and help text of a field or class.
[ORKEditorHelp("Heal Rand…
@braytendo I recently went searching for this same thing. Didn't find any way to limit currency amount. I agree with Wrofir's suggestion as an alternative.
Early Access has been released early today. I've stayed away from my computer most of the day to avoid staring at the numbers. I had outside work to get done around the house anyways.
It has been a long journey for me. Now to complete it!
Also, I'm…
I know we are all devs here; but, I wanted to share what I have been doing with ORKFramework.
Been working to get this far and finally pull the trigger. I've managed to get to early access on Steam. Now, to finish the game and get the word out some…
Finally! Figured out how all this works. I was able to use the ChangeMoveAI() function by assigning a default moveAI to the combatant within the editor. I created a NoMove ai.
That resulted in the change to work successfully.
Well, I approached the problem from a different angle and got the desired behavior. I assigned a moveAI to the combatant in the editor. Within my custom spawner, I have a Use Move AI checkbox - when that is false, I set the moveAI.blocked = true.
…
Getting so close.
Mob still not moving. Dug into the framework source to understand a bit more. The CanUse() function of the MoveAIComponent is returning false. I think it is Battle.CanUseMoveAI() call that returns false. The MoveAI component of th…
That worked out nicely. Got it spawning the way I want it to. Only thing I can't figure out (and, I've been digging on this one) is how to set a desired moveAI from spawner.
I set the moveAI for the combatant within the editor; but, that overwrote …
Been a while since I commented in here. I just had to share this:
Created a new ability for a vampire mob I have in game - Charm spell. While testing, one of my characters got charmed (yay). Well, when their turn came round they would attack an all…