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Post by deidrereay on Jan 7, 2020 17:47:25 GMT
Would love to test it out for you as i have some free time this next month (Free as in as free as anything can be)
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Post by uberwiggett on Jan 9, 2020 6:45:20 GMT
WIll be releasing the beta of the core stats system this weekend. If you don't have my discord please join the one listed in the forums and prompt myself or might for the invite link.
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Post by uberwiggett on Jan 10, 2020 5:21:46 GMT
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Post by manwitch on Jan 10, 2020 14:08:18 GMT
Thank you for all your effort into this! I've downloaded and watched the video, this is going to be an epic addon for the game I'm working on.
One thing, the video, the voice falls off at times so I can't hear or understand what you're saying. A couple of spots "seem" to be important.... but I can't hear you! LOL.
Again THANK YOU!
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Post by uberwiggett on Jan 10, 2020 22:50:30 GMT
yeah i noticed the music rises up for no reason. If you have any issues with it let me know in the discord and I can help out.
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Post by manwitch on Jan 11, 2020 5:11:39 GMT
I need to figure out the discord. But in the mean time, I can't get the character sheet to work. I press "p" and every thing freezes like a pause but no character sheet.
Also when I equip the light armour it doesn't update the armor value. (if I open character sheet from inspector).
I'm sure it's something I probably did wrong but I went through the video pretty meticulously and I think I did it all right.
And using root motion... it looks like in the video you switched it with a key press or something?? I don't know how to use root motion.
I'm pretty new at all this and have only used loop time.
ETA I finally got discord to verify lol … how do I find support for this addon?
ETA I got the character sheet working, I had put the char deets in the inspector instead of the char sheet lol. But When I use the inventory to "equip" the armour, it still doesn't update the character sheet?
ETA I got the root motion sorted after re-watching the video... so the only thing is the armour doesn't update the character sheet? I don't know if this is intentional or not. It
seems when I add the arnour I get the value of increase but it just doesn't display it??
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Post by uberwiggett on Jan 11, 2020 20:14:52 GMT
The "armour" in the char sheet is a skill and not your armour value. The higher it is the better your damage reduction is while wearing armour. If the char sheet wasn't displaying, are you sure you placed the UI manager onto your player controller and assigned the correct gameobjects to it? Also check that the use option is set to p.
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Post by manwitch on Jan 12, 2020 0:03:27 GMT
ok, I get it now, so the armour on the character sheet isn't supposed to get the increase of the armour value.
Yes, I edited my last post that said I had put in char Deets instead of char sheet so that is fine.
Every thing is working as intended then.
One question, is there intention to add a armour value to the character sheet that is updated by what armour is put on, or should I work on that myself?
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Post by uberwiggett on Jan 12, 2020 0:27:12 GMT
here is a faster and better audio video tute.
The armour value doesn't actually need to be displayed as it's only one variable in the damage reduction equation. You could code in a way to expose it, at the moment I just have a console message to debug the value. However the damage reduction equation has a random range in it so that you're not always blocking the same amount of damage. If you watch the console when you fight you will see a (xx% damage reduced) notice in the attack debug readout, this is because the game factors in the target's defense and subtracts it from the attacker's damage.
I'll get started on a video pointing out the different code parts.
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Post by uberwiggett on Jan 12, 2020 1:03:30 GMT
and here is the video on the code
i've also updated the download on Itch.io with some hotfix changes for Melee Template users.
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Post by manwitch on Jan 12, 2020 5:07:29 GMT
The armour value doesn't actually need to be displayed as it's only one variable in the damage reduction equation. You could code in a way to expose it, at the moment I just have a console message to debug the value. However the damage reduction equation has a random range in it so that you're not always blocking the same amount of damage. If you watch the console when you fight you will see a (xx% damage reduced) notice in the attack debug readout, this is because the game factors in the target's defense and subtracts it from the attacker's damage. I was just thinking, not as the developer, but the players. They will want to open the character sheet and see how much their armour value is for the pieces of armour they have equipped. I think it will cause a little confusion calling the "armour skill" on the character sheet "armour" and not showing them the "ArmourValue" of the pieces of armour they have found/equipped. So the nuts and bolts of my question is, Further on in development will this be more clear to the player? Or should I do something like change the name "armour" that is on the sheet now to "defense" or something, and add an "Total Armour Value" to display on the character sheet? If you are going to wind up doing something like this I won't waste my time editing now, and wait for your solution (because it will probably be better than mine anyway). ;) ETA: Oh and THANK YOU for the new videos Very well done and informative.
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Post by uberwiggett on Jan 12, 2020 5:13:09 GMT
I won't be changing the value name, you're able to do that yourself in the script. It was called armour because originally I had three categories for light heavy and medium armour, and the skill would affect each depending on which you had equipped, this is modelled off the elder scrolls style. But that was going to require a bit more intricacy in coding so i simplified it to one armour skill. You are welcome to change it to whatever you think is better to suit your project
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Post by josh071007 on Jan 12, 2020 5:15:41 GMT
Hi UberWiggett,
Why can't you add a vendor system?
Thanks.
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Post by uberwiggett on Jan 12, 2020 6:09:31 GMT
Because a vendor system would solicit a closed set of systems in particular dialogue and quests. It would be too intricate to properly fashion a decent solution and outside the scope of what I intend for the free version. This RPG addon is a stats addon, it aims to give the player the ability to increase their power through levelling up via a storyline. However, you can already make a vendor system using Invector's own core code. They introduced the use item on trigger action a while back. In my tutorial I can show you how to create a coin item that can be used on a trigger action to issue a health potion (or other item) to a player's inventory.
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Post by deidrereay on Jan 13, 2020 16:43:17 GMT
Hey this looks awesome going to check it out this week! Good work what i can see so far!
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