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Post by shadex on Mar 20, 2019 16:06:47 GMT
Was this update already uploaded? Edit: It's the "legacy v2 from a week ago, right? Yea the last update should of been live for a while. It's mostly just bug fix's with the new version of unity
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Post by shadex on Mar 20, 2019 16:23:45 GMT
hello want to know is shade spell system only work with net 4.x? thanks It doesn't have any network code in it. Thus any networking solution should work, you just have to code it. We do have SQL character storage working though, which can be done via server.
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Post by G 4 greatness on Apr 16, 2019 17:32:57 GMT
Similar, but not identical, error to cheese09's I get 25 errors all refercing the scripts in sauce/fx/effectexamples/shared/scripts regarding the globalnamespace already having definitions for a bunch of stuff. Upon deleting the scripts in that file, I'm all clear save for one error, which is as above: Assets\Invector-3rdPersonController\Add-ons\ShadesSpellSystem\Scripts\Editor\CreateMagicNPCController.cs(239,17): error CS0272: The property or indexer 'vHealthController.onReceiveDamage' cannot be used in this context because the set accessor is inaccessible Advice appreciated! EDIT: Fixed by going to vHealthController.cs and removing the protected status from the set. Hie i have the same error how do you actually remove the protected status?(learning) do you change to public? why am i asking usually i change private to public or internal but this "protected" is new to me please help. most people when they show error fixes there dont actually show the line of code fixed , for noob programmers this will confuse them more. thats c# for me
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Post by kennetha123 on Apr 20, 2019 18:15:36 GMT
hi im just wondering now im playing with your script but im still dont know how you do make armour attribute have value since u never assign any value?
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Post by wurmhole on Apr 28, 2019 3:33:36 GMT
Similar, but not identical, error to cheese09's I get 25 errors all refercing the scripts in sauce/fx/effectexamples/shared/scripts regarding the globalnamespace already having definitions for a bunch of stuff. Upon deleting the scripts in that file, I'm all clear save for one error, which is as above: Assets\Invector-3rdPersonController\Add-ons\ShadesSpellSystem\Scripts\Editor\CreateMagicNPCController.cs(239,17): error CS0272: The property or indexer 'vHealthController.onReceiveDamage' cannot be used in this context because the set accessor is inaccessible Advice appreciated! EDIT: Fixed by going to vHealthController.cs and removing the protected status from the set. Hie i have the same error how do you actually remove the protected status?(learning) do you change to public? why am i asking usually i change private to public or internal but this "protected" is new to me please help. most people when they show error fixes there dont actually show the line of code fixed , for noob programmers this will confuse them more. thats c# for me Just look up that line and find the words "protected set" and delete the protected part.
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Post by timeturtle on May 18, 2019 11:25:39 GMT
I’ve just picked up this spell system add-on today. Everything is working as expected, except the health bar. The health bar doesn’t update with the current health unless the player is already dead. Also, sometimes the enemies, even though they are dead and the health bars are gone, they will still keep fighting unless you hit them one more time or after a delay. Is there a fix for this?
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Post by shadex on May 28, 2019 4:29:25 GMT
I’ve just picked up this spell system add-on today. Everything is working as expected, except the health bar. The health bar doesn’t update with the current health unless the player is already dead. Also, sometimes the enemies, even though they are dead and the health bars are gone, they will still keep fighting unless you hit them one more time or after a delay. Is there a fix for this? I'm pretty far from Vanilla for the spell system. To much extending and integrating. So hopefully it works. Go to MagicAISpriteHealth.cs and find this function. Think this is the fix. private void UpdateHUDListener(CharacterBase LevelingSystem, CharacterUpdated Stats) { if (Stats.Life <= 0) // alive? { if (!AlreadyDestroyed) // fail safe { if (LevelingSystem) { LevelingSystem.NotifyUpdateHUD -= UpdateHUDListener; //Destroy(LevelingSystem.gameObject); } if (gameObject) Destroy(gameObject); AlreadyDestroyed = true; } } else // still here { // if (NameDisplay) NameDisplay.text = NameOfAI + " [" + Stats.Level.ToString() + "]"; if (NameDisplay) NameDisplay.text = NameOfAI; if (LevelDisplay) LevelDisplay.text = Stats.Level.ToString(); HealthSlider.maxValue = Stats.LifeMAX; // keep the max health in line if (HealthSlider.value > Stats.Life) { // damaged? Damage(HealthSlider.value - Stats.Life); // update the HUD } HealthSlider.value = Stats.Life; // apply the values HealthTextNumber.text = ((int)Stats.Life).ToString() + " / " + Stats.LifeMAX.ToString(); // ManaSlider.maxValue = Stats.ManaMAX; // to keep all in // ManaSlider.value = Stats.Mana; // line with the leveling component } }
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Post by bighale on Jun 27, 2019 22:31:23 GMT
I know this was deprecated but does anyone still have the files for this I would like to add what they had to my project anyone's help is greatly appreciated. You can send the zip file or gitub link to my email mdhale1974@gmail.com
Thanks Matt
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Post by shadex on Jun 28, 2019 22:13:07 GMT
I know this was deprecated but does anyone still have the files for this I would like to add what they had to my project anyone's help is greatly appreciated. You can send the zip file or gitub link to my email mdhale1974@gmail.com Thanks Matt The Github is on the front page. Most stuff should work.
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Post by qauckstick on Sept 5, 2019 11:15:07 GMT
Hi, i am partway through the Getting Started Guide but have got to "Manual Player Component Setup" part 9 were it refers to script "MagicInput". I have done a complete file search in "SpellSystem-master" folder but am still unable to locate the "Magicinput" script. I am unsure of how to continue and was wondering if some could upload the script (or provide workaround).
Many Thanks
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Post by manwitch on Sept 5, 2019 12:12:02 GMT
Hi, i am partway through the Getting Started Guide but have got to "Manual Player Component Setup" part 9 were it refers to script "MagicInput". I have done a complete file search in "SpellSystem-master" folder but am still unable to locate the "Magicinput" script. I am unsure of how to continue and was wondering if some could upload the script (or provide workaround). Many Thanks I'm pretty sure that "magicinput" refers to the "magicsettings"
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Post by qauckstick on Sept 5, 2019 12:48:57 GMT
Thanks
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Post by shadex on Sept 19, 2019 3:58:11 GMT
Hi, i am partway through the Getting Started Guide but have got to "Manual Player Component Setup" part 9 were it refers to script "MagicInput". I have done a complete file search in "SpellSystem-master" folder but am still unable to locate the "Magicinput" script. I am unsure of how to continue and was wondering if some could upload the script (or provide workaround). Many Thanks I'm pretty sure that "magicinput" refers to the "magicsettings" Yep, It was originally called MagicInput in version 1. Just FYI there is a wizard that sets up the player if you don't want to do it manually... all it does it attach the scripts and make an empty gameobject for the magic spawn point
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Post by billypocky on Sept 22, 2019 0:19:06 GMT
i know this add on deprecated, but can we still use it in new invector version?
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Post by lyynkx on Dec 30, 2019 12:48:55 GMT
Does this work with the current version of Invector? I would love to add a spell or 2 to my Melee system without having to buy the shooter system just to cast 2 spells.
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