Dre788

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Dre788
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  • @gamingislove It looks like just using Status Development through Class Level Up causes the status numbers to appear doubled. I'm using the latest beta btw.
  • Not sure if this is a bug or something going wrong on my end, but if you use Status Development in Class Level Up on a combatant, and set Initial Status Values on the combatant, the Status Values of the combatant will appear double their value in ga…
  • @gamingislove Did you ever recall why Initial Variables can't use Variable Change Temples?
  • @gamingislove Great update. Everything is working again and the schematic for the durability allowed me to accomplish my goal. Are you waiting until after official release before you add any bigger features on?
  • @gamingislove Yes.
  • @gamingislove Sounds good. The problem is affecting all sprite and texture based portraits. Pretty much every where I used Dialogue, Menu and HUD portraits. I think the formatting is difference for int and float as well. I noticed all the format v…
  • @gamingislove Okay, it looks like there is something strange going on specifically with status values on my end, I'll need to figure it out. But I realized rather late that all of my portraits aren't showing up in Beta 20. I've included a test proj…
  • @gamingislove That's great news. An example for 0 would be in durability, if you display it in a description and it reaches zero, it will show up as blank instead of displaying 0. This also happens with damage flying numbers and status values as w…
  • @gamingislove I wanted to ask about 0, every time it's used I get a blank value instead of it displaying 0. Is this intentional or am I missing something? Edit: Do you think you can add a schematic to Durability's Outworn Action on Equipment? I'm …
  • @gamingislove Oops, looks like I made a mistake in the implementation of my schematic. I shouldn't have put it into battle animation at all. I've now switched the schematic to "Use Cost" and the item list now updates as expected. The problem was I …
  • gamingislove said: so, just an item displaying a dialogue? @gamingislove Correct. The list is set to "use" the item but the item itself is set to not get consumed. It merely displays a dialogue during the animation schematic.
  • I ran into a bit of strange behavior, I just thought I should mention it. If you have a list of items that don't get consumed when you use them and then call a dialogue in any of the item's animation schematic, once the dialogue is over, the items i…
  • Okay, I believe I understand what you're asking. You should definitely be using a variable for this formula, specifically, a Local Variable. You can think of variables as folders that hold information. Instead of accessing the information directly, …
  • Fantastic, looks like Beta 19 fix the whole menu list issue. Thanks!
  • It should be the Bonus text code fount in the equipment item's description. You can edit the way bonus is displayed by going to UI->Text Display Settings->Bonus Display. You can place this code in the Description of the item or place it in a C…
  • @gamingislove Ok, setting a delay for .01 seconds at start got the menu to show up. I was starting to panic there for a second. lol So I tested the inventory fix and the menu now returns to the top after you recall it but I also notice when you mou…
  • This update seem to have completely broke the Menu GUI. I can't see any of my menus when I use Call Main Menu. I've updated the Test Project with Beta 18 so you can see what I mean. When you test the build no GUI will show as it did in Beta 17. http…
  • @gamingislove Great, I'll test it out and let you know after it's released.
  • @gamingislove Ok, here is a link to a test project with the problem. https://www.dropbox.com/s/uxqz5bg6z2iojop/Ork 3 Test.zip?dl=0
  • I ran into strange behavior with the inventory list. -set up a list of items with a vertical scrollbar (a large number so you can scroll the list) -set up a interactive event to press a key to remove one of the items with Remove From Inventory while…

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