FAQ / Tips & Tricks
I will add specific tips, tricks, and FAQ answers here. If you have a question, or want to know how something can be done using Game Modules, ask on the Discord!
Last updated
I will add specific tips, tricks, and FAQ answers here. If you have a question, or want to know how something can be done using Game Modules, ask on the Discord!
Last updated
Yes! Projectiles live in the world apart from the thing that fired them, which may die or be destroyed, or be modified, before the projectile hits. You can transfer stats to a projectile so that the projectile itself knows what kind of damage to do.
Check out the FireProjectile()
method in the MagicPedestal.cs
class from the RPG Demo Game.
After instantiating the projectile, the TransferStats()
method is called on the projectile which Clones
the stats, and sets the list up. It is important to clone the stats!
The magic ball object will cause damage when it collides, utilizing the stats.
Note: In this demo, we use a Condition to pass damage. That is not the only way to compute damage, so you'll want to decide how to pass damage in a way that works best for your project.
nullReferenceException
and other errors.Make sure you have the various Repository
prefabs in your scene. These are required for automatic operation of the various modules.
Check your min/max values. Keep in mind the "Proficiency" is meant to go below 0 at times, as well. If your minimum or maximum values are clamped, your final Value, Proficiency, Points, or Stat will never go beyond that range.