Things to not forget to do
v4.0
Add Required Prefabs to the scene
Required Prefabs to the sceneMake sure GetOtherLevels() is fully populated
GetOtherLevels() is fully populated// This is the code from the Party Based RPG demo project on the DemoActor.cs class
public override List<ModificationLevel> GetOtherLevels(bool cache = false)
{
// If we have already cached our other levels, and we are not caching them again, then return what we have
if (_modificationLevels != null && !cache)
return _modificationLevels;
var otherModificationLevels = new List<ModificationLevel>(); // We will create a new list
// Add modifications from the Game Module lists
otherModificationLevels.AddRange(conditions.ModificationLevels); // Conditions on the player
otherModificationLevels.AddRange(quests.ModificationLevels); // Quests the player has
otherModificationLevels.AddRange(equippedItems.ModificationLevels); // Equipped items
// Add the race and class modifications
if (!string.IsNullOrWhiteSpace(ActorRace.objectName)) otherModificationLevels.Add(ActorRace.ModificationLevel);
if (!string.IsNullOrWhiteSpace(ActorClass.objectName)) otherModificationLevels.Add(ActorClass.ModificationLevel);
// Add modifications from the Party (GameData) lists
otherModificationLevels.AddRange(GameData.gameData.quests.ModificationLevels); // Party quests that affect all players in the party
_modificationLevels = otherModificationLevels; // Cache the values
return otherModificationLevels; // Return it
}Add vs "Transfer" (you often will want Transfer)
Add vs "Transfer" (you often will want Transfer)TransferTo()
TransferTo()ReceiveTransfer()
ReceiveTransfer()Static reference to Blackboard is MainBlackboard
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