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But since we're already here, you'd go to the 'Enumeration' menu; from the menu bar go to Window -> Enumeration. Or just hit F7.
Once there, scroll down a bit until you see 'Equipment Types' - then just right-click and select Create -> String. That's all there is to it!
For example - you could have Light, Medium, or Heavy armor types that only certain classes could equip (which would be set in each entry's 'Add Equipment' event).
EDIT: Also to be specific, the 'Add Equipment' event command is typically used to apply the equipment's stats to the actor wearing it, just as the 'Remove Equipment' event command is used to subtract those stats upon the equipment being removed.
However, it can also be used as a 'class check' too, such as mentioned above. With conditional event commands ('If...', 'Switch', etc.) you can even go as far as adding Level/Skill/Attribute requirements to wearing equipment if you wanted!
Ah the name of your video threw me off. I was watching your equipment video. Then started looking in a weird place. I managed to add it however when I went to add another equip slot the new slot goes under the stats overlay and you can't click it. Any idea how to fix this?
EDIT: OR - do you mean within the test play status menu it isn't displaying the new slot correctly..? Because if this is the problem , then everything is working as intended; UI elements don't change based on additional Enumeration entries, you'd have to go in and modify the UI yourself.
Yes its in the correct folder. I was afraid you would say that about moving around the UI. While its cool that the Ui-Menu allows you to freely move things around so easy there is just no room to add another big row of items.
Which really pisses me off because on the example there is actually a pic of a shield which is what I am trying to add. I think I will have to delete the trinket box to make room which I do not want to do. Unless I just make shields a trinket???
As far as not having enough space, just rearrange things and make space. I'm fairly certain you can adjust the sizes of each UI element individually, so maybe make all of them a little smaller, then squeeze in the new slot. You can probably copy/paste an existing equip slot element and edit the event contents to point to your new slot as well!
I really don't mind helping out users that need it and am certainly happy to do so, but I'll reiterate (as I have elsewhere) that getting into the guts of the program yourself and getting your hands dirty is the best way to figure out how to do the things you want.
So don't worry about messing things up. Tinker to your hearts content! Worst case, something 'breaks' and you have to reload a fresh template.
True digging through things made me find out how to add items to the shop inventory. It also cost me 30 min when it could have cost 10 sec. As a game developer that has released games on Steam I am always trying to save as much dev time as possible.
So its very nice to have you here to answer peoples questions.
And that's cool to hear you've released games on Steam already, nice work! Which ones? I'd love to check em' out!
I make games about the Roman empire. Which is what I am currently making with Yami RPG.
"I Am Caligula" is the best one I have made here on Steam.
...speaking of which, I was actually just watching Gladiator (again, for the millionth time) the other day!
And Caligula... whew... there's a fellow with a storied history.
If I remember correctly, the steps would be:
- Create an 'Animation' file, name it 'Gun' if you'd like
- In the 'Gun' animation, create a new action called 'Gun - Idle' (through right-click then -> 'Insert' in the lefthand 'Motion' panel, or beforehand in the F7 'Enumeration' menu)
- Click the 'Settings' button to select the image you want for the gun
- In the righthand 'Motion' inspector panel, for 'Mode' set it to '1 Directional - Mirror'
- In the 'Timeline' panel at the bottom of the screen, right-click and create a 'Sprite' layer, then set it to use the image you chose in the previous step
- Resize and/or adjust the gun sprite's position if needed (so it lines up where you'd want on the player)
- Select an actor, and add a new 'Create' event (or modify an existing one)
- Insert a 'Add Animation Component' event command, select the 'Gun' animation and the 'Gun - Idle' motion, leave it set to TriggerActor with 'Rotateable' and 'Sync Angles' set to Yes
This will have the gun set to spawn on the player and follow their movement. If you want it to follow the mouse, etc. let me know, and I'll type it out - all of the above (as well as the 'mouse-follow' function) can be found in the following video: https://www.youtube.com/watch?v=nQ5d3tV1nB8&t=4sI hope that helps!