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In the demo, when a character attacks other from the same team, sometimes everybody die #12

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federicopeinado opened this issue Nov 21, 2019 · 3 comments
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@federicopeinado
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aker/Scripts/Game/GamePlayManager.cs:150)
GamePlayManager.RandomTurn () (at Assets/TRPGMaker/Scripts/Game/GamePlayManager.cs:163)
GamePlayManager.Turn () (at Assets/TRPGMaker/Scripts/Game/GamePlayManager.cs:85)
GamePlayManager.StartTurn () (at Assets/TRPGMaker/Scripts/Game/GamePlayManager.cs:150)
GamePlayManager.RandomTurn () (at Assets/TRPGMaker/Scripts/Game/GamePlayManager.cs:163)
GamePlayManager.Turn () (at Assets/TRPGMaker/Scripts/Game/GamePlayManager.cs:85)
GamePlayManager.StartTurn () (at Assets/TRPGMaker/Scripts/Game/GamePlayManager.cs:150)
GamePlayManager.RandomTurn () (at Assets/TRPGMaker/Scripts/Game/GamePlayManager.cs:163)
GamePlayManager.Turn () (at Assets/TRPGMake

@Victorma
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Are you working with the library?

@WyrnCael
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Hi!

This demo scene is obsolete and misconfigured. There are many decorations with the same character assigned. The correct way to configure is as follows:

  • You need to create new characters:

  • Later configure this characters and assign them to any team:

  • And finally assign this characters to the decorations (each one with a different character):

The problem is that all the decorations with the same character assigned share life and attributes, so they lose it when one of them is attacked. Since there is not battle end developed, the battlemanager can't find any character alive to assign next turn.

A suggested idea is to restrict decorations to share the same character, this should fix this issue.

Also is something to think about avoiding characters to attack other characters in the same team, like IA does:

targets.Where(x => x.team != character.team)

I am excited knowing this project is alive!

@federicopeinado
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federicopeinado commented Nov 29, 2019 via email

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