-
Notifications
You must be signed in to change notification settings - Fork 5
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
In the demo, when a character attacks other from the same team, sometimes everybody die #12
Comments
Are you working with the library? |
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 This demo scene is obsolete and misconfigured.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:
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:
I am excited knowing this project is alive! |
¡Gracias por la rápida respuesta, chicos! jeje :-P
Hemos "reactivado" el proyecto, Jesús Menéndez va a trabajar en meterle IA
:-)
Le pongo en copia para que lea este hilo (estará todo en GitHub,
entiendo)... y que esté en contacto con vosotros, como gurús del asunto,
jejeje ;-P
Un saludo,
Federico Peinado
http://federicopeinado.com
P.D.: Para asuntos importantes con fecha límite, estoy localizable en el
(+34) 653 226 142 (SMS y Whatsapp). ¡Gracias!
El jue., 21 nov. 2019 a las 20:39, Juan José Prieto (<
[email protected]>) escribió:
… 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This demo scene is obsolete and misconfigured.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:
<https://camo.githubusercontent.com/6fb5474a6a54681b68db8c238846f5b31d18e6cf/68747470733a2f2f692e696d6775722e636f6d2f62634d5077705a2e706e67>
- Later configure this characters and assign them to any team:
<https://camo.githubusercontent.com/6ed8e0f2f83eae19925d04e9d6219cd792ff8ddd/68747470733a2f2f692e696d6775722e636f6d2f526c6d4533395a2e706e67>
- And finally assign this characters to the decorations *(each one
with a different character)*:
<https://camo.githubusercontent.com/729f9c7bb603366e995ff5111cfe7074d50f4d41/68747470733a2f2f692e696d6775722e636f6d2f70766358394e4c2e706e67>
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!
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
<#12>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/ABNH76U63ZP5WL6EX54NCC3QU3PWVANCNFSM4JQDZA3A>
.[image: Web Bug from
https://github.com/notifications/beacon/ABNH76QVR6M6DCYFL5M65QDQU3PWVA5CNFSM4JQDZA3KYY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGOEE3NATI.gif]
[ { ***@***.***": "http://schema.org", ***@***.***": "EmailMessage",
"potentialAction": { ***@***.***": "ViewAction", "target": "
#12",
"url": "
#12",
"name": "View Issue" }, "description": "View this Issue on GitHub",
"publisher": { ***@***.***": "Organization", "name": "GitHub", "url": "
https://github.com" } } ]
|
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
The text was updated successfully, but these errors were encountered: