Replies: 3 comments 2 replies
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Hi, thank you for the questions!
It will be done in the next releases (maybe in a week, I am currently working on camera shake effect nodes for both 2D and 3D)
I decided to split them because, in certain circumstances, having a big node which handles everything would be an overkill. Some games just need attributes and not abilities (like a RTS, or maybe in some other games a lot of enemies have only the health attribute), so I decided to separate the things. They can talk to each other though by binding their own signals.
It will come with a turn based update, stay tuned :D
If you create an effect as a scene, you can edit stuff from the editor. I just hardcoded the examples because I am lazy, but I will certanly add a more "godot" way of making them! Thank you again, do not hesitate to ask, suggest or contribute! |
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The value is random only if you set a different minimum and a different maximum value applied, if both are the same the value will be constant. May I ask you for a real world example please? I could add anything based on devs needs!
Starting from the "open a chest" example, I would suggest to use the interactables nodes present in this addon, they are made for these kind of tasks and should make your life easier! Concerning the multistage abilities, at this moment there is not a smooth way to implement. I would suggest to implement different abilities which can be activated automatically when certain the AbilityContainer node has some tags. You will have:
I hope it helped, otherwise I will study a good approach for this use case, thank you! |
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Good afternoon friend! I just added something to the Item.gd script, since I'm new to this godot engine, I added a new function called rest_quantity(value) since I didn't know how to subtract the amount that the item's stack had. item hahaha, I would also like to be able to help you with the visual part of the inventory, since it seems to me the most flexible I have seen |
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Wow, what a great project. I have been making my own GAS adaptation for a while, and just saw this addon.
I've been playing with the examples and trying to understand how everything works. I'm very impressed do far. Here's some issues I've found while exploring GGS, in particular the abilities and attributes system:
AbilityContainer
is not the main component that holds attributes and handles effect application? For me one of the selling points of this particular system is that everything is handled from a single component. In particular I believe that effects should be applied and removed viaAbilityContainer
(that checks conditional application tags, and also be affected by the effect's tags) and not directly byGameplayAttributeMap
.Anyway, thanks for the addon and keep up the good work!
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