Ok I got it wokring by putting the items (which are scriptable objects) into the Resources folder & so far it seems to work without a problem
Thanks for the fast help!
I added the debugs and checked and the Items get saved correctly and restored correctly as well as far as I can tell. I checked the ItemIDs and they are also the correct ones.But still the Inventory slots stay empty. However from the Debugs: Debug.Log(InventoryItem.GetFromID(slotStrings[i].itemID));...
Hi, sorry for the late reply that works perfectly. But now I have another question about saving. I have an inventory and I want to save the Items inside on Save & Load. I already made a Custom saver and the Debug from PlayerPrefsSavedGameDataStorer shows the right item ID number and slot but it ...
Hi, I recently started working on a turn based combat game and I want to save certain ints and bools of the enemy, I wrote a custom saver but it doesn't seem to be working. In the Battle Scene the Health and bool isDead gets set correctly in the EnemyController script but when I Load the Overworld s...
Hi, I have a question about using two different Dialogue UIs in two different Scenes. I have one standard Dialogue UI and one specific one for some sort of Boss Fight. Both UIs are inside the Dialogue Manager and the Override Dialogue UI Component is on a character in another Scene. But when I switc...
Yes no problem, thank you for your super fast answers!! Can I put IncFriendship("Some NPC", 50); inside a custom Lua function so I can call it in the conversation and change the amount more flexible in the conversation? And if I have more NPC's can I simply use the wrapper and just change ...
Thank your for the quick answer! I think I try using a wrapper function. Now I have another questions about that. when I make such a wrapper function do I make functions for each Relationship like this? void relationshiptest() { GetDSRelationship("NPC1", "Player","friendship...
Hi, I have a few questions about how to handle Relationships with the Dialogue System. I've tried out [lua(GetRelationship(Actor["NPCName"], Actor["PlayerName"], "friendship"))] which works, I can Inc and Dec the relationship points for multiple relationships between th...