Improved crossbow aiming, by removing the spawn point for bolt from the crossbow itself and made it part of the player instead, seems to work a lot better, are glad that it worked as ranged attacks is something that has been working a long time on to get just right:
Very easy to make an ! for when a character got new dialogue options, just take a cube and scale it then add a sphere, scale them and then to make it show better just like the glowing enemies play with the emission map:
Then to look into making dialogue and how to fix that do not, also going to look into how to stop the mouse pick from moving into areas where does not want player to walk, as that makes player walk into walls and being pushed back as there is nothing there for player to get to.
Fixed the pushing from wall part, just duplicated the planes that I use as darkness, moved the new set with planes to the ground and in Navigation got them as notwalk so no longer are trying to get to these areas:
Finally started on a very simple inventory, it will not be drag and drop, drop from within the inventory however I may look into that after.
Was watching some Tutorials:
For the item itself I just take screenshot of item I want to use, saves it as a Jpg import it, then make a new material and make that into an UI
From there use Playmaker to calculate each time uses health potions, that will activate a float operation that reduces by 1 each time, when at zero no longer able to use it, maybe shall make a grayed out image as well that can use for when it is empty
So this works by having images that chose from after item picked up sends a bool about what sort of item it is, so then it will deactivate all the other images and active the right one then it will move on to the next slot and so on
Using much of same script for this, just instead of adding a Bool when picks up then I add a value to a float, made a float called coins, later will use this float for when upgrading, pay coins to upgrade weapons, idea got is that weapons got will have different quality and each upgrade will bring the weapons up to a better quality, so the loot is going to be limited, however maybe should add something more to that, like needs a core, blueprint or something.
Made it so the first upgrades are free from stats requirement then needs stats then again a few free from stats requirements and so on, going to later see if can do something more with the stats, as Vitality needs to effect the total health, also needs to be able to show the total skill amount.