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Monster Hunting 👹 #21
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acord-robotics#21 acord-robotics#19 See notion link for more information: https://www.notion.so/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#6ae44348dd6f43e3af226f1fb266db54 Co-Authored-By: Liam Arbuckle <[email protected]>
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https://github.com/acord-robotics/unity-intro/21 @acord-robotics/game-development
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File that was causing the problem: `Assets/Scripts/PlayerController.cs` Problem solution: change the class (see the notion document embedded in acord-robotics#21 @acord-robotics/game-development @randomrok @artpassos @IrisDroidology @EXYNOS-999 Now we've got a new problem - after you finish moving the player (as in after you stop holding down the 'w', 'a', 's', or 'd' keys (or arrow keys)) the player no longer accepts input. @randomrok could you have a look at this? Thanks
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https://www.notion.so/skinetics/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#516617be30374f788357f7ce915f0e5d acord-robotics#21 See prev commits for team talk in github/orgs/acord-robotics
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acord-robotics#21 7:05 into second yt video
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Dec 19, 2020
Having trouble with transitioning between idle blend tree and walk blend tree for the animator. The boolean `isMoving` that we set can't have a value changed - what I mean by this is that we want the blend tree to be `Walk` when `isMoving` parameter is `true`, but in the Animator inspector we can't set a value for this. Maybe it's because the variable name is already defined in `Scripts/PlayerController.cs` It's something we need to figure out acord-robotics#21
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Part 3 1 problem: can't add the SolidObjects layer in the inspector. @randomrok can you figure this out? We need to add the SolidObjects [regular] layer as a parameter/value for a variable in the script (through the inspector) to prevent the player from walking into things based on the Overworld Tilemap acord-robotics#21
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@randomrok acord-robotics#21 https://www.notion.so/skinetics/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#7b250624369e4a37aa2e3230bf6d4158 Astronaut asset: https://www.notion.so/skinetics/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#add1643024514d399e7c6c3bad3c3a25 @IrisDroidology
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In the previous commit we had the wrong name for Layer Mask; it did not correspond to the variable in the CheckForEncounters() function. We fixed this Issue: acord-robotics#21 Random encounters and long grass: https://www.notion.so/skinetics/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#db4bba2b2baf4eb8abcfe3ca453568ad Creating monsters: https://www.notion.so/skinetics/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#7bd089b6350d468f97a0365834e512e4 Create an `enum` for Pokemon types. There is an error in Unity with this current commit but hopefully it will be fixed by the end of the video.
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Fix issue in prev commit (replace `TextField` with `TextArea` in `scripts/Monsters/PokemonBase.cs` acord-robotics#21 https://www.youtube.com/watch?v=x8B_eXfcj6U&t=178s https://www.notion.so/skinetics/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#8e65808faccf43b78d39db0873b14524
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Part 5 - https://youtu.be/x8B_eXfcj6U?t=601 acord-robotics#21 Curl error 56: Receiving data failed with unitytls error code 1048578 Assets\Scripts\Monsters\Pokemon.cs(35,45): error CS1061: 'PokemonBase' does not contain a definition for 'MaxHp' and no accessible extension method 'MaxHp' accepting a first argument of type 'PokemonBase' could be found (are you missing a using directive or an assembly reference?)
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See prev commit Hey mate, great tutorial series. I have a problem with Part 5 of your tutorial. Initially I had an error with Math not being available in Pokemon.cs and then now I've got a number of errors in my Unity editor. The scripts can be seen here: github.com/Gizmotronn/Unity-Intro/tree/master/Pokemon RPG/Assets/Scripts Here's a few errors I've got: Assets\Scripts\Monsters\Pokemon.cs(27,27): error CS0117: 'Math' does not contain a definition for 'FloorToInt' Curl error 56: Receiving data failed with unitytls error code 1048578 Thanks for your time -L acord-robotics#21
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See Assets/Scripts/Monsters/Pokemon.cs ```cs using System.Collections; using System.Collections.Generic; using UnityEngine; using System; public class Pokemon { PokemonBase _base; int level; public Pokemon(PokemonBase pBase, int pLevel) { _base = pBase; level = pLevel; //_base.Name; } public int Attack { get { return Mathf.FloorToInt((_base.Attack * level) / 100f) +5; } } public int Defense { get { return Mathf.FloorToInt((_base.Defense * level) / 100f) +5; } } public int SpAttack { get { return Mathf.FloorToInt((_base.SpAttack * level) / 100f) +5; } } public int SpDefense { get { return Mathf.FloorToInt((_base.SpDefense * level) / 100f) +5; } } public int MaxHp { get { return Mathf.FloorToInt((_base.MaxHp * level) / 100f) +5; } } public int Speed { get { return Mathf.FloorToInt((_base.Speed * level) / 100f) +10; } } } ``` Fix was `Mathf` rather than `Math` acord-robotics#21
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https://www.notion.so/skinetics/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#a9610971d1dc47568cde8be1572160b7 acord-robotics#21 Got an error on Line 94 in `PokemonBase.cs`
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Merge pull request #28 from Gizmotronn/master
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In the prev commit (e061743) I had the `moveBase` and `Base` the wrong way around in `PokemonBase.cs` inside the class `LearnableMoves` acord-robotics#21 acord-robotics#30 https://www.notion.so/skinetics/Monster-Hunter-Applet-bcbdcd59d2a443c9bc278318b8ce241d#f3fcc1241000411b9f39ab5e73b1ce0e
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At the level assigned in the inspector, the Pokemon will unlock a move. E.g. Bulbasaur unlocks tackle when s/he reaches level 1. I've just used demo/dummy values for the different moves as I've yet to come up with my own ones, let alone look at Bulbapedia for anything for this phase of the development while we're working with Pokemon Have got one error that needs to be fixed I believe acord-robotics#21
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Idea: you could just have a `bool` called `critical` and if that is true, double the attack. That's the way I would have done it originally but both ways work. #21 Idea! Just got to fix 5 errors @randomrok can you help?
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#19 #20
Established contact with Anitons discord.gg server
See #20 for more
Also did more Django stuff @acord-robotics/game-development for Gizmotronn/django-start and I think there's an issue with
python manage.py runserver
might be worth checking my acord slack pmsThe text was updated successfully, but these errors were encountered: