You can modify the "Use" X "on" Y syntax per-item in the Inventory Manager, but it'll be fixed for each Hotspot.
If you want to modify the Hotspot label further, including a chance display, you'd need a custom script that genera…
Actions reference variables by their ID number, rather than referencing the variable itself. If a new variable gets added that matches the ID that Actions previously referenced, those Actions will connect to the new variable.
I can't reproduce the…
The Save file with an ID of 0 is reserved for the Autosave slot. If you're using Unity UI, I supposed you could move its linked Button off-screen so that only 1+ are visible.
The Graphic Options template is now embedded within AC itself, and is installed through the New Game Wizard.
To install it into an existing project, choose "Modify existing" on the first page of the Wizard.
The template will add a new Gr…
Update: Actually, you can get around this already.
You can use the Save: Check Action's "Is Slot Empty" method, using the Integer parameter in your ActionList, to check if the currently-clicked slot has a save file or not.
If the "Slot index" parameter was set to -1 when clicking an empty slot, you read it with ActionList: Check parameter to ignore the rest of the Actions.
I don't believe this is currently the case, but at first glance it likely should be. …
I did, apologies for the delay.
In PlayerQTE.cs, replace line 353:
else if (wrongKeyFails && KickStarter.playerInput.InputAnyKeyDown () && KickStarter.playerInput.GetMouseState () == MouseState.Normal)
with:
else if (wrongKeyFail…
AC can switch Player in two ways:
* Use local Players. If a Player is placed in the scene file, that Player will become the controlled character while that scene is open.
* Use the "Player switching" feature in the Settings Manager. Ass…
The script above has the same class name and namespace as the script used by the template. Did you replace the contents of the same file? The Button and ActionList reference functions in the script named SaveAndApply and Apply respectively - if yo…
Don't uncheck "Available to items" - you're creating Categories for Items here.
Create two Items categories Default and Temporary. All items will default to Default, so just place the Items that appear when clicking the Buttons in your o…
If the Items are unique to this Menu, you can place them in a new Category (defined in the Inventory Manager's Categories tab) and then prevent your Inventory from accepting items from that Category.
You'd need a custom script to swap the font used in your Menus. I'd recommend the use of Unity UI, as it's better-equipped to handle changes in content (i.e. font size) at runtime, but the act of changing the font is possible in all Source modes.
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