@01:33 in the video you go to add options in a better way with limits.....but your code seems to have happened BEFORE you actually added evolution code like max_level_reached etc to the weapons_available part that you highlighted and erased. (ok so you did chest only evolutions) as Squidy_TennisPoles said, artifacts were not upgrading anything anymore. I tested for a long while and on level ups they never went above level 2 and never applied the first upgrade. weapons did not evolve...also i got my ring weapon with already 2 because the first upgrade is +1 ring (same as your asteroid).....i guess ill have to figure out how to make one thats not already upgraded.........this complicates things if later we have many playser characters who each have theior own starter weapon...........oh boy im gonna get lost in this because im just a noob
Yeah I am complet4ely stumped, my Artifacts will not upgrade (you called them passive items). They were working fine even with the main menu skilltree addition but after this video they will get added to inventory slot.......but will not move past lvl 2, and not a single one of them does anything and I had all the stats ojn screen and all the artifacts as skillups in the skill tree excpt for attack range.......all broken and I dont know wher4e to look at these changes :(
@@16bitdev ok i did that but this fix throws its actual level off, I'll have to figure out how to fix that. When we add other characters that start with a different weapon, this will become an issue.
Idk if it's just me and I threw a wrong piece of code in Albuquerque, but if your passive_item upgrades aren't incrementing like mine were. Then you need to add a player_ref export to the options script and set the passive items character reference in the add_passive func. Least that's what worked for me. otherwise my passive_upgrades weren't applying and were stuck at the same level. This on top of not realizing I threw of the texture buttons by adding a parallax fog layer somehow, had me double checking code for a good hour or two... Lol. Edit: Forgot to say thanks for another awesome tutorial!
@Squidy_TennisPoles Hi! Can you tell me exactly what you did with the code (like paste it in here) because i have exactly the same problem mate (passive upgrades not applying and stuck at lvl 2). It is unclear to me how you "set the passive items player reference in the add_passive function". The help would be appreciated!
@@TimLippert Oh sure, I kept the description of what I did short to avoid an extra long comment, sorry. But essentially if you notice our script for passive_item, it has a var for player_reference, that is set through code, rather then export, or onready. So with this in mind, I changed the option script by adding the player_reference as an export var: @export var player_ref : CharacterBody2D Then edited the add_passive() func, with this extra check / set: if item is PassiveItem: item.player_reference = player_ref Edit: Also just wanna throw out, that I am not an expert, know python decently well, but going on almost two months with gdscript. So you know anyone else feel free to chime in if I am wrong, or there is a better approach, lol.
I never have enough RNG lesson.
Thx Master
thank you
thank you16bitdev
ty
@01:33 in the video you go to add options in a better way with limits.....but your code seems to have happened BEFORE you actually added evolution code like max_level_reached etc to the weapons_available part that you highlighted and erased. (ok so you did chest only evolutions)
as Squidy_TennisPoles said, artifacts were not upgrading anything anymore. I tested for a long while and on level ups they never went above level 2 and never applied the first upgrade. weapons did not evolve...also i got my ring weapon with already 2 because the first upgrade is +1 ring (same as your asteroid).....i guess ill have to figure out how to make one thats not already upgraded.........this complicates things if later we have many playser characters who each have theior own starter weapon...........oh boy im gonna get lost in this because im just a noob
chest only evolutions worked.....
Yeah I am complet4ely stumped, my Artifacts will not upgrade (you called them passive items). They were working fine even with the main menu skilltree addition but after this video they will get added to inventory slot.......but will not move past lvl 2, and not a single one of them does anything and I had all the stats ojn screen and all the artifacts as skillups in the skill tree excpt for attack range.......all broken and I dont know wher4e to look at these changes :(
make first one a blank upgrade, then it won't have any effect to the weapon while getting added to the slots
@@16bitdev ok i did that but this fix throws its actual level off, I'll have to figure out how to fix that. When we add other characters that start with a different weapon, this will become an issue.
Idk if it's just me and I threw a wrong piece of code in Albuquerque, but if your passive_item upgrades aren't incrementing like mine were.
Then you need to add a player_ref export to the options script and set the passive items character reference in the add_passive func. Least that's what worked for me. otherwise my passive_upgrades weren't applying and were stuck at the same level. This on top of not realizing I threw of the texture buttons by adding a parallax fog layer somehow, had me double checking code for a good hour or two... Lol.
Edit: Forgot to say thanks for another awesome tutorial!
@Squidy_TennisPoles Hi! Can you tell me exactly what you did with the code (like paste it in here) because i have exactly the same problem mate (passive upgrades not applying and stuck at lvl 2). It is unclear to me how you "set the passive items player reference in the add_passive function". The help would be appreciated!
@@TimLippert Oh sure, I kept the description of what I did short to avoid an extra long comment, sorry.
But essentially if you notice our script for passive_item, it has a var for player_reference, that is set through code, rather then export, or onready. So with this in mind, I changed the option script by adding the player_reference as an export var:
@export var player_ref : CharacterBody2D
Then edited the add_passive() func, with this extra check / set:
if item is PassiveItem:
item.player_reference = player_ref
Edit: Also just wanna throw out, that I am not an expert, know python decently well, but going on almost two months with gdscript. So you know anyone else feel free to chime in if I am wrong, or there is a better approach, lol.
@@Squidy_TennisPoles hmmm I did exactly that, and had no change. they still wont update.
@@Squidy_TennisPoles Thank you very much that worked out for me as well! Cheers!
@@Squidy_TennisPoles You are definitely an angel, thank you!
😍😍😍😍😍
good job 16bitdev 🥰
🤩
WOW
I already have 2 types of randomizers but let's see how you do them.
thank you