January
30
2014

Major update to the node editor, a bunch of new event steps and other useful new features.

And if you liked the battles in Final Fantasy X, you’ll also like the new Multi-Turns setting in turn based battles!

Head to the download page and grab the latest version!

 

 

New

  • Node Editor
    Major update to the node editor.
    Button toolbar available at the top of the node display
    Optional background grid display available.
    Searching the node list available.
  • Editor
    The variable list is automatically updated when saving the settings or an event.
    When saving the settings, only the settings will be scanned.
    When saving an event, only the event will be scanned.
  • Items
    ‘Requirements’ settings available.
    Using an item can depend on status requirements and variable conditions.
  • Abilities
    ‘Requirements’ settings now contain variable conditions.
    Using an ability can depend on variable conditions.
  • Abilities, Items
    ‘Not On Self’ setting available.
    When targetting allies or all combatants, the user can be excluded from being a target.
  • Status Values
    ‘Critical Refresh Notification’ and ‘Critical Damage Notification’ settings available.
    Optionally display different change notifications for critical hits.
  • Event System
    The new ‘Image Steps’ allow showing, fading and moving images on the screen.
    ‘Show Image’, ‘Change Image Position’, ‘Change Image Color’ and ‘Remove Image’ steps available.
  • Event System: Variable Steps
    ‘Game Variable Fork’ step available.
    Similar to ‘Check Game Variable’ step, but checks a single game variable for multiple values.
    The next step depends on which condition is valid.
  • Event System: Status Steps
    ‘Status Fork’ step available.
    The next step depends on which status requirement is valid.
  • Event System: Status Steps
    ‘Change Status Value’ step can optionally display change notifications as critical changes.
  • Event System: Equipment Steps
    ‘Equipment Fork’ step available.
    The next step depends on which weapon or armor is equipped on an equipment part.
  • Event System: Fade Steps
    ‘Blink Object’ step available.
    Starts/stops blinking a game object.
  • Event System: Base Steps
    ‘Block Control Map’ step available.
    Blocks/unblocks a selected control map or all control maps.
    A blocked control map can’t be used.
  • Event System: Dialogue Steps
    ‘Block HUD’ step available.
    Blocks/unblocks a selected HUD or all HUDs.
    A blocked HUD wont be displayed.
  • Event System: Function Steps
    ‘Change Time Factor’ step available.
    Changes the time factor of Unity (everything in the game) or ORK Framework (things like battles and events only).
    You can use this to create slow motion effects.
  • Event System: Function Steps
    ‘Check Component Enabled’ step available.
    Checks if a component is enabled.
  • Event System: Function Steps
    ‘Change Fields’ step can now also change properties.
    Use the new ‘Is Property’ setting.
  • Event System: Function Steps
    ‘Check Fields’ step available.
    Checks the value of fields or properties of a component.
  • Event System: Function Steps
    ‘Check Function’ step available.
    Checks the return value of a function of a component.
  • Event System: Movement Steps
    ‘Change Nav Mesh Target’ step available.
    Sets the destination and speed of a Nav Mesh agent, or stops the agent.
  • Formulas: Variable Steps
    ‘Game Variable Fork’ step available.
    Similar to ‘Check Game Variable’ step, but checks a single game variable for multiple values.
    The next step depends on which condition is valid.
  • Formulas: Combatant Steps
    ‘Status Fork’ step available.
    The next step depends on which status requirement is valid.
  • Logs
    ‘Invert Text Order’ setting available.
    Optionally display log texts in inverted order (i.e. from high index to low index).
  • Move AIs
    ‘Detect Only Leader’ setting available.
    Detecting enemies can optionaly be limited to the group leader of an enemy group.
  • Save Game Menu: Save Point
    The ‘Save’ and ‘Cancel’ button are now optional (by default enabled).
    The ‘Cancel’ button can optionally override the default ‘Cancel’ button’s content.
  • Control Maps
    ‘Requirements’ settings available for the whole control map and single control map keys.
    Using the control map or individual keys can optionally depend on status requirements and variable conditions.
  • Battle AI
    ‘Check Distance’ and ‘Check Angle’ steps available.
    Check possible targets upon distance and angle conditions.
    New ‘Position Steps’ group in step selection.
  • Battle System
    ‘Stack Loot’ setting available in all battle system types.
    Loot of the same kind will optionally be stacked.
    By default enabled.
  • Turn Based Battles
    ‘Invert Turn Order’ setting available.
    The turn order can optionally be inverted, i.e. sorted ascending, not descending (the combatant with the lowest value will have the first action).
  • Turn Based Battles
    ‘Use Multi-Turns’ setting available.
    A combatant can optionally perform multiple turns before another combatant had his turn.
    After a combatant performed his turn, his turn value will be reset to 0 and the turn value of all combatants will be increased.
    Available when ‘Active Command’ is enabled.
  • Save Game Menu
    ‘Save Block States’ setting available.
    The stated of blocked Input Keys, Control Maps and HUDs can be saved.
  • Menu Screens
    ‘Menu Part Change Keys’ settings available.
    Optionally use input keys to change the active menu part.
    You can only change to controlable parts (e.g. Inventory).

 

Changes

  • Editor: Hotkeys
    The navigation history hot keys now require the ‘ALT’ key to be pressed.
    Use ‘ALT + Home’ and ‘ALT + End’ to browse through the navigation history.
  • Menu Screens
    Items and abilities can’t be used in a menu screen while the combatant is performing an action.

 

Fixes

  • Menu Screens
    Abilities and equipment displaying level up information will now display the correct inactive alpha value when inactive.
  • Event System: Function Steps
    The ‘Enable Component’ step will now also enable/disable colliders, renderers, particle emitters and LOD groups.