June
13
2014

New Collision Camera (supports all built-in and custom controls and is even active during events), use real time of day or date/time as float values, new barrier settings for consumable status values, and abilities, items, equipment and status effects can add additional equipment parts – and lots of other new features and fixes.

Head to the download page and grab the latest version!

 

 

New

  • Unity 4.5
    ORK Framework now supports/requires Unity 4.5.
  • Game Controls: Collision Camera
    ‘Collision Camera’ settings available in the game control settings.
    The new ‘Collision Camera’ component uses racasts to find objects between player and camera and places the camera accordingly.
    Can be used with all built-in and custom camera controls, and is also active during events (i.e. while camera changes).
  • Float Values
    Advanced float settings throughout the framework (e.g. changing game variables) now allow using the current time of day (i.e. time since midnight in seconds) and date and time (i.e. time since 1-1-1970 in seconds).
    You can use this to use the real time or check for days since something was done.
  • Status Values
    ‘Barrier’ settings available for ‘Consumable’ type status values.
    You can use other ‘Consumable’ type status values as barriers, i.e. they will consume damage instead (as long as they haven’t reached their minimum value).
    They can either fully consume a damage, or only a defined percent range (0-100 %).
  • Status Values
    ‘Death On’ setting replaces ‘Death on Minimum’ for ‘Consumable’ type status values.
    You can now select ‘None’ (i.e. doesn’t kill the combatant), ‘On Minimum’ (combatant dies when value reaches its minimum) and ‘On Maximum’ (combatant dies when value reaches its maximum).
  • Items
    ‘Equipment Part Changes’ settings available.
    Items can add/remove equipment parts to/from a combatant.
    This can be used to either add additional equipment parts or to block/remove equipment parts from the combatant/class settings.
  • Weapons, Armors
    ‘Equipment Part Changes’ settings available.
    Weapons and armors can add additional equipment parts and block other equipment parts while being equipped.
    This can be done per equipment level.
  • Abilities
    ‘Equipment Part Changes’ settings available in passive abilities (i.e. useable in ‘None’).
    Passive abilities can add additional equipment parts and block other equipment parts.
    This can be done per ability level.
  • Status Effects
    ‘Equipment Part Changes’ settings available.
    Status effects can add additional equipment parts and block other equipment parts.
  • Classes, Combatants
    The weapon/armor settings are now split into available and unavailable equipments (due to equipment parts).
    Unavailable equipment was previously not displayed and couldn’t be enabled.
    Also, automatic unselection of weapons/armors due to equipment part changes is now disabled.
  • Camera Positions
    ‘Rotation Is Offset’ setting available.
    Uses the defined rotation of the camera as an offset to the target’s rotation.
  • Quests
    Quests can now learn log texts to the player when being added to the player’s quest list, the quest finishes or fails.
  • Quest Tasks
    Quest tasks can now learn log texts to the player when being activated or the task is finished or failed.
  • Quests, Quest Tasks
    Experience rewards can now optionally be given to the whole group (or only battle group) and split between group members.
  • Event System: Spawn Steps
    ‘Destroy Object’ step available.
    Destroys a game object.
  • Event System: Equipment Steps
    ‘Check Part Available’ step available.
    Checks if an equipment part is available (i.e. can be equipped, ignoring locked parts).
  • Event System: Equipment Steps
    ‘Change Equipment Part’ step available.
    Adds/removes equipment parts to/from a combatant.
    Removing only allows removing previously added parts.
    Can be used to add additional equipment parts to combatants.
  • Event System: Equipment Steps
    ‘Change Blocked Part’ step available.
    Adds/removes a blocked equipment part to/from a combatant.
    A blocked equipment part isn’t available for equipping.
    Can be used to remove equipment parts from combatant/class settings.
  • Event System: Crafting Steps
    ‘Learn Recipe’ and ‘Forget Recipe’ steps can now optionally learn/forget all crafting recipes of a selected crafting type.
  • Event System: Check Steps
    ‘Chance Fork’ step available.
    Define multiple value ranges, the next step of the first range that contains the random chance (minimum <= chance <= maximum) will be executed.
  • Event System: Camera Steps
    ‘Collision Camera’ step available.
    Enable/disable the collision camera – requires a ‘Collision Camera’ component attached to the camera.
  • Event System: Movement Steps
    ‘Stop Movement’ step available.
    Stops movement from ‘Change Position’, ‘Move Into Direction’ and ‘Curve Move’ steps.
  • Game Events
    ‘Starting Object’ actor type available.
    Uses the game object that started the event as actor.
    In most cases this will be the player, but you can use this to access other objects that started an event.
  • Battle AI: Check Steps
    ‘Chance Fork’ step available.
    Define multiple value ranges, the next step of the first range that contains the random chance (minimum <= chance <= maximum) will be executed.
  • Battle AI: Check Steps
    ‘Check Game Variable’ step available.
    Checks for game variable conditions – if the conditions are valid, the ‘Success’ step will be extecuted, otherwise ‘Failed’.
  • Battle AI: Check Steps
    ‘Game Variable Fork’ step available.
    Checks a single game variable for multiple conditions and executes the first valid condition’s next step.
  • Formulas: Check Steps
    ‘Check Chance’ step available.
    Which step will be executed next is decided by chance.
  • Formulas: Check Steps
    ‘Chance Fork’ step available.
    Define multiple value ranges, the next step of the first range that contains the random chance (minimum <= chance <= maximum) will be executed.
  • Menu Screens
    ‘Alive User’ setting available.
    When opening the menu screen and the current user is dead, the first alive member of the group will be used as user.
    Since dead combatants can’t use items, this can be used to automatically switch to a different user when using items in the inventory menu.

 

Changes

  • Items, Abilities
    Status value and status effect change settings can now be copied and moved.
  • Editor
    The drag bar positions are now saved each time when the editor is closed.
    Previously, they have only been saved when the data has been saved.
    The remembered sections will be reset the first time you open the editor after this update.
  • Game Events
    The blocking event state will be removed during battles started by the the ‘Start Battle’ step.
    The battle controls are now fully useable during those battles.
  • Scene Changers
    When using a scene changer during battles, the battle will end.

 

Fixes

  • Input Keys
    Releasing an input key using ‘Hold Time’ will now correctly reset the hold timer.
  • Combatants, Status Effects
    Auto effects will now be checked after initializing the start values of consumable status values.
  • Menu Screens
    Hiding not equipable equipment (i.e. disabling ‘All Weapons/Armors’) caused a equipping wrong equipment.
  • Combatants
    Conditional prefabs now correctly check for the combatant’s death.
  • Battle System: Active Time Battles
    The ‘Start Calculation’ formula is now correctly used at the start of the battle.
  • Battle System
    The death event of the last player combatant didn’t play when not using ‘End Immediately’.
  • Game Over
    Dead combatants played the idle animation while fading to the game over scene.
  • Item Collectors
    Not using quantity limits could lead to items not being collected.