December
01
2017

New global volume, equipment events, updates to shops, menu screens, HUDs and other new features, changes and important fixes.

Head to the download page and grab the latest version or buy a copy in the Unity Asset Store!

This version is available for both Unity 5.6 and Unity 2017.1. Also, check out the new Compass Navigator Pro and Ultimate Survival plugins!

If you’re enjoying the free updates, tutorials and support I provide, please consider supporting me on patron.com – every little bit helps!

Please note that the ORK-Makinom Connection plugin has also been updated.

New

  • Global Volume
    The global volume is used to scale both the music and sound volumes.
  • Plugins
    Plugins can now also be provided as scripts instead of DLLs.
  • Player Controls: Mouse
    ‘Sample Distance’ and ‘Area Mask’ settings available when using ‘NavMesh Agent’ move type. Handles finding the nearest point on the NavMesh to the clicked position.
  • Control Maps
    ‘While Auto Attacking’ setting available. Optionally allow using a control map while a combatant is using an auto attack.
  • Control Maps: Action
    ‘No Target Selection’ setting available. Optionally block a control map key from bringing up any target selection in case auto targeting or cursor targeting fails.
  • Game Settings
    ‘Global Volume’ start volume setting available. Defines the global volume when initializing Makinom.
  • Formulas: Action Time
    ‘Action Time’ node available in ‘Combatant’ nodes. Uses the action time of a combatant in the formula calculation.
  • Formulas: Check Action Time
    ‘Check Action Time’ node available in ‘Combatant’ nodes. Checks the action time of a combatant.
  • Shop Layouts
    ‘Close Shop Input Key’ settings available. Optionally use an input key to directly close the shop.
  • Shop Layouts: Type Box
    ‘Auto Select Type’ setting available when adding a back button. Optionally automatically select a type choice when the back button is selected when opening the type box.
  • Shop Layouts: List Box
    ‘Auto Select Item’ setting available when adding a back button. Optionally automatically select an item choice when the back button is selected when opening the list box.
  • Shops
    ‘Pause Settings’ available. A shop can optionally pause the game or change the time scale while being opened.
  • Weapons, Armors
    ‘Equip Game Event’ and ‘Unequip Game Event’ settings available. Optionally perform a game event when equipping or unequipping a weapon or armor. Uses the combatant that equips/unequips the equipment as ‘Starting Object’ and the equipment as selected data with the key ‘action’.
  • Weapons, Armors
    ‘Prefab View Prefab’ settings available. Optionally use a different prefab when showing a weapon or armor in a prefab view portrait. You can define different prefabs for showing the equipment itself, or showing it as part of a combatant (using an ‘Equipment Viewer’).
  • Weapons, Armors: Durability
    ‘Auto Init’ setting available in the ‘Durability Settings’. Optionally automatically initialize the durability when an instance of the equipment is initialized (e.g. added to an inventory). Otherwise, the durability is only initialized when it’s equipped by a combatant.
  • Weapons, Armors
    ‘Random Attack Attribute Bonuses’ settings available. Optionally add random bonuses to attack attributes.
  • Weapons, Armors
    ‘Random Defence Attribute Bonuses’ settings available. Optionally add random bonuses to defence attributes.
  • Battle Menus, Menu Screens
    ‘Set ORK Scale’ setting available. Optionally set the ORK time scale instead of the Unity time scale when changing the time scale.
  • Battle AI: Status Value Sort Targets
    ‘Status Value Sort Targets’ node available in ‘Combatant’ nodes. Sorts the found targets based on a defined status value.
  • Battle AI: Grid Move
    ‘Block Diagonal Distance 1’ setting available in ‘Grid Move’ nodes. Optionally block diagonal cells around the target, forcing movement to a non-diagonal cell (if available).
  • Phase Battles: Player Combatant Selection
    ‘Keep Open’ setting available. Optionally keep the player selection dialogue open after selecting a combatant.
  • Battle Range Templates: Range Settings
    ‘Raycast Line of Sight’ settings available. Optionally use a raycast to check if any object is blocking the sight between user and target.
  • Grid Highlights: Marked Cell
    ‘Marked Cell’ grid highlight settings available. Optionally highlight cells that are marked for a combatant, e.g. being the target of a grid move command.
  • Menu Settings: Drag/Drop Settings
    ‘Drag Set Selection’ setting available. Dragging a choice button can optionally select it.
  • Menu Settings: Drag/Drop Settings
    ‘Drop Set Selection’ setting available. Dropping a drag on a choice button can optionally select it.
  • Main Menu, Menu Screens
    ‘Global Volume’ game option type available. Changes the global volume.
  • Save Game Menu
    ‘Global Volume’ store game option setting available. Optionally stores the global volume outside of save games in the PlayerPrefs.
  • GUI Boxes: Open/Close Box Behaviour
    ‘Audio Clip’ settings available. Optionally play an audio clip when opening or closing a GUI box.
  • Menu Screens
    ‘All Closed Reset’ setting available when using ‘Remember Selection’. Optionally resets the selection when all opened menu screens are closed.
  • Menu Screens
    ‘Battle Group User’ setting available. Optionally use a battle group member as the menu screen’s user when opening it. This is usually the default case, but can be needed to enforce when using a hidden, non-battle group member as the player.
  • Menu Screens: Group
    ‘Drag and Drop’ settings available. Optionally change the battle group using drag and drop.
  • Menu Screens: Group Combatant
    ‘Group Combatant’ menu part available. Special ‘Combatant’ menu part to show the currently selected battle group or non-battle group member of a ‘Group’ menu part.
  • HUDs: Combatants, Turn Order, Latest Turn
    ‘Hit Chance’ HUD element type available. Displays a text or value bar for the hit chance of a previewed ability on the combatant. Only available when the combatant has a preview of an ability targeting it available.
  • HUDs: Combatants, Turn Order, Latest Turn
    ‘Critical Chance’ HUD element type available. Displays a text or value bar for the critical chance of a previewed ability on the combatant. Only available when the combatant has a preview of an ability targeting it available.
  • Event System: Close Shop
    ‘Close Shop’ node available in ‘Game > Shop’ nodes. Closes a defined shop or all open shops.
  • Event System: Remove AI Behaviour
    ‘Remove All’ and ‘Remove All Quantity’ settings available. Optionally remove all AI behaviours or all available behaviours of the defined AI behaviour from the inventory.
  • Event System: Remove AI Ruleset
    ‘Remove All’ and ‘Remove All Quantity’ settings available. Optionally remove all AI rulesets or all available rulesets of the defined AI ruleset from the inventory.
  • Event System: Change Global Volume
    ‘Change Global Volume’ node available in ‘Audio + Animation > Audio’ nodes. Sets or fades the global volume.
  • Event System: Close Item Collection
    ‘Close Item Collection’ node available in ‘UI > Dialogue’ nodes. Closes the item collection or item box dialogue (if opened).
  • Event System: Check Equipment, Equipment Fork
    ‘Check Blocking Part’ setting available. Optionally check the equipment part that’s blocking the selected equipment part.
  • Damage Dealers
    ‘Custom’ type available. Optionally use custom solutions when using damage dealers. Call the new ‘CustomDamage’ function of an activated ‘DamageDealer’ component to do damage.
  • Interaction Components: Move To Interaction
    ‘Override Speed’ settings available. Optionally override the speed used to move to the interaction for each individual interaction.

Changes

  • Save Games
    Variable keys with spaces (e.g. ‘variable key’) are now supported by save games.
  • Event System: End Phase, End Battle
    ‘End Phase’ and ‘End Battle’ nodes are now available in all event types.
  • Item Collectors
    ‘Block Control’ now also blocks control maps.
  • Move To Interaction
    Moving to an interaction will now remove the cursor of the ‘Mouse’ player controls.
  • Editor: Menu Screens
    Menu screen parts can now be copied.
  • Menu Screens
    The ‘Close Key’ will now be checked before the ‘Call Key’ in an opened menu screen. This will prioritize closing the menu screen when using the same input key for both.
  • Text Notifications
    You can now define multiple positions (with random offsets) to use randomly or iterate through. This is available for all text notifications (e.g. status value damage/refresh notifications).

Fixes

  • Phase Battles: Player Combatant Selection
    Fixed an issue where player combatant’s couldn’t be changed with click or input keys after the first action has been performed in a multi-action setup (when the same combatant is auto-selected again).
  • HUDs: Latest Turn
    Fixed an issue where toggling a ‘Latest Turn’ type HUD on and off (e.g. using a toggle key or variable conditions) would result in the HUD being empty.
  • GUI Boxes: Choice Icon
    Fixed an issue where the choice selection icon was placed at the wrong position when tabs where displayed at the top.
  • GUI Boxes: New UI
    Fixed an issue that could lead to flickers when showing 2 dialogues in sequence without a pause when using the new UI.
  • Combatants: Prefab View Portraits
    Fixed an issue where combatants without conditional prefabs didn’t display equipment in prefab view portraits.
  • Shops
    Fixed an issue where the ‘Sell’ button could be inactive when not having certain items in the inventory.
  • Shops
    Items with a buy price of 0 will no longer cost 1 currency.
  • HUDs: Portraits
    Fixed an issue where portrait HUD elements didn’t use a provided alpha mask material.
  • Event System: Rotation Nodes
    Fixed issues when rotating a game object on the X-axis at 90 and -270 degrees.
  • Event System: Check Equipment, Equipment Fork
    Fixed an issue where checking a ‘Multi’ equip type equipment wasn’t recognized as equipped on all equipment parts it is equipped on.
  • Formulas: Store Formula Value
    Fixed an issue where the operator was ignored and always used ‘Set’.
  • Abilities, Items: User/Target Changes
    Fixed an issue where disabling the ‘Use Attribute Changes’ setting could lead to errors when calculating the changes.
  • Battle Events: Cancel Death
    Fixed an issue where the battle ended even tough a ‘Cancel Death’ node prevented a combatant’s death.
  • Item Collectors: Box
    Fixed an issue when using loot tables in an item box in the first scene of the game (i.e. where the player isn’t yet set when loading the scene).
  • Weapons, Armors, Items: Variables
    Fixed an issue where creating a copy of a shortcut (e.g. when equipping a weapon) didn’t copy the variables when ‘Save Variables’ wasn’t enabled in the equipment’s or item’s variable settings.
  • Menu Screens: Status Value Upgrade
    Fixed an issue where a combatant without status development would cause an error.
  • Active Time Battles
    Fixed an issue when a combatant is killed while choosing an action when using ‘Pause On Choosing’.