December
28
2018

ORK 2.21.0 is here with new features, changes and 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 Unity 5.6Unity 2017 and Unity 2018. Please note that ORK’s update policy changed with this release – you can learn more about it here.

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

New

  • Flying Texts: Position Settings
    ‘Reset Order’ settings available when using ‘Use In Order’ setting. Optionally reset the order after a defined amout of time. E.g. use this to have changes of an ability use different positions, resetting shortly after to reuse them from the first position in the next use.
  • Battle Settings: Flying Texts
    ‘Default Position Settings’ available. Define the default position settings for all flying texts, each flying text setting can optionally override the default positions. All flying texts using the default positions share the position order (when using ‘Use In Order’), i.e. each different flying text will progress using the next position.
  • Grid Settings: Grid Move
    ‘Limit Height Movement’ settings available. Optionally define a maximum height difference for upward/downward movement between grid cells. E.g. use this to prevent combatants from moving on cells that are too high to move to from lower cells. Can be overridden by each combatant.
  • Combatants: Grid Settings
    ‘Limit Height Movement’ settings available. Optionally override the default settings defined in the grid move command. E.g. use this to create flying enemies that shouldn’t take height limits into account.
  • Battle Settings: Target Information Dialogue
    ‘HUD Placement’ setting available. Define where the HUD elements will be placed in relation to the dialogue’s content, either as defined by the elements, before the content (moving the content downward) or after the content.
  • Battle End
    ‘Combatant Gain Notification’ settings available. Optionally display a dialogue displaying a combatant’s victory gains (experience and status value gains, not coming from level ups). Can optionally be combined with level up texts.
  • Battle End: Level Up Notification
    ‘Combine Level Ups’ settings available. Optionally combine all level ups and class level ups of a combatant using separator texts instead of displaying them as separate dialogues.
  • Battle End: Level Up Notification
    New text codes available in all status value related texts. Use ‘%old’ and ‘%new’ to display the old and new value of the status value, ‘Normal’ type status values can also use ‘%oldb’ and ‘%newb’ to display the old/new base values (without bonuses).
  • Menu Settings: Status Preview Settings
    ‘Overrule Selection Previews’ setting available. Selection previews (e.g. during target selection or grid move selection) can be overruled by other previews (e.g. from a tooltip when hovering over a shortcut bar).
  • Menu Settings: Status Preview Settings
    ‘UI Hides Selection Previews’ setting available. Selection previews (e.g. during target selection or grid move selection) are hidden while the cursor is over a GUI box (e.g. a HUD).
  • Save Game Menu
    ‘Delete File’ settings available. Optionally use an input key to delete the currently selected save file (choice) in ‘Save Game Menu’ and ‘Load Game Menu’ dialogues.
  • Save Game Menu
    ‘Use Delete Key’ setting available in ‘Save Game Menu’ and ‘Load Game Menu’ dialogues. Optionally use the delete input key defind in the ‘Delete File’ settings.
  • GUI Boxes: Choice Settings
    ‘Use Fixed Offset’ settings available for ‘Circle’ type choice mode. Optionally define a fixed offset in degrees between choices. If disabled, the offset is calculated based on the number of choices and the ‘Circle Degree’ setting.
  • HUDs: Tooltip
    ‘Type Tooltip’ settings available. Optionally display the tooltip HUD for type content (e.g. item types, ability trees, areas, area types, etc.).
  • HUDs: Console
    ‘Enable Tooltip’ setting available. Optionally add tooltips to the console type tabs of the HUD.
  • Menu Screens: Ability, Ability Tree, Equipment, Inventory, Inventory Exchange, Research
    ‘HUD Placement’ setting available. Define where the HUD elements will be placed in relation to the dialogue’s content, either as defined by the elements, before the content (moving the content downward) or after the content.
  • Menu Screens: Ability, Ability Tree, AI Behaviour, AI Ruleset, Bestiary Area/Type, Crafting, Inventory, Inventory Exchange, Log, Quest, Research
    ‘Enable Tooltip’ settings available for type settings. Optionally display a tooltip for menu items representing a type/tree/area.
  • Menu Screens: Information, Combatant, Group Combatant
    ‘Unfocused Control’ setting available. Optionally allow using the page change keys when the menu part isn’t focused.
  • Shop Layouts: Type Box
    ‘Enable Tooltip’ setting available. Optionally display a tooltip for menu items representing an item type.
  • Event System: Join Active Group
    Advanced level and class level settings available. Previous settings will be updated automatically.
  • Event System: Is Item Collected
    ‘Is Item Collected’ node available in ‘Game > Scene’ nodes. Checks if an item in a scene (identified via scene ID) has been collected.
  • Event System: Is Battle Finished
    ‘Is Battle Finished’ node available in ‘Game > Scene’ nodes. Checks if a battle in a scene (identified via scene ID) has been finished.
  • Event System: Is Menu Open
    ‘Is Menu Open’ node available in ‘Game > Menu’ nodes. Checks if a defined menu screen or any menu screen is opened.
  • Event System: Is Shop Open
    ‘Is Shop Open’ node available in ‘Game > Shop’ nodes. Checks if a defined shop or any shop is opened.
  • Event System: Store Combatant Cell
    ‘Store Combatant Cell’ node available in ‘Battle > Grid’ nodes. Stores or loads the combatant’s cell coordinates and direction. Use this to remember the combatant’s placement on the grid between battles.
  • Item Collectors
    ‘Collected Game Event’ setting available for ‘Single’ and ‘Random’ item collectors not using ‘Destroy Collected Object’. Optionally use a game event for already collected items when loading the scene. E.g. use this to open already collected chests.

Changes

  • Battle End
    The ‘GUI Box’ settings are now found in ‘Victory Gains Notification’, ‘Combatant Gains Notification’ and ‘Level Up Notification’ settings. Previous settings will be updated automatically.
  • Flying Texts
    All text notifications (e.g. damage/refresh texts of status values or status effect apply/remove texts) have been renamed to flying texts to more appropriately state what they are. This includes various settings throughout the framework (e.g. options to enable/disable showing a flying text for status changes).
  • Flying Texts
    Using positions in order (‘Use In Order’ setting) is now individual for each combatant.
  • Event System
    The ‘Show Notification’ node has been renamed to ‘Show Flying Text’.
  • Event System: Dialogue Nodes
    Stopping an event (e.g. using ‘Stop On Destroy’ in an event interaction) will now close a currently displayed dialogue.
  • Scripting: Save Games
    You can now access the last save game index that was saved or loaded through ‘ORK.SaveGame.LastIndex’.
  • GUI Boxes: Tabs
    The selected tab is now highlighted when using the new UI.
  • Grid Highlights: Move Range
    The move range is no longer highlighted when no cells are available. E.g. using a line renderer highlight with ‘Enclosed Cells’ enabled previously added a highlight around the player’s cell.

Fixes

  • Menu Screens: Group
    Fixed an issue where using drag and drop options didn’t add HUD elements to the combatant choices.
  • Grid Settings: Grid Move
    Selecting a the cell of a combatant you can move over no longer previews move/AP costs.
  • Status Previews
    Fixed an issue where ‘Normal’ type status values with ‘Combined Value’ enabled didn’t calculate the correct preview value.
  • Grid Settings: Grid Move
    Using ‘Diagonal Move’ without ‘Diagonal Distance One’ could lead to paths being dismissed when using the grid move action.
  • HUDs, Input Keys
    Fixed an issue where ‘Control’ HUD inputs could be received a frame after being released, causing double input in some cases.
  • GUI Boxes
    Fixed an issue where the text alignment of tabs wasn’t used correctly.