October
09
2020

ORK 2.30.0 is here with 106 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 update adds a brand new formation feature (can be used by move AI’s and as battle spots), custom events for abilities, items and equipment (similar to combatant custom events), the new menu list menu screen part, updates to quests, battle menus, status effects, shops and many other new features, changes and fixes.

This version is available for Unity 5.6Unity 2017 and Unity 2018/2019/2020. Please note that ORK’s update policy changed – 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

  • Text Display Settings: Number Formatting
    ‘Number Formatting’ settings available. Define how many of the number values (e.g. status values, levels, attribute values, quantities, etc.) will be formatted when displayed in the UI, the source of the numbers can optionally override the default formatting (e.g. items or status values). E.g. use ‘0’ for whole numbers (e.g. 1500), ‘#,#’ for group separation (e.g. 1,500) or ‘0.0’ for one decimal (e.g. 1500.0).
  • Formations
    Create formations in ‘Combatants > Formations’. Groups can use formations to have their members follow their leader at defined positions (via move AI) as well as change their battle spot positions. You can define different formation positions for the field and in battle.
  • Game Controls: First Person Camera
    ‘Invert Vertical’ and ‘Invert Horizontal’ settings available. Optionally invert the vertical/horizontal camera axis, also supports using bool game variables.
  • Game Settings: Player/Group Settings
    ‘Use Battle Reserve’ settings available. Optionally use a separate list of combatants as battle reserve, which are available for changing with battle members during battles. Battle reserve is only used by player groups, for non-player groups the battle reserve is the same as the non-battle group.
  • Combatant/Menu Scopes
    ‘Battle Reserve’ type available. Uses a group’s battle reserve – for non-player groups (or when not using the battle reserve options in the game settings) it’ll use the non-battle group. E.g. available in the ‘Select Combatant’ selected data nodes in events or formulas.
  • Formulas: Variable Origin
    ‘Use Object’ settings available for ‘Object’ variable origins. Defines if the object variables of a combatant or from a defined ‘Object ID’ are used. Uses a combatant’s object variables by default (previous behaviour).
  • Formulas, Battle AI: String Values
    ‘Variable Origin’ settings available when using ‘Game Variable’ type. Supported by most string value selections in formulas and battle AI.
  • Quests: Availability Requirements
    ‘Availability Requirements’ settings available. Optionally use status requirements, variable or quest/task conditions to determine if a quest can be started.
  • Quests: Status Icons
    ‘Unavailable Icon’ settings available. Optionally use a different icon when a quest is unavailable due to the quest’s requirements.
  • Shop Layouts: Name Box
    ‘In Buy/Sell’ setting available. Defines if the name box will be shown during the buy/sell selection. By default enabled.
  • Shop Layouts: Buy/Sell Box
    ‘Use Sell Mode’ setting available when not showing the ‘Buy/Sell Box’. Uses the shop in sell mode instead of buy mode.
  • Shops
    ‘Space Limit’ settings available. Optionally use a space limit (similar to inventory space limits) in shops. Will prevent selling any more items to shops in case the item’s space would exceed the shop’s available space.
  • Status Effects
    Status effects now share the local variables and selected data with the events that caused them (e.g. battle events of an ability/item or a game event applying a status effect). This data can be used by formulas of the status effect’s hit chance, status condition changes and others. E.g. a status effect caused by an item will be able to access the item (and the item’s variables) via the selected data key ‘action’.
  • Abilities, Items, Weapons, Armors: Custom Events
    ‘Custom Events’ settings available. Custom events can be used on an instance of an item, ability or equipment in events using a ‘Custom Selected Data Event’ (i.e. the instance is stored in selected data). The item/ability/equipment itself is available in the custom event as selected data via the ‘action’ key. E.g. use custom events to upgrade an equipment or change item variables. Works similar to the custom events available for combatants.
  • Abilities, Items: Battle Animation
    ‘Use Start Animation’ and ‘Use End Animation’ settings available. Defines if the ability/item uses the start/end animations set up in the default battle animations (‘Battle System > Battle Settings’) or by the user combatant. By default enabled.
  • Abilities, Items, Battle Settings: Battle Animation
    ‘Used By’ settings available. Define if the battle event will be used by members of the player group, ally groups or enemy groups.
  • Abilities, Items, Status Effects: Set Attack Attributes
    ‘Damage Calculation Type’ setting available in status value changes. Defines how attack attributes are used to calculate the damage. ‘Continuously’ (current mode) calculates the damage on the same value (e.g. 100 * 150% * 50% = 75), ‘Per Attribute’ calculates per attribute (e.g. 100 * 150% + 100 * 50% = 200), ‘Per Attribute Divided’ calculates per attribute and divides by the number of attributes (e.g. (100 * 150% + 100 * 50%) / 2 = 100), ‘Highest’ and ‘Lowest’ use the highest/lowest value attribute.
  • Abilities, Items, Status Effects: Ignore Defence Attributes
    ‘Damage Calculation Type’ setting available in status value changes. Defines how (not ignored) defence attributes are used to calculate the damage. ‘Continuously’ (current mode) calculates the damage on the same value (e.g. 100 * 150% * 50% = 75), ‘Per Attribute’ calculates per attribute (e.g. 100 * 150% + 100 * 50% = 200), ‘Per Attribute Divided’ calculates per attribute and divides by the number of attributes (e.g. (100 * 150% + 100 * 50%) / 2 = 100), ‘Highest’ and ‘Lowest’ use the highest/lowest value attribute.
  • Abilities, Status Effects, Weapons, Armors, Classes, Combatants: Bonus Settings
    ‘Status Requirements’ and ‘Variable Conditions’ available for individual added bonuses (not custom bonus). Optionally only add a bonus when defined requirements are met. E.g. use this to add bonuses for equipment sets, only applying the bonus (set up on one equipment) when all other parts of the set are equipped.
  • Currencies
    ‘Quantity Limit’ settings available. Optionally use quantity limits for currencies (also optionally only for the player’s inventory). Limiting a currency’s quantity uses advanced float value selections, e.g. allowing using a formula or variables to be able to increase the limit during the game.
  • Items: Use Cost
    ‘Use Cost’ settings available for items. Using an item can optionally cause/require status value changes and consume additional items, e.g. costing MP to use an item.
  • Combatants: Battle Animations (Overrides)
    ‘Ability Start’, ‘Ability End’, ‘Item Start’ and ‘Item End’ action types available. Override the default battle animations for ability start/end animations and item start/end animations.
  • Combatant Groups
    ‘Use Formation’ settings available. Combatant groups can optionally use a formation when creating them.
  • Combatant Creation
    ‘Block Conditional Prefabs’ setting available in all combatant creation related settings (e.g. combatant groups, battle components, event system, etc.). Blocks the combatant from using conditional prefabs and stays with the default prefab. E.g. useful if you want to add a combatant to a game object in your scene (using ‘Add Combatant’ component) and prevent changing the game object due to conditional prefabs.
  • Battle Settings: Battle Animations
    ‘Ability Start Animation’ and ‘Ability End Animation’ settings available. Define battle events that will be used by every ability, before and after the ability’s battle events. Abilities can opt-out of using them, combatants can override the default battle animations.
  • Battle Settings: Battle Animations
    ‘Item Start Animation’ and ‘Item End Animation’ settings available. Define battle events that will be used by every item, before and after the item’s battle events. Items can opt-out of using them, combatants can override the default battle animations.
  • Battle Camera: Look At
    ‘Game Event’ look at type available. Uses a game event to change the camera’s target. The user is available as ‘Event Object’ actor, the target as ‘Starting Object’ actor.
  • Battle Menus
    ‘Battle Menu’ menu item type available. Shows a selected battle menu’s items, allowing you to create sub battle menus.
  • Battle Menus
    ‘Use Requirements’ settings available in battle menu options. Optionally use requirements to only add a battle menu option/command when defined status requirements or variable conditions are valid.
  • Battle Menus: Command, Change Member
    ‘Combatant Choice Layout’ settings available. Optionally override the battle menu’s and the default combatant choice layout settings to display the selectable combatants.
  • Battle Menus: Sub-Menu Boxes
    ‘AI Behaviour Slot Box’, ‘AI Behaviour Box’, ‘AI Ruleset Slot Box’, ‘AI Ruleset Box’ and ‘Change Member Box’ settings available. Optionally use a different GUI box for these sub-menus.
  • Battle Menus: Sub-Headers
    ‘AI Behaviour Slot’, ‘AI Behaviour’, ‘AI Ruleset Slot’, ‘AI Ruleset’ and ‘Change Member’ settings available. Optionally use a different headers for these sub-menus.
  • Battle AI: Change Formation
    ‘Change Formation’ node available in ‘Combatant’ nodes. Changes the formation of the user’s group.
  • Battle AI: In Formation
    ‘In Formation’ node available in ‘Combatant’ nodes. Checks if the user’s group is in any or a defined formation, or if a combatant is part of a formation.
  • Turn Based Battles, Active Time Battles, Real Time Battles, Phase Battles
    ‘Change Member First’ setting available. Optionally perform the change member command before other actions.
  • Research Trees
    ‘Game Event Settings’ available in research trees and individual research items. Optionally start game events when starting, canceling or finishing research of a research item. The researching combatant is used as ‘Starting Object’ actor, the finish event has the created ability or item available as selected data via the ‘action’ key.
  • Menu Settings, GUI Boxes: GUI Skins
    Game event settings available for choice buttons when using the new UI. Optionally use a game event upon selecting (highlighting), deselecting or accepting a choice button. The button’s game object is available as ‘Starting Object’ actor, the GUI box as ‘Event Object’ actor. Also available in all ‘Custom Skin’ settings to replace the default choice button.
  • Menu Settings, GUI Boxes: Choice Icons
    ‘Use Prefab’ settings available when using the new UI. Optionally use a prefab (e.g. an animated UI sprite) instead of a texture as the choice icon to highlight the currently selected choice.
  • Menu Settings: Tooltips
    ‘Blocked Focus Lock’ setting available. Optionally lock tooltips to the focused GUI box while the focus is blocked from changing.
  • Save Game Menu: Save Settings
    ‘Auto Remove’ settings available for items, drops, battles and spawned combatants. Optionally automatically removes the scene data after a defined number of scene changes without returning to the scene. Returning to the scene will reset the counter (if the data wasn’t already removed).
  • Save Game Menu: Save Settings
    ‘No Auto Remove Scene’ settings available. Optionally define scenes (via scene name) that don’t use auto removal of scene data.
  • Menu Screens: Menu List
    ‘Menu List’ menu part available. Displays a list of menu screens, allowing switching between them. E.g. use this as a tab-header style UI for menu switching. When used in a ‘Single Screen’ menu environment, you need to add it to all menu screens that should show it.
  • Menu Screens: Ability Tree
    ‘Hide Not Learnable Desc.’ setting available. Optionally hide the description of not learnable abilities in ‘Description’ menu parts.
  • Menu Screens: Group
    ‘Change Reserve’ and ‘Remove Reserve’ menu items available. Similar to ‘Change’ and ‘Remove’ items, but change/remove the group’s battle reserve instead. Battle reserve is only available when using the battle reserve options (game settings) and for player groups, otherwise the (in-game) menu items will be inactive.
  • Menu Screens: Group
    ‘Change Menu User’ setting available in ‘1st Group Box’ and ‘2nd Group Box’ settings. Optionally change the menu screen’s user to the selected combatant. E.g. use this option in case you use additional menu parts to show information like equipment or abilities of a selected combatant.
  • Menu Screens: Equipment
    Text codes available for the ‘Empty Button’. Add information of the equipment part to the empty button’s content.
  • Menu Screens: Equipment
    ‘Use Equipment Part Icon’ setting available for ‘Empty Button’. Optionally use the equipment part’s icon instead of the defined icon of the empty button.
  • Menu Screens: Research: Details Box
    ‘Block Focus’ setting available when using ‘Sequence’ display mode (item > details). Optionally show the details box as a focus blocking dialogue.
  • Menu Screens: Research: Details Box
    ‘Enable Tooltip’ setting available when using the ‘Extended Display’ settings. Showing a tooltip for extended display details is now optional.
  • HUDs: Combatant
    ‘Only Battle Group’ setting available when showing ‘Player’ combatants. Only showing the player’s battle group is now optional. By default enabled.
  • Event System: Custom Selected Data Event
    ‘Custom Selected Data Event’ node available in ‘Event’ nodes. Calls matching custom events on an ability, item or equipment stored in selected data.
  • Event System: Change Formation
    ‘Change Formation’ node available in ‘Combatant > Combatant’ nodes. Changes the formation of a combatant’s group.
  • Event System: In Formation
    ‘In Formation’ node available in ‘Combatant > Combatant’ nodes. Checks if a combatant’s group is in any or a defined formation, or if a combatant is part of a formation.
  • Event System: Select Quest
    ‘Select Quest’ node available in ‘Event > Selected Data’ nodes. Uses quests that are available to start of already added to the player’s quest list as selected data.
  • Event System: Add Quest, Remove Quest, Change Quest Status, Quest Choice
    ‘Selected Data’ settings available. Optionally use quests stored in selected data instead of a defined quest.
  • Event System: Add Quest, Quest Choice
    ‘Ignore Requirements’ setting available. Optionally ignore the quest’s requirements, allowing to add/accept it even if the requirement check fails.
  • Event System: Change Float Object Variables
    ‘Change Float Object Variables’ node available in ‘Value > Variable’ nodes. Changes a float variable on all currently registered object variables. Only changes object variables using an ‘Object ID’, local object variables will not be changed.
  • Event System: Change Shop Limit
    ‘Change Shop Limit’ node available in ‘Game > Shop’ nodes. Changes the space limit of a shop.
  • Event System: Check Shop Limit
    ‘Check Shop Limit’ node available in ‘Game > Shop’ nodes. Checks the space limit of a shop.
  • Event System: Show Dialogue, Selected Data Choice, Teleport Choice, Value Input Dialogue
    ‘Text Code Variable Origin’ settings available. Define the variable origin for replacing variable text codes with values. Defaults to ‘Global’ variables.
  • Event System: Change Max Battle Reserve
    ‘Change Max Battle Reserve’ node available in ‘Game > Player Group’ nodes. Changes the maximum battle reserve size for player groups.
  • Event System: Check Max Battle Reserve
    ‘Check Max Battle Reserve’ node available in ‘Game > Player Group’ nodes. Checks the current maximum battle reserve size of player groups.
  • Event System: Join Battle Reserve
    ‘Join Battle Reserve’ node available in ‘Game > Active Group’ nodes. A combatant joins the active player group battle reserve.
  • Event System: Leave Battle Reserve
    ‘Leave Battle Reserve’ node available in ‘Game > Active Group’ nodes. A combatant leaves the active player group battle reserve.
  • Event System: Is Battle Reserve
    ‘Is Battle Reserve’ node available in ‘Game > Active Group’ nodes. Checks if a combatant is a member of the active player group battle reserve.
  • Event Sytsem: Spawn Combatant
    ‘Store in Selected Data’ settings available. Optionally store the spawned combatants into selected data.
  • Event System: Store Selected Data Quantity
    ‘Store Selected Data Quantity’ node available in ‘Event > Selected Data’ nodes. Stores the quantity of items, equipment and other shortcuts stored in selected data into a float game variable.
  • Event System: Select Equipment
    ‘Select Viewer Object’ setting available. Optionally select the equipment’s spawned prefab (from an equipment viewer) instead of the equipment itself.
  • Event System: Block Conditional Prefabs
    ‘Block Conditional Prefabs’ node available in ‘Combatant > Combatant’ nodes. Blocks or unblocks using conditional prefabs on a combatant.
  • Event System: Cap Money Quantity Limit
    ‘Cap Money Quantity Limit’ node available in ‘Combatant > Inventory’ nodes. Checks the amount of money in a combatant’s inventory and caps it at the (optional) quantity limit. Use this node after changing factors contributing to the currency’s quantity limit, the inventory itself will not automatically cap the currency upon changes.
  • Event System: Hide Autoclose Dialogues
    ‘Hide Autoclose Dialogues’ node available in ‘UI > Dialogue’ nodes. Hides or shows (new) ‘Autoclose’ type dialogues. Only the GUI box is hidden, the dialogue’s wait time and (optional) accepting it are still possible.
  • Event System: Are Autoclose Dialogues Hidden
    ‘Are Autoclose Dialogues Hidden’ node available in ‘UI > Dialogue’ nodes. Checks if ‘Autoclose’ type dialogues are currently hidden or not.
  • Event System: Show Dialogue
    ‘Ignore Hidden’ setting available in ‘Autoclose’ type dialogues. Ignores the ‘Hide Autoclose Dialogues’ state and displays the dialogue in any case.
  • Event System: Set Input Key Axis
    ‘Set Input Key Axis’ node available in ‘Input’ nodes. Changes the axis of an input key, 0 is no input, 1 is full positive button, -1 is full negative button. The input key will remain at the set axis until it’s changed using a ‘Set Input Key Axis’ node.
  • Event System: Change Action Cost
    ‘Change Action Cost’ node available in ‘Battle > Action’ nodes. Changes the action costs of the battle event’s action. Action costs are only used in ‘Turn Based’, ‘Active Time’ and ‘Phase’ battles.
  • Event System: Check Action Cost
    ‘Check Action Cost’ node available in ‘Battle > Action’ nodes. Checks the action costs of the battle event’s action. Action costs are only used in ‘Turn Based’, ‘Active Time’ and ‘Phase’ battles.
  • Event System: Use Battle Action
    ‘Use Battle AI’ settings available. Optionally use the action selected by the user’s battle AI instead of a defined action.
  • Event System: Block Scene Auto Remove
    ‘Block Scene Auto Remove’ node available in ‘Game > Scene’ nodes. Blocks or unblocks the auto removal of scene data (according to the ‘Save Game Menu’ settings). E.g. use this node to prevent scene changes for battle transitions or cut-scenes to impact the scene removal counters.
  • Event System: Select Ability, Select Equipment, Select Item
    ‘Use Sub-Types’ setting available when limiting to a defined ability/item type. Using sub-types of the defined ability/item type is now optional. By default enabled (previous behaviour).
  • Item Collectors: Box
    ‘Use Box ID’ setting available when using ‘Box’ collection type. Using a box ID to save the content of the item box is now optional. When not using a box ID, the content of the item box will be reset each time the box is spawned (e.g. when loading the scene).

Changes

  • Status Development, Ability Trees, Research Trees: Learn Costs
    ‘Experience’ cost type has been changed to ‘Status Value’ cost type. Status value costs are no longer limited to ‘Experience’ type status values and now allow all status values.
  • HUDs: Interaction
    If the displayed interaction has a ‘Scene Object Component’ attached, the scene object’s custom text codes will now overrule the text codes defined in ‘Menus > Text Codes’.
  • Cameras
    If no camera is tagged as ‘Main Camera’, ORK will use the first available camera in the scene (via ‘Camera.allCameras’). ORK needs to know about a camera to correctly position world position based GUI elements, e.g. flying texts.
  • GUI Boxes: Value Inputs
    Input dialogues now support other ‘Choice Mode’ selections than ‘List’, e.g. allowing multiple columns or placed inputs. E.g. used in option menus and value input dialogues.
  • GUI Boxes: Value Inputs
    ‘Mouse Over Selection’ is now also supported by input dialogues like option menus and value input dialogues.
  • Phase Battles
    Removing a combatant from a group’s battle group (e.g. player catching an enemy combatant, joining it to the player group) will now remove the combatant from the current turn of phases. The combatant will be avaialble in the next round (if it joined the battle group of the new group).
  • Crafting Recipes
    The created items will now be added to the user’s inventory after the (optional) outcome game event finished executing.
  • Game Controls: First Person Camera
    ‘Sensitivity’ setting has been replaced by ‘Vertical Sensitivity’ and ‘Horizontal Sensitivity’ settings. Both are advanced float value selections, allowing you to e.g. use a float variable or formula as sensitivity value.
  • Event System: Function To Variable
    The ‘Function To Variable’ node now also supports storing Vector2 return values (into Vector3 variables).
  • Event System: Field To Variable
    The ‘Field To Variable’ node now also supports storing Vector2 fields/properties (into Vector3 variables).
  • Event System: Add Quest
    The ‘Add Quest’ node now has ‘Success’ and ‘Failed’ slots instead of a single ‘Next’ slot. ‘Success’ will be executed when the quest was added, ‘Failed’ if it wasn’t added (e.g. due to the quest already being added or requirements failing).
  • Items
    The ‘Consume’ and ‘Auto Consume’ settings have been moved to the new ‘Use Cost’ settings of the item.
  • Groups
    A combatant leaving the battle group will now also be removed from battle.
  • Menu Screens: Button List
    Defining a name for a button but displaying only icons (via content layout) now allows using the defined name in descriptions via the ‘%n’ text code.

Fixes

  • Editor: Foldouts
    Fixed an issue where hovering over a foldout no longer showed the help text.
  • Editor: Text Areas
    Editing text areas will now also use the text color defined in the editor settings.
  • Menu Screens
    Fixed an issue where the ‘Close Key’ eats up the input even though the menu screen couldn’t be closed due to a blocking dialogue (e.g. a quantity selection) being open, leading to not closing the blocking dialogue (in case it’s the cancel key).
  • HUDs: Shortcuts
    Fixed an issue where using ‘Use Auto Target’ used the ability/item if no target was in range.
  • Shop Layouts
    Fixed an issue where not using a ‘Buy/Sell Box’ caused an error when opening a shop.
  • Scene Objects
    Fixed an issue where cursor changes (and tooltips) where not changed when the scene object becomes unavailable (e.g. due to variable conditions) while the cursor is over the game object.
  • Equipment Viewer, Prefab View
    Fixed an issue where using child linking didn’t work when displaying equipment on prefab view portraits.
  • Event System: Change Fields
    Fixed an issue where ‘Vector2’ values where used as Vector3 values, causing warnings and not doing the field/property change.
  • Event System: Change Position
    Fixed an issue where using ‘Ignore Height Distance’ wasn’t used correctly in 2D environments.
  • Event System: Select Selected Data
    The ‘Remove’ option didn’t work correctly (except for the select type ‘All’).
  • Grid Battles: Examine
    Fixed an issue where the move range of combatants wasn’t displayed during ‘Always Active’ grid examining.
  • Mouse/Touch Controls
    Fixed an issue where using ‘Hold’ mode got stuck when releasing over a GUI box that has ‘Cursor Over’ enabled.