January
29
2016

New Actions Per Turn feature in turn based and phase battles, new Status Value Types, saving custom component data and lots of other new features, changes and fixes.

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

For an example use of the new Actions Per Turn feature, check out this gameplay tutorial.

For an example implementation of the IComponentSaveData interface, see this scripting how-to.

New

  • Save Games
    Support for saving/loading custom component save data with ORK Framework save games.
    Implement the ‘IComponentSaveData’ interface in your component to save/load it with a combatant’s data.
    Can also be used to transfer data between scenes and when remembering combatant spawner combatants.
  • Turn Based Battles, Phase Battles: Actions Per Turn
    A combatant can now perform multiple actions per turn.
    Please note that this isn’t very useful when using ‘Dynamic Combat’, as this will break the turn based battle order.
  • Turn Based Battles, Phase Battles
    ‘Actions Settings’ available.
    Define the actions per turn and default action costs for using abilities, items, defend, escape and none/end turn actions.
  • Abilities, Items
    ‘Turn Action Cost’ settings available.
    Abilities/items can optionally override the default action costs of turn based battles.
  • Abilities, Items
    ‘Actions Per Turn Change’ settings available.
    Abilities/items can optionally change the actions per turn of a combatant in ‘Turn Based’ and ‘Phase’ battles.
  • Abilities: Use Cost
    ‘Auto Consume’ setting available.
    Defines if the use costs will be consumed automatically when the ability is used (i.e. before the battle events).
    Either only uses the costs when the ability is calculated (or through the event system), when the ability is used without targets (e.g. ‘None’ target range) or always.
  • Abilities, Items: Target Settings
    ‘Horizontal Plane’ setting available when using ‘Check User Orientation’.
    Defines the axes that will be used as horizontal plane (i.e. horizontal movement of the game objects), either XZ (default 3D behaviour) or XY (default 2D behaviour).
  • Status Types
    ‘Status Types’ sub-section now available in the ‘Status’ section.
    Status types can be used to separate status values.
    This can be used for filtering in the editor or to display lists of status values based on the status type in HUDs.
  • Editor: Status Values
    The ‘Status Values’ sub-section list can now be filtered by ‘Status Type’.
  • GUI Boxes
    ‘Center Position’ setting available.
    Optionally displays the content at the center with the same distance to the top and bottom of the content area.
    Only used if the content’s height is smaller than the content area’s height. Available in all ‘Height Adjustment’ modes.
  • HUDs: Combatant, Turn Order
    Status type text codes available in ‘Status Value’ type HUD elements.
    Display the name (%tn), description (%td) or icon (%ti) of the status type of displayed status values.
  • HUDs: Combatant, Turn Order
    ‘Actions Per Turn’ type HUD element available.
    Displays the actions per turn of a combatant.
  • HUDs: Combatant, Turn Order
    ‘Turn’ text code available in ‘Information’ type HUD elements.
    Display the current turn of a combatant using the %t text code.
    Will only be displayed in running ‘Turn Based Battles’.
  • HUDs: Navigation
    ‘Horizontal Plane’ setting available in ‘Navigation’ type HUDs.
    Defines the axes that will be used as horizontal plane (i.e. horizontal movement of the game objects), either XZ (default 3D behaviour) or XY (default 2D behaviour).
  • Menu Screens
    ‘Only When Closing’ setting available when using a ‘Close Game Event’.
    Optionally only uses the close game event when the menu screen is being closed without opening another menu screen.
  • Menu Settings
    ‘Pixel Drag Threshold’ setting available when using the ‘New UI’ GUI system type.
    Defines the event system’s soft area for dragging in pixels – mostly used for distinguish between touch on a button and dragging when scrolling.
    The best value greatly depends on your used (mobile) device.
  • Move AIs: Move Detection
    ‘Horizontal Plane’ setting available in the angle settings of enemy move detections.
    Defines the axes that will be used as horizontal plane (i.e. horizontal movement of the game objects), either XZ (default 3D behaviour) or XY (default 2D behaviour).
  • Battle AIs: Position
    ‘Horizontal Plane’ setting available in ‘Check Orientation’ and ‘Check Angle’ nodes.
    Defines the axes that will be used as horizontal plane (i.e. horizontal movement of the game objects), either XZ (default 3D behaviour) or XY (default 2D behaviour).
  • Battle AIs: Check Action Bar
    ‘Check Action Bar’ step available in ‘Combatant’ steps.
    Checks the action bar or used action bar of a combatant.
    In ‘Turn Based Battles’ and ‘Phase Battles’ this checks the actions per turn or used actions per turn, in ‘Active Time Battles’ this changes the timebar or used timebar.
  • Battle Menu: Ability
    ‘Limit Ability Type’ setting available in ‘Ability’ menu items.
    Optionally limit the displayed abilities to a defined ability type and it’s sub-types.
  • Battle Menu: Item
    ‘Limit Item Type’ setting available in ‘Item’ menu items.
    Optionally limit the displayed items to a defined item type and it’s sub-types.
  • Formulas: Position
    ‘Horizontal Plane’ setting available in ‘Check Orientation’, ‘Angle’ and ‘Check Angle’ nodes.
    Defines the axes that will be used as horizontal plane (i.e. horizontal movement of the game objects), either XZ (default 3D behaviour) or XY (default 2D behaviour).
  • Formulas: Check Action Bar
    ‘Check Action Bar’ step available in ‘Combatant’ steps.
    Checks the action bar or used action bar of a combatant.
    In ‘Turn Based Battles’ and ‘Phase Battles’ this checks the actions per turn or used actions per turn, in ‘Active Time Battles’ this changes the timebar or used timebar.
  • Formulas: Turn Value
    ‘Turn Value’ step available in ‘Combatant’ steps.
    Uses the current turn value of a combatant to change the formula.
    The turn value is used to generate the turn order in ‘Turn Based Battles’ using ‘Multi Turns’.
  • Formulas: Action Bar
    ‘Action Bar’ step available in ‘Combatant’ steps.
    Uses the current action bar of a combatant to change the formula.
    In ‘Turn Based Battles’ and ‘Phase Battles’ the action bar represents the actions per turn of a combatant, in ‘Active Time Battles’ the action bar represents the timebar of a combatant.
  • Interactions
    ‘Horizontal Plane’ setting available in the ‘Orientation’ settings of interaction components.
    Defines the axes that will be used as horizontal plane (i.e. horizontal movement of the game objects), either XZ (default 3D behaviour) or XY (default 2D behaviour).
  • Event System: Inventory
    ‘Remove Item Type’ step available in ‘Combatant > Inventory’ steps.
    Removes all currencies, items, weapons or armors of a defind item type (optionally also sub types) from a combatant’s inventory.
  • Event System: Rotation
    ‘Horizontal Plane’ setting available in ‘Check Orientation’ and ‘Check Angle’ nodes.
    Defines the axes that will be used as horizontal plane (i.e. horizontal movement of the game objects), either XZ (default 3D behaviour) or XY (default 2D behaviour).
  • Event System: Add To Item Box
    ‘Use Add Type’ setting available in ‘Add To Item Box’ steps.
    Optionally uses the inventory add type of items and equipments when adding them to item boxes (e.g. for auto stacking).
  • Battle Events: Change Action Bar
    ‘Change Action Bar’ step available in ‘Battle > Combatant’ steps.
    Changes the action bar or used action bar of a combatant.
    In ‘Turn Based Battles’ and ‘Phase Battles’ this changes the actions per turn or used actions per turn, in ‘Active Time Battles’ this checks the timebar or used timebar.
  • Battle Events: Check Action Bar
    ‘Check Action Bar’ step available in ‘Battle > Combatant’ steps.
    Checks the action bar or used action bar of a combatant.
    In ‘Turn Based Battles’ and ‘Phase Battles’ this checks the actions per turn or used actions per turn, in ‘Active Time Battles’ this changes the timebar or used timebar.

Changes

  • Turn Based Battles
    ‘Turn Based Mode’ setting replaces the ‘Active Command’ and ‘Use Multi-Turns’ settings.
    Select the ‘Classic’ mode for non-active command, ‘Active’ mode for active command and ‘Multi Turns’ for active command with multi-turns.
    Your previous settings will automatically be udpated to the new setting.
  • HUDs: Combatant, Turn Order
    The ‘List’ and ‘List All’ settings have been replaced by the ‘List Status Values’ selection.
    You can now either display a single status value, all status values, all status values of a defined status type or all status values of a defined status value type (‘Consumable’, ‘Normal’ or ‘Experience’).
  • HUDs: Combatant
    ‘Inner Assign’ setting in ‘Shortcut’ HUD elements will now check for coming from the same combatant or group instead of the same HUD element.
    This allows better swapping of shortcuts between shortcut slots in different HUD elements of the same combatant.
  • Abilities
    The ‘Consume Items’ settings can now be found in the ‘Use Cost’ settings of active abilities.
  • Menu Screens
    The ‘Show Type Box’, ‘Merge Types’ and ‘Type Tabs’ settings have been replaced by the ‘Type Display’ selection in all menu screen parts that have type display.
    Your previous settings will be updated automatically.
  • Menu Screens
    The ‘Type Change Keys’ settings have been moved to to the ‘Available Type’ settings in all menu screen parts that have type display.
  • Scripting
    Most enumerations (enum) have been moved from the ‘Core’ to the ‘Gameplay’ part of the scripts and can now be changed to your needs.

Fixes

  • HUDs: Interaction
    Fixed an issue where ‘Interaction’ type HUDs could cause an error when not having a player with an interaction controller in the scene.
  • HUDs: Combatant
    Fixed an issue where ‘Cursor Over’ combatant HUDs where only displayed once.
  • HUDs: Combatant
    Fixed an issue where ‘Shortcut’ HUD elements with ‘Position’ cell mode used the wrong positions for mouse interaction (e.g. tooltips or drag+drop).
  • Portraits
    Fixed an issue where portraits displayed ‘Within’ a GUI box wheren’t removed properly when updating the box (e.g. in ‘Turn Order’ type HUDs).
  • Portraits
    Fixed an issue with choice portraits still being displayed after a different choice was selected (resulting in multiple portraits being displayed at the same time).
  • New UI
    Fixed an issue where cropped images (e.g. from value bars) didn’t reset their UV rect, causing stretched images.
  • Console: Weapons, Armors
    Removing weapons or armors from the inventory displayed the ‘Add’ console texts instead of the ‘Remove’ texts.
  • Event System: Dialogues
    Fixed an error when using an actor icon text code in dialogue texts.
  • Battle Menus
    Fixed an issue where ‘Ability’ menu items using ‘Type’ where disabled when having sub-types and no abilities directly under that type.
  • Item Collectors
    Fixed an issue where an empty box is destroyed when ‘Destroy Empty Box’ is disabled when the scene is loaded.
  • GUI Editor
    Fixed an issue where opening the GUI editor after having the ORK editor open while playing used the play mode’s UI scale.
  • Status Effects
    Fixed an issue where ‘End With Battle’ effects could still be applied after a battle ended.