February
22
2014
Locking equipment parts, custom main menu choices, auto-initialized Object Game Variables on combatants and scene objects – and other small improvements and fixes.
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New
- Shops
Selling individual items, weapons and armors can now depend on variable conditions. - Shops
‘Sell to Shop’ settings available.
You can optionally limit which item types the player can sell to a shop. - Text Code
‘Log Text’ text code available.
Displays the text of a log text, e.g. #logtext5# displays the text of log text with ID (index) 5. - Game Controls
Custom player/camera control scripts can now be added to child objects. - Console Settings
‘Unity Console Output’ setting available.
Optionally print new console lines in the Unity console when playing in the Editor. - Event System: Equipment Steps
‘Lock Equipment Part’ step available.
Lock/unlock an equipment part of a combatant.
Locked equipment parts can’t change equipment. - Event System: Equipment Steps
‘Check Part Locked’ step available.
Checks if a selected equipment part of a combatant is locked. - Event System: Variable/Inventory Steps
‘Inventory To Variable’ step available.
Stores the quantity of a selected item, currency, weapon or armor found in an inventory into a float game variable. - Status Effects
End after turn/time now also allows using formulas, game variables, PlayerPrefs and game time to determine the turns/time. - Mouse/Touch Controls
New mode ‘Hold’ available for mouse/touch controls.
Recognizes the input while holding it down (i.e. everything between ‘Start’ and ‘End’).
E.g. used in the ‘Mouse’ player controls. - GUI Boxes
‘Selected Choice Offset’ setting available.
Optionally add an offset to the x-position of a selected choice.
Setting also editable in the WYSIWYG editor. - Node Editor
You can remove a focused node by pressing ‘Delete’.
You can remove the focused nodes and all following nodes (remove chain) by pressing ‘ALT + Delete’.
A focused node is displayed with an additional highlight around the node. - Main Menu
‘Custom Choice Settings’ available.
You can add custom choices to the main menu (before the ‘Exit’ button).
A custom choice will search for a game object in the scene and try to call a defined function on it.
The call happens after the main menu is closed. - Input Keys
‘Hold Time’ setting available.
When using input handling ‘Hold’ or ‘Down’, you can define the time the key has to be held to recognize the input. - Inventory Settings: Item Collection
‘Auto Close’ settings available.
The item collection dialogue can automatically close after time. - Combatants
The combatant’s object variables can be initialized with default variables. - Scene Objects
‘Object Variables’ settings available.
You can automatically add an ‘Object Variable’ component to a scene object and initialize them with default values.
Changes
- Editor: Events
The ‘Close’ button will now display a question dialogue if you really want to close the event. - Status Effects
Reapplying a status effect (i.e. applying it again when it’s already added) now also checks the hit chance. - Inventory Settings: Item Collection
Playing an animation now uses Animation Types.
Fixes
- HUDs
‘Console’ type HUDs don’t throw an error when using ‘All Console Types’. - Random Battle Area
Using a ‘Battle Object’ for the random battles blocked starting battles after the first battle. - Music
Playing the same music that is currently stored could sometimes result in playing from the stored time.