July
10
2014
New interaction start types, command to change combatants in battles, new Battle AI steps, checking/changing variables in loot tables and lots of other new features and fixes.
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New
- Interactions
‘Trigger Stay’ start types available.
Starts an interaction (e.g. event, item collector) while the player (or another object) is within the object’s trigger. - Interactions
‘Collision Enter’ start types available.
Starts an interaction (e.g. event, item collector) when the player (or another object) starts colliding with the object.
Requires both objects to have a collider and at least one object to have a rigidbody. - Interactions
‘Collision Exit’ start types available.
Starts an interaction (e.g. event, item collector) when the player (or another object) stops colliding with the object.
Requires both objects to have a collider and at least one object to have a rigidbody. - Interactions
‘Collision Stay’ start types available.
Starts an interaction (e.g. event, item collector) while the player (or another object) is colliding with the object.
Requires both objects to have a collider and at least one object to have a rigidbody. - Battle Menus
‘Change Member’ menu item type available.
Allows changing a combatant against a member of the non-battle group. - Combatants: Battle Animations
‘Retreat Animation’ available.
Uses battle events to animate a combatant’s retreat from battle when using the ‘Change Member’ command.
Needs a ‘Calculate’ step to exchange members. - Combatants: Battle Animations
‘Enter Battle Animation’ available.
Uses battle events to animate a combatant joining the battle when using the ‘Change Member’ command. - Control Maps
‘Change Member’ action available.
Exchanges the combatant with a defined non-battle member (defined by index). - Status Effects
‘Change Member’ end action type available.
Exchanges the combatant with a defined non-battle member (defined by index) after the status effect ends. - Battle AI: Action Steps
‘Change Member’ step available.
Exchanges the combatant with a defind non-battle member (defind by index). - Battle AI: Status Steps
‘Get Status Value’ step available.
The combatant with the highest or lowest value of a selected status value will be added to the target list. - Battle AI: Status Steps
‘Get Attack Attribute’ step available.
The combatant with the highest or lowest value of a selected attack attribute will be added to the target list. - Battle AI: Status Steps
‘Get Defence Attribute’ step available.
The combatant with the highest or lowest value of a selected defence attribute will be added to the target list. - Loot
‘Variable Condition’ settings available in loot tables.
If a loot table is available can depend on variable conditions (either global or object variables on the combatatant or spawner). - Loot
‘Set After Drop’ settings available in loot tables.
Loot tables can change game variables (either global or object variables on the combatatant or spawner) after being used/dropped by a combatant. - Combatant Spawners
‘Move AI’ settings available.
A combatant spawner can block or override the move AI of spawned combatants. - Event System: Status Steps
‘Check Combatant’ step available.
Checks if an object (e.g. actor) is a selected combatant. - Event System: Active Group Steps
The ‘Check Player’ step can now check objects (e.g. actors) if they are the player. - Inspectors
The ORK Framework object (created when playing) now shows all global game variables in the inspector. - Inspectors
The ‘Object Variables’ component now shows all game variables of the object in the inspector. - Item Collectors
‘Show Notification’ setting available for ‘Single’ and ‘Random’ item collectors.
The item collection notification will be skipped when disabled. - Shop Layouts
‘Sell Without Items’ setting available.
If disabled, ‘Sell’ button will be disabled when no items are available to be sold.
By default disabled. - Shop Layouts
‘Auto Close Sell’ setting available.
If enabled, the sell mode will automatically be closed when the last item has been sold.
By default enabled. - Inventory Settings: Drop Item Settings
‘Collector Star Type’ setting available.
Select the start type of the item collector used for dropped items.
By default set to ‘Interact’. - HUDs: Combatant HUDs
‘Start Index Offset’ setting available for ‘Group’ mode combatant HUDs.
Starts displaying the combatant list from the defind offset, i.e. combatants before that index will be skipped. - HUDs: Combatant HUDs
‘Limit List Length’ settings available for ‘Group’ mode combatant HUDs.
Limit the number of displayed combatants. - Animations: Mecanim
‘Set Layer Weight’ settings available for mecanim animations.
Optionally sets the current weight of the animation’s layer before playing it. - Menu Screens
‘Close Screens (Opening)’ settings available for menu screens not using ‘Single Screen’ mode.
Automatically closes selected menu screens when opening the (non-single) menu screen. - Menu Screens
‘Close Screens (Closing)’ settings available for menu screens not using ‘Single Screen’ mode.
Automatically closes selected menu screens when closing the (non-single) menu screen.
Changes
- Combatant Spawners
The spawner will now set its game variables each time a combatant spawned by the spawner is killed.
Fixes
- Menu Screens
The drag info will now be properly displayed in menu screens that pause the game. - Camera Events
Camera events wont throw errors and block control when changing scene while a camera event is active. - Event System: Movement Steps
The ‘Transform to Variable’ step is now correctly setting the Vector3 game variable. - Combatant Groups
The additional battle gains are now also collected when using loot tables. - Shops
‘Accept’ input key doesn’t throw errors when shop is open in sell mode without items to sell. - HUDs: Control HUDs
‘Control’ type HUDs now correctly support inputs with hold time.