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.

Head to the download page and grab the latest version!

 

 

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.