New Variable Condition Templates and updates to variable conditions, Combatant/Turn Order HUDs, the bestiary systemNormal type status values and other new features, changes and fixes.

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  • Variable Condition Templates
    The variable condition templates allow you to set up variable conditions that can be reused in other variable conditions.
    Variable condition templates can be created in ‘Base/Control > Variable Condition Templates’.
  • Variable Conditions
    ‘Condition Type’ setting available.
    Select if a condition either checks a single ‘Variable’, other ‘Conditions’ or a variable condition ‘Template’.
    When checking other conditions, you can create multiple variable conditions in a single condition, allowing you to set up checks like ‘(condition1 && condition 2) || condition3’.
  • Variable Conditions
    New float checks available.
    ‘Range Inclusive’ checks if the current value of a float game variable is between two defined values, including the values.
    ‘Range Exclusive’ checks if the value is between two defined values, excluding the values.
  • HUDs: Display Conditions
    ‘Only While Key’ setting available when using a toggle key.
    The HUD will only be displayed while the selected toggle key input is valid, i.e. use a ‘Hold’ input key and the HUD will only be displayed while the key is pressed.
  • HUDs: Combatant, Turn Order
    ‘Equipment’ HUD element type available for ‘Combatant’ and ‘Turn Order’ type HUDs.
    Displays a combatant’s equipment parts and equipped weapons/armors – either listing all parts or displaying a selected part.
  • HUDs: Combatant, Turn Order
    ‘Display Requirements’ settings available for ‘Combatant’ and ‘Turn Order’ type HUD elements.
    Optionally limit displaying a HUD element to status requirements and variable conditions.
  • Game Settings: Bestiary
    ‘Equipment’ settings available.
    The equipment of an enemy combatant can now also be learned for a bestiary entry.
  • Status Values
    ‘Normal’ type status values can now optionally use other ‘Normal’ type status values to define their minimum and maximum values.
    The min/max status value’s current value will be used – this allows creating flexible min/max values, e.g. for upgrading the MaxHP with special equipment.
  • Menu Screens: Status Value Upgrade
    ‘Show No Upgrade Req.’ and ‘No Upgrade Req. Content Layout’ settings available.
    Used to display status values with upgrades that aren’t available due to requirements (e.g. for maxed out ugprades).
  • Event System: Function Steps
    ‘Close Menu Screen’ step available.
    Closes a selected or all opened menu screens.
  • Event System: Function Steps
    ‘Start Item Collector’ step available.
    Starts an item collector attached to an event object (e.g. actor).
    The event continues after the item collection has been finished.
    You can use this to e.g. do additional animations when collecting items or opening item boxes.
  • Event System: Spawn Steps
    ‘Spawn Player’ and ‘Destroy Player’ steps can now also spawn/destroy a different member of the player group.
  • Event System: Variable Steps
    ‘Function to Variable’ step available.
    Stores the return value of a function into a game variable.
    Supports string, bool, int/float and Vector3 return values.
  • Combatants: Movement Settings
    ‘Use Position Change’ setting available.
    If enabled, the change of the combatant’s position every update will be used to determine the real speed (used e.g. in auto move animations).
    Otherwise components will be check in that order: CharacterController > Rigidbody > Rigidbody2D > NavMeshAgent > Position Change.
  • Combatants
    ‘Set Object Name’ setting available.
    Optionally sets the name of the game object spawned for the combatant to the combatant’s name.
  • Battle Notifications
    The notifications (e.g. status value changes) can now also set other properties of renderer materials like the ‘Fade Object’ event step.
  • Combatant Spawners
    ‘Set Scale’ settings available.
    You can now optionally set the scale of spawned combatants.
  • Weapons, Armors
    ‘Viewer Name’ setting available.
    Optionally sets the name of the game object spawned by the equipment viewer.
    You can use this to unify the name of displayed equipment and access it easier through events (e.g. child objects).
  • Game States
    The ‘Menu Screen’ game state can now optionally be limited to defined menu screens.
    The ‘Yes’ option will be valid if one of the added menu screens is opened – if no screen is added, any opened screen is valid.
  • Equipment Viewers
    ‘Combatant in Battle’ setting available when setting the ‘In Battle’ game state to ‘Yes’ or ‘Ignore’.
    If enabled, the equipment will only be displayed when the combatant itself is in battle, not the game.
  • Combatants: Battle Animations
    ‘Join Battle Animation’ available.
    Uses battle events to animate a combatant joining the battle through ‘Auto Join’ in a running battle.
  • Battle Settings, Classes, Combatants
    New battle menu settings available.
    You can now optionally define a battle menu for each battle system type.
  • Battle Settings: Auto Join
    ‘Join Running Battle’ setting available.
    Combatants can optionally also join running battles when coming into auto join range.
  • Battle System: Move AI
    ‘Block In Battle’ setting available in all battle system type settings.
    Optionally blocks the move AI of combatants that are participating in battle when allowing move AI during battle.
    This allows not fighting combatants to still move while those who are fighting don’t move.
  • Text Codes
    The new ‘Float with Format’ text code allows defining a text format when displaying float variables.
    E.g. 00.0 will display at least two digits before the decimal point and one after the decimal point (1.5 would be come 01.5).
  • Equipment Viewers
    ‘Preview’ inspector settings available.
    You can now preview a selected weapon or armor on an equipment viewer.
    You need to disable the preview again when you’re done to get rid of the created preview object.



  • Event System
    Steps using combatants can now also used unspawned members of the combatant group as long as no game object is needed in the step.
  • Event System: Fade Steps
    The ‘Blink Object’ and ‘Fade Object’ steps now set the color property of ‘Sprite Renderers’ instead of the materials color property if a ‘Sprite Renderer’ is used (fading Sprite objects).
  • Editor
    The ORK Framework editor no longer closes automatically when entering ‘Play’ mode in Unity.



  • Save Games
    Loading a save game without having ‘Spawn Group’ enabled doesn’t spawn other group members any longer.
  • Status Effects
    The turns of combatants with ‘Stop Move’ effects will now increase (and reduce turn bound effects).