May
18
2017
New general shortcut settings, auto add/arrange shortcuts, optional grid battle always examine, new status preview settings, support for custom save game solutions and many other new features, changes and fixes.
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New
- Shortcut Settings
New sub-section available in ‘Menus > Shortcut Settings’. General and default shortcut slot related settings are defined here. - Shortcut Settings
‘2nd Call Deactivate’ setting available. Optionally deactivates an active shortcut (i.e. during target selection) when using it a 2nd time. This is available possible through control maps and click use in shortcut HUDs. - Shortcut Settings
Default Shortcut Assignments: Define default shortcut assignments for combatants/classes. Combatants and classes can optionally replace the default assignments, otherwise the default assignments and those defined by the combatant/class will be used together. - Shortcut Settings
Default Auto Add Slots: Define a range of shortcut slots that will be automatically assigned when a combatant gets new shortcuts (e.g. learns a new ability). The first free slot will be assigned with the new shortcut. Shortcuts can be limited to active/passive abilities, useable/unusable items, weapons, armors or currency, and further limited to defined ability/item types. - Shortcut Settings
Default Auto Arrange Slots: Define a range of shortcut slots that will be automatically arranged when a shortcut is removed. Shortcuts within the defined range will be moved up/down to fill the empty slot. Shortcuts can be limited to active/passive abilities, useable/unusable items, weapons, armors or currency, and further limited to defined ability/item types. - Shortcut Settings
Default Slot Layouts: Define the default layout for displaying shortcut slots. HUDs can use the default layout or override it with a custom layout. Layouts can be defined for empty and assigned slots. Assigned slots can optionally use different layouts depending on the assigned shortcut (ability, item, equipment and currency). - Shortcut Settings, HUDs
Shortcut Slot Layouts: Define different colors and background images for inactive (unusable), active (in use, e.g. target selection or action use) and highlighted (cursor over) shortcut slots. - Camera Controls: Top Down Border
‘UI Blocks Panning’ setting available when using ‘Screen Edge Panning’ in the ‘Top Down Border’ camera controls. Optionally blocks panning when the mouse is over a GUI box. - Camera Controls: Top Down Border
‘UI Blocks Zooming’ setting available in the ‘Top Down Border’ camera controls. Optionally blocks zooming when the mouse is over a GUI box. - Control Maps: Control Keys
‘Global Event’ type selection available. Calls a global event using the combatant as starting object when pressing the control key. - Weapons, Armors
‘One Time Equip’ setting available. Equipment can optionally be equipped only once, i.e. it’ll be destroyed when unequipping it, instead of returning it to the inventory. - Combatants, Classes: Shortcut Assignments
‘Replace Default’ settings available in ‘Shortcut Assignments’. Optionally replace the default shortcut assignments defined in ‘Menus > Shortcut Settings’ with the shortcuts defined by the combatant/class. If disabled, the defined shortcuts will be used in addition to the default assigments. - Combatants, Classes: Shortcut Assignments
‘Defend’, ‘Escape’, ‘None’, ‘Grid Move’, ‘Grid Orientation’ and ‘Grid Examine’ shortcuts available. You can now assign these special battle actions as shortcuts to a shortcut slot. - Combatants, Classes: Shortcut Settings
‘Auto Add Slots’ settings available. Optionally add or replace the default auto add slots defined in ‘Menus > Shortcut Settings’. - Combatants, Classes: Shortcut Settings
‘Auto Arrange Slots’ settings available. Optionally add or replace the default auto arrange slots defined in ‘Menus > Shortcut Settings’. - HUDs: Background/Foreground Images
You can now add multiple background and foreground images per HUD. Previous settings will automatically be updated. - HUDs: Combatant
‘Own Slot Layouts’ setting available in ‘Shortcut’ HUD elements. Optionally override the default slot layouts defined in ‘Menus > Shortcut Settings’. Old settings will automatically update to use custom layouts. - HUDs: Combatant
Custom slot layouts available in ‘Shortcut’ HUD elements. Optionally use a different layout for shortcut slots assigned with ability, item, equipment and currency shortcuts. - Battle Settings: Target Selection
‘Cursor Over Selection’ setting available in ‘Mouse/Touch Control’ target selection settings. Optionally select a combatant by hovering the cursor over the combatant’s game object. - Battle Settings: Target Selection
‘Use Grid Cell’ setting available in ‘Mouse/Touch Control’ target selection stetings. Optionally allow using the grid cell of a combatant for target selection (click/touch and cursor over). - Battle Settings: Target Information Dialogue
‘Cursor Over’ settings available in the ‘User Changes’ and ‘Target Changes’ settings. Optionally only show the user/target changes when hovering the cursor over the combatant’s game object. - Battle Settings: Target Information Dialogue
‘Use HUD’ settings available in the ‘User Changes’ and ‘Target Changes’ settings. Optionally use HUD elements defined in a ‘Combatant’ HUD to show additional information. - Battle Settings: Target Change Keys
‘Target Change Keys’ settings available in ‘Target Selection’ settings. Optionally use input keys to cycle through available targets. - Battle System
‘Battle Menu Settings’ available in turn based, active time and phase battles. Automatically calling the battle menu at the start of a player controlled combatant’s turn is now optional. When disabled, the battle menu can be called using a defined input key. Automatically calling the battle menu is by default enabled. - Battle System
‘Selecting Control Map’ setting available in turn based, active time and phase battles. Optionally use the control maps of the currently selecting player group member instead of the actual player combatant. - Battle System
‘Player Auto Grid Move’ setting available in all battle system types. Optionally starts the grid move cell selection when a player controlled combatant starts a new turn or whenever the action selection is prompted. - Battle Menus
‘Use Action Info’ setting available in ‘Defend’, ‘Escape’, ‘End’, ‘Grid Move’, ‘Grid Orientation’ and ‘Grid Examine’ battle menu items. Uses the default content information of the command defined in ‘Battle System > Battle Texts’ for the button. - Battle Ranges: Grid Shape
‘Ring’ grid shape type selection available for battle ranges. All cells on a ring with a defined range (radius) around the origin cell will be used as grid shape. - Battle Ranges: Grid Shape
‘Add Not Passable Cells’ setting available for battle ranges that have ‘Add Blocked Cells’ enabled. If enabled, blocked cells that aren’t passable will be selected by the shape. If disabled, only blocked cells that are passable will be selected. - Battle Ranges: Grid Shape
‘LOS Passable Cells’ setting available for battle ranges that have ‘LOS Blocked Cells’ enabled. Optionally have blocked passable cells block the line of sight. If disabled, only blocked cells that aren’t passable will block the line of sight. - Battle AI: Grid Move
‘Target Cell’ setting available in ‘Grid Move’ nodes. Defines which cell around the target will be used, e.g. the nearest cell (to the moving combatant), a cell north (global) or in front (local) of the target. - Grid Battles: Examine Grid, Move Command, Orientation, Target Cell Selection
‘Block Action Use’ setting available. Optionally block the combatant’s use of actions during grid cell selections. - Grid Battles: Combatant Placement, Move Command, Orientation, Target Cell Selection
‘Examine Cell’ and ‘Examine Cell Combatant’ settings available. Optionally show the cell info or combatant info dialogues (‘Examine Grid’ settings) of a selected cell during placement, move, orientation or target cell selections. This will only display information boxes, not cell highlights like the move range. - Grid Battles: Cell Selections
‘UI Blocks Selection’ setting available in ‘Mouse/Touch Control’ settings when having ‘Hover Select’ enabled. Optionally blocks hover selection when the cursor is over a GUI box (e.g. a HUD). - Grid Battles: Examine Grid
‘Cell Info Text’ settings available. Optionally display an information box for the selected cell, e.g. displaying the cell type’s name or move cost. - Grid Battles: Examine Grid
‘Max Move Range (Enemy)’ and ‘Max Move Range (Ally)’ settings available when having ‘Show Move Range’ enabled. Optionally uses the maximum move range for enemy or ally combatants when highlighting the move range cells. If disabled, the current move range will be used. By default enabled (i.e. max move range). - Grid Battles: Examine Grid
‘Use Bestiary Information’ setting available. Using the status information of a combatant based on what the player learned in the bestiary is now optional. By default enabled (i.e. using bestiary information). - Grid Battles: Examine Grid
‘Always Active’ settings available. Optionally have grid examine always active during grid battles (as long as no other cell selection is active, e.g. move cell selection). - Grid Battles: Examine Grid
‘Target Selection Examine’ settings available. Optionally show cell and combatant information of the currently selected target during target selections. - Grid Cell Types
‘Content’ settings available. Define name, description and icon of battle grid cell types (per language). Previous settings (only internally used name) will be updated automatically. There are new text codes available to add battle grid cell type information to texts. - Grid Cell Types
‘Passable’ setting available for cell types that have ‘Blocked’ enabled. Optionally make a blocked cells passable, i.e. combatants can move over them, but not stop on them. - GUI Boxes
‘Cursor Over’ setting available. Determines if a GUI box is recognized by cursor over checks. This is e.g. used by UI blocks in camera controls or grid cell hover selections. By default enabled. - GUI Boxes, Menu Settings: New UI
‘Inactive Color’ settings available for button prefab settings when using the new UI. Optionally define a color used to fade the child objects of a button when it’s inactive. If disabled, the button’s color will be used. - Menu Settings
‘Selection Tooltip’ setting available. Optionally display tooltips for the currently selected choice instead of only the content the cursor is hovering over. Cursor over always takes priority. - Menu Settings
‘Status Preview Settings’ available. Various settings for handling status previews for combatants. - Menu Screens: Button
‘Close Screen’ setting available for ‘Save’ and ‘Load’ buttons. Optionally closes the menu screen before opening the save/load menu. The save menu can also optionally not return to the menu screen after saving. - UI: Target Information Display
‘Use Min Chance’ and ‘Use Max Chance’ settings available. Optionally limit the displayed chance value (e.g. hit chance) of target information displays to a defined range (e.g. between 0 and 100 %). - Save Game Menu
‘Custom’ save functionality available. Saving to ‘Custom’ save type allows defining 4 static functions to handle your custom save game functionality. - Save Game Menu: Save Point
‘Close After Save’ setting available. Optionally closes the save point after saving the game. - Event System: Auto Arrange Shortcuts
‘Auto Arrange Shortcuts’ node available in ‘Combatant > Shortcut’ nodes. Auto arranges the shortcuts of a combatant or group according to the auto arrange slot settings of the combatant or default settings. - Event System: Change Equipment
‘Use Selected Data’ settings available in ‘Change Equipment’ nodes. Optionally use equipment stored in selected data to change equipment of a combatant. - Event System: Change Shortcut
‘Defend’, ‘Escape’, ‘None’, ‘Grid Move’, ‘Grid Orientation’ and ‘Grid Examine’ shortcuts available. You can now assign these special battle actions as shortcuts to a shortcut slot. - Event System: Check Shortcut
‘Defend’, ‘Escape’, ‘None’, ‘Grid Move’, ‘Grid Orientation’ and ‘Grid Examine’ shortcuts available. You can now check for these special battle actions in shortcut slots. - Event System: Change Time Scale
‘Reset’ setting available. Optionally reset the time scale to the previous value. Time scales now keep track of their changes. - Event System: Swap Grid Cell Combatants
‘Swap Grid Cell Combatants’ node available in ‘Battle > Grid’ nodes. Exchanges the combatants of two grid cells. If one cell is empty, the combatant will be moved to the empty cell (if it’s not blocked). - Event System: Block Active Time
‘Block Active Time’ node available in ‘Battle > Battle’ nodes. Blocks or unblocks the progress of active time bars. When blocked, the timebars of all combatants will not increase. - Event System: Change AI Controlled
‘Change AI Controlled’ node available in ‘Battle > Combatant’ nodes. Changes if a combatant is AI controlled or not – only used by combatants of the player group. - Event System: Is AI Controlled
‘Is AI Controlled’ node available in ‘Battle > Combatant’ nodes. Checks if a combatant is AI controlled or not. Combatants that are not part of the player group are always AI controlled.
Changes
- Event System: Shortcut Nodes
The shortcut nodes are now available in all event types. - Grid Battles: Cell Selections
‘Hover Select’ will no longer change the camera control target (if enabled). Otherwise hover selection would be unusable. Also, hover selection now only works upon mouse move. - Equipment Shortcuts
Using weapon or armor shortcuts will now first try to find a free equipment part (used by the equipment) before using the first matching part.
Fixes
- Move AI
Fixed an issue where the move AI caused an error when targeting a combatant with an already destroyed game object. - Battle System
Fixed an issue where the battle end revive bonus wasn’t used. - Weapons, Armors, Equipment Viewers
Fixed an issue where the ‘Blocked Equipment Viewer’ options blocked the wrong equipment viewers. - New UI
Fixed an issue where disabled ‘Show Button’ settings still showed the buttons. - New UI
Fixed an issue where fading in a GUI box could prevent buttons from changing the color of child objects (e.g. text, image).