October
04
2017

New action combo feature, updates to the battle system (e.g. action time), grid battles (e.g. diagonal movement on square grids), console system (e.g. optional console per combatant), HUDs and many other new features, changes and fixes.

Head to the download page and grab the latest version or buy a copy in the Unity Asset Store!

Please note that this verison updates the HUD element bound settings to a more advanced version, e.g. allowing anchoring an element to a previous element. While your old settings should update and adept automatically, make sure to check your HUDs in-game to see if you need to change some settings.

Also, in case you’re using Freeze Action or Time Scale settings in real time battles (i.e. slowing down or freezing the battle while having the battle menu open), you’ll now have to set this up in the battle menu you’re using for real time battles. This is not updated automatically.

This version is also released for Unity 5.6.

New

  • Action Combos
    ‘Action Combos’ sub-section available in ‘Battle System > Action Combos’. Action combos define a sequence of battle actions (e.g. base attack, abilities or items), where each stage of the combo can optionally replace the used action with another. E.g. using ability A 3 times in a row will replace the 3rd use with ability B, i.e. A > A > A will become A > A > B.
  • Control Maps, AI Rulesets, Status Effects
    ‘Ability Level’ settings available when using an ability action. Optionally define the level of the ability that should be used. By default uses the highest available level.
  • Animations
    ‘Random First Start Time’ setting available. Optionally starts the first played animation at a random time. Only used by ‘Legacy’ and ‘Mecanim’ animations.
  • Editor Settings
    ‘Language Selection’ settings available. Handles how settings for different languages are displayed and selected in the editor. Either ‘List’ all settings, select the language with a ‘Popup’ or ‘Buttons’ and only show the selected language’s settings.
  • Game Settings
    ‘Initial Music Channels’ setting available. Defines the number of music channels that will be initialized at the start of the game.
  • Formulas: Equipment Durability
    ‘Equipment Durability’ node available in ‘Combatant’ nodes. Uses the durability or maximum durability of equipment stored in selected data to change the value of the formula.
  • Console Settings
    ‘Combatant Consoles’ settings available. Optionally have separate consoles per combatant. Enabling this will automatically add console texts that concern a combatant to their console, e.g. an action text if the combatant is the user or target of the action.
  • Console Settings: Action Texts
    ‘Add Action Text’ settings available. Optionally add console texts for actions when they’re selected by a combatant.
  • Console Settings: Action Texts
    ‘User Per Combatant’ setting available for ability/item action texts. Optionally display a console line for each user-target combination.
  • Console Settings: Action Texts
    New text code available for ability/item action texts. Use ‘%tsv’ to display the status value changes of an individual combatant. Only available when the action text is displayed per combatant.
  • Console Settings: Action Texts
    ‘Status Value Changes’ settings available. Defines how status value changes of targets will be displayed when using the ‘%tsv’ text code.
  • Status Effects
    ‘Force AI Controlled’ setting available. Optionally force a combatant to be AI controlled while the status effect is applied.
  • Status Effects
    ‘Use Attribute Changes’ settings available in ‘Status Conditions’ settings. Optionally use attack/defence attributes to influence the change value of the status condition. E.g. use this to give a poison effect’s damage a poison attack attribute.
  • Inventory Settings: Quantity Texts
    ‘Quantity Texts’ settings available. Defines how the quantity in info texts will be displayed. You can define different texts for quantities of 1 and larger than 1 (e.g. to not display quantities of 1). Optionally use different texts for items, equipment, currencies and others.
  • Battle Settings: Default Events
    ‘Turn Start Events’ settings available. Combatants can perform game events at the start of their turn (after the grid cell events).
  • Battle Settings: Default Events
    ‘Turn End Events’ settings available. Combatants can perform game events at the end of their turn (before the grid cell events).
  • Battle Settings: Default Action Combos
    ‘Default Action Combos’ settings available. Defines the default action combos that are added to each combatant. Combatants can optionally override or add action combos.
  • Battle Settings: Target Selection: Mouse/Touch Control
    ‘Accept Only Selected’ setting available. Optionally only allow accepting a target through click/touch on the combatant when the combatant is already selected.
  • Battle Systems: AI Decision Time
    ‘AI Decision Time’ settings available in all battle system types. Defines the time an AI controlled combatant needs to decide an action.
  • Turn Based Battles, Active Time Battles, Phase Battles: Action Time
    ‘Action Time’ settings available in ‘Turn Based’, ‘Active Time’ and ‘Phase’ battle system types. Optionally limit the time a combatant can select actions to a defined amount of time.
  • Turn Based Battles: Multi Turns
    ‘Invert Turn Order’ setting is now also available for ‘Multi Turns’ type turn based battles. The combatant’s turn value will be increased after the combatant’s turn. The other combatants turn values will not be increased, the combatant with the lowest turn value will have the next turn.
  • Phase Battles: Player Combatant Selection
    ‘Allow Clicking’ settings available. Clicking on combatants to select them for the player’s combatant selection is now optional. You can also allow selecting a different combatant by clicking while a combatant is already selected. Clicking is allowed by default.
  • Phase Battles: Player Combatant Selection
    ‘Show Selection Box’ setting available. Showing a combatant selection GUI box to select the combatants is now optional. By default enabled.
  • Phase Battles: Player Combatant Selection
    ‘Auto Select’ setting available when now showing a selection box. Automatically selects the first combatant in the list to always have a combatant selected during the phase. You can change combatants by enabling click selection or using input keys.
  • Phase Battles: Player Combatant Selection
    ‘Input Key Settings’ available. Optionally use input keys to cycle through available combatants or end the player phase.
  • Active Time Battles
    ‘Pause On Choosing’ setting available for active time battles. Pauses timebar progression while any combatant chooses an action (e.g. AI decision timeout, turn start events, etc.).
  • Battle Systems: Control Block Settings
    ‘Allow In Turn’ setting available in all battle system types when using blocking player/camera controls for the whole battle. Optionally allow using player or camera control during the turn of a player controlled combatant.
  • Battle Systems: Control Block Settings
    ‘Transfer Player Control’ setting available in all battle system types. Optionally transfer the player control to non-AI controlled player group members during their turn.
  • Battle Systems: Move AI
    ‘Allow In Turn’ setting available in all battle system types when blocking the move AI for combatants in battle. Optionally allow combatants to use the move AI while performing their turn.
  • Battle Menus
    ‘Time Scale’ settings available. Optionally change the time scale while the battle menu is opened. Set time scale to 0 to completely freeze everything while the battle menu is opened. This replaces the ‘Freeze Action’ and ‘Time Scale’ settings in real time battles.
  • Grid Battles
    ‘Diagonal Distance 1’ setting available when using ‘Square’ type grids. Optionally set the distance for diagonal cells in ‘Square’ type grids to 1 instead of 2. This will affect battle ranges.
  • Grid Battles: Move Command
    ‘Diagonal Move’ settings available when using ‘Square’ type grids. Optionally allow diagonal movement in ‘Square’ type grids.
  • Grid Battles: Examine
    You can now add multiple ‘Cell Info Text’ boxes. Display different information about the selected cell in multiple GUI boxes.
  • Grid Battles: Examine
    You can now add multiple ‘Combatant Info’ boxes. Display different information about the selected cell’s combatant in multiple GUI boxes.
  • Grid Battles: Examine
    New text codes available for ‘Info Text’ and ‘Cell Info Text’ boxes. Display the name, description and icon of a combatant occupying the selected cell.
  • Grid Highlights: Move Command
    ‘Move Range (Blocked)’ and ‘Move Range (Passable)’ settings grid highlights available. Optionally highlight blocked and passable (blocked) cells in move range.
  • Grid Cell Types
    ‘Block Diagonal Move’ setting available in ‘Blocked’ grid cell types for ‘Square’ type grids. Optionally block diagonal movement in ‘Square’ type grids when the cell is a neighbour of both cells of the diagonal move, i.e. forces the mover to move around it (going 2 cells instead of 1 diagonal).
  • Grid Cell Types
    ‘Object Variables’ settings available. Optionally add an ‘Object Variables’ component to cells of a grid cell type and initialize them with defined values.
  • Combatants: Turn Start Events
    ‘Turn Start Events’ settings available. Combatants can optionally override the default turn start events.
  • Combatants: Turn End Events
    ‘Turn End Events’ settings available. Combatants can optionally override the default turn end events.
  • Combatants: AI Decision Time
    ‘AI Decision Time’ settings available. Combatants can optionally override the default AI decision time.
  • Combatants: Action Time
    ‘Action Time’ settings available. Combatants can optionally override the default action time.
  • Combatants: Action Combos
    ‘Action Combos’ settings available. Combatants can optionally override the default action combos or add additional action combos.
  • Battle AI
    ‘Exclude Found Targets’ setting available for ‘Ally’, ‘Enemy’ and ‘All’ target ranges. Excludes the already found targets from the targets that will be used/checked by the nodes.
  • Battle AI: None
    ‘Is Silent’ setting available. Optionally perform the ‘None’ action silently, i.e. no battle info will be displayed and no battle events will be used.
  • Battle AI: Get Nearest
    ‘Nearest Offset Index’ setting available. Defines which nearest combatant will be used, e.g. 0 is the nearest combatant, 1 the 2nd nearest combatant. Defaults to 0 (i.e. using the nearest combatant).
  • Battle AI: Get Nearest
    ‘Use Grid Distance’ setting available. Uses the distance on the battle grid when used in battles with a battle grid.
  • Battle AI: Distance Sort Targets
    ‘Distance Sort Targets’ node available in ‘Position’ nodes. Sort the found targets based on their distance to the user.
  • Save Game Menu
    Store Game Options: ‘Store Game Options’ settings available. Optionally store the language, sound volume and music volume outside of save games. Changes to these settings will be stored in PlayerPrefs and loaded when starting the application. The settings are still also saved/loaded with save games.
  • GUI Boxes
    ‘Reset Unity Input’ setting available. Resetting Unity inputs when accepting/canceling a GUI box is now optional per GUI box. Disable this setting when you want to use a ‘Hold’ input key to skip through dialogues. By default enabled.
  • GUI Boxes
    ‘Own Key Scroll Speed’ settings available. Optionally override the default key scroll speed defined in the menu settings for a GUI box.
  • GUI Boxes, Game Controls
    ‘Use Scroll Axis’ settings available. Optionally define an input key that is used to scroll the content of a GUI box.
  • GUI Boxes: Choice Settings
    ‘Offset To Text’ setting available. Defines the offset between the text and choices. Only used if there is content before the choices.
  • Menu Screens: Ability, Inventory
    ‘None’ default action available. Doesn’t do anything when accepting an ability or item in the menu screen, the choice buttons will be displayed as useable. Use this when you only want to list items or abilities in the menu screen.
  • HUDs: Element Bounds
    ‘Element Bounds’ settings updated in all HUDs except ‘Control’ and ‘Navigation’. The new element bounds settings allow anchoring an element based on the previous element and automatic scaling based on the available content space (e.g. scale width to 100% of the space).
  • HUDs: Combatant, Turn Order, Latest Turn
    ‘No Time Text’ setting available in ‘Status Effect’ HUD elements. Define the text that will be displayed for remaining time/turns text codes for status effects without time/turn duration. Defaults to an empty text.
  • HUDs: Combatant, Turn Order, Latest Turn
    ‘Preview Hide Change’ selection available in ‘Value Origin’ settings of ‘Status Value’, ‘Attack Attribute’, ‘Defence Attribute’ and ‘Defence Attribute ID’ HUD elements. Hidden if the displayed preview of the displayed status has a change.
  • HUDs: Combatant, Turn Order, Latest Turn
    ‘Console’ HUD element type available. Displays the combatant’s console, can optionally be limited to selected console types.
  • HUDs: Tooltip
    ‘Use Tooltip Variables’ setting available in ‘Tooltip’ HUD elements. Optionally use variables of the displayed tooltip (e.g. ability variables of a displayed ability) instead of global variables for variable text codes.
  • HUDs: Tooltip
    ‘Display Requirements’ settings available in ‘Tooltip’ HUD elements. Optionally limit displaying a HUD element to defined variable conditions (either global variables or using variables of the displayed tooltip).
  • HUDs: Tooltip
    New text codes available in ‘Tooltip’ HUDs. Display the remaining time/turns and stack count of status effects in tooltips.
  • HUDs: Information
    ‘Display Requirements’ settings available in ‘Information’ HUD elements. Optionally limit displaying a HUD element to defined variable conditions.
  • Text Display Settings
    ‘Combatant Name List’ settings available. Defines how displaying multiple combatant’s are displayed. This is e.g. used in console texts when displaying multiple targets or when using the ‘#equipped’ text code for abilities to display the names of combatants that know an ability..
  • Event System: Transfer Player Control
    ‘Transfer Player Control’ node available in ‘Input’ nodes. Transfers player control from the currently controlled game object to a new game object.
  • Event System: Has Player Control
    ‘Has Player Control’ node available in ‘Input’ nodes. Checks if a game object is currently controlled by the player.
  • Event System: Add Action Combo
    ‘Add Action Combo’ node available in ‘Combatant > Action Combo’ nodes. Adds an action combo to a combatant.
  • Event System: Remove Action Combo
    ‘Remove Action Combo’ node available in ‘Combatant > Action Combo’ nodes. Removes an action combo from a combatant.
  • Event System: Has Action Combo
    ‘Has Action Combo’ node available in ‘Combatant > Action Combo’ nodes. Checks if a combatant has a defined action combo.
  • Event System: Reset Action Combos
    ‘Reset Action Combos’ node available in ‘Combatant > Action Combo’ nodes. Resets all action combos of a combatant to the first stage.
  • Event System: Grid Rotate To Target
    ‘Grid Rotate To Target’ node available in ‘Battle > Grid’ nodes. Changes a combatant’s orientation on the grid to look at a target (e.g. cell or combatant).
  • Event System: Use Battle Action
    ‘Use Failed Next’ setting available. Optionally use a ‘Failed’ next slot if not at least one action is used or tried to be used.
  • Event System: Change Selected Durability
    ‘Change Selected Durability’ node available in ‘Combatant > Equipment’ nodes. Changes the durability of weapons and armors stored in selected data.
  • Event System: Check Selected Durability
    ‘Check Selected Durability’ node available in ‘Combatant > Equipment’ nodes. Checks the durability of weapons and armors stored in selected data.
  • Event System: Add Console Line, Clear Console
    ‘Use Combatant Consoles’ settings available. Optionally use the console of a defined combatant when adding a console line or clearing the console.
  • Event System: Move AI Start Position
    ‘Use AI Start Position’ node available in ‘Combatant > Move AI’ nodes. Changes the start position of a combatant’s move AI. This can influence range checks of the move AI, e.g. the hunting range.
  • Event System: Shake Object
    ‘Shake Object’ node available in ‘Movement > Movement’ nodes. Shakes a game object.
  • Battle Events: Change Action Time
    ‘Change Action Time’ node available in ‘Battle > Combatant’ nodes. Changes the action time of a combatant.
  • Battle Events: Check Action Time
    ‘Check Action Time’ node available in ‘Battle > Combatant’ nodes. Checks the action time of a combatant.
  • Battle Events: Change Action Time Running
    ‘Change Action Time Running’ node available in ‘Battle > Combatant’ nodes. Changes if a combatant’s action time is running or not.
  • Battle Events: Is Action Time Running
    ‘Is Action Time Running’ node available in ‘Battle > Combatant’ nodes. Checks if a combatant’s action time is running.

Changes

  • Real Time Battles
    ‘Freeze Action’ and ‘Time Scale’ settings have been removed. Use the ‘Time Scale’ settings in battle menus for the same functionality. For using ‘Freeze Action’, set the time scale to 0. Old settings will not be updated, you have to set them up in the battle menu.
  • Status Requirements: Turn State
    The ‘Turn Ended’ status requirement has been changed to ‘Turn State’. You can now check if a combatant is ‘Before Turn’, ‘In Turn’ or ‘After Turn’ (i.e. the previously used ‘Turn Ended’ state). Defaults to ‘After Turn’, old settings are updated accordingly.
  • Text Codes
    ‘#inventory’ text code now displays the number of combatants that know the selected ability.
  • Text Codes
    ‘#equipped’ text code now displays the list of combatants that know the selected ability. Uses the ‘Combatant Name List’ settings defined in ‘Menus > Text Display Settings’ to display the combatants.
  • Event System: Check Grid Distance, Grid Cell Event
    The cell objects now also support cells coming from combatants.
  • HUDs: Value Bars
    The ‘Bar Bounds’ settings for HUD elements displaying value bars have been removed. The value bar is now defined by the HUD element’s bounds. Previous settings will be updated automatically to change the element bounds based on the bar bounds.
  • Abilities, Items: Value Changes
    Using attack/defence attributes to influence the change value is now optional. By default disabled. Old settings will enable it when updating to mimic the previous behaviour.
  • Combatants: Prefab Portraits
    Prefab view portraits now display the equipment of a combatant.

Fixes

  • GUI Boxes: New UI
    Fixed issues where choice buttons could flash when fading in/out a GUI box.
  • GUI Boxes: Legacy GUI
    Fixed an issue where clicking and dragging on a scrollbar of an unfocused GUI box could scroll the wrong GUI box.
  • Save Games: Load
    Fixed an issue where item drops wheren’t loaded when loading the scene from a save game.
  • Save Games: Load
    Fixed an issue where remembered combatants from a ‘Combatant Spawner’ combatant didn’t use the move AI settings from the spawner.
  • Save Games: Load
    Fixed an issue where loading a save game while the move AI was blocked didn’t reset the block.
  • Status Values
    Fixed an issue where very high ‘Consumable’ type status values (coming from their maximum status value) where initialized to wrong values.
  • Grid Battles: Placement
    Fixed an issue where placing a combatant while selecting a placement cell didn’t destroy the combatant’s game object when cancelling the placement selection.
  • Event System: Check Game Variables
    Fixed an issue where checking ‘Object’ variables using game objects without object variables resulted in ‘Success’.
  • Combatants: Death Settings
    Fixed an issue where keeping the prefab wasn’t used when combatants also left their group on death.
  • GUI Boxes
    Fixed an issue where text codes could be ignored when they where moved to a new line due to space limitations.
  • GUI Boxes: Name Box
    Fixed an issue where the name box wasn’t placed correctly when not using ‘Relative Bounds’ and the new UI.