November
30
2018

ORK 2.20.0 is here with new features, changes and fixes!

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

This version is available for Unity 5.6Unity 2017 and Unity 2018. Please note that ORK’s update policy changed – you can learn more about it here.

If you’re enjoying the updates, tutorials and support I provide, please consider supporting me on patron.com – every little bit helps!

New

  • Content Layouts
    New text codes available in all content layouts throughout the framework. You can now specifically show the quantity (‘%q’), buy price (‘%bp’), total buy price (‘%tbp’), sell price (‘%sp’) and total sell price (‘%tsp’) of displayed content instead of using the context specific info text code (‘%’).
  • Camera Controls: Mouse, Top Down Border
    ‘Audio Clip’ settings available for non-axis input keys. Optionally play an audio clip when using the input keys.
  • Game Settings: Area Notifications
    ‘Close On Scene Change’ setting available. Optionally close area notifications immediately and drop all queued notifications when changing scenes.
  • Console Settings
    ‘Auto Remove Lines’ settings available. Optionally remove console lines after a defined amount of time.
  • Shops
    ‘Inventory Exchange Menu’ settings available. Optionally use an ‘Inventory Exchange’ menu screen instead of a shop layout.
  • Ability Types, AI Types, Crafting Types, Combatant Types
    ‘Item Type’ setting available. Defines the corresponding item type of the various types. The item type will be used for type separation of abilities, AI rulesets/behaviours, crafting recipes and combatants in shops and inventory menus.
  • Formulas: Selected Data Count
    ‘Selected Data Count’ node vailable in ‘Selected Data’ nodes. Checks how many data is stored in a selected data list.
  • Formulas: Select Combatant
    ‘Select Combatant’ node available in ‘Selected Data’ nodes. Uses combatants as selected data.
  • Formulas: Select Item
    ‘Add AI Behaviours’, ‘Add AI Rulesets’ and ‘Add Crafting Recipes’ settings available in ‘Item Box Settings’. Optionally add AI behaviours/rulesets and crafting recipes to selected data.
  • Inventory Settings: Mark New Content
    ‘Shop Settings’ available. Optionally use different settings for shops. Currently only using an ‘Inventory Exchange’ menu as a shop layout allows marking new content.
  • Inventory Settings: Item Box
    ‘Inventory Exchange Menu’ settings available. Optionally use an ‘Inventory Exchange’ menu screen instead of the item box dialogue.
  • Battle AI: Variables, Selected Data
    Battle AIs now support local variables and selected data.
  • Battle AI: Selected Data Nodes
    ‘Selected Data’ nodes available. Store and check selected data, e.g. combatants, items or abilities. Selected data can be used as variable origin, e.g. to check ability variables.
  • Battle AI: Change Game Variables
    ‘Change Game Variables’ node available. Allows changing game variables from different sources, e.g. local, global or object variables. This node replaces the previous ‘Change Object Variables’ node.
  • Battle AI: Check Game Variables
    ‘Variable Origin’ settings available. Now supports checking game variables from different sources, e.g. local, global or object variables.
  • Grid Settings: Examine Grid: Combatant Info Box
    ‘Call Key’ settings available. Optionally use a defined input key to open a combatant info box. This can also be limited to only be available while the cursor is over the combatant, e.g. for right-click examining.
  • Grid Settings: Examine Grid: Combatant Info Box
    ‘Open Audio’ and ‘Close Audio’ settings available. Optionally play an audio clip when opening or closing a combatant info box.
  • Grid Highlights: Move Command
    ‘Blocked Highlight Occupied’ setting available. Highlighting cells occupied by combatants as blocked or passable is now optional. By default enabled (using blocked/passable highlights).
  • Grid Cell Types
    ‘Use Position Offset’ settings available. Optionally adds an offset to the cell’s original placement position. Combatants are placed at the cell’s position, e.g. use this to create elevated cells without having elevated terrain.
  • Grid Cell Types, Grid Highlights: Prefabs
    ‘Use Original Position’ setting available. Optionally place prefabs at the original placement position of a grid cell. Only used by cells that use position offsets.
  • GUI Boxes: Input Field Settings
    ‘Number Input Type” settings available. Define how number value inputs are displayed, either as a ‘Slider’ or as ‘Horizontal Buttons’.
  • GUI Boxes: Choice Settings
    ‘Drag Only Selected’ setting available. Optionally only allow dragging selected choices.
  • HUDs: Console, Control, Information, Tooltip
    ‘Game Running’ game state condition available. Optionally also display HUDs when the game is not running (e.g. in the main menu scene or after game over).
  • HUDs: Toggle Key
    ‘Audio Clip’ settings available. Optionally play an audio clip when using the toggle key.
  • HUDs: Control
    ‘Audio Clip’ settings available for ‘Positive Button’ and ‘Negative Button’ control types. Optionally play an audio clip when using the button.
  • HUDs: Click Action
    You can now add multiple click actions to HUD elements.
  • HUDs: Click Action
    ‘Toggle HUD’ click action available. Toggles defined HUDs on or off.
  • HUDs: Click Action
    ‘Released After’ setting available. Defines the time in seconds the player must hold the click/touch to start the click action. E.g. open a menu screen when releasing the mouse button after 2 seconds.
  • HUDs: Click Action
    ‘Consume Click’ setting available. The click will be consumed by the click action. E.g. a click on a shortcut slot can’t trigger using the shortcut.
  • Main Menu, Menu Screens: Options
    ‘Number Input’ settings available. Number value inputs can optionally override the setting of the used GUI box and use a different number input type.
  • Main Menu, Menu Screens: Options
    ‘Accept’ and ‘Cancel’ option types available. Add button inputs to accept or cancel the changes. Using button inputs will hide the ok/cancel buttons of the GUI box.
  • Menu Screens
    ‘Fail Audio’ settings available. Optionally play an audio clip when opening the menu screen fails due to requirements.
  • Menu Screens: Status Value Distribution
    ‘Status Value Distribution’ menu part available. Allows distributing points to change status values. Define where the points come from (e.g. experience points), which status values are available and how much they change per point.
  • Menu Screens: Inventory Exchange
    ‘Inventory Exchange’ menu part available. Similar to the ‘Inventory’ menu part, this menu part allows exchanging content between 2 sources, e.g. 2 combatants, a combatant and an item box or a combatant and a shop. Displays both sources alongside each other, optionally separated by item type.
  • Menu Screens: Inventory, Ability, Ability Tree
    ‘Start Focused’ setting available in ‘Item Box Settings’ and ‘Ability Box Settings’. Optionally focus the item/ability box instead of the type box when opening the menu screen.
  • Menu Screens: Inventory
    ‘Add AI Behaviours’, ‘Add AI Rulesets’ and ‘Add Crafting Recipes’ settings available in ‘Item Box Settings’. Optionally show AI behaviours/rulesets and crafting recipes in the inventory menu.
  • Menu Screens
    ‘No Hidden User’ setting available. Optionally block hidden group members from being the menu screen user when opening the menu screen.
  • Event System: Value Input Dialogue
    ‘Option Type’ setting available. You can now display a ‘Variable’ (as previous) or an ‘Accept’ or ‘Cancel’ button input. Using button inputs will hide the ok/cancel buttons of the GUI box.
  • Event System: Value Input Dialogue
    ‘Number Input’ settings available. Number value inputs can optionally override the setting of the used GUI box and use a different number input type.
  • Event System: Select Item
    ‘Add AI Behaviours’, ‘Add AI Rulesets’ and ‘Add Crafting Recipes’ settings available in ‘Item Box Settings’. Optionally add AI behaviours/rulesets and crafting recipes to selected data.
  • Event System: Call Menu Screen
    ‘Inventory Exchange’ settings available. Optionally define the inventory sources when calling a menu screen with an ‘Inventory Exchange’ menu part. Combatants and item boxes can be used as inventory sources.
  • Event System: Distance To Variable
    ‘Distance To Variable’ node available in ‘Movement > Movement’ nodes. Stores the distance or grid distance between 2 game objects into a float game variable.
  • Battle Events: Learn Action Ability
    ‘Learn Action Ability’ node available in ‘Battle > Action’ nodes. Learns the ability of the used battle action. Only used if the used battle action is an ability action.

Changes

  • Battle AI
    The ‘Change Object Variables’ node has been replaced with the new ‘Change Game Variables’ node. Previous nodes will be updated automatically.
  • Grid Settings: Examine Grid
    Combatant Info Box: The ‘Auto Show’ setting is now available for each combatant info box instead of for all of them combined.
  • Shops: Sell to Shop
    ‘AI Types’ and ‘Crafting Types’ settings have been removed. Limiting sellable AI behaviorus/rulesets and crafting recipes is now handled through their type’s item type.
  • Shop Layouts: Type Box
    ‘Combined Sorting’ setting has been removed due to no longer displaying different types (e.g. item types and ability types) in shops.
  • Shop Layouts
    Using the ‘All’ buy quantity selection now prevents buying items if the player doesn’t have enough currency to buy all available items.
  • Event System: Start Item Collection
    The ‘Start Item Collection’ node is now available in all event types.
  • Event System
    Menu nodes are now available in all event types.
  • GUI Boxes
    Having ‘Select First’ enabled and clicking on a not selected choice button will now play the ‘Cursor Move’ audio clip.
  • Scripting: Combatants
    All class related functions and properties of a combatant are now accessed via the ‘Class’ property, e.g. the class level via ‘combatant.Class.Level’ instead of ‘combatant.ClassLevel’.
  • Scripting: Combatants
    All game object and component references of a combatant are now accessed via the ‘Object’ property, e.g. the move AI component via ‘combatant.Object.MoveAI’ instead of ‘combatant.MoveAI’.
  • Scripting: Combatants
    All UI related functions and properties of a combatant are now accessed via the ‘UI’ property, e.g. the current HUD effect index via ‘combatant.UI.EffectIndex’ instead of ‘combatant.HUDEffectIndex’.
  • Scripting: Combatants
    All battle menu related functions and properties of a combatant are now accessed via the ‘Battle’ property, e.g. the battle menu via ‘combatant.Battle.BattleMenu’ instead of ‘combatant.BattleMenu’.
  • Scripting: Combatants
    All level and level up related functions and properties of a combatant are now accessed via the ‘Status’ property, e.g. the current level via ‘combatant.Status.Level’ instead of ‘combatant.Level’.
  • Scripting: Combatants
    All status effect related functions and properties of a combatant are now accessed via the ‘Effects’ property, e.g. blocking items state via ‘combatant.Status.Effects.BlockItems’ instead of ‘combatant.Status.BlockItems’.
  • Status Effects
    ‘Stop Move’ setting has been renamed to ‘Block All Actions’.

Fixes

  • Screen Fader
    Fixed an issue where the screen fader didn’t occupy the full screen when using the new UI and high differences between default screen size and actual screen size (e.g. 1080×1920 and 1920×1080).
  • Shops
    Buying abilities with quantity limits didn’t reduce quantity or remove the ability from the shop.
  • Shop Layouts
    The buy/sell price is now displayed correctly for the total available quantity when using ‘All’ buy/sell quantity selections. Previously it displayed the price for a quantity of 1, regardless of the available amount.
  • GUI Boxes: New UI
    Fixed an issue where clicking on inactive choices didn’t select the choice when using the new UI.
  • Combatants: Conditional Prefabs
    Fixed an issue where certain conditions didn’t automatically change the prefab, e.g. ‘In Battle’.
  • Notifications
    Fixed an issue where notifications where still queued when exiting to the main menu.
  • HUDs: Toggle Key
    Fixed an issue where ‘Use While Key’ actually reversed the state.
  • HUDs: Information: Click Action
    Fixed an issue where using a ‘Menu Screen’ click action could lead to an error in ‘Information’ type HUDs.
  • Menu Screens
    Fixed an issue where using an open game event with ‘Wait’ enabled that has wait times (e.g. ‘Wait’ node or waiting for a camera transition) could prevent the menu screen from being opened.
  • Save Games
    Fixed an issue where loading a save game could result in doubling the dropped items (dropped from inventory).