ORK 2.34.0 is here with a few new features, changes and fixes!
This small update adds new battle event nodes to predetermine the outcome of actions and other new features, changes and fixes.
This version is available for Unity 5.6, Unity 2017 and Unity 2018/2019/2020/2021. Please note that ORK’s update policy changed – you can learn more about it here.
Important Information: Due to the Asset Store no longer allowing uploads below Unity 2019, you’ll remain on ORK 2.33.0 when using Unity 2018 or lower. Contact me via email (including your order number) to receive the latest version for Unity 5.6, 2017 or 2018).
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- Game Controls: Click Interaction
‘None’ start type available. Optionally not use click interaction, but still allow starting them via the interact input key (‘Start Click Interaction’ setting of the ‘Interact Key’).
- Menu Screens: Sorting
‘Float Variable’ sorting type available. Sorts abilities, items and equipment based on float variables.
- Battle End: Loot Dialogue: Combatant Notification
New text codes available in the combatant gains. Show the combatants level (%lvl) and class level (%clvl).
- Battle Menus, Menu Screens: Equipment
‘Only If Allowed’ setting available when adding an unequip button. Optionally only show the unequip button if unequipping is allowed on the equipment part.
- Battle Menus: Description
‘Show Action Info’ setting available. Optionally show the selected action’s info (e.g. use costs, quantity) instead of the description.
- Battle Events: Determine Action Outcome
‘Determine Action Outcome’ node available. Determines if the action will result in a hit, critical hit, miss or block before using the ‘Calculate’ node (or damage dealers). The outcome is either for the current targets or defined combatants. The predetermined outcome is valid for the next or optionally all further calculations of the action.
- Battle Events: Set Det. Action Outcome
‘Set Det. Action Outcome’ node available. Sets the determind outcome for the action (either the current targets or for defined combatants). You can use this node to force critical hits, miss, etc.
- Battle Events: Check Det. Action Outcome
‘Check Det. Action Outcome’ node available. Checks the predetermined outcome of the action. Can also check the outcome for a defined combatant.
- HUDs: Combatant
Added missing short name text codes to various HUD elements.
- Collision Camera
The collision camera will now run in ‘LateUpdate’ instead of ‘OnPreCull’ to ensure compatibility with other render pipelines. On import, the component’s script execution order will be set to run after (most) other components.
- Status Values: Count To Value
Improved ‘Smooth Value Bars’ behaviour when restarting the fade (from another change).
- GUI Boxes: Text Typing
Changed how text typing is handled to improve having the same typing speed with different frame rates.
- Item Collectors: Despawn
The despawn time will no longer run during blocked controls (also dropped items from inventory or battle).
- Abilities, Items
‘Value Change’ and ‘Status Effect Cast’ settings (e.g. target changes, use costs, etc.) now take their requirements into account when previewing status changes or displaying use costs, etc.
- Status Previews
Fixed an issue where ‘Combined’ status values could display a wrong value.
- Save Game Menu
Fixed an issue where disabling saving ‘Groups’ would hide settings it shouldn’t.
- Status Values
Fixed an issue where loading a game could display wrong values after loading when using ‘Count To Value’ settings.
- Menu Screens: Equipment
Fixed an issue where equipment dropped from an equipment part into the world wasn’t unequipped.
- Battle Grids
Fixed an issue where generating grids in 2D (XY horizontal axis) used wrong rotations for the grid cells.
- Target Settings: Target Information Dialogue
Fixed an issue where the user information didn’t use the defined HUD.
- New UI
Fixed an issue when using ‘Screen Space Camera’ and the camera being spawned with the player.
- Battle Camera
Fixed a potential issue with setting camera control targets on battle arena and not using the battle camera can lead to the camera control still being changed.