June
03
2015

New text codes for X/Y positioning of text, status development and ability trees can override name/description of upgrade content, items and equipment can optionally override auto stacking and other new features, changes and fixes.

Head to the download page and grab the latest version!

 

New

  • Status Development: Upgrade Settings
    ‘Own Name’ and ‘Own Description’ settings available.
    Optionally override the name or description of the status value that will be upgraded.
  • Ability Trees
    ‘Own Name’ and ‘Own Description’ settings available.
    Optionally override the name or description of the ability that will be learned.
  • Status Effects
    ‘None’ option available in the ‘On Recast’ setting.
    This option will not change turns/time of an already applied status effect when reapplying it.
  • Items, Weapons, Armors
    ‘Own Auto Stack’ settings available.
    Items, weapons and armors can optionally override the auto stack settings defind in the ‘Inventory Settings’.
  • GUI Boxes
    ‘Use Minimum Height’ setting available when using ‘Auto’ height adjustment.
    Optionally uses the height (H) defind by the content box bounds will be used as minimum height of the GUI box.
  • Menu Screens: Sub Menus
    ‘Only For Usable’ settings available.
    Optionally makes the sub menu only available for usable choices.
    E.g. the sub menu item will only be displayed when the ability is usable.
  • Menu Screens: Equipment
    ‘Show Portrait’ setting available in ‘Part Box Settings’.
    Displays the portrait of a weapon/armor currently equipped on an equipment part.
  • Menu Screens: Ability, Ability Tree, Equipment, Inventory
    ‘Information’ element available in ‘HUD Info Display’ settings.
    Displays information about abilities/equipment using text codes, e.g. ‘%n’ for name, ‘%tn’ for type name.
  • Text Codes
    ‘X’ position and offset text codes available (found under ‘Special’ in the text editor).
    Use #xN# to define the X position (horizontal position) N of the following text.
    Use #+xN# to define the X offset (horizontal offset) N of the following text to the current text.
  • Text Codes
    ‘Y’ position and offset text codes available (found under ‘Special’ in the text editor).
    Use #yN# to define the Y position (vertical position) N of the following text.
    Use #+yN# to define the Y offset (vertical offset) N of the following text to the current text.
  • Input Keys: Touch
    ‘Consume Fingers’ setting available.
    Optionally consumes the fingers used for the touch input, making them unavailable for other touch interactions (e.g. ‘Control’ type HUDs).

 

Changes

  • Inventory Settings
    The ‘Auto Stack’ setting has been replaced by the ‘Auto Stack Items’, ‘Auto Stack Weapons’ and ‘Auto Stack Armors’ settings.
    You can now define auto stacking for them individually.
    Items, weapons and armors can optionally override these settings.
  • Encryption
    The class encrypting game data and save games has been moved from the core to the framework package.
    You can now use custom encryption by implementing the new ‘ISecurityHandler’ interface and registering your class in when ORK is initialized in the ‘ORK’ class.

 

Fixes

  • HUDs: Combatant
    Individual ‘Combatant’ type HUDs where not displayed after switching to a conditional prefab.
  • HUDs: Control
    Mouse/touch position could be off when using a GUI box placed on a full screen GUI layer.
  • Inventory Notifications
    The inventory notifications are now correctly displayed after loading a save game.
  • Quests
    Automatic quest updates are now happening correctly after loading a save game.