June
22
2015

New sub type functionality (e.g. make an item type a sub type of another item type), random Vector3 values, lots of new event system steps and other new features, changes and fixes.

Head to the download page and grab the latest version!

New

  • Item Types
    ‘Sub Type’ settings available.
    Item types can now be sub types of other item types.
    ‘Inventory’ menu screen parts and battle menus allow navigating through the sub type tree structure.
  • Ability Types
    ‘Sub Type’ settings available.
    Ability types can now be sub types of other ability types.
    ‘Ability’ menu screen parts and battle menus allow navigating through the sub type tree structure.
  • Ability Trees
    ‘Sub Tree’ settings available.
    Ability trees can now be sub trees of other ability trees.
    ‘Ability Tree’ menu screen parts allow navigating through the sub tree structure.
  • Quest Types
    ‘Sub Type’ settings available.
    Quest types can now be sub types of other quest types.
    ‘Quest’ menu screen parts allow navigating through the sub type tree structure.
  • Area Types
    ‘Sub Type’ settings available.
    Area types can now be sub types of other area types.
    ‘Bestiary (Area)’ menu screen parts allow navigating through the sub type tree structure.
  • Log Types
    ‘Sub Type’ settings available.
    Log types can now be sub types of other log types.
    ‘Log’ menu screen parts allow navigating through the sub type tree structure.
  • Crafting Types
    ‘Sub Type’ settings available.
    Crafting types can now be sub types of other crafting types.
    ‘Crafting’ menu screen parts allow navigating through the sub type tree structure.
  • Menu Screens: Inventory
    ‘Start Parent Type’ settings available.
    Optionally set the parent item type the menu will be displayed with.
    The menu will only show items of the parent type and its sub types.
  • Menu Screens: Ability
    ‘Start Parent Type’ settings available.
    Optionally set the parent ability type the menu will be displayed with.
    The menu will only show abilities of the parent type and its sub types.
  • Menu Screens: Ability Tree
    ‘Start Parent Tree’ settings available.
    Optionally set the parent ability tree the menu will be displayed with.
    The menu will only show ability trees of the parent tree and its sub trees.
  • Menu Screens: Quest
    ‘Start Parent Type’ settings available.
    Optionally set the parent quest type the menu will be displayed with.
    The menu will only show quests of the parent type and its sub types.
  • Menu Screens: Bestiary (Area)
    ‘Start Parent Type’ settings available.
    Optionally set the parent area type the menu will be displayed with.
    The menu will only show areas of the parent type and its sub types.
  • Menu Screens: Log
    ‘Start Parent Type’ settings available.
    Optionally set the parent log type the menu will be displayed with.
    The menu will only show logs of the parent type and its sub types.
  • Menu Screens: Crafting
    ‘Start Parent Type’ settings available.
    Optionally set the parent crafting type the menu will be displayed with.
    The menu will only show recipes of the parent type and its sub types.
  • Move AI: Enemy Detection
    ‘Use Attack Allies’ setting available.
    Optionally will detect allied combatants when a status effect with ‘Attack Allies’ enabled is applied to the combatant.
  • Menu Settings, GUI Boxes: GUI Skins
    ‘Fade Button Children’ setting available when using ‘New UI’ gui system type.
    Optionally fades the alpha or color of button child objects (i.e. text, images) on state change (selected, inactive, …).
    Setting available for each button prefab individually (when used).
  • Interaction Components
    ‘Start By Collider’ setting available when using ‘Trigger Enter’, ‘Trigger Stay’ or ‘Trigger Exit’ start types.
    Allows trigger start types to be started by colliders with ‘Is Trigger’ disabled.
    By default enabled.
  • Interaction Components
    ‘Start By Trigger’ setting available when using ‘Trigger Enter’, ‘Trigger Stay’ or ‘Trigger Exit’ start types.
    Allows trigger start types to be started by colliders with ‘Is Trigger’ enabled.
    By default enabled.
  • Interaction Components
    ‘Start By Root’ setting available when using trigger or collision start types.
    Optionally starts only when the root of a game object causes the trigger/collision event.
    By default disabled.
  • Vector3 Values
    ‘Random’ Vector3 value type available.
    Allows creating a Vector3 with random axes defined by min/max values for each axis.
  • Input Keys: Unity Input Manager
    ‘Is Joypad Axis’ setting available.
    Enable this when the used Unity input manager key is a joypad axis to support down, hold and up actions.
  • Event System: Camera Steps
    ‘Shake X-Axis’, ‘Shake Y-Axis’ and ‘Shake Z-Axis’ settings available in ‘Shake Camera’ step.
    You can now optionally shake the camera on each axis.
    By default shakes on the X-axis.
  • Event System: Movement Steps
    ‘Check Combatant Speed’ step available.
    Checks the current horizontal or vertical movement speed of a combatant.
  • Event System: Bestiary Steps
    ‘Check Bestiary Count’ step available.
    Checks the number of entries in the bestiary.
  • Event System: Bestiary Steps
    ‘Bestiary Count To Variable’ step available.
    Stores the number of bestiary entries into a float game variable.
  • Event System: Audio Steps
    ‘Change Music Volume’ step available.
    Changes the music volume – either sets or fades the volume.
    This will change the overall music volume, not the volume of the currently playing music.
  • Event System: Audio Steps
    ‘Change Sound VOlume’ step available.
    Changes the sound volume – either sets or fades the volume.
    Already playing audio clps will not be updated by this.
  • Event System: Variable Steps, Function Steps
    ‘Field To Variable’ step available.
    Stores the value of a flied or property into a game variable.
    Supports string, bool, int/float and Vector2/3 values.
  • Battle Events: Battle Steps
    ‘No Time Consume’ step available.
    Stopts the action from consuming time, i.e. the timebar will not be reduced by the actions costs in ‘Active Time Battles’, the turn value will not be reset in ‘Turn Based Battles’ using ‘Multi-Turns’.
  • Battle Events: Battle Steps
    ‘Change Turn Value’ step available.
    Changes the turn value of a combatant.
    The turn value is used to generate the turn order in ‘Turn Based Battles’ using ‘Multi-Turns’.
  • Battle Events: Battle Steps
    ‘Check Turn Value’ step available.
    Checks the turn value of a combatant.
    The turn value is used to generate the turn order in ‘Turn Based Battles’ using ‘Multi-Turns’.
  • Battle Events: Battle Steps
    ‘Use Average’ settings available in ‘Check Turn’ step.
    Optionally checks the average turn of the combatant’s group or battle group instead of the combatant’s turn.
  • Formulas: Combatant Steps
    ‘Check Turn Value’ step available.
    Checks the turn value of a combatant.
    The turn value is used to generate the turn order in ‘Turn Based Battles’ using ‘Multi-Turns’.
  • Battle AIs: Status Steps
    ‘Check Turn Value’ step available.
    Checks the turn value of a combatant.
    The turn value is used to generate the turn order in ‘Turn Based Battles’ using ‘Multi-Turns’.
  • Main Menu: Auto Slot Selection
    ‘Background Image’ settings available in the ‘Auto Slot Selection’ settings.
    Optionally display the save menu background images or own backgrounds when displaying the auto slot selection (and optionally override question).
  • Save Game Menu: Load Game Menu
    ‘All Auto Save Slots’ setting available in the ‘Load Game Menu’ settings.
    Optionally displays all auto save slots in load menus, including unused slots (displayed as inactive buttons).
  • GUI Boxes: Choice Settings
    ‘Define Choice Height’ settings available.
    Optionally defines the height of choices – content exceeding the height will not be visible.
    If disabled, the choice height is adjusted to the content of the choice.
  • Status Effects
    ‘Set Max Stack’ settings available when using effect stacking.
    Optionally set the maximum number of times a status effect can be stacked.

Changes

  • Combatants
    A combatant with an ‘Attack Allies’ effect applied will now also use the AI timeout when the combatant is AI controlled.
  • Real Time Battle Areas
    Disabling a real time battle area’s game object will now leave the real time battle (if it’s the only active real time battle area).

Fixes

  • Event System: Dialogue Steps
    There was a small delay when setting variables in a ‘Value Input Dialogue’ step, leading to a following variable check sometimes checking old values.
  • Move AI
    Using ‘NavMesh Agent’ components moves the combatant again.
  • Move AI
    Using raycasts in enemy detection is now working correctly.
  • Event System: Editor
    Integer value selections will now display the correct formula.
  • Event System: Variable Steps
    ‘Variable To Variable’ now correctly displays the variable options for source and target when using ‘Object’ variables.
  • Event System: Dialogues
    Actor text codes for displaying combatant information using an actor without a combatant no longer crashes Unity.
  • UI
    Fixed an issue when using Unity 5.1 and the new UI.
  • Input Keys
    Fixed some issues with hold times and timeouts.
  • Battle Spots
    Not using ‘Place On Ground’ no longer replaces the Y-axis position of battle spots when fighting in another scene.
  • Status Effects
    Using ‘Enabled’ stackablae effects as auto effects could cause crashes.
  • Inventory
    Fixed an issue with inventory limit not being updated when joining a new member to the group and adding items from the combatant’s inventory.