September
04
2015

New item reuse blocks, status requirement options, event steps and other new features, changes and fixes.

Head to the download page and grab the latest version!

New

  • Unity 5.1.3
    ORK Framework now requires Unity 5.1.3.
  • Items
    ‘Reuse Settings’ available.
    An item can optionally be blocked for a defined amount of turns or time.
  • Status Effect Changes
    ‘Remove Single’ setting available when removing status effects (e.g. ability status changes, auto effects, etc.).
    Optionally only removes a single instance of the status effect instead of all applied instances.
    Use this option if you only want to remove one effect from stacked effects.
  • Status Development: Upgrade Settings
    ‘Own Costs Description’ settings available for status value upgrades.
    Optionally override the description if an upgrade can’t be used due to the upgrade posts.
  • Status Development: Upgrade Settings
    ‘Own Requirements Description’ settings available for status value upgrades.
    Optionally override the description if an upgrade can’t be used due to the requirements.
  • Status Requirements: Status Value
    ‘Used Type’ settings available.
    You can now use the current, base, min, max, display, preview and preview max value of the status value for status value requirements.
  • Status Requirements: Attack/Defence Attribute
    ‘Used Type’ setting available.
    You can now use the current, base, min, max, start and preview value of the attribute for attack/defence attribute requirements.
  • Status Requirements: Death
    ‘Combatant Scope’ setting available.
    You can now check either the checked combatant, the battle group or whole group.
    When checking the group, ‘Is Dead’ is valid if all members are dead, not ‘Is Dead’ is valid if at least one member is alive.
  • Status Requirements: Combatant
    ‘Combatant Scope’ setting available.
    You can now check either the checked combatant, the battle group or whole group.
    When checking the group, ‘Is Combatant’ is valid if at least one member is the selected combatant, not ‘Is Combatant’ is valid if no member is the selected combatant.
  • Event System: Spawn Steps
    ‘Found/Global Objects’ settings available in ‘Spawn Prefab’ steps.
    You can now optionally use the spawned prefab to change a found object or global object list.
  • Event System: Save Game Steps
    ‘Delete Auto Save’ step available.
    Deletes the AUTO save slot’s save game or the temporary retry save game.
  • Event System: Save Game Steps
    ‘Delete Save Game’ step available.
    Deletes a defined save game or AUTO save game.
  • Event System: Status Steps
    ‘Block Ability Reuse’ step available.
    Blocks a defined ability’s reuse for a defined amout of turns or time, or removes the reuse block from a combatant.
  • Event System: Status Steps
    ‘Block Item Reuse’ step available.
    Blocks a defined item’s reuse for a defined amout of turns or time, or removes the reuse block from a combatant.
  • Event System: Status Steps
    ‘Clear Item Reuse’ step available.
    Clears the item reuse blocks of a combatant.
  • Event System: Battle Steps
    ‘Start Combatant Spawner’ step available.
    Starts a combatant spawner, i.e. spawns the combatants if they aren’t yet spawned.
    The used game object must have a correctly set up ‘Combatant Spawner’ component attached.
  • Event System: Battle Steps
    ‘End Battle’ step available.
    Ends the currently running battle with a selected outcome (victory, escape, defeat, leave arena).
    Nothing happens if no battle is running.
  • Combatant Spawners
    ‘Repeat Check’ settings available for ‘Autostart’ start type when not using ‘Auto Destroy’.
    Optionally repeats the autostart check until the conditions are valid.
    Use this for spawners that e.g. should be activated automatically after speaking to an NPC in the scene.
  • Item Collectors
    ‘Use Condition’ settings available in the ‘Prefab Settings’ when not using ‘Auto Destroy’.
    Optionally only spawns the prefab when the conditions are valid, the check can be repeated.
    Use this for collectors that e.g. should spawn after starting a quest in the scene.
  • HUDs: Combatant
    ‘Use Click Use’ setting availalble in ‘Shortcut’ HUD elements when using ‘Enable Clicking’.
    Optionally uses the shortcut when no group/individual/auto target is used or found.
    Items/abilities will trigger the target selection (or used on ‘Self’), equipment will be equipped on the user.
  • Menu Screens: Status Value Upgrade
    ‘Hide Maxed’ setting available.
    Optionally hide status value upgrades for status value that reached their maximum value (i.e. their base value equals the maximum value).

Changes

  • Player Controls: Mouse
    The cursor is now spawned using the prefab’s rotation.

Fixes

  • Menu Screens: Combatant
    Showing Ok/cancel buttons in ‘Combatant’ menu parts with only one page where blocked and not controlable.
  • Menu Screens: Equipment
    Fixed bugs related to the ‘Unequip’ buttons.
  • Player
    Changing the player through removing the current player from the group (e.g. using ‘Leave On Death’ option in the combatant’s settings) could lead to the wrong combatant being used as player and the components being added to another.
  • HUDs: Turn Order
    A combatant’s death will now update ‘Turn Order’ type HUDs.
  • Battle Menus
    Clicking on combatants for target selection now takes target conditions into account.
  • New UI
    Solved exception thrown due to function changes in Unity 5.1.3.
  • Move AI
    ‘Detect On Damage’ now only detects when the combatant is actually damaged, not when an ability is used on the combatant.