September
23
2016

New grid battle feature available in all 4 battle systems, range templates for use/affect ranges, updates to the battle AI and many other new features, changes and fixes.

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

Learn more about the new grid battle features in this how-to, or go through this 10 part gameplay tutorial series about setting up grid battles.

New

  • Unity 5.4
    ORK Framework now supports Unity 5.4.
    This will be the last version supporting Unity 5.3.
  • Grid Battles
    Battles in all battle system types can be fought on a ‘Battle Grid’.
    Only available in arena battles (i.e. when a ‘Battle’ component is involved, not in ‘Real Time Battle Areas’).
  • Battle Grid Component
    ‘Battle Grid’ component available.
    This component is used to set up grids in your scenes to be used by grid battles.
  • Battle Component
    ‘Grid Use Type’ setting available.
    Defines if and which battle grid the battle will use.
    Uses the nearest grid by default.
  • Battle System: Battle Grid Settings
    New sub-section to define general battle grid settings.
    Defines the grid type, cell selections, grid commands and grid highlights.
  • Battle System: Grid Cell Types
    New sub-section for creating grid cell types.
    Grid cell types are used by the ‘Battle Grid’ component to define how the individual cells of the grid will look and work (e.g. blocked cells, move costs, etc.).
  • Battle System: Battle Range Templates
    Define range templates to be used by abilities and items for use/affect ranges.
    You can define a min and max range and grid shapes for grid battles.
  • Game Controls: Interaction Settings
    ‘Interact Key’ setting available. Defines the input key used to start interactions.
    The ‘Accept Key’ no longer starts interactions. Automatically updates previous settings to use the same input key.
  • Status Values: Experience
    ‘Class Development’ setting available for ‘Experience’ type status values using the ‘None’ experience type.
    Optionally binds the ‘None’ experience’s max value to the class development, i.e. it’ll increase upon class level up instead of base level up.
  • Abilities, Items, Battle Settings: Use/Affect Range
    The use/affect ranges of abilities and items have been replaced by new settings.
    You can now either use ‘None’ to not use a range, ‘Template’ to use a battle range template or ‘Custom’ to define a custom range.
    Old settings will be automatically updated to ‘Custom’ ranges and can be converted to templates through a button.
  • Abilities, Items, Battle Settings: Use Range
    ‘Default Range’ settings available.
    Use ranges per battle system type are now optional.
    If the use range for individual battle system types isn’t defined, a default range will be used.
  • Abilities, Items: Affect Range
    The affect range can now be set up for individual battle system types like the use range.
  • Abilities, Items, Control Maps, Game States, Target Selections
    ‘Grid Battles’ state condition available. Defines if a battle grid is required, e.g. using a battle event only when in a grid battle.
    By default set to ‘Ignore’ (i.e. available in both with and without a grid).
  • Turn Based Battles, Phase Battles, Abilities, Items
    ‘Use Remaining’ setting available in action cost settigns.
    Optionally use the remaining actions per turn of a combatant – the defined cost will be used as a minimum cost.
  • Animation Types
    ‘Turn Ended Idle Type’ animation type available.
    Select an animation type that will be used for the idle animation when a combatant’s turn ended (i.e. when the combatant finished all actions).
    By default uses animation type ID 0.
  • Battle Menu
    ‘Grid Move’ menu item type available.
    Adds a button for the grid move command to the battle menu.
    Selecting it in the battle menu will start the target cell selection.
  • Battle Texts
    ‘Grid Move Info’ settings available.
    Optionally display a battle info text when a combatant performs a grid move action.
  • Console Settings, Combatants
    ‘Grid Move Text’ settings available.
    Define texts that will be added to the console when a combatant performs a grid move action.
    Combatants can optionally override the default text.
  • Combatants
    ‘Base Grid Move Range’ setting available.
    Combatants can optionally override the default grid move range defined in the ‘Battle Grid Settings’.
    The grid move range defines how far a combatant can move on the grid using the move command.
  • Combatants: Battle Animations
    ‘Own Grid Move Animation’ settings available.
    Combatants can optionally override the default grid move animation (battle event) defined in the ‘Battle Grid Settings’.
    The grid move animation defines how a combatant will be animated when moving on the grid to a target cell.
  • Status Bonuses
    ‘Grid Move Range Bonus’ setting available.
    Defines a bonus added to a combatant’s grid move range.
  • Status Values: Experience
    ‘Rounding’ setting available in ‘Level Difference Factor’ settings.
    Define how the experience will be rounded after being multiplied by the level difference factor.
  • Status Requirements
    ‘Turn Ended’ requirement selection available.
    Checks if a combatant’s turn has ended or not (i.e. finished all actions).
    This can be used to e.g. have an ability only target combatants that haven’t yet finished their turn.
  • Control Maps, HUDs
    ‘Auto Target Only’ setting available in control map keys and ‘Shortcut’ HUD elements (‘Combatant’ type HUDs).
    Optionally only use auto targets for abilities/items that have ‘Use Auto Target’ enabled in their settings.
  • Formulas: Check Grid Distance
    ‘Check Grid Distance’ step available in ‘Position’ steps.
    Checks the distance on the grid between the user and target.
  • Battle AI: Ability
    ‘Use Random Ability’ settings available in the ‘Ability’ battle AI step.
    Optionally use a random ability known by the combatant instead of a defined ability.
    Can also be limited to a defined ability type.
  • Battle AI: Item
    ‘Use Random Item’ settings available in the ‘Item’ battle AI step.
    Optionally use a random item in the combatant’s inventory instead of a defined item.
    Can also be limited to a defined item type.
  • Battle AI
    ‘Exclude Self’ setting available for ‘Ally’ and ‘All’ target ranges.
    Excludes the user combatant from the targets.
  • Battle AI: Grid Move
    ‘Grid Move’ step available in ‘Action’ steps.
    Uses the ‘Grid Move’ command to move the user on the grid, e.g. toward a target.
  • Battle AI: Check Grid Distance
    ‘Check Grid Distance’ step available in ‘Position’ steps.
    Checks the distance on the grid between the user and targets.
  • Battle AI: Grid Rotate To Target
    ‘Grid Rotate To Target’ step available in ‘Position’ steps.
    Rotates the user to face a target on the grid.
  • Battle AI: Attack, Ability, Class Ability, Item
    ‘Need Targets’ setting available.
    Valid targets within use range of the action must be found, otherwise the action will not be used.
  • Event System: Start Battle
    You can optionally add additional combatants (from game objects) to join the battle that is started.
  • Event System: Change Equipment
    ‘Keep Unequipped’ setting available in the ‘Change Equipment’ step.
    Handles if unequipped weapons or armors will be returned to the combatant’s inventory or lost.
    By default enabled (i.e. returning equipment to inventory).
  • Event System: Change Position
    ‘Stop At Target’ setting available when moving by speed.
    Optionally stops the movement when reaching the target, i.e. it can’t move past it (e.g. overshooting due to high speed).
    By default disabled.
  • Event System: Call Menu Screen
    ‘Menu Screen User’ settings available.
    Optionally set the combatant that will be the user of the called menu screen.
  • Event System: Equipment Viewer Combatant
    ‘Equipment Viewer Combatant’ step available in ‘Combatant > Equipment’ steps.
    All ‘Equipment Viewer’ components of a game object will check for a combatant (through a ‘Combatant Component’).
  • Event System: Set Battle Grid
    ‘Set Battle Grid’ step available in ‘Battle > Grid’ steps.
    Sets the grid for a running battle.
  • Event System: Show Battle Grid
    ‘Show Battle Grid’ step available in ‘Battle > Grid’ steps.
    Shows or hides the current battle’s grid or a grid on a defined game object.
  • Event System: Is Grid Battle
    ‘Is Grid Battle’ step available in ‘Battle > Grid’ steps.
    Checks if the current battle is a grid battle (i.e. using a ‘Battle Grid’ component).
  • Event System: Player Grid Placement
    ‘Player Grid Placement’ step available in ‘Battle > Grid’ steps.
    Starts the grid placement selection for player combatants.
  • Event System: Place On Grid
    ‘Place On Grid’ step available in ‘Battle > Grid’ steps.
    Place combatants participating in this battle at the nearest free grid cell.
    Only combatants that aren’t yet placed on the grid will be used.
  • Event System: Check Grid Path Length
    ‘Check Grid Path Length’ step available in ‘Battle > Grid’ steps.
    Checks the remaining length of a move action’s grid path.
  • Event System: Store Grid Path
    ‘Store Grid Path’ step available in ‘Battle > Grid’ steps.
    Stores the next (or all) cell’s game object of a move action’s grid path into a found/global object.
  • Event System: Remove Grid Path
    ‘Remove Grid Path’ step available in ‘Battle > Grid’ steps.
    Removes the next (or all) cell of a move action’s grid path.
  • Event System: Is Grid Cell Empty
    ‘Is Grid Cell Empty’ step available in ‘Battle > Grid’ steps.
    Checks if a battle grid cell on a game object is empty (i.e. no combatant is occupying it).
  • Event System: Check Grid Distance
    ‘Check Grid Distance’ step available in ‘Battle > Grid’ steps.
    The distance between two grid cells is checked against a value.
  • Event System: Is Grid Cell Blocked
    ‘Is Grid Cell Blocked’ step available in ‘Battle > Grid’ steps.
    Checks if a battle grid cell on a game object is blocked (i.e. ‘Blocked’ enabled in the settings of the grid cell type).
  • Event System: Set Grid Cell Combatant
    ‘Set Grid Cell Combatant’ step available in ‘Battle > Grid’ steps.
    Set’s a combatant to occupy a battle grid cell.
    Only possible if the combatant is spawned and the cell is not blocked and currently not occupied by another combatant.
  • Event System: Grid Direction Rotation
    ‘Grid Direction Rotation’ step available in ‘Battle > Grid’ steps.
    Sets or fades a game object using grid directions.
    The directions depend on the used battle grid type, e.g. the ‘Square’ type has 4 directions.
  • Event System: Grid Orientation Selection
    ‘Grid Orientation Selection’ step available in ‘Battle > Grid’ steps.
    Calls the orientation selection for a combatant. AI controlled combatants (e.g. enemies) will automatically select an orientation based on their AI settings.
  • Event System: Grid Cell Event
    ‘Grid Cell Event’ step available in ‘Battle > Grid’ steps.
    Performs grid cell events on a grid cell.
  • Event System: Change Grid Move Range
    ‘Change Grid Move Range’ step available in ‘Battle > Grid’ steps.
    Changes the grid move range of a combatant.

Changes

  • Event System: Actors
    Actors now use the game object’s name in dialogues if no other name (scene object, setting name, etc.) is found.
  • Combatants: Code
    Most battle functionality (e.g. turns, turn values, etc.) have been moved from the ‘Combatant’ class to the new ‘CombatantBattle’ class for better organization.
    The functionality can be accessed through the ‘Battle’ property of a combatant in case you need it in your custom scripts.
  • Abilities, Items
    ‘Affect Range’ toggle has been replaced by a popup selection.
    Select ‘None’ for not using affect range, ‘Calculation’ to select affected targets each time the outcome is calculated, or ‘Execution’ to select affected targets when the action is started.
    ‘None’ is selected by default, previous settings using affect range will be set to ‘Calculation’.

Fixes

  • Menu Screens
    Fixed an issue where calling a sub-menu using the same input key as the ‘Accept’ key could cause an error message.
  • Battle Events: Prefabs
    Fixed an issue where setting a battle event’s prefabs in ability/item animation settings could result in weird behaviour with spawned prefabs.
  • Animations
    Fixed an issue where animations could freeze when changing equipment in a menu screen that paused the game using ‘Freeze Pause’.
  • Battle System
    The game object with the ‘Battle’ component attached will now be destroyed after teleport battles (i.e. battles in a different scene).
  • Combatants, Ability Developments
    Fixed an issue where using an ability development didn’t add the abilities to the combatant.
  • Event System: End Battle
    Fixed an issue where using ‘Escape’ in the ‘Battle End’ step didn’t work when not using ‘End Immediately’ in the battle system.
  • Save Games: Group Shortcuts
    Fixed an issue where group shortcuts where not loaded correctly.
  • Battle Menus
    Fixed an issue where the battle menu could be shown at the wrong position when using the new UI.
  • HUDs: Combatant
    Fixed an issue where ‘Shortcut’ elements hidden by display requirements could be assigned through drag and drop and display tooltips.