November
22
2022

ORK 3.10.0 is here with 63 new features, changes and fixes (and 16 more in the also included Makinom 2.10.0)!

This update adds the new Research UI functionality to display research trees in a visual tree structure, new menu screen parts, new sub-menu functionality for menu screens and many other new features, changes and fixes.

Check out the updated research tree documentation for more information on the new research UI features.

This version contains Makinom 2.10.0 with 16 additional new features, changes and fixes.

Download the latest version of ORK Framework here.

If you’re enjoying the updates, tutorials and support I provide, please consider leaving a review in the Unity Asset Store and supporting me on patron.com – every little bit helps!

New

  • Research UI: New features available to display research trees in a tree view UI. The ‘Research Tree UI’ setup of research trees is used to display single trees, the combatant’s setup to display merged trees. Using the Unity UI module uses prefabs with ‘UI Research Tree’ components to create the trees. The components can create the tree structure using button/line prefabs in the inspector.
  • Research Trees: Research Tree UI: ‘Research Tree UI’ settings available. Define the UI setup for research tree UI that’ll be used by the research tree. Research tree UI is used in ‘Research (Tree View)’ menu screen parts to display a (single) research tree. When using Unity UI module, requires a prefab with a ‘UI Research Tree’ component attached.
  • Research Types, Research Trees: ‘Custom Research Item UI’ settings available in research types, research trees and individual research items. Optionally override the default research item UI setup for research items of the type/tree or the individual research item.
  • Research Trees: Research Items: Ability: ‘Learn By Class’ setting available. Optionally learn the ability by the class that added the research tree instead of the combatant. If the tree wasn’t added by a class (or the class is no longer available to the combatant), the combatant will learn the ability.
  • Research Trees: Research Items: Status Value: ‘Ugrade Class’ setting available. Optionally add the status value upgrade to the class that added the research tree instead of the combatant. If the tree wasn’t added by a class (or the class is no longer available to the combatant), the combatant will upgraded.
  • Combatants: Research Tree UI: ‘Research Tree UI’ settings available (general settings and individual combatants). Defines the UI setup for a combatant’s research trees when displaying them ‘Merged’ in a ‘Research (Tree View)’ menu screen part.
  • Combatants: Available Equipment: ‘Replace Class Equipment’ setting available. Optionally replace the class equipment settings of the combatant’s class. If disabled, both combatant and class equipment settings are used together, i.e. the class can add additional equipment slots and available equipment to the combatant.
  • Status Bonus Templates, Combatants, Classes, Equipment, Abilities, Status Effects: Block Status Changes: ‘Block Status Changes’ settings available in all status bonus settings. Optionally block status changes from attacks, abilities and items (target changes) to the combatant with the status bonus.
  • Abilities, Items: Target Settings: ‘Ignore Status Change Blocks’ setting available. Optionally ignore any ‘Block Status Changes’ from status bonuses that are on the target.
  • Turn Based Battles: ‘Alternating Turn Order’ setting available in ‘Classic’ and ‘Active’ turn based modes. Player/ally and enemy combatants will alternate in the turn order (e.g. player > enemy > player > enemy > etc.). The turn calculation (using the combined outcome of the whole group) determines which side will start the turn order.
  • Battle Spots: ‘Ignore Scale’ setting available for individual battle spots. Optionally ignore the scale of the battle’s game object when placing battle spots.
  • HUDs: Combatant, Combatant Object: Display Conditions: ‘Limited Time Display’ settings available. Optionally only display the HUD for a defined time after getting notified by a status change of the combatant. E.g. display the HUD for 5 seconds after the combatant’s experience status value increases. Supports getting notified by status value, status effect, attack/defence modifier, (object) variable and inventory changes.
  • Menu Screens: Research (Tree View): ‘Research (Tree View)’ menu part available. Displays research trees in a tree view, optionally separated by research types. Uses ‘Research Tree UI’ setups of the research tree to display individual, single trees. Using ‘Merged’ tree display, uses the menu user’s ‘Research Tree UI’ to display the merged trees.
  • Menu Screens: Multi Slot: ‘Multi Slot’ menu part available. Displays defined equipment slots, class slots, AI behaviour slots, AI ruleset slots and shortcut slots of a combatant. Each slot defines what’ll be available to equip on the slot (e.g. equipment slots via item type, shortcut slots define if items, abilities and which types, etc.).
  • Menu Screens: Multi Content: ‘Multi Content’ menu part available. Displays the inventory, abilities and special actions of a combatant. The content can be separated by item types and ability types, and allows using a sub menu.
  • Menu Screens: Single Slot: ‘Single Slot’ menu part available. Displays a list of content for a defined equipment slot, class slots AI behaviour slot, AI ruleset slot or shortcut slot of a combatant. Works like the ‘Multi Slot’ menu part, but for quick-selection of a single, defined slot.
  • Menu Screens: Quest: Quest Box Settings: ‘Sort Order’ settings available for adding active, inactive, finished and failed quests. Defines the order in which quests are displayed based on their state. All default to 0 (ignoring state for the sort order).
  • Menu Screens: Sub Menus: ‘Always Open’ setting available. Optionally always show the sub menu (opened unfocused) when an input with content (e.g. item, equipment, etc.) is selected.
  • Menu Screens: Sub Menus: Message: ‘HUD Type’ settings available in the sub menu’s content. Optionally use a HUD or shortcut UI in the sub menu’s content.
  • Menu Screens: Sub Menus, Menu Actions: Sell: ‘Sell’ menu action available. Sells the selected item/equipment/etc., adding the currency to the menu user’s inventory and removing the item. Only used for sellable content.
  • Menu Screens: Sub Menus, Menu Actions: ‘Use Condition’ settings available. Optionally make the sub menu item or menu action only available when defined conditions are valid. Can check the menu screen’s user and variables on the action’s content (e.g. an item or equipment).
  • Menu Screens: Group: Sort: ‘Use Whole Group’ setting available for ‘Sort’ action. Optionally change the order of the whole group instead of only the battle group.
  • Menu Screens, Battle Menus, Shop Layouts: Description: ‘HUD Type’ settings available in ‘Content Description’ settings when using custom content. Optionally use a HUD or shortcut UI in the description display.
  • Shortcut Settings: ‘Slot Content Information’ settings available. Define content information (name, description, etc.) for shortcut slots that can be used by other UI, e.g. HUD elements or the ‘Multi Slot’ menu part. Also allows setting up content information per shortcut list (via list index) and for individual shortcut slots (via list/slot index).
  • UI Settings: HUD Settings: ‘Default Research Item UI’ settings available. Define the default research item UI setup for all research items. Research item UI can be used by UI to display a research item, similar to ‘Status Effect UI’, ‘Status Value UI’ and ‘Shortcut UI’ features.
  • Inventory Settings: Item Box: ‘Sort By’ setting available in the ‘Item List Settings’. Defines the order of items that are displayed in an item box dialogue.
  • Schematics: Sell From Inventory: ‘Sell From Inventory’ node available in ‘Inventory > Inventory’ nodes. Sells sellable content from a combatant’s inventory. Either sells defined items or content stored in selected data.
  • Schematics: Is In Shop: ‘Is In Shop’ node available in ‘UI > Shop’ nodes. Checks if a stored shop (using the shop’s ‘Shop ID’) contains defined items, equipment, etc.
  • Schematics: Select Combatant Objects: ‘Only Nearest/Farthest’ setting available when using ‘Distance Sort’ settings. Optionally only store the nearest combatant into selected data. When using ‘Invert Order’, the farthest combatant will be stored.
  • Item Collector Component: Collection Settings: ‘Use Auto Stop Distance’ setting available. Optionally use the auto stop distance defined in ‘Base/Control > Game Controls’ to automatically stop the interaction when the player is a defined distance away.
  • Shop Interaction Component: ‘Use Auto Stop Distance’ setting available. Optionally use the auto stop distance defined in ‘Base/Control > Game Controls’ to automatically stop the interaction when the player is a defined distance away.
  • Auto Machine Component: Notify Start: ‘Attack Modifier Attribute Change’ notify start type available. Starts the machine by attack modifier attribute value changes of a combatant.
  • Auto Machine Component: Notify Start: ‘Defence Modifier Attribute Change’ notify start type available. Starts the machine by defence modifier attribute value changes of a combatant.
  • Auto Machine Component: Notify Start: ‘Defence Modifier ID Change’ notify start type available. Starts the machine by defence modifier ID changes of a combatant.
  • Unity UI: UI Research Tree (Single) Component: ‘UI Research Tree (Single)’ component available. Used to display a single research tree via ‘Research Tree UI’ setups. The research item buttons are referenced only by the index of the research item, allowing the setup to be shared between multiple research trees in case they have the same structure. The component’s inspector can create a tree structure using prefabs for buttons and lines.
  • Unity UI: UI Research Tree (Multi) Component: ‘UI Research Tree (Multi)’ component available. Used to display one or more research trees via ‘Research Tree UI’ setups. The research item buttons are referenced by research tree and index of the research item, allowing to show multiple research trees together (via the combatant’s research tree UI setup, used in ‘Merged’ tree display). The component’s inspector can create a tree structure using prefabs for buttons and lines.
  • Unity UI: UI Research Item Button Input Component: ‘UI Research Item Button Input’ component available. Used for input buttons displaying research items in ‘UI Research Tree’ components.
  • Unity UI: UI Research Line (UI Line Renderer) Component: ‘UI Research Line (UI Line Renderer)’ component available. Used to display a line between research item buttons. The line is displayed using ‘UI Line Renderer’ components included in Makinom. Uses different line colors to represent the current state of the line’s target research item.
  • Unity UI: UI Research Line (Game Object) Component: ‘UI Research Line (Game Object)’ component available. Used to display a line between research item buttons. Uses different game objects to represent the current state of the line’s target research item.
  • Unity UI: ORK HUD Status Text Content: New text codes available for all content with shortcut slot information. You can now display a shortcut slot’s name, description, etc. using text codes.
  • Unity UI: ORK HUD Status Text Content: Research Item: ‘Use Content Icon’ setting available. Uses the research item’s icon as the icon.
  • Unity UI: HUD Research Item List Component: ‘UI Key’ setting available. Defines the key that identifies the used research item UI setup. Falls back to the component’s prefab if no research item UI is set up.
  • Unity UI: HUD Quest List Component: ‘Sort By’ and ‘Sort Order’ settings available for listing quests.
  • Unity UI Setup: Context Menu: ‘Research’ entries available in ‘ORK Framework > HUD’. Create different variants of research item contents for HUD prefabs.
  • HUD Conditions: Research Item State: ‘Research Item State’ condition type available. Checks if the HUD user is research item with a defined state.
  • Inspectors: Combatants: The ‘Combatant’ inspector information now has a separate foldout for inventory information and allows adding/removing items to/from the combatant’s inventory.

Changes

  • Status Effects: The ‘Block Status Changes’ settings are now part of the ‘Status Bonuses’ settings. Previous settings are updated automatically, adding a custom bonus for the change blocks.
  • UI: Content Layouts: The ‘Shortcut UI’ HUD type has been renamed to ‘UI Key Setup’ and now supports displaying UI setups for all UI key content. I.e. shortcuts (abilities, items, equipment, etc.), research items, status effects and status values.
  • Menu Screens: Types: The ‘All Type’ button is now also available when only displaying defined types. Available in all menu screen parts that have type display.
  • Menu Screens: The ‘Research’ menu screen part has been renamed to ‘Research (List View)’.
  • Menu Screens: Research: ‘HUD Content’ settings have been removed in the ‘Research Item Box’ settings. Please use the HUD options of the content layout instead (now also supports the new ‘Research Item UI’). The previous setup will not be updated automatically.
  • Menu Screens, Battle Menus, Shop Layouts: Description: Not using ‘Always Visible’ will now show the description for buttons or content without description when using custom text.
  • Research Trees: Research Items: Level Up: Using ‘Use Class Level’ will now increase the level of the class that added the research tree. If the tree wasn’t added by a class (or the class is no longer available to the combatant), the combatant’s current single-class level will increase.
  • Editor: Battle Texts: The ‘Action Info Notifications’ are now their own main foldout, no longer being placed under the ‘Text Settings’.

Fixes

  • HUDs: Combatant Object: Fixed an issue where a ‘Combatant Object’ type HUD that shows shortcut slot content could lead to an error when displayed for a combatant added via ‘Add Combatant’ component.
  • HUDs: Turn Order: Fixed an issue where the turn order would be displayed wrong in ‘Multi Turns’ turn based battles with inverted turn order.
  • Unity UI: ORK HUD Icon Bar Content Components: Fixed an issue that caused an error when displaying icon bars.
  • Unity UI: HUD Equipment List Component, HUD Equipment Slot Content Component: Now use the equipment slot as user for spawned UI prefabs instead of the equipped equipment. Allows displaying equipment slot information.
  • Menu Screens: AI Behaviour, AI Ruleset: Fixed an issue where usint ‘Tabs’ type display still showed a type UI box.
  • Bestiary: Fixed an issue where combatants outside of battle didn’t check bestiary information for displaying their status.
  • Grid Battles: Examine: Fixed an issue where combatant move ranges (when showing the max move range) wheren’t displayed if their turn wasn’t initialized yet.
  • Item Boxes: Fixed an issue that could cause errors when showing description in the item box dialogue.
  • UI: Previews: Fixed issues that could cause previews to stay or not appear when not using domain reload in the Unity editor.