February
22
2023

ORK 3.12.0 is here with 43 new features, changes and fixes (and more in the also included Makinom 2.11.0)!

This update adds new Auto Machine start types, new float value types, new status value information, new status conditions, updates for crafting recipes and many other new features, changes and fixes.

This version contains Makinom 2.11.0 with a few additional new features, changes and fixes. E.g. the new dialogue importer for schematics.

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

  • Auto Machines: Notify Start: ‘Battle Started’ type available. Start the machine when a defined or any ‘Battle’ component’s battle started (before battle start schematic).
  • Auto Machines: Notify Start: ‘Battle Ended’ type available. Start the machine when a defined or any ‘Battle’component’s battle was finished (after battle end schematic).
  • Auto Machines: Notify Start: ‘Combatant Spawner’ type available. Start the machine when a defined ‘Combatant Spawner’ component spawns or despawns combatants, or reports killed combatants.
  • Float Values: Status Effect Count: ‘Status Effect Count’ value type available. The number of a defined status effect applied to a combatant is used as value.
  • Float Values: Status Effect Count (All): ‘Status Effect Count (All)’ value type available. The number of all status effects applied to a combatant is used as value.
  • Float Values: Status Effect Count (Type): ‘Status Effect Count (Type)’ value type available. The number of status effects of a defined status effect type applied to a combatant is used as value.
  • Content Layouts: ‘Use Content Variables’ setting avaialble. Optionally replace variable text codes with variables from the displayed content instead of global variables. If the content doesn’t have variables, the text codes will be replaced with default values (e.g. int/float ‘0’, bool ‘false’, etc.).
  • Status Values: Status values now remain in a changed state for a short duration after a change was done to them. This (and the last change values) is only affected by active changes to the status values (e.g. ability/item target changes, status effects, schematics, etc.) and doesn’t react to changes due to status resets or combined value changes.
  • Status Values: Status values now keep track of the last change and last combined change values. The combined change value will add all changes that where made within a defined timeout between changes (defined in ‘UI > Text Display Settings’). The last change values are available for display and use similar to other status value information.
  • Status Conditions: Attack Modifier Trait: ‘Attack Modifier Trait’ status condition check type available. Checks if a defined attack modifier attribute is recognized as a trait (strength, weakness, etc.) of a combatant.
  • Status Conditions: Defence Modifier Trait: ‘Defence Modifier Trait’ status condition check type available. Checks if a defined defence modifier attribute is recognized as a trait (strength, weakness, etc.) of a combatant.
  • Status Conditions: Status Value Changed State: ‘Status Value Changed State’ status condition check type available. Checks if a defined status value is or isn’t in changed state.
  • Control Maps: Action: ‘Inventory Container Slot’ action type available. Uses an item or equipment stored in a defined inventory container slot.
  • AI Rulesets: Rules: Action: ‘Inventory Container Slot’ action type available. Uses an item or equipment stored in a defined inventory container slot.
  • Action Combos: Required Action: ‘Inventory Container Slot’ action type available. Checks for an item or equipment stored in a defined inventory container slot.
  • Action Combos: Replacement Action: ‘Inventory Container Slot’ action type available. Uses an item or equipment stored in a defined inventory container slot.
  • Status Effects: End Action: ‘Inventory Container Slot’ action type available. Uses an item or equipment stored in a defined inventory container slot.
  • Item Types: Inventory Settings: ‘Inventory Settings’ available. An item type can now override the default inventory settings (stacking, space, quantity limit and stack limit) for all items and equipment using the item type (primary type only). Individual items and equipment can override the settings.
  • Crafting Recipes: Outcome, Critical Outcome: ‘Get Random’ settings available. Optionally get a random item from the defined items instead of all of them. Also allows using a chance-based selection.
  • Crafting Recipes: Outcome, Critical Outcome: ‘Use Loot’ settings available. Optionally use loot from loot tables as outcome or critical outcome of the crafting recipe. Still uses the defined outcome items.
  • Crafting Recipe Layouts: ‘Critical Outcome’ settings available. Optionally display the critical outcome of a crafting recipe in the layout using the ‘<criticaloutcome>’ text code.
  • Crafting Recipe Layouts: Chance text codes available for ingredients and outcome display. Display the chance an item is consumed (ingredients) or created (outcome, critical outcome) using the new chance text codes (‘<chance>’ for ‘0’, ‘<chance1>’ for ‘0.0’, ‘<chance2>’ for ‘0.00’).
  • Menu Screens: Group: ‘Empty Content Layout’ is now available in both ‘1st Group Box Settings’ and ‘2nd Group Box Settings’. Previous data is updated to load for both group boxes.
  • Text Display Settings: Status Change Display: ‘Status Value Changed State’ settings available. Define how long status values remain in changed state after a change was made on them. Also has settings for handling the last changes and last combined changes of status values.
  • Editor: Foldouts: Many foldout titles of array elements display additional information about their settings when using ‘Extended Information’ in the editor settings.
  • Schematics: Reset Ability: ‘Reset Ability’ node available in ‘Combatant > Ability’ nodes. A combatant forgets and relearns a defined ability or abilities stored in selected data.
  • Schematics: Use Battle Action: ‘Inventory Container Slot’ action type available. Uses an item or equipment stored in a defined inventory container slot when using the control key.
  • Unity UI: Context Menu: New variants available for ‘Slider’ value bars.
  • Unity UI: ORK HUD Status Text Content Component: Status Value: ‘<lastchange>’ and ‘<lastchangecombined>’ text codes available to show the last change value and last combined change value of the status value.
  • HUD Conditions: Status Value Changed State: ‘Status Value Changed State’ condition type available. Checks if the HUD user is a status value that is or isn’t in changed state (requires a status value).
  • Scripting: Battle Components: ‘NotifyBattleStarted’ and ‘NotifyBattleFinished’ event handlers available. Register a function (no parameters) to get notified when the component’s battle starts or finishes.

Changes

  • Target Settings: Individual/Group Target Settings: The ‘Target Cursor’ settings have been replaced by ‘Target Highlight’ settings. Now supports prefab, color fade and HUD color fade target highlighting, as well as cursor prefab components (like other target highlights). Previous settings are updated automatically.
  • Turn Based Battles, Phase Battles: ‘Auto End Turn’ is enabled by default in new projects and newly added battle systems.
  • Interactions: Object Turn Settings: Using a 2D setup (i.e. ‘Default Horizontal Plane’ set to ‘XY’ in ‘Game > Game Settings’) will now rotate the game objects on their Z-axis to face the other game object’s position.
  • Random Battle Area Components: The distance checks are now using the actually moved distance instead of distance to the last check/battle position. E.g. moving around a spot can now also trigger battles.

Fixes

  • Abilities: Fixed an issue where an ability’s displayed level could exceed the max level when learning it. The ability’s actual level was still limited to the max level.
  • Grid Battles: Examine: Fixed an issue where a combatant info box opened by a call key wasn’t closed or updated when changing the selected cell.
  • Grid Battles: Examine: Fixed an issue where the cell highlights where not removed when canceling grid examination.
  • Active Time Battles: Fixed an issue where using ‘Action Blocks Choosing’ didn’t block the next combatant from choosing when the current combatant selected an action (due to the action not being active immediately).
  • Target Selections: Fixed an issue where using ‘Cursor Over Selection’ (without ‘Cursor Move Only’) didn’t automatically select the target below the cursor when switching between target selection for actions (e.g. using control maps to change between actions).
  • Menu Screens: Group: Sort: Fixed an issue where the highlight of the selected combatant isn’t removed when canceling.
  • Schematics: Join Group: Fixed an issue where the ‘Store in Selected Data’ settings where not available when using ‘Use Game Object’.
  • Unity UI: ORK HUD Text Content, ORK HUD Status Text Content: Fixed an issue where using variable text codes could cause to errors.