March
31
2023

ORK 3.13.0 is here with 89 new features, changes and fixes (and more in the also included Makinom 2.12.0)!

This update adds new options for local multiplayer setups, new formatting options (conditional formatting and new time formats, e.g. display 90 seconds as 1m), conditional battle spots, new HUD/UI features (e.g. display status bonuses using HUDs), new schematic nodes and many other new features, changes and fixes.

This version contains Makinom 2.12.0 with a few additional new features, changes and fixes. E.g. the new quality-of-life features in the editor.

Learn more about setting up local multiplayer in a project in this gameplay bits tutorial.

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

  • Game Controls: Player Input ID Settings: ‘Player Input ID Settings’ available in the ORK control settings. Optionally automatically add interaction controllers or player controls to all player group members that have an input ID set (e.g. via ‘Change Combatant Input ID’ node in schematics).
  • Status Values: Flying Texts: ‘Use Real Change’ setting available for ‘Refresh’, ‘Critical Refresh’, ‘Damage’ and ‘Critical Damage’ flying texts. Optionally use the real change value instead of the value used to change the status value. E.g. refreshing at maximum value or damaging at minimum value will result in 0 change value.
  • Status Values: Flying Texts: ‘Ignore 0 Refresh’ setting available for ‘Refresh’ and ‘Critical Refresh’ flying texts. Optionally ignore a refresh of 0 (i.e. no real refresh), flying texts and HUD flash won’t be performed.
  • Status Values: ‘Use Changed State’ setting available. Enables using the changed state and last change values for a status value. By default disabled.
  • Status Conditions: Shortcut Slot: ‘Shortcut Slot’ status condition check type available. Checks if a combatant’s shortcut slot is assigned with a defined shortcut (e.g. ability, item, etc.).
  • Status Conditions: Shortcut Slot (Ability Type): ‘Shortcut Slot (Ability Type)’ status condition check type available. Checks if a combatant’s shortcut slot is assigned with an ability of a defined ability type.
  • Status Conditions: Shortcut Slot (Item Type): ‘Shortcut Slot (Item Type)’ status condition check type available. Checks if a combatant’s shortcut slot is assigned with an inventory shortcut (e.g. item or equipment) of a defined item type.
  • Status Conditions: Input ID: ‘Input ID’ status condition check type available. Checks if a combatant’s input ID is or isn’t set.
  • Status Effects: Information Overrides: ‘Time Formatting’ settings available. Optionally override the default time formatting settings (‘UI > Text Display Settings’). Used to display the time duration of the status effect.
  • Abilities, Items: Information Overrides: ‘Time Formatting’ settings available. Optionally override the default time formatting settings (‘UI > Text Display Settings’). Used to display the reuse time of the ability/item.
  • Equipment Slots: ‘Add Inventory Space’ setting available. Equipment equipped on an equipment slot can optionally add to the combatant’s inventory space.
  • Classes: Status Settings: Random Status Value Bonuses: ‘Random Status Value Bonuses’ settings available. Classes can add random bonuses to status values of a combatant while being their single-class or equipped on a class slot. The random bonuses are calculated when the class is first initializied (e.g. added to a combatant).
  • Shops: Schematic Settings: ‘Schematic Settings’ available. Optionally use schematics when opening/closing the shop or buying/selling in the shop.
  • Battle Spots: Conditional Battle Spots: ‘Conditional Battle Spots’ available for player, ally and enemy spots. Add different battle spots based on conditions, e.g. group size. Each combatant that’s placed on a battle spot will be checked individually, allowing you to combine the default spots with any of the conditional spots. The placed combatant will use the spot matching it’s group member index.
  • Battle Grid Settings: Combatant Placement: ‘Cancel Remove Placed’ setting available. Placed combatants can be removed by canceling in the combatant selection. When not using a combatant selection, canceling in the cell selection during placement will remove the previously placed combatant (requires ‘Allow Cancel Cell’ enabled).
  • HUDs: Combatant, Combatant Object: Display Conditions: Limited Time Display: ‘Level Up’ and ‘Class Level Up’ notify by types available. Get notified by a combatant’s level up or class level up to display the HUD.
  • Text Display Settings: Time Formatting: ‘Time Formatting’ settings available. Define how time/duration values will be formatted. Can use time value checks to define different formats, e.g. displaying seconds for <60s and otherwise mintues. Can be overridden by individual settings displaying time/durations.
  • Text Display Settings: Number Formatting: ‘Conditional Format’ settings available for all number formats (and overrides in individual settings, e.g. abilities). Optionally use different formats based on the displayed value, e.g. displaying values greater equal 1000 as 1k, etc.
  • Animations: Mecanim: Auto Rotation Parameters: ‘In Camera Direction’ setting available. Optionally use the rotation based on the direction of the camera. E.g. useful for 2.5D setups (i.e. mixing 2D sprites with 3D environments).
  • Animations: Mecanim: Auto Rotation Parameters: ‘Rotation Offset’ setting available. Add an offset to the rotation of the axis.
  • Animations: Mecanim: Auto Rotation Parameters: ‘Negate Rotation’ setting available. Optionally negate the rotation value (i.e. using -rotation, e.g. -90 instead of 90) to reverse the rotation value.
  • Game Options: Remember Selections: ‘Remember Selections’ option available. The player can define if battle menus, menu screens and combatant selections remember their selections. Only used if they individually enable remembering selections in their settings.
  • Save Game Settings: PlayerPrefs Game Options: ‘Remember Selections’ setting available. The ‘Remember Selections’ option will also be stored in the PlayerPrefs (outside of save games).
  • Save Game Settings: PlayerPrefs Game Options: ‘Random Battle Chance’ setting available. The ‘Random Battle Chance’ option will also be stored in the PlayerPrefs (outside of save games).
  • Menu Screens: Group: ‘Remove Sort Change’ setting available in ‘1st Group Box Settings’. Optionally change the group sort position of a combatant when removing it from the battle group or battle reserve, sorting the combatant in the front or back of the group.
  • Battle Menus: Options: Attack, Ability, Item, Class Ability, Change Member, Command, Shortcut Slot: ‘Custom Target Menu’ settings available. Optionally override the default ‘Target Menu’ settings (‘Battles > Target Settings’), the ‘Target UI Box’ and the ‘Combatant Choice Layout’ of the battle menu. Overrides can be made for each battle menu option individually, e.g. having the ‘Attack’ command not use a target menu or abilities use a different target menu.
  • Schematics: Force Player Controlled: ‘Force Player Controlled’ node available in ‘Group > Group’ nodes. Changes if a non-player controlled group is player controlled or not. This allows giving battle commands to non-player controlled groups when forcing player controls on them.
  • Schematics: Is Force Player Controlled: ‘Is Force Player Controlled’ node available in ‘Group > Group’ nodes. Checks if a combatant’s group has forced player control.
  • Schematics: Use Battle Action: ‘Outside Battle Order’ selection available in ‘Add Action’ setting. Adds the action outside the battle order and can be used at all times. The action will not consume APT/timebar or change the action state of the user.
  • Schematics: Select Battle Action: ‘Select Battle Action’ node available in ‘Battle > Action’ nodes. Use the current or next battle action of a combatant as selected data.
  • Schematics: Stop Battle Action: ‘Selected Data’ settings available. Optionally stop actions stored in selected data.
  • Schematics: Is Combatant Input ID Set: ‘Is Combatant Input ID Set’ node available in ‘Combatant > Combatant’ nodes. Checks if the input ID of a combatant or a combatant’s group is set.
  • Schematics: Add Player Control: ‘Add Player Control’ node available in ‘Game Object > Component’ nodes. Adds the player controls that are set up in ‘Base/Control > Game Controls’ to a game object and registers the components with the system.
  • Schematics: Remove Player Control: ‘Remove Player Control’ node available in ‘Game Object > Component’ nodes. Removes the player controls that are set up in ‘Base/Control > Game Controls’ from a game object and unregisters the components from the system.
  • Content Layouts: ‘<quantitymax>’ text code available. Shows the maximum allowed quantity of an item, equipment or currency (or 0 if no limit is set).
  • Unity UI: HUD Status Value List Component: ‘Show Status Bonus’ settings available. Optionally show status value bonuses instead of a combatant’s status value. E.g. use this to list status value bonuses of equipment, passive abilities or classes.
  • Unity UI: HUD Attack Modifier List Component: ‘Show Status Bonus’ settings available. Optionally show attack modifier bonuses instead of a combatant’s attack modifiers. E.g. use this to list attack modifier attribute bonuses of equipment, passive abilities or classes.
  • Unity UI: HUD Attack Modifier Attribute List Component: ‘Only With Bonus’ setting available. Optionally only list the attack modifier attributes that have a status bonus. Only used when displaying attack modifiers from status bonuses.
  • Unity UI: HUD Defence Modifier List Component: ‘Show Status Bonus’ settings available. Optionally show defence modifier bonuses instead of a combatant’s defence modifiers. E.g. use this to list defence modifier attribute bonuses of equipment, passive abilities or classes.
  • Unity UI: HUD Defence Modifier Attribute List Component: ‘Only With Bonus’ setting available. Optionally only list the defence modifier attributes that have a status bonus. Only used when displaying defence modifiers from status bonuses.
  • Unity UI: HUD Defence Modifier ID List Component: ‘Show Status Bonus’ setting available. Optionally show defence modifier ID bonuses instead of a combatant’s defence modifier IDs. E.g. use this to list defence modifier ID changes of equipment, passive abilities or classes.
  • Untiy UI: HUD Status Effect List Component: ‘Show Status Bonus’ settings available. Optionally show status effects added or removed by status bonuses instead of a combatant’s status effects. E.g. use this to list effect immunities or auto effects from status bonuses of equipment, passive abilities or classes.
  • Untiy UI: HUD Status Effect List Component: ‘Effect Origin’ settings available. Defines if status preview information will be used when listing status effects of a combatant. Can show the current effects, current effects with preview changes (adding/removing effects), only the effects added by the preview and only the effects removed by the preview.
  • Unity UI: HUD Ability List Component: The ‘HUD Ability List’ component now also lists abilities of an equipment. The equipment must be the content provider’s HUD content/user, either directly or equipped on an equipment slot.
  • Unity UI: ORK HUD Status Text Content Component: Bonus Status Value: ‘Bonus Status Value’ status type available. Displays a status value bonus (e.g. from an equipment, class or passive ability). Requires a status value bonus to display instead of a regular tatus value (e.g. coming from a ‘HUD Status Value List’ component using ‘Show Status Bonus’).
  • Unity UI: ORK HUD Status Text Content Component: Bonus Attack Modifier Attribute: ‘Bonus Attack Modifier Attribute’ status type available. Displays an attack modifier attribute bonus (e.g. from an equipment, class or passive ability). Requires an attack modifier attribute bonus to display instead of a regular attack modifier attribute (e.g. coming from a ‘HUD Attack Modifier List’ component using ‘Show Status Bonus’).
  • Unity UI: ORK HUD Status Text Content Component: Bonus Defence Modifier Attribute: ‘Bonus Defence Modifier Attribute’ status type available. Displays a defence modifier attribute bonus (e.g. from an equipment, class or passive ability). Requires a defence modifier attribute bonus to display instead of a regular defence modifier attribute (e.g. coming from a ‘HUD Defence Modifier List’ component using ‘Show Status Bonus’).
  • Unity UI: ORK HUD Status Text Content Component: Bonus Defence Modifier ID: ‘Bonus Defence Modifier ID’ status type available. Displays a defence modifier ID bonus change (e.g. from an equipment, class or passive ability). Requires a defence modifier ID bonus to display instead of a regular defence modifier UD (e.g. coming from a ‘HUD Defence Modifier ID List’ component using ‘Show Status Bonus’).
  • Unity UI: ORK HUD Status Text Content Component: Status Value: ‘<lastchangecombinedpositive>’ and ‘<lastchangecombinednegative>’ text codes available to show the last combined positive and negative change value of the status value.
  • Unity UI: ORK HUD Status Text Content Component: Status Effect: ‘<durationF>’ and ‘<durationmaxF>’ text codes available to show the duration and maximum duration using the time formatting.
  • Unity UI: ORK HUD Status Text Content Component: Ability, Item: ‘<reuseF>’ and ‘<reusemaxF>’ text codes available to show the reuse time and maximum reuse time using the time formatting.
  • Unity UI: ORK HUD Status Text Content Component: Action Time: ‘<timeF>’ and ‘<timemaxF>’ text codes available to show the action time and maximum action time using the time formatting.
  • Unity UI: ORK HUD Status Text Content Component: Cast Time: ‘<timeF>’ and ‘<timemaxF>’ text codes available to show the cast time and maximum cast time using the time formatting.
  • Unity UI: ORK HUD Status Text Content Component: Delay Time: ‘<timeF>’ and ‘<timemaxF>’ text codes available to show the delay time and maximum delay time using the time formatting.
  • Unity UI: ORK HUD Status Text Content Component: Reuse Time: ‘<timeF>’ and ‘<timemaxF>’ text codes available to show the reuse time and maximum reuse time using the time formatting.
  • Unity UI: ORK HUD Status Text Content Component: Ability, Item, Shortcut: ‘<quantitymax>’ text code available. Shows the maximum allowed quantity of an item, equipment or currency (or 0 if no limit is set).
  • Unity UI: ORK HUD Text Content Component: ‘<effectdurationF>’ text code available to show the duration of a status effect using the time formatting.
  • Unity UI: ORK HUD Text Content Component: ‘<reuseF>’ and ‘<reusemaxF>’ text codes available to show the reuse time and maximum reuse time of an ability/item using the time formatting.
  • Unity UI: ORK HUD Text Content Component: ‘<quantitymax>’ text code available. Shows the maximum allowed quantity of an item, equipment or currency (or 0 if no limit is set).
  • Unity UI: HUD Shortcut (Content Provider) Component: ‘Use Active Shortcut’ setting available. Use the currently active shortcut of the combatant as HUD content. A shortcut is active during it’s target selection and while it’s being used.
  • Unity UI: HUD Combatant Action (Content Provider) Component: ‘Next’ action origin available. Uses the next action that’s scheduled to be use (added as ‘Next’ action or queued by the battle AI) by the combatant as HUD content.
  • Unity UI: HUD Combatant Target (Content Provider) Component: ‘Selected’ target origin available. Uses the currently selected targets of the combatant’s target selection as HUD content (only used when the player selects targets).
  • Unity UI: HUD Content Providers: Status Value, Attack Modifier, Attack Modifier Attribute, Defence Modifier, Defence Modifier Attribute, Defence Modifier ID: ‘Show Status Bonus’ settings available. Optionally use the status information coming from a content with status bonuses instead of a combatant.
  • Unity UI: Context Menu: Status Value: New variants available for ‘Bonus Status Value’ setups and ‘Status Value’ setups without value bars.
  • Unity UI: Context Menu: Attack Modifier: New variants available for ‘Bonus Attack Modifier Attribute’ setups.
  • Unity UI: Context Menu: Defence Modifier: New variants available for ‘Bonus Defence Modifier Attribute’ setups and ‘Bonus Defence Modifier ID’ setups.
  • HUD Conditions: Status Bonus: ‘Status Bonus’ condition type available. Checks if the HUD user is a content with displayable status bonuses (e.g. equipment, class or passive ability).
  • Line Target Raycast Cursor Component: ‘Line’ target raycast component available. Implements the ‘ITargerRaycastCursorPrefab’ interface and sets positions of a ‘LineRenderer’ component. The start (index 0) position is set to the user, the end (last position) is set to the raycast position, optionally adjusting positions inbetween.
  • Line Target Selection Cursor Component: ‘Line’ target selection component available. Implements the ‘ITargetSelectionCursorPrefab’ interface and sets positions of a ‘LineRenderer’ component. The start (index 0) position is set to the user, the end (last position) is set to the target’s position, optionally adjusting positions inbetween.
  • Schematic Target Raycast Cursor Component: ‘Schematic’ target raycast component available. Implements the ‘ITargerRaycastCursorPrefab’ interface and uses a schematic when starting or stopping the target raycast. The user (combatant) is available as ‘Machine Object’, the ability/item as selected data via the data key ‘action’.
  • Schematic Target Selection Cursor Component: ‘Schematic’ target selection component available. Implements the ‘ITargetSelectionCursorPrefab’ interface and uses a schematic when starting or stopping the target selection. The user (combatant) is available as ‘Machine Object’, the target as ‘Starting Object’ and the ability/item as selected data via the data key ‘action’.
  • Schematic Combatant Highlight Cursor Component: ‘Schematic’ combatant highlight cursor component available. Implements the ‘ICombatantHighlightCursorPrefab’ interface and uses a schematic when starting or stopping the highlight. The highlighted combatant is available as ‘Machine Object’.

Changes

  • Abilities, Items, Combatants: Battle Animations: The ‘Set Prefabs’ and ‘Set Audio Clips’ settings have been removed. Instead, just add prefabs/audio clips to override them in the used schematic. Also, the settings are now grouped under the ‘Resource Overrides’ foldout.
  • Player Controls: The ‘Button’ and ‘Top Down 2D’ player controls now use the input ID of the combatant they’re added to for their input keys. E.g. used to allow local multiplayer controls.
  • Editor: Game Controls: The ‘ORK Control Settings’ in ‘Base/Control > Game Controls’ have been rearranged. The player/camera controls are now listed first, the ‘Group Member Keys’ and ‘Ability Level Keys’ are now grouped together under ‘Other Controls’.
  • Status Values: Changed State, Last Change Values: A status value will only use the changed state and last change values if enabled in it’s settings. By default disabled.
  • Status Values: Last Change Values: Status values now also keep track of the last combined positive and negative change values.
  • Random Battle Components: Random battles can only start when not changing scenes and the player control isn’t blocked.
  • Text Display Settings: Number Formatting: The ‘Format’ setting is now split into ‘Format Text’ and ‘Value Format’ settings. ‘Value Format’ is the previous ‘Format’ setting, defining the format of the value (e.g. ‘0.0’). ‘Format Text’ will be used to display the value and allows adding additional information (the formatted value is added via text code ‘<value>’).
  • Schematics: Stop Battle Action: The ‘All’ toggle setting has been replaced by the ‘Stop Actions’ dropdown setting (offers ‘All’, ‘Combatant’ and ‘Selected Data’ selections).
  • Editor: Combatants: Start Equipment: The start equipment setup is no longer limited by the available equipment setup of the combatant. However, in-game the start equipment is still limited by the available equipment of the combatant.

Fixes

  • Battle Range Templates: Grid Shape: Mask: Fixed an issue where using masks in local space of the user couldn’t target combatants left or right of the user, even though the range was displayed correctly.
  • Battle Menus: Fixed an issue where hiding the battle menu (e.g. starting grid examine via shortcut) and showing it again showed an empty battle menu.
  • Menu Screens: Fixed issues with individual UI boxes being updated too often or not at all.
  • Combatant Spawners: Fixed an issue with spawn positions in 2D environments.
  • Status Previews: Fixed an issue where target change previews where not calculated when toggling the target type (e.g. not calculated for allies on a toggled enemy targeting ability).
  • Status Previews: Fixed an issue where combined values could cause wrong preview values when used as maximum status value for a ‘Consumable’ status value.
  • Schematics: Show Battle Grid: Fixed an issue where a previously hidden grid isn’t shown again.
  • Notifications: Fixed an issue where blocked notifications would still play audio clips and create disabled UI boxes.