May
04
2023

ORK 3.14.0 is here with 59 new features, changes and fixes (and more in the also included Makinom 2.13.0)!

This update has a large focus on actions – e.g. it adds the new Battle Actions HUD, allows access to actions scheduled with the system in schematics, can automatically start schematics when an action was selected, new target highlights using schematics and many other new features, changes and fixes.

This version contains Makinom 2.13.0 with a few additional new features, changes and fixes. E.g. input key max hold times.

Learn more about setting up a battle actions HUD in this Unity UI tutorial or using target selection schematics in this schematic 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

  • Child Objects: New child object settings available. Beside defining the ‘Path’ to the child object, you can now also find child objects by ‘Name’ or ‘Tag’. Available everywhere child objects can be defined. Previous settings are automatically updated to ‘None’ or ‘Path’ (depending if a path was defined or not).
  • HUDs: Battle Actions: ‘Battle Actions’ HUD type available. Lists the battle actions currently registered with the system. Can display active actions, casting actions and actions scheduled for performing (i.e. selected by combatants but not yet active or casting). Each action is displayed as an individual HUD (e.g. like individual combatants in the ‘Combatant’ HUD type).
  • HUDs: Combatant: ‘Other Player Groups’ setting available when displaying player combatants. Optionally add other player groups instead of only showing the active player group. You can set up multiple player groups using a ‘Group ID’ to identify them.
  • Menu Screens: Call Screen Key: ‘Allow In-Menu Call’ setting available. Optionally allow using the call key to call a menu screen while another (control blocking) menu screen is opened. Otherwise call keys can’t be used during blocked controls.
  • Quantity Selections, Combatant Selections, Assign Shortcut Menus: ‘Use Content Icon’ settings available. Optionally use the displayed content’s icon in the title and/or message instead of a defined icon.
  • Quantity Selections, Combatant Selections, Assign Shortcut Menus: Message: ‘HUD Type’ settings available. Optionally use HUD content in the message content (uses the displayed content as HUD user, e.g. an item). Can use a ‘HUD’ as template or a ‘UI Key’ setup, e.g. showing the shortcut UI of an item.
  • Status Conditions: Is Target: ‘Is Target’ status condition check type available. Checks if a combatant is the target of an action (ability/item).
  • Status Conditions: Is Selected Target: ‘Is Selected Target’ status condition check type available. Checks if a combatant is a selected target during the player’s target selection.
  • Status Conditions: Group Size: ‘Include Alive’ and ‘Include Dead’ settings available. Group size can now be limited to alive or dead members of the group. Both by default enabled (previous behaviour).
  • Battle Systems: System Action Schematics: ‘System Action Schematics’ settings available in all battle systems and field mode settings (general settings). Optionally start schematics when an action is added to the system (after selection by the combatant), removed, starts/cancels/finishes casting or starts/stops/finishes performing.
  • Abilities/Items: System Action Schematics: ‘System Action Schematics’ settings available for useable abilities/items (found in the battle settings of the ability/item). Optionally use additional schematics or replace the default system action schematics defined by the battle system.
  • Battle Settings: ‘Remove Dead Actions’ setting available. A combatant’s death will remove all scheduled actions of the combatant. Otherwise the actions are kept scheduled and will be removed when trying to perform them.
  • Battle Texts: Special Command Content: ‘Change Member Command’ settings available. Define the content of the ‘Changer Member’ command.
  • Battle Texts: Special Command Content: ‘Join Battle’ settings available. Define the content of the join battle action.
  • Battle Texts: Special Command Content: ‘Death’ settings available. Define the content of the death action.
  • Battle Texts, Abilities, Ability Types, Items, Item Types: Action Info Notifications: New text codes available for actions with targets (e.g. ability, item, stealing). Add information about the target of the action (name, icon, etc.) or the list of targets (as defined in ‘UI > Text Display Settings’).
  • Battle Grid Settings: Examine: Combatant Info Dialogue: ‘Keep Open’ setting available when not using ‘Auto Show’. Keep the combatant info dialogue open for the last displayed combatant when selecting a cell without a combatant.
  • Battle Grid Settings: Examine: Combatant Info Dialogue: ‘Keep Same’ setting available when not using ‘Auto Show’. Keep the same combatant displayed when selecting a new cell with a combatant.
  • Battle Range Templates: Grid Shape: Line of Sight: ‘Raycast Line of Sight’ settings available. Optionally also use a raycast to check for line of sight. The raycast is used in addition to the other checks (e.g. blocked/occupied cells).
  • Action Checks: ‘Is Valid’ setting available. Defines if the action must or mustn’t have the defined type. Action checks are e.g. used in the ‘Battle Actions’ HUD, status effects and schematic nodes.
  • Cast Times: Schematics: ‘Finish Casting Schematic’ setting available. Optionally use a schematic when a combatant finished casting an action.
  • Inventory Settings: Inventory Schematics: ‘Inventory Schematics Settings’ available. Optionally start schematics when adding or removing items to/from an inventory. Define default schematics for all content and optionally override it for items, equipment, etc.
  • Inventory Settings: Inventory Schematics: Item Schematics: ‘Init Schematic’ setting available. Define a default schematic that’ll be used when an instance of an item is created. Each item can override the default schematic.
  • Inventory Settings: Inventory Schematics: Equipment Schematics: ‘Init Schematic’, ‘Equip Schematic’ and ‘Unequip Schematic’ settings available. Define default schematics that’ll be used when an instance of an equipment is created, an equipment is equipped or unequipped. Each equipment can override the default schematics.
  • Currencies, Items, Equipment, Crafting Recipes, AI Behaviours, AI Rulesets: Schematics: ‘Own Inventory Schematics’ settings available. Optionally override the inventory schematics defined in ‘Inventory > Inventory Settings’.
  • Currencies, Crafting Recipes, AI Behaviours, AI Rulesets: Custom Schematics: ‘Custom Schematics’ settings available. Custom schematics can be used on an instance of a currency/recipe in other schematics using a ‘Custom Selected Data Schematic’ node.
  • Items: Schematics: ‘Own Init Schematic’ setting available. Optionally override the default init schematic defined in ‘Inventory > Inventory Settings’. Previous settings will be updated automatically.
  • Equipment: Schematics: ‘Own Equip Schematics’ setting available. Optionally override the default init/equip/unequip schematics defined in ‘Inventory > Inventory Settings’. Available for the equipment and per level. Previous settings will be updated automatically.
  • Crafting Settings: Crafting Schematics: ‘Crafting Schematics’ settings available. Define default schematics for all crafting recipes (fail, pre-crafting, ingredients, outcome and critical outcome). Individual recipes can override the default schematics.
  • Crafting Recipes: Schematics: ‘Own Crafting Schematics’ settings available. Optionally override the default crafting schematics defined in ‘Inventory > Crafting Settings & Types’. Previous settings will be updated automatically.
  • Combatant Highlights: Schematic: ‘Schematic’ highlight type available. Uses a schematic when highlighting and stopping the highlight of a combatant.
  • Grid Cell Highlights: Schematic: ‘Schematic’ highlight type available. Uses a schematic when highlighting and stopping the highlight of cells.
  • Schematics: Select Turn Order: ‘Select Turn Order’ node available in ‘Value > Selected Data’ nodes. Uses a turn based battle’s turn order (combatants) to change selected data. The combatants are stored into selected data in the order of the current turn order. Please note that this is only available in running ‘Turn Based’ battles.
  • Schematics: Select Battle Actions: ‘Select Battle Actions’ node available in ‘Value > Selected Data’ nodes. Uses battle actions currently registered with the system to change selected data.
  • Schematics: Filter Selected Battle Actions: ‘Filter Selected Battle Actions’ node available in ‘Value > Selected Data’ nodes. Filters battle actions stored in selected data and only keeps actions matching the defined conditions. E.g. filter for specific actions, check the action’s user or targets, etc.
  • Schematics: Replace Battle Action: ‘Replace Battle Action’ node available in ‘Battle > Action’ nodes. Replaces scheduled battle actions with a new battle action. This can only be used to replaces battle actions that have been added to the system but are not yet casting or performing.
  • Schematics: Remove Battle Actions: ‘Remove Battle Actions’ node available in ‘Battle > Action’ nodes. Removes battle actions that are scheduled with the system but not yet performing or casting. Removes either all actions, the actions of a defined combatant or actions stored in selected data.
  • Schematics: Select Battle Action User: ‘Select Battle Action User’ node available in ‘Battle > Action’ nodes. Uses the user(s) of battle actions (stored in selected data) to change selected data.
  • Schematics: Select Battle Action Target: ‘Select Battle Action Target’ node available in ‘Battle > Action’ nodes. Uses the target(s) of battle actions (stored in selected data) to change selected data.
  • Schematics: Is Targeting Combatant: ‘Is Targeting Combatant’ node available in ‘Battle > Action’ nodes. Checks if a combatant is targeting another combatant. Checks battle actions registered with the system (scheduled, casting and active) for the involved user and target.
  • Schematics: Is Action Countered: ‘Is Action Countered’ node available in ‘Battle > Action Outcome’ nodes. Checks if the schematic’s battle action caused a counter attack and optionally stores the countering combatants into selected data.
  • Schematics: Change Grid Move State: ‘Change Grid Move State’ node available in ‘Battle > Grid’ nodes. Changes the grid move state of a combatant, making grid movement available or unavailable. If used by a grid move action’s schematic, prevents the grid move from using ‘Use Only Once’ setup.
  • Schematics: Update Battle Spots: ‘Update Battle Spots’ node available in ‘Battle > Spawn’ nodes. Update the positions of the battle spots of combatants participating in battle. Each combatant’s battle spot will be placed according to the battle spot setup in ‘Battles > Battle Spots’. E.g. use this node after conditions changed for conditional battle spots.
  • Schematics: Sort Selected Combatants: ‘None’, ‘Invert’ and ‘Content’ sort types available. Either keeps the current sorting, inverts it or sorts by content information (e.g. name, type name, etc.).
  • Schematics: Consume Costs, No Use Costs, No Time Consume, Damage Multiplier, Change Action Targets, End Battle Action, Cancel Death, End Turn, Learn Action Ability, Change Action Cost, Check Action Cost: ‘Use Selected Data’ settings available. Optionally use battle actions stored in selected data instead of the battle action the schematic is animating.
  • Schematics: Place On Grid: ‘Use Spawn Rotation’ setting available. Optionally use the spawn rotation of the cell when placing combatants.
  • Schematics: Add Temporary Cell Event: ‘Remove Schematic’ setting available. Optionally use a schematic when a temporary cell event is removed from a cell. The cell is used as ‘Machine Object’ and ‘Starting Object’ of the schematic. E.g. use this to clean up spawned prefabs or cell highlights.
  • Damage Dealer (Schematic) Component: ‘Damage Dealer (Schematic)’ component available. A new damage zone variant that only starts a schematic and doesn’t require to be placed on a combatant. E.g. add it to environmental objects that can be destroyed by actions (destruction must be handled in the started schematic).
  • Auto Machines: Notify Start: ‘Combatant Status Condition’ type available. Start the machine when defined status conditions of a combatant are valid..
  • Unity UI: ORK HUD Status Text Content Component: Action Information: ‘Action Information’ status type available. Displays information about a battle action (e.g. coming from a ‘Battle Actions’ HUD type). Can show content information of the action, user and target of the action.
  • Unity UI: HUD Combatant Action List Component: ‘HUD Combatant Action List’ component available. Lists battle actions with the HUD user (combatant) used as ‘User’ or ‘Target’.
  • Unity UI: HUD Action Target List Component: ‘HUD Action Target List’ component available. Lists the targets of a battle action and spawns a prefab for each target (using the target as a content provider’s user on that prefab).
  • Unity UI: HUD Action Combatant (Content Provider) Component: ‘HUD Action Combatant’ content provider component available. Uses the user or target of a battle action as content. Requires a battle action as the content provider’s user (e.g. coming from a ‘Battle Actions’ HUD).
  • Scripting: Damage Dealer Components: ‘IsDamageActive’ property available to check if a damage dealer is active via scripting.

Changes

  • Crafting Recipes: The individual schematics settings (fail, pre-crafting, ingredients, outcome and critical outcome) are now bundled under the recipe’s ‘Item Settings > Schematic Settings’ instead of split up into the different sub-settings.
  • Schematics: Player Group Nodes: The ‘Group ID’ fields now use float value selections instead of strictly defined values.
  • Schematics: The ‘Select Battle Action’ node has been renamed to ‘Select Combatant Action’.

Fixes

  • Abilities, Items: Fixed an issue where a selecting a random target (e.g. after the original target was killed) included combatants not participating in battle.
  • Grid Battles: Examine: Combatant Info Box: Fixed an issue where using ‘Use User’ and ‘2nd Call Closes’ with ‘Same Combatant’ didn’t close the UI box on 2nd call.