March
11
2024

ORK 3.17.0 is here with 58 new features, changes and fixes (and more in the also included Makinom 2.15.3)!

This update adds new status effect features, global scene IDs (e.g. having unique item/combatant spawns across all scenes), new passive ability features, new schematic nodes and many other new features, changes and fixes.

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New

  • Item Collectors, Battles, Combatant Spawners: ‘Is Global’ setting available for scene IDs. Optionally use a global scene ID that’s shared across all scenes. E.g. use this for unique battles or item collectors that should only be used once, independent of the scene.
  • Combatant Spawners, Add Combatant: ‘Is Global’ setting available for ‘Remember Combatant’ GUIDs. Optionally use a global GUID to remember combatants across all scenes. E.g. use this to have a unique combatant share it’s status in multiple scenes.
  • Status Conditions: Bestiary: ‘Bestiary’ status condition check type available. Checks if the combatant has an entry in the bestiary. Can optionally check for a complete entry.
  • Status Effects: Duration: ‘Phase Start’ and ‘Phase End’ types available. Status effect duration can now use phases in ‘Phase’ type battles. Can be reduced in any phase or the phase of the user or target.
  • Status Effects: Duration: ‘Custom’ type available. Status effect duration is reduced when a schematic uses a ‘Custom Status Effect’ node with a matching key on the combatant.
  • Status Effects: Status Changes: Use On: ‘Phase Start’ and ‘Phase End’ types available. Status changes can now be used based on phases in ‘Phase’ type battles. Can be be used in any phase or the phase of the user or target.
  • Status Effects: Status Changes: Use On: ‘Custom’ type available. Status changes are used when a schematic uses a ‘Custom Status Effect’ node with a matching key on the combatant.
  • Status Effects: Status Changes: Applied Duration Check: ‘Phases’ duration check type available. Checks the number of phases an effect is applied (any phase).
  • Status Effects: Status Changes: Applied Duration Check: ‘Custom’ duration check type available. Checks the number of times a ‘Custom Status Effect’ node was used on the combatant (any key).
  • Abilities: Passive: ‘Toggle On’ and ‘Toggle Off’ settings available. Optionally use conditions and use costs/status changes when toggling a passive ability on or off. E.g. use the use costs for toggling on to reduce a consumable status value and the use costs of toggling off to increase the status value again.
  • Abilities, Items: Status Changes: ‘Inventory Add’ change type available. Adds an item to the combatant’s inventory.
  • Abilities, Items: Status Changes: ‘Inventory Remove’ change type available. Removes an item from the combatant’s inventory. When used as use costs it’ll be displayed via the use costs text and is also a requirement to use the action (unless ‘Exceed Use Costs’ is enabled).
  • Combatant Body Parts, Battle Menus: Status Changes: ‘Inventory Add’ change type available. Adds an item to the combatant’s inventory.
  • Combatant Body Parts, Battle Menus: Status Changes: ‘Inventory Remove’ change type available. Removes an item from the combatant’s inventory.
  • Battle AI: Change Found Targets: ‘Change Found Targets’ node available in ‘Target’ nodes. Changes the found targets using the first, last, a random or all found targets.
  • Menu Screens: Research (List View), Research (Tree View): ‘Drag and Drop’ settings available. The researched content of research items can be assigned to shortcut slots by dragging or click-dragging. This’ll only work on research items that represent things already known or owned by the combatant, e.g. an already researched ability.
  • Menu Screens: Research (List View), Research (Tree View): Details Box Settings: ‘Back After Start’ setting available in ‘Use’ details box mode. Optionally return to the research item/tree view box after starting research.
  • Menu Screens: Sub Menus: ‘Show Preview’ setting available. Optionally show a status preview of the sub menu’s content (e.g. an equipment or abiltiy) while the sub menu is open.
  • Battle Menus: Options: Selected Data (Shortcuts): ‘Selected Data (Shortcuts)’ option type available. Lists shortcuts (e.g. abilities, items) stored in selected data as battle menu options. Each viable shortcut will be added as it’s own button.
  • Battle End: Level Up Texts: Status Value Text: ‘All Status Values’ settings available. Listing all status value changes is now optional. When disabled, only defined status values will be listed (can include hidden status values). By default enabled, listing all status value changes (previous behaviour).
  • Notifications: ‘Max Display Count’ setting available when using ‘Queue’ notification mode. Defines how many notification can be displayed at the same time before being queued.
  • Schematics: Select Status Effect: ‘Select Status Effect’ node available in ‘Value > Selected Data’ nodes. Uses status effects of combatants as selected data.
  • Schematics: Custom Status Effect: ‘Custom Status Effect’ node available in ‘Combatant > Status’ nodes. Reduces duration and uses status changes of status effects using custom duration/use on settings with a matching key. Uses the status effects of a combatant or stored in selected data.
  • Schematics: Change Status Effect: ‘Use Selected Data’ settings available. Optionally use status effects stored in selected data to add, remove or toggle effects on combatants. Can optionally use the remaining duration of the stored effects.
  • Schematics: Change Effect Duration: ‘Use Selected Data’ settings available. Optionally change the duration of status effects stored in selected data.
  • Schematics: Store Use Range: ‘Store Use Range’ node available in ‘Battle > Action’ nodes. Stores the use range of an ability, item or action stored in selected data into a float variable.
  • Schematics: Store Affect Range: ‘Store Affect Range’ node available in ‘Battle > Action’ nodes. Stores the affect range of an ability, item or action stored in selected data into a float variable.
  • Schematics: Remove Scene Data: ‘Scene Type’ setting available. Defines if the global scene data (shared by all scenes), the data of all scenes (excluding global scene data) or a defined scene’s data will be removed. Previous setups will be updated automatically.
  • Schematics: Change Scene ID, Is Item Collected, Is Battle Finished: ‘Global Scene’ setting available. Optionally change/check the scene ID in the global scene data instead of a defined scene. Global scene data is shared by all scenes, e.g. having a unique item collector in multiple scenes.
  • Cursor Prefab Components: Schematic: The ‘Schematic’ variants of cursor prefab components (for combatant highlights, target selections and target raycast cursors) have the game object of the cursor available as local selected data via the data key ‘cursor’.
  • Unity UI: HUD Attack Modifier List, HUD Attack Modifier Attribute List: ‘Target Action Trait’ setting available when listing ‘Strength’, ‘Weakness’, ‘Immunity’ or ‘Recovery’ modifiers/attributes. Optionally base the displayed attribute traits on the currently selected action during target selection of the player. E.g. use this to display if a combatant has a weakness to the selected ability’s attack modifiers.
  • Unity UI: HUD Conditions: Is Player: ‘Is Player’ condition available. Checks if the HUD user is the player (requires a combatant).

Changes

  • Status Effects: End Settings: ‘Turn/Time Duration’ setting has been renamed to ‘Duration’.
  • Battle Grids: Movement: Grid pathfinding will now prioritize empty cells when move over allies/enemies is allowed. This can result in slightly different paths than before, but works better when the last cell(s) of a path are occupied.
  • Schematics, Formulas: Check Equipment: The ‘Level’ setting has been replaced by ‘Level Check’ settings, allowing more detailed level comparison (e.g. equals, range checks, etc.).
  • Schematics: In Use Range: Can now also check the position of game objects that are not combatants or cells for being in use range.
  • Schematics: Change Shortcut, Check Shortcut: ‘Shortcut List Index’ and ‘Shortcut Slot Index’ settings now use value selections instead of fix values. Previous settings are updated automatically.
  • Status Conditions: Equipment: The ‘Level’ setting has been replaced by ‘Level Check’ settings, allowing more detailed level comparison (e.g. equals, range checks, etc.).
  • Menu Screens: Inventory Exchange: The inventory exchange menu part will now output a warning to the console when opened without an inventory (e.g. using ‘Selected Data’ inventory source without having something with an inventory stored in it).

Fixes

  • Menu Screens: Types: Fixed an issue where using an ‘All Types’ button and only using defined types could list all available types instead of only all defined types.
  • Menu Screens: Equipment: Fixed an issue where disabling ‘Show Equip Box’ blocked all settings below it, even in other menu screen parts.
  • Menu Screens: Quest: Fixed an issue where quests of hidden types where listed in merged types or ‘All Types’ button display.
  • Status Effects: Fixed an issue where adding effect stacks didn’t work when used by certain setups (e.g. coming from status effect changes).
  • Abilities: Passive: Fixed an issue where passive abilities set to ‘Start Disabled’ started enabled.
  • Abilities: Passive: Fixed an issue where a toggleable passive ability’s toggle state wasn’t saved.
  • Abilities, Items, Schematics: Fixed an issue where ‘None’ target range prevented calculating the action’s outcome when using a ‘Calculate Action’ node.
  • Classes, Shortcut Slots: Fixed an issue where auto adding abilities from classes to shortcut slots didn’t work.
  • Status Bonuses, Random Status Bonuses: Status Value Change Modifier: Fixed an issue where ‘Positive’ change types wheren’t used correctly.
  • Start Menu: New Game: Fixed an issue where returning to the start menu from a played game could lead to the start menu being opened again when selecting new game.
  • Menu Screens: Ability: Fixed an issue where toggleable passive abilities could call a combatant selection instead of toggling enabled/disabled.
  • HUDs: Turn Order: Fixed an issue where the first combatant’s HUD in the turn order list could be immediately removed instead of using it’s closing schematics when using ‘Multi Turns’ mode in a ‘Turn Based’ battle system.
  • Shops, Loot: Fixed an issue where using loot to fill a shop’s stock didn’t allow using combatants from loot.
  • Move AIs: Fixed an issue that could lead to combatants getting stuck at the move range when trying to reach an action target.
  • Battle System: Turn Bonuses: Fixed an issue where turn bonuses where used twice at the start of a new turn.
  • Phase Battle System: Player Combatant Selection: Fixed an issue that caused an error when using the ‘Next Combatant Key’ while no combatant is selected.
  • Schematics: Lock Equipment Slot: Fixed an issue where using ‘Lock All’ didn’t work.
  • Schematics: Filter Selected Combatants: Fixed an issue where the ‘Enemy Check’ was reversed.
  • Unity UI: Quest List HUD: Fixed an issue where quests of hidden types where listed. Now they’re only listed if the type is defined to be listed.