July
21
2022

ORK 3.5.0 is here with 60 new features, changes and fixes (and 28 more in the also included Makinom 2.6.0)!

This update adds easier critical hits setup (using the regular status changes with a different damage multiplier), new status value flying text settings, status effect duration overrides, grid cells using a Consumable status value as move cost, new UI features, new battle AI and schematic nodes, and other new features changes and fixes.

This version contains Makinom 2.6.0 with 28 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

  • Abilities, Items: User Critical Changes, Target Critical Changes: ‘Use Regular Changes’ settings available. Optionally use the regular (non-critical) user/target changes with a different damage multiplier (e.g. 2 for double damage, 1.5 for 50% more damage, etc.). You can still add additional status changes that’ll be used together with the regular changes.
  • Status Values: Flying Texts: ‘Source Content’ and ‘Attribute Source Content’ settings available. Optionally use different content for the flying text when the status value change has a source or a source and an attack modifier attribute. Additional text codes are available to add source/attribute content information to the flying texts.
  • Status Effect Casts: ‘Override Duration’ settings available. Optionally override the status effect’s time/turn duration value. The status effect’s duration setup is used as is, only replacing the duration value. E.g. used by ability or item status changes.
  • Status Effect Casts: ‘Add Random’ setting available when adding by status effect type. Adds a random status effect of the defined type to the target.
  • Status Development: Upgrades: The ‘Change’ setting now uses a float value selection. E.g. allows using formulas or other value types instead of a defined value.
  • Combatants, Status Values: ‘Rounding’ setting available when setting the start value of a status value in ‘Percent’. Define if and how the change value will be rounded.
  • Combatants, Equipment: Random Status Value Bonuses: ‘Rounding’ setting available when setting the value in ‘Percent’. Define if and how the change value will be rounded.
  • Research Trees: Research Item: Status Value: The ‘Change’ setting now uses a float value selection. E.g. allows using formulas or other value types instead of a defined value.
  • Battle System: Group Advantages, Bonus Settings: Status Values: The ‘Value’ setting of status value changes now uses a float value selection. E.g. allows using formulas or other value types instead of a defined value.
  • Battle System: Group Advantages, Bonus Settings: Status Values: ‘Rounding’ setting available when setting the value in ‘Percent’. Define if and how the change value will be rounded.
  • Battle Grid Settings: Move Command: ‘Cost Status Value’ settings available. Grid movement can now change a single defined ‘Consumable’ type status value. Grid cell types define the cost for that status value when moving to/over their cells.
  • Battle Grid Cell Types: Costs: ‘Status Value Cost’ settings available. Moving to/over grid cells can now change a ‘Consumable’ type status value. Which status value is used is defined in ‘Battles > Battle Grid Settings’ in the ‘Move Command’ settings.
  • Battle End: Simple Loot Dialogue: New text codes available in the ‘Battle Gain Notification’. Display the total experience and total normal status value gains, combined from all gains of all combatants.
  • Inventory Settings: Drop Item Settings: ‘Prefab Type’ setting available. Defines if the dropped item’s prefab is used, either spawned by the item collector (‘Collector Spawn’) like for a regular item collector, or using it as the drop item’s root game object, adding the item collector to it.
  • Menu Screens: Status Value Distribution: Accept, Cancel: ‘Accept Only Here’ and ‘Cancel Only Here’ settings available in the ‘Accept’ and ‘Cancel’ inputs. Optionally only allow accepting/canceling the dialogue via the added input buttons.
  • Menu Screens: Status Value Distribution: Accept Question Dialogue: ‘Accept Question Dialogue’ settings available. Optionally show an accept question dialogue when accepting the status value distribution.
  • Menu Screens, Battle Menus, etc.: Content Layout: ‘User/Target Changes’ text codes available. Display the status changes for the user and target of abilities and items using text codes. The text codes are replaced by the information defined in ‘UI > Text Display Settings > Status Change Display’.
  • Menu Screens, Battle Menus, etc.: Content Layout: ‘Use Count’ text codes available. Display the use count and max use count of an ability using text codes.
  • Battle Menus: ‘Use Default Selection’ settings available. Optionally define the index of the choice that will be selected when opening the battle menu.
  • Shortcut Settings: ‘Assign Once Per List’ settings available. Optionally only allow the same shortcut to be assigned once per shortcut list, either preventing adding it again or removing previous assigned slots. The individual types of shortcuts (abilities, items, etc.) are limited with individual settings. E.g. the same ability can only be added once to a list.
  • Text Display Settings: Status Change Display: ‘Status Change Display’ settings available. Define how status changes of an ability/item on the user and target are displayed. E.g. used by user/target change text codes and the ‘Target Information Layout’ used by target information dialogues (can optionally override it).
  • Text Display Settings: Status Preview: ‘Grid Move Status Value Cost’ setting available in ‘Other Action Previews’ settings. Shows status value costs from grid move path selections in previews.
  • Control Maps: Tooltip: ‘Prioritize Tooltip’ setting available when a control map key shows the tooltip for the action. Optionally prioritize the tooltip and prevent other tooltips from overruling it.
  • Battle AI: Select Selected Data: ‘Select Selected Data’ node available in ‘Selected Data’ nodes. Uses the first, last, a random or all content from another selected data as selected data.
  • Battle AI: In Grid Action Range: ‘In Grid Action Range’ node available in ‘Position’ nodes. Checks if a combatant is within move range and use range of a selected action of the user, a battle range template or a custom range.
  • Battle AI: In Use Range: ‘Selected Data’ use range type available. Uses an ability or item stored in selected data for the use range check.
  • Battle AI: In Use Range: ‘Check Out Of Range’ setting available. Checks for targets being out of range instead of in range.\n
  • Battle AI: In Use Range: ‘Fail Uses Failed Targets’ setting available. Optionally uses the failed targets as found targets if no valid target was found (e.g. storing the out of range targets if no target was in range).
  • Battle AI: Grid Move: ‘Use Range’ range type available in ‘Target Cell Settings’ and ‘Avoid Enemies/Allies’ settings. Use the use range of an action (e.g. an ability or item) to determine which cells are used.
  • Target Settings: Target Dialogues: Target Information Layout: ‘Own Status Change Display’ settings available. Optionally override the default status change display texts defined in ‘UI > Text Display Settings’. Previous settings are automatically updated to override with the old setup.
  • Schematics: In Grid Action Range: ‘In Grid Action Range’ node available in ‘Battle > Grid’ nodes. Checks if a combatant/cell is within move range and use range of a selected action of the user, a battle range template or a custom range.
  • Schematics: Select Grid Action Range: ‘Select Grid Action Range’ node available in ‘Battle > Grid’ nodes. Uses combatants as selected data that are within move range and use range of a combatant’s action, a battle range template or a custom range.
  • Schematics: In Use Range, Grid Move Out Of Range: ‘Selected Data’ use range type available. Uses an ability or item stored in selected data for the use range check.
  • Schematics: Random Status Effect: ‘Random Status Effect’ node available in ‘Combatant > Status’ nodes. Changes a random status effect on a combatant, e.g. adding a random effect or removing a random effect of the combatant. Optionally limited to defined status effect types. While the regular ‘Change Status Effect’ node can also do this, the ‘Random Status Effect’ node supports using all effects or multiple effect types.
  • Schematics: Change Status Value: ‘Rounding’ setting available when setting the value in ‘Percent’. Define if and how the change value will be rounded.
  • Unity UI: HUDs: HUD Ability List: ‘HUD Ability List’ component available. Displays a list of abilities of a combatant, can optionally be limited to defined ability types and other options (e.g. active/passive abilities, base attacks, etc.).
  • Unity UI: HUDs: ORK HUD Status Content: ‘User/Target Changes’ text codes available in ‘Ability’ and ‘Item’ status types. Display the status changes for the user and target of abilities and items using text codes. The text codes are replaced by the information defined in ‘UI > Text Display Settings > Status Change Display’.
  • Unity UI: ORK HUD Text Content: New text codes available for the general ‘ORK HUD Text Content’ component. Display quantity, quantity in inventory and general info (e.g. use cost, quantity, etc.) of shortcuts displayed in the HUD (e.g. an item or ability).
  • Unity UI Setup: Context Menu: ‘Ability List’ entries available in ‘ORK Framework > HUD > Ability’. Creates ‘HUD Ability List’ component game objects with different layoug configurations (e.g. vertical layout).
  • Combatant Spawner Components: Combatants: ‘Formation Settings’ available when using combatant groups. Use a defined formation for the group, also affecting the spawn positions of the group members (around the spawned leader).

Changes

  • Abilities, Items: Status Value Changes: Changing status values in ‘Percent’ no longer casts the calculated percent value to int, only rounding the final result (based on the settings).
  • Abilities, Items: The ‘Timebar Cost’, ‘Turn Action Cost’ and ‘Phase Action Cost’ settings have been moved to ‘User Settings > Use Cost’ settings as ‘Override Action Costs’ settings.
  • Inventory Settings: Drop Item Settings: ‘Spawn Prefab’ setting has been replaced by the ‘Prefab Type’ setting. Previous settings will be updated automatically.
  • Text Display Settings: The ‘Status Texts’ foldout has been split up into it’s separate sub-foldouts to make the text display settings less crowded.
  • Schematics: Switch Equipment: Unequipping from their current equipment slots is now forced, ignoring not allowing unequipping on a slot.
  • Battle Grids: Cell Selections: Resetting the camera control target will now also reset the selected cell to the current user’s cell.
  • Status Values: Change Schematics: The status change information is now available as both ‘Int’ and ‘Float’ local variables. Previously it was only available as ‘Int’ variables.

Fixes

  • Combatants, Menu Screens: Fixed an issue where combatant updates (e.g. updating status after equipment changes) where not processed when switching group members in pausing menu screens.
  • Shortcut UI: Special actions (e.g. grid move, defend or escape) didn’t use shortcut UI. They now use the ‘Default Shortcut UI’.
  • Unity UI: HUD Shortcut Slot Content Component: Fixed an issue where the ‘State Changes’ settings where hidden when not enabling the ‘Enable Dragging’ setting.
  • Editor: Equipment: Fixed an issue where displaying bonuses in the description via the ‘<bonus>’ text code could lead to an error in equipment selection popups if one of the bonuses uses conditions.
  • HUDs: Actions Per Turn: Fixed an issue where displaying preview values in the ‘Actions Per Turn’ HUD elements using ‘Invert Used Actions’ where using the wrong (non-preview) values.
  • HUDs: Turn Order: Fixed an issue where in some cases the order could become wrong.
  • Menu Screens: Status Value Distribution: Fixed issues with canceling preventing future status value changes in the menu screen.
  • Menu Screens: Status Value Distribution: Fixed an issue with ‘Can Decrease’ not allocating correct points for reducing a status value below it’s initial value.
  • Battle System: Fixed an issue where a battle action with no targets in range while not allowing move AI could halt the battle (e.g. in ‘Turn Based’ type battle systems).
  • Attack Modifiers: Flying Text Colors: Unity UI: Fixed an issue where the flying text color override didn’t work.
  • Add Combatant Component, Combatant Spawner Component, Item Collector Component: Fixed an issue that could cause errors if no player combatant was yet added to the player group.
  • Schematics: End Phase: Fixed an issue where the currently selecting combatant was still able to select actions after the action (using the ‘End Phase’ node) finished.
  • Research Trees: Abilities: Learning an ability as a group ability will now also set the research as completed on all group members.