ORK 3.9.0 is here with 32 new features, changes and fixes (and a few more in the also included Makinom 2.9.1)!
This update adds the new Sequence loot dialogue type, allows using Combatants in item selections (e.g. as loot, joining the player’s group after battle), adds hidden types for background mechanics, a bunch of new HUD components for Unity UI other new features, changes and fixes.
Check out this tutorial from the 3D RPG Playground series for an example setup of the new Sequence loot dialogue type.
This version contains Makinom 2.9.1 with a few additional new features and an important fix in the editor.
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
- Item Selections: Combatant: ‘Combatant’ item selection type available (e.g. used in loot tables, item collectors, etc.). The defined combatant will join the group of the combatant collecting it. When used for checks, it’ll check if the combatant is a member of the user’s group.
- Item Selections: Item Type: ‘Limit Level’ settings available when using equipment. Optionally limit which equipment is used by a defined level check.
- Types: ‘Hidden’ setting available in all types that support sub-types (e.g. item types, ability types, etc.). A hidden type will not be displayed in menus or shops. E.g. use hidden types in combination with secondary types for background mechanics, type checks, etc.
- Battle End: Loot Dialogues: Sequence: ‘Sequence’ loot dialogue type available. Displays the battle’s loot and player combatant changes/level ups in individual UI boxes in sequence, one after another. Displaying the loot or combatant changes/level ups can optionally display them all at once before continuing to the next content (e.g. showing loot one at a time, followed by all combatant changes at once).
- Battle Settings, Abilities, Items: Reuse Time, Delay Time: ‘Set On’ setting available. Define when the reuse/delay time will be set, either at the start of the action, when the action’s outcome (use costs) is calculated or at the end of the action. Defaults to ‘End’ (previous behaviour).
- Control Maps: Actions: ‘Ability Type’ and ‘Item Type’ action types available. Uses the first useable ability/item of a defined type.
- Status Effects: End Action: ‘Ability Type’ and ‘Item Type’ action types available. Uses the first useable ability/item of a defined type as the effect’s end action.
- AI Rulesets: Action: ‘Ability Type’ and ‘Item Type’ action types available in the ‘Action’ rule. Uses the first useable ability/item of a defined type.
- Action Combos: Required Actions: ‘Ability Type’ and ‘Item Type’ action types available. Checks if an ability or item is of a defined ability/item type.
- Action Combos: Replacement Action: ‘Ability Type’ and ‘Item Type’ action types available. Uses the first useable ability/item of a defined type as the replacement action.
- Menu Screens: Inventory, Inventory Exchange: ‘Limit Level’ settings available when showing equipment in the inventory menu screen. Optionally limit which equipment is displayed by a defined level check.
- Battle AI, Formulas, Schematics: Select Item: ‘Limit Level’ settings available in the ‘Select Item’ node when selecting equipment. Optionally limit which equipment is selected by a defined level check.
- Schematics: Has Inventory Containers: ‘Has Inventory Containers’ node available in ‘Inventory > Container’ nodes. Checks if a combatant has inventory containers.
- Schematics: Has In Inventory Container: ‘Has In Inventory Container’ node available in ‘Inventory > Container’ nodes. Checks if a combatant’s inventory container has defined items, equipment, etc., or checks if a defined slot contains the item.
- Schematics: Has In Inventory Container Fork: ‘Has In Inventory Container Fork’ node available in ‘Inventory > Container’ nodes. Checks if a combatant’s inventory container has defined items, equipment, etc., or checks if a defined slot contains the item. The first found item’s ‘Next’ slot will be executed.
- Schematics: Check Status: ‘Needed’ setting available for combatants. Either ‘All’ or only ‘One’ of the combatants must match the defined conditions. Defaults to ‘All’ (previous behaviour).
- Schematics: Use Battle Action: ‘Ability Type’ and ‘Item Type’ action types available. Uses the first useable ability/item of a defined type.
- Unity UI: HUD Equipment Slot Content Provider Component: ‘HUD Equipment Slot Content Provider’ component available. Uses a combatant’s defined equipment slot as content.
- Unity UI: HUD Equipment Slot Content Component: ‘HUD Equipment Slot Content’ component available. Displays an equipment slot’s equipment or an empty slot (both via shortcut UI) and allows drag/drop/click interaction to change the equipped equipment. Works similar to the ‘HUD Shortcut Slot Content’ component.
- Unity UI: HUD Class Slot Content Provider Component: ‘HUD Class Slot Content Provider’ component available. Uses a combatant’s defined class slot as content.
- Unity UI: HUD Class Slot Content Component: ‘HUD Class Slot Content’ component available. Displays a class slot’s class or an empty slot (both via shortcut UI) and allows drag/drop/click interaction to change the equipped class. Works similar to the ‘HUD Shortcut Slot Content’ component.
- Unity UI: HUD AI Behaviour Slot Content Provider Component: ‘HUD AI Behaviour Slot Content Provider’ component available. Uses a combatant’s defined AI behaviour slot as content.
- Unity UI: HUD AI Behaviour Slot Content Component: ‘HUD AI Behaviour Slot Content’ component available. Displays an AI behaviour slot’s AI behaviour or an empty slot (both via shortcut UI) and allows drag/drop/click interaction to change the equipped AI behaviour. Works similar to the ‘HUD Shortcut Slot Content’ component.
- Unity UI: HUD AI Ruleset Slot Content Provider Component: ‘HUD AI Ruleset Slot Content Provider’ component available. Uses a combatant’s defined AI ruleset slot as content.
- Unity UI: HUD AI Ruleset Slot Content Component: ‘HUD AI Ruleset Slot Content’ component available. Displays an AI ruleset slot’s AI ruleset or an empty slot (both via shortcut UI) and allows drag/drop/click interaction to change the equipped AI ruleset. Works similar to the ‘HUD Shortcut Slot Content’ component.
- Unity UI: HUD Quest List Component: ‘Limit Quest Count’ setting available. Optionally limit the number of displayed quests to a defined amount.
- Unity UI Setup: Context Menu: Equipment, Class, AI Behaviour, AI Ruleset: Added new singe slot variants for equipment/class/AI behaviour/AI ruleset slot creations. Creates a new child object with the related content provider and content components added.
- Move AI Hiding Area Component: ‘Move AI Hiding Area’ component available. Combatants entering the area’s trigger will be hidden from move AI detection.
Fixes
- Menu Screens: Status Value Distribution: Fixed an issue where changing the menu user didn’t reset the (unconfirmed) status changes.
- Turn Based Battles: Multi Turns: Fixed an issue where combatants doing nothing could be skipped in the turn order.
- Battle End: Loot Dialogues: Fixed an issue where not combining level ups with combatant gains still combined level ups that exceeded one level up.
- Battle System: Fixed an issue where removing a target from registered actions (e.g. due to the combatant’s death) could cause errors in some situations.