Abilities, Items Status value changes of active abilities and items can now optionally check the user or target for Status Requirements and Variable Conditions. The change will only happen if the check is valid.
Status Effect Changes Changing status effects (e.g. with abilities, auto effects, etc.) can now optionally check the user or target for Status Requirements and Variable Conditions. The change will only happen if the check is valid.
Combatants: Battle Settings Automatically starting battles can now optionally check the user (enemy) or target (player) for Status Requirements and Variable Conditions. The auto battle will only start if the check is valid.
Combatants: Conditional Prefabs The new Use Spawned Scale setting will use the scale of the currently spawned prefab when changing prefabs. By default enabled.
Battle Events: Battle Steps The new Change Last Target step allows changing/removing the last targets of a combatant. This can influence things like the battle AI.
Formulas: Variable Steps The new Store Formula Value step stores the current formula value into a float game variable.
Text Input Text input fields can now optionally be used as password fields, masking the user's input with a '*'.
Music Music loops can now optionally check and set the PCM position instead of time.
Crafting Recipes You can now optionally use Status Requirements and Variable Conditions to determine if a combatant can use a recipe. If the combatant can use it, the Use Chance will determine if the creation is successfull.
Menu System: Crafting The new Info Only option for the crafting box will only display the recipe's information, not allowing it's creation.
Event System: Crafting Steps The new Can Use Recipe step checks if a combatant can use a selected crafting recipe.
Status Requirements The new Group Leader status check will be valid if the combatant is (or isn't, depending on your setting :D) the leader of his group.
Status Requirements The new Group Size status check will compare the size of the combatant's group to a defined value (e.g. less than 3).
Status Effects: Status Conditions Status conditions can now optionally play damage type animations when doing damage (i.e. negative status value changes).
GUI System: New UI You can now optionally keep the height of the used input prefabs (e.g. text input). Otherwise they'll be adjusted to the used font size of the GUI box.
Event System: Camera Steps The new Change Camera Options step allows changing various camera settings that can't be changed through the Change Fields step (e.g. culling mask).
Event System: Function Steps The new Set Object Layer and Check Object Layer steps allow changing and checking the layer of a game object.
Event System: Status Steps The new Change Defence Attribute step allows permanently changing a defence attribute of a combatant. E.g. if you have a Race defence attribute, you could change it from human to beast :)
Event System: Battle Steps The new Add Loot step allows adding items, weapons, armors and currency to the battle's loot.
Event System: Battle Steps The new Add Experience Reward Step adds additional experience to the battle's gains.
Event Sytem: Function Steps The Mount Object step's placement options are now optional. Just disable Place Object and the game object will only be mounted to the parent instead of also being placed at it's position. E.g. useful for mounting to moving platforms, etc.
Post edited by gamingislove on
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Yeah, the status requirements and variable conditions will allow a wide range of new mechanics, e.g. giving an extra boost status effect with a heal ability when a combatant has low HP.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Crafting Recipes You can now optionally use Status Requirements and Variable Conditions to determine if a combatant can use a recipe. If the combatant can use it, the Use Chance will determine if the creation is successfull.
Menu System: Crafting The new Info Only option for the crafting box will only display the recipe's information, not allowing it's creation.
Event System: Crafting Steps The new Can Use Recipe step checks if a combatant can use a selected crafting recipe.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Status Requirements The new Group Leader status check will be valid if the combatant is (or isn't, depending on your setting :D) the leader of his group.
Status Requirements The new Group Size status check will compare the size of the combatant's group to a defined value (e.g. less than 3).
Status Effects: Status Conditions Status conditions can now optionally play damage type animations when doing damage (i.e. negative status value changes).
GUI System: New UI You can now optionally keep the height of the used input prefabs (e.g. text input). Otherwise they'll be adjusted to the used font size of the GUI box.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Event System: Camera Steps The new Change Camera Options step allows changing various camera settings that can't be changed through the Change Fields step (e.g. culling mask).
Event System: Function Steps The new Set Object Layer and Check Object Layer steps allow changing and checking the layer of a game object.
Event System: Status Steps The new Change Defence Attribute step allows permanently changing a defence attribute of a combatant. E.g. if you have a Race defence attribute, you could change it from human to beast :)
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Event System: Battle Steps The new Add Loot step allows adding items, weapons, armors and currency to the battle's loot.
Event System: Battle Steps The new Add Experience Reward Step adds additional experience to the battle's gains.
Event Sytem: Function Steps The Mount Object step's placement options are now optional. Just disable Place Object and the game object will only be mounted to the parent instead of also being placed at it's position. E.g. useful for mounting to moving platforms, etc.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
http://forum.orkframework.com/discussion/1232/animation-play-when-damage/p1
You can now optionally use Status Requirements and Variable Conditions to determine if a combatant can use a recipe.
If the combatant can use it, the Use Chance will determine if the creation is successfull.
The new Info Only option for the crafting box will only display the recipe's information, not allowing it's creation.
The new Can Use Recipe step checks if a combatant can use a selected crafting recipe.
@Alex1234
Not yet.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
The new Group Leader status check will be valid if the combatant is (or isn't, depending on your setting :D) the leader of his group.
The new Group Size status check will compare the size of the combatant's group to a defined value (e.g. less than 3).
Status conditions can now optionally play damage type animations when doing damage (i.e. negative status value changes).
You can now optionally keep the height of the used input prefabs (e.g. text input).
Otherwise they'll be adjusted to the used font size of the GUI box.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Thanks for your non-stop work GiL :)
The new Change Camera Options step allows changing various camera settings that can't be changed through the Change Fields step (e.g. culling mask).
The new Set Object Layer and Check Object Layer steps allow changing and checking the layer of a game object.
The new Change Defence Attribute step allows permanently changing a defence attribute of a combatant.
E.g. if you have a Race defence attribute, you could change it from human to beast :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Thank you so much GiL,
ORK,
the gift that just keeps giving.
The new Add Loot step allows adding items, weapons, armors and currency to the battle's loot.
The new Add Experience Reward Step adds additional experience to the battle's gains.
The Mount Object step's placement options are now optional.
Just disable Place Object and the game object will only be mounted to the parent instead of also being placed at it's position. E.g. useful for mounting to moving platforms, etc.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!