Once again, the next version is on it's way - release end of next week. So far we've got:
Input Keys The new Invert Axis option will, well, invert the axis > 1 becomes -1, -1 becomes 1. Can be used for all input origins.
Weapons, Armors The random status value bonuses can now be added by Chance - i.e. a chance check will first determine if the bonus is added or not, before adding the random bonus. In addition, the new Add Bonus Range setting allows either adding All random bonuses, a Random bonus or only the First bonus that is added.
Float Values The new Random value type will use a random float value between 2 defined values as the float's value. Useful for all kinds of things - and available throughout the framework.
GUI Boxes: Choice Settings The new Position choice mode allows defining positions for individual choices. Choices exceeding the defined positions will be displayed in List mode below the lowest choice. This could be useful for equipment parts in menu screens to be placed wherever you need :)
HUDs: Combatant The new Position cell mode, like the choice mode, allows defining the position for each shortcut slot individually. Also, changing shortcut slots via drag+drop no longer requires Enable Drop in the HUD settings to be enabled. This setting is now only for using things in the owner of the HUD (as it was originally intended).
Combatant Spawners You can now optionally Remember combatants spawned by Combatant Spawner components. I.e. their stats, position and running respawn times will be stored when leaving the scene and reloaded when returning to it.
Save Game Menu The new Spawned Combatants save option will determine if remembered spawned combatants will be saved with a save game. Either only save the Current scene's combatants, All scenes or None at all.
Event System: Scene Steps The Remove Spawned Combatants option in Remove Scene Data steps will clear all remembered combatant data of a scene. Useful if you e.g. want to clear all spawners when leaving a dungeon.
Abilities, Items The new Auto Target settings in the Target Settings can optionally be used to automatically select a target depending on status requirements and variable conditions. This can e.g. be used in battle menus to automatically select a combatant as a target for an ability (still requires the player to accept the choice), control map auto targeting or combatant AI targeting. This could be used to e.g. have an ability that cures poison automatically select a poisoned combatant in the target battle menu :)
Combatants: AI Settings The new Auto Target option will use an ability's or item's auto target settings when selecting an AI target. If not used or no target was found, it'll either use the nearest target (if enabled) or a random target.
HUDs: Combatant The new Use Auto Target option in Shortcut HUD elements will optionally try using the auto target settings of an ability/item, or equip a weapon/armor on the owner of the shortcuts.
Camer Events The new In Blocked Controls option will execute camera event components while the player control is blocked. This has been the case until now anyway, but now you can turn that off if needed. By default enabled :)
Click Controls All Enable Double Click settings have been replaced by Enable Click and Click Count settings. You can now define the number of clicks that are used instead of being locked on double click. E.g. in menu screens and shortcut HUDs.
Menu Settings The new Bonus Display settings are used to display a text representation of status value and attack/defence attribute bonuses.
Status Effects, Passive Abilities, Weapons, Armors, Combatants, Classes You can use the new %bonus text code in descriptions to display the defind bonuses. Weapon/armor bonuses will also include the random bonuses added to the weapon.
Text Codes The new #percent text code can be used to display a % sign in texts that use it for other text codes.
Save Game Menu Displaying the Cancel button in save/load game menus is now optional.
Post edited by gamingislove on
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Combatant Spawners You can now optionally Remember combatants spawned by Combatant Spawner components. I.e. their stats, position and running respawn times will be stored when leaving the scene and reloaded when returning to it.
Save Game Menu The new Spawned Combatants save option will determine if remembered spawned combatants will be saved with a save game. Either only save the Current scene's combatants, All scenes or None at all.
Event System: Scene Steps The Remove Spawned Combatants option in Remove Scene Data steps will clear all remembered combatant data of a scene. Useful if you e.g. want to clear all spawners when leaving a dungeon.
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Abilities, Items The new Auto Target settings in the Target Settings can optionally be used to automatically select a target depending on status requirements and variable conditions. This can e.g. be used in battle menus to automatically select a combatant as a target for an ability (still requires the player to accept the choice), control map auto targeting or combatant AI targeting. This could be used to e.g. have an ability that cures poison automatically select a poisoned combatant in the target battle menu :)
Combatants: AI Settings The new Auto Target option will use an ability's or item's auto target settings when selecting an AI target. If not used or no target was found, it'll either use the nearest target (if enabled) or a random target.
HUDs: Combatant The new Use Auto Target option in Shortcut HUD elements will optionally try using the auto target settings of an ability/item, or equip a weapon/armor on the owner of the shortcuts.
Camer Events The new In Blocked Controls option will execute camera event components while the player control is blocked. This has been the case until now anyway, but now you can turn that off if needed. By default enabled :)
Click Controls All Enable Double Click settings have been replaced by Enable Click and Click Count settings. You can now define the number of clicks that are used instead of being locked on double click. E.g. in menu screens and shortcut HUDs.
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That's a pretty useful usability feature! Can it also restrict what combatants are selectable? (i.e only select dead party members when choosing who to use a phoenix down on?) or is it only the initial target?
HUDs: Combatants You can now optionally set the size of Shortcut element info labels (used to display empty or assigned slots). Also, you can now display only the icon of a shortcut with more display options (e.g. scale mode) instead of adding it via text code.
HUDs: Tooltip There are a bunch of new text codes to display the level points (abilities, equipment) and durability (equipment). Also, you can optionally display a value bar for the level points and durability instead of displaying text. Don't forget, since you can define which information a Tooltip HUD will display, you can set up differently styled tooltips with different information for e.g. items and equipment :)
@Kirb No, but that's already possible - for dead members you could already use the Is Dead setting, for more complex requirements there are the Target Requirements settings :)
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any chance in this update we can get the ability to show or not show the cancel button on the load game screen please kinda out of place when not directly using the menu orks main menu system :o
Due to the Unity 5 release, ORK 2.3.1 will be released tomorrow so that I can focus on making it Unity 5 compatible :)
Menu Settings The new Bonus Display settings are used to display a text representation of status value and attack/defence attribute bonuses.
Status Effects, Passive Abilities, Weapons, Armors, Combatants, Classes You can use the new %bonus text code in descriptions to display the defind bonuses. Weapon/armor bonuses will also include the random bonuses added to the weapon.
Text Codes The new #percent text code can be used to display a % sign in texts that use it for other text codes.
Save Game Menu Displaying the Cancel button in save/load game menus is now optional.
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!
Remember, this is the last version to support Unity 4.6 - the upcoming ORK Framework 2.4.0 will require Unity 5 :)
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---------------------------------------
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You can now optionally Remember combatants spawned by Combatant Spawner components.
I.e. their stats, position and running respawn times will be stored when leaving the scene and reloaded when returning to it.
The new Spawned Combatants save option will determine if remembered spawned combatants will be saved with a save game.
Either only save the Current scene's combatants, All scenes or None at all.
The Remove Spawned Combatants option in Remove Scene Data steps will clear all remembered combatant data of a scene.
Useful if you e.g. want to clear all spawners when leaving a dungeon.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
The new Auto Target settings in the Target Settings can optionally be used to automatically select a target depending on status requirements and variable conditions.
This can e.g. be used in battle menus to automatically select a combatant as a target for an ability (still requires the player to accept the choice), control map auto targeting or combatant AI targeting.
This could be used to e.g. have an ability that cures poison automatically select a poisoned combatant in the target battle menu :)
The new Auto Target option will use an ability's or item's auto target settings when selecting an AI target. If not used or no target was found, it'll either use the nearest target (if enabled) or a random target.
The new Use Auto Target option in Shortcut HUD elements will optionally try using the auto target settings of an ability/item, or equip a weapon/armor on the owner of the shortcuts.
The new In Blocked Controls option will execute camera event components while the player control is blocked. This has been the case until now anyway, but now you can turn that off if needed.
By default enabled :)
All Enable Double Click settings have been replaced by Enable Click and Click Count settings. You can now define the number of clicks that are used instead of being locked on double click.
E.g. in menu screens and shortcut HUDs.
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
You can now optionally set the size of Shortcut element info labels (used to display empty or assigned slots).
Also, you can now display only the icon of a shortcut with more display options (e.g. scale mode) instead of adding it via text code.
There are a bunch of new text codes to display the level points (abilities, equipment) and durability (equipment).
Also, you can optionally display a value bar for the level points and durability instead of displaying text.
Don't forget, since you can define which information a Tooltip HUD will display, you can set up differently styled tooltips with different information for e.g. items and equipment :)
@Kirb
No, but that's already possible - for dead members you could already use the Is Dead setting, for more complex requirements there are the Target Requirements settings :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames
The new Bonus Display settings are used to display a text representation of status value and attack/defence attribute bonuses.
You can use the new %bonus text code in descriptions to display the defind bonuses.
Weapon/armor bonuses will also include the random bonuses added to the weapon.
The new #percent text code can be used to display a % sign in texts that use it for other text codes.
Displaying the Cancel button in save/load game menus is now optional.
@wtyson
There you go :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Excellent news on both accounts: ORK 2.3.1 and Unity 5 :D Thank you!
Remember, this is the last version to support Unity 4.6 - the upcoming ORK Framework 2.4.0 will require Unity 5 :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames