ORK Framework 2.6.3 is here: release notes
ORK 2.6.3 is in development, bringing you great new stuff!
I'm currently working on an exciting new feature for turn based battles, possibly also coming for phase battles:
Turn Based Battles, Phase Battles: Actions Per Turn
The new Actions Per Turn setting allows defining the number of actions a combatant can make in his turn - theoretically. As long as that number is above 0 and the combatant didn't end his turn, he can continue to use actions.
The actions per turn are defined by the usual value selection, i.e. you can also use a formula, basing the actions per turn on the combatant's status values, allowing things like status effects to influence it. Optionally, you can also add the actions per turn instead of setting them, carrying over the unused actions from the last turn.
Now, why did I write theoretically? Because you can define how much using an action will reduce the actions per turn - generally called Action Cost for now. E.g. you can set your abilities to not reduce the actions per turn and simply allow using as many actions as possible (e.g. due to the usual use costs, reducing MP).
Naturally, dynamic combat makes the feature a bit useless, since it breaks the turn based battle order :)
Other stuff coming in this update:
Status Types
The new Status Types can be used to separate status values.
This can be used for filtering in the editor and e.g. to display a list of status values based on status type in HUDs.
If anyone got another idea for using this feature, just let me know :)
HUDs: Combatant, Turn Order
Status Type text codes for Status Value HUD elements available.
Use %tn, %td or %ti to display the name, description or icon of the status type of the displayed status value.
Additionally, the List and List All settings have been replaced with a single List Status Values selection - you can either display a single status value, all status values, only status values of a defined status type or only status values of a defined status value type (normal, consumable, experience).
Horizontal Plane
All settings regarding orientation and angles have a new Horizontal Plane setting available. This defines if the horizontal plane should use the XZ (default 3D) or XY (defualt 2D) axes.
This is e.g. available for Navigation type HUDs, the move AI enemy detection or in Check Orientation steps.
Event System: Inventory
The new Remove Item Type step allows removing all items, weapons, armors and currency of a defined item type from a combatant's inventory.
Event System: Add To Item Box
The new Use Add Type setting in the Add To Item Box step allows using the add type settings of items and equipment when adding them to item boxes. E.g. if your items are set to automatically stack, so will the items added to item boxes through the event system.
Abilities: Use Cost
The new Auto Consume setting lets you define if the use costs should be consumed automatically when using the ability (i.e. when the ability starts, before the battle events).
You can either not use them (meaning they'll be used when the abiltiy is calculated, e.g. Calculate step), only use them when the ability has no targets (e.g. for None target ranges) or always consume them.
Additionally, the Consume Items settings have been moved to the Use Cost settings.
HUDs: Combatant
The Inne Assign setting of Shortcut HUD elements will now be used when assigning shortcuts from the same combatant instead of the same HUD element.
Abilities, Items
You can optionally override the default action cost for each ability and item individually.
Abilities and items can also change the actions per turn of the target.
HUDs: Combatant, Turn Order
The new Actions Per Turn type HUD element allows displaying the actions per turn of a combatant.
Also, you can now display the current turn of a combatant in an Information type HUD element using the new %t text code.
Battle AIs, Formulas, Battle Events
The new Check Action Bar step allows checking a combatant's action bar.
In Turn Based and Phase battles, the action bar represents the actions per turn.
In Active Time battles, the action bar represents the timebar.
Battle Events
The new Change Action Bar step allows changing a combatant's action bar.
Formulas
The new Action Bar step allows using the current action bar value of a combatant to change the formula value.
The new Turn Value step allows using the current turn value of a combatant to change the formula value. The turn value is used in Turn Based battles using Multi Turns to determine the combatant order.