The first update since the official release is already in development, mostly smaller features though.
Logs A new option lets you invert the order of the log texts when displaying a log.
Status Values You can optionally use different notification settings for critical refresh and damage changes.
Move AIs Enemy detection can optionally only detect the leader of a group.
Save Points The save and cancel buttons are now also optional (like the load button).
Navigation History The hot-keys for going back and forward in the navigation history will change (i.e. you'll need to hold the ALT key). The current version idiotically interferes with text editing :D
Control Maps Using control maps or individual control map keys can optionally depend on status requirements and variable conditions.
Turn Based Battles You can invert the turn order (i.e. lowest time value will come first).
Battle System Stacking loot items is now optional.
Battle AI New Position Steps group in the selection menu. Check Distance and Check Angle steps added, so you can now select targets based on distance and angle.
Abilities, Items The new Not On Selfsetting allows excluding the user from being a target when targeting allies or all combatants.
Menu Screens Items and abilities now can't be used when the user is performing an action.
Turn Based Battles The new Multi-Turns option in turn based battles allows a combatant to have multiple turns before another combatant has his turn. After a combatant performed his action, his turn value will be reset to 0 and the turn value of all combatants (including the performing one) will be increased by the Turn Calculation. The combatant with the highest turn value will get the next turn. This allows a Final Fantasy X like turn based battle.
Blink Object Event Step You can start/stop blinking an event object (actor, waypoint, prefab).
Block Control Map Event Step You can block/unblock a selected control map or all control maps. A blocked control map can't be used.
Block HUD Event Step You can block/unblock a selected HUD or all HUDs. A blocked HUD wont be displayed.
Change Time Factor Event Step You can change the time factor - either Unity's factor (affecting the whole game) or ORK's factor (affecting things like battle or event speed). This can be used to create slow motion effects.
Change Nav Mesh Target Event Step You can set a new destination and speed of a NavMesh agent, or stop the agent.
Editor Variable List The variable list (introduced with 2.0.0) in the editor will now automatically update when saving the settings or an event. Only the variables found in settings or the saved event will be added, scenes and other events wont be scanned.
Items, Abilities Using an item or ability can depend on status requirements and variable conditions. Abilities could already depend on status requirements :)
Node Editor Major eye-candy update to the node editor, background grid, rounded corners, drop shadows ... looks nice :D Also coming: searching the node list!
Game Variable Fork Step Similar to the Check Game Variable step, but it'll check a single game variable for multiple conditions, the next step depends on which condition is valid. So, it's somewhat of a combination of choice and variable check :D
Status Fork Step Like the Game Variable Fork step, this step allows checking a combatant for multiple status requirements and execute the next step based on which requirement is valid.
Check Component Enabled Step Well, checks if a component is enabled :)
Check Fields Step Checks the value of fields of any component.
Check Function Step Checks the return value of a function of any component.
More stuff as it's coming up :)
Post edited by gamingislove on
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Thanks GiL. :D Looking forward to it! Any chance that damage dealer bit will come in this update?
Also, unrelated, but you rock for adding the AutoSave function with the Save to Retry button (Temporary Save). I was thinking I'd have to hook up a similar system myself, so I was super pleased to see it already in there.
@Kirb The auto save has already been in ORK 1, if I remember it correctly :)
@Brianjkd Most likely, yes - will be one of the next things I'll look into!
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!
Turn Based Battles You can invert the turn order (i.e. lowest time value will come first).
Battle System Stacking loot items is now optional.
Battle AI New Position Steps group in the selection menu. Check Distance and Check Angle steps added, so you can now select targets based on distance and angle.
Abilities, Items The new Not On Selfsetting allows excluding the user from being a target when targeting allies or all combatants.
Menu Screens Items and abilities now can't be used when the user is performing an action.
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!
Exactly ... currently, you could do that, or spam using abilities/items even if they're animated in the field :)
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!
Final Fantasy X like turn based battles are coming :)
The new Multi-Turns option in turn based battles allows a combatant to have multiple turns before another combatant has his turn. After a combatant performed his action, his turn value will be reset to 0 and the turn value of all combatants (including the performing one) will be increased by the Turn Calculation. The combatant with the highest turn value will get the next turn.
@Brianjkd After doing some tests and thinking, this seems to be the best solution to prevent slow combatants from never getting a turn.
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!
Blink Object Step You can start/stop blinking an event object (actor, waypoint, prefab).
Block Control Map Step You can block/unblock a selected control map or all control maps. A blocked control map can't be used.
Block HUD Step You can block/unblock a selected HUD or all HUDs. A blocked HUD wont be displayed.
Change Time Factor Step You can change the time factor - either Unity's factor (affecting the whole game) or ORK's factor (affecting things like battle or event speed). This can be used to create slow motion effects.
Change Nav Mesh Target Step You can set a new destination and speed of a NavMesh agent, or stop the agent.
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!
Editor Variable List The variable list (introduced with 2.0.0) in the editor will now automatically update when saving the settings or an event. Only the variables found in settings or the saved event will be added, scenes and other events wont be scanned.
Items, Abilities Using an item or ability can depend on status requirements and variable conditions. Abilities could already depend on status requirements :)
Node Editor Major eye-candy update to the node editor, background grid, rounded corners, drop shadows ... looks nice :D
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!
Looking forward to it! Any chance that damage dealer bit will come in this update?
Also, unrelated, but you rock for adding the AutoSave function with the Save to Retry button (Temporary Save). I was thinking I'd have to hook up a similar system myself, so I was super pleased to see it already in there.
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I make RFI! https://twitter.com/NootboxGames
Do you think the turn calculation feature will make it?
Thanks!
@Kirb
The auto save has already been in ORK 1, if I remember it correctly :)
@Brianjkd
Most likely, yes - will be one of the next things I'll look into!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
You can invert the turn order (i.e. lowest time value will come first).
Stacking loot items is now optional.
New Position Steps group in the selection menu.
Check Distance and Check Angle steps added, so you can now select targets based on distance and angle.
The new Not On Selfsetting allows excluding the user from being a target when targeting allies or all combatants.
Items and abilities now can't be used when the user is performing an action.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
"Menu Screens:Items and abilities now can't be used when the user is performing an action."
Does this mean that if you are the process of attacking and went to menu to use an item, it wouldn't be available?
---------------------------------------
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!
The new Multi-Turns option in turn based battles allows a combatant to have multiple turns before another combatant has his turn. After a combatant performed his action, his turn value will be reset to 0 and the turn value of all combatants (including the performing one) will be increased by the Turn Calculation.
The combatant with the highest turn value will get the next turn.
@Brianjkd
After doing some tests and thinking, this seems to be the best solution to prevent slow combatants from never getting a turn.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
You can start/stop blinking an event object (actor, waypoint, prefab).
You can block/unblock a selected control map or all control maps.
A blocked control map can't be used.
You can block/unblock a selected HUD or all HUDs.
A blocked HUD wont be displayed.
You can change the time factor - either Unity's factor (affecting the whole game) or ORK's factor (affecting things like battle or event speed).
This can be used to create slow motion effects.
You can set a new destination and speed of a NavMesh agent, or stop the agent.
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
The variable list (introduced with 2.0.0) in the editor will now automatically update when saving the settings or an event. Only the variables found in settings or the saved event will be added, scenes and other events wont be scanned.
Using an item or ability can depend on status requirements and variable conditions.
Abilities could already depend on status requirements :)
Major eye-candy update to the node editor, background grid, rounded corners, drop shadows ... looks nice :D
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Eyecandy for the editor is nice as well :D
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames