The next updated will bring (beside lots of bugfixes):
Weapons, Armors Weapons and armors can change the Material of a renderer assigned to the same game object as the Equipment Viewer.
Finding Objects Finding a game object in the scene (e.g. for an event actor, navigation marker or custom main menu choice) can now search for an attached component as well. Finds the first or all game objects with the defined component attached.
Camera Controls: Mouse The built-in Mouse camera control can optionally use a single axis as Zoom Key - use this option if you want to use a scroll wheel.
GUI Boxes You can now have different text formats for the text, info (e.g. use costs, quantity) and title of a choice
Battle Events The Death battle event now uses the combatants who attacked the dying combatant as targets. The dying combatant remains the user.
Group Targets You can now select different group targets for different abilities, ability types, items and item types.
Individual Targets Work like group targets, but are individual for each combatant. You can have multiple targets for different abilities/items (like the new feature for group targets).
Battle Menus Actions (e.g. attacks, abilities and items) can be optionally used on a selected group target of individual target.
Combatant HUDs The new Combatant Origin setting in Combatant type HUD elements (except for shortcuts) allows selecting either the HUD's user, a group/individual target or the last target (of an attack, ability or item) of the user as origin of the status information. This enables you to display status informations on selected targets (e.g. name and HP).
Move AI Advanced status requirements are available for hunting and flee conditions.
Interactions Trigger Enter and Trigger Exit interactions can now optionally be started by other game objects than the player. If an object can start an interaction is checked by name/tag or added components, or both.
Damage Types The new Damage Types are used to have different animations for damage, critical damage and evasion for abilities and items. Damage types are created in Base/Control and assign the used Animation Types for damage, critical damage and evade (which was previously done in animation types). Ability types and item types define the default damage type for all abilities/items of their type, each ability/item can override the default damage type.
Crafting Recipes Play a success or fail audio clip upon creation (or failed creation).
Custom Controls You can optionally search/add for components from an objects root (e.g. when the main camera is a child object of the actual controls). Also, custom controls can set fields/properties of the control component.
Value Checks The new not equal check is available throughout the entire framework (e.g. status requirements, distance checks, etc.) :)
Animations The auto move speed parameter settings allow automatically assigning a combatant's horizontal and vertical speed to float parameters of a Mecanim animator.
Status Effects The status conditions will now recalculate the formula each time they change a status value - until now, the calculation had only been done once and the value reused. Also, the caster of a status effect (e.g. the user of an ability that applies the effect) is now also used for any following calculations as the user (previously the target that was applied with the effect has been used as user and target).
More as it's coming in :)
Post edited by gamingislove on
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My guess would be that the new Battle Event is going to allow things like final revenge attacks when a combatant dies, but that's just one guess. =) There might be more uses too.
Group Targets You can now select different group targets for different abilities, ability types, items and item types.
Individual Targets Work like group targets, but are individual for each combatant. You can have multiple targets for different abilities/items (like the new feature for group targets).
Battle Menus Actions (e.g. attacks, abilities and items) can be optionally used on a selected group target of individual target.
Post edited by gamingislove on
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Good to see the targeting made it in :) Can't wait for this to be released, and thank you very much for implementing entire systems to cover more and more RPG types.
Combatant HUDs The new Combatant Origin setting in Combatant type HUD elements (except for shortcuts) allows selecting either the HUD's user, a group/individual target or the last target (of an attack, ability or item) of the user as origin of the status information. This enables you to display status informations on selected targets (e.g. name and HP).
Move AI Advanced status requirements are available for hunting and flee conditions.
Post edited by gamingislove on
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No, but I've added an additional Combatant Origin for the last target, so it'll be available in the release :)
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Interactions Trigger Enter and Trigger Exit interactions can now optionally be started by other game objects than the player. If an object can start an interaction is checked by name/tag or added components, or both.
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!
Damage Types The new Damage Types are used to have different animations for damage, critical damage and evasion for abilities and items. Damage types are created in Base/Control and assign the used Animation Types for damage, critical damage and evade (which was previously done in animation types). Ability types and item types define the default damage type for all abilities/items of their type, each ability/item can override the default damage type.
The old damage, critical damage and evade animation types will automatically be loaded into the first damage type when updating, so your previous settings will work out of the box :)
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Changing the Material is a pretty genius and useful idea! Might be good for Petrification status effects!
You can now select different group targets for different abilities, ability types, items and item types.
Work like group targets, but are individual for each combatant. You can have multiple targets for different abilities/items (like the new feature for group targets).
Actions (e.g. attacks, abilities and items) can be optionally used on a selected group target of individual target.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
The new Combatant Origin setting in Combatant type HUD elements (except for shortcuts) allows selecting either the HUD's user, a group/individual target or the last target (of an attack, ability or item) of the user as origin of the status information.
This enables you to display status informations on selected targets (e.g. name and HP).
Advanced status requirements are available for hunting and flee conditions.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Would I be correct in thinking that it would allow me to display the name via HUD of the most recently damaged combatant by the player?
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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!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Trigger Enter and Trigger Exit interactions can now optionally be started by other game objects than the player.
If an object can start an interaction is checked by name/tag or added components, or both.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Can't wait.
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
The new Damage Types are used to have different animations for damage, critical damage and evasion for abilities and items. Damage types are created in Base/Control and assign the used Animation Types for damage, critical damage and evade (which was previously done in animation types).
Ability types and item types define the default damage type for all abilities/items of their type, each ability/item can override the default damage type.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!