And here's the bugfix version, including some nice additions: release notes
Beside the new battle event steps to directly calculate an ability/item outcome (without the action even being the ability/item), the combatant settings have be rearranged for a cleaner experience :)
The next version is in development, and there are already some gems to announce:
Combatants and Equipment Combatants can optionally override the equipment settings of their class. This allows you to make the equipment combatant based and share classes along multiple combatants with different equipment.
Abilities, Items and Damage Dealers You can optionally animate damage dealers when hitting a damage zone using Battle Events. The Damage Dealer Settings in abilities and items now have the option to animate the damage dealer (pretty much the same as animating abilities/items). The events will perform when a damage dealer hits a damage zone - keep in mind that you'll need at least one calculate step in the events when animating :)
Damage Zones You can now play an audio clip or sound type when a damage dealer hits a damage zone. The setting is made in the damage zone's inspector.
Equipment Viewers Advanced material settings in the equipment viewer's inspector. You can optionally use the renderer of a different object, and optionally set the index of the material (if you're using a renderer with multiple materials).
Custom Controls The custom control settings are now separated from player/camera controls. You can select on which object (player or camera) they're added, and when they'll be blocked (player/camera control block). Your old settings will be converted upon loading :)
Placement of Objects You can now optionally set the scale when placing/mounting objects throughout the entire framework. E.g. spawn prefab step, cursor positions, etc.
Value Input and Game Options The field name is now multi-lingual - totally overlooked that :D
Quantity Selections Options to hide the quantity selection buttons, but still use the input keys to change the quantity. New text codes to display the inventory money - total price and inventory money + total price.
Battle Events New actors are available in battle events. You can now use the User Group, Target Groups, All Allies, All Enemies and All Combatants as actors, leading to a bunch of new possibilities for battles.
Battle Events: Change Action Targets The new Change Action Targets step allows you to add/remove combatants to the action's targets, or clear the targets completely.
Menu Screens, Item Boxes: Description Box The description box now offers more text codes to display information in the title, and you can use a custom text to display the description (also using text codes). Until now you could only display the text of the choice in the title (%n), now you can also add information about the content a choice represents (e.g. an item, ability, etc.).
Inspector: Combatant Component The inspector of the Combatant Component (the component linking a combatant to a game object) now displays more information on the combatant's battle stats and action status.
Event System: Found Objects There's a new type of object available (beside actor, waypoint and prefab) - Found Objects.
Event System: Search Objects Step This new step searches for game objects in the scene and adds or removes them from the event's found objects list. Optionally the whole list can be cleared. Searching for objects uses the same settings as when searching for actors (which also received an update).
Game Events: Actors/Waypoints Searching for actors/waypoints can now be limited for a defined range around the event object (e.g. the user of an action, the game object with the event interaction).
Combatants: Experience Rewards The experience reward settings can now use advanced values - e.g. a game variable or formula.
Post edited by gamingislove on
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@Kirb They'll work - since the always on (environmental) damage dealers also require a combatant, there's nothing preventing them from working :)
Another new feature:
Equipment Viewers Advanced material settings in the equipment viewer's inspector. You can optionally use the renderer of a different object, and optionally set the index of the material (if you're using a renderer with multiple materials).
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!
The equipment settings should be useful. I've been controlling them primarily through equip requirements and a series of hidden status values... Probably still will, actually, but I'm sure I'll have marginal cases where a combatant-specific override will help. :D
Custom Controls The custom control settings are now separated from player/camera controls. You can select on which object (player or camera) they're added, and when they'll be blocked (player/camera control block). Your old settings will be converted upon loading :)
Placement of Objects You can now optionally set the scale when placing/mounting objects throughout the entire framework. E.g. spawn prefab step, cursor positions, etc.
Value Input and Game Options The field name is now multi-lingual - totally overlooked that :D
Quantity Selections Options to hide the quantity selection buttons, but still use the input keys to change the quantity. New text codes to display the inventory money - total price and inventory money + total price.
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!
Battle Events New actors are available in battle events. You can now use the User Group, Target Groups, All Allies, All Enemies and All Combatants as actors, leading to a bunch of new possibilities for battles.
Battle Events: Change Action Targets The new Change Action Targets step allows you to add/remove combatants to the action's targets, or clear the targets completely.
Menu Screens, Item Boxes: Description Box The description box now offers more text codes to display information in the title, and you can use a custom text to display the description (also using text codes). Until now you could only display the text of the choice in the title (%n), now you can also add information about the content a choice represents (e.g. an item, ability, etc.).
Inspector: Combatant Component The inspector of the Combatant Component (the component linking a combatant to a game object) now displays more information on the combatant's battle stats and action status.
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!
Does the first Battle Event addition mean ally combo attacks are possible?! Whoa...
And about the second battle addition, does that mean I can make a combatant untargetable when using an ability, like if they dig under ground or something?
But wait, there's more - while we're at useful additions to the event system, here's the really interesting stuff:
Event System: Found Objects There's a new type of object available (beside actor, waypoint and prefab) - Found Objects.
Event System: Search Objects Step This new step searches for game objects in the scene and adds or removes them from the event's found objects list. Optionally the whole list can be cleared. Searching for objects uses the same settings as when searching for actors (which also received an update).
Game Events: Actors/Waypoints Searching for actors/waypoints can now be limited for a defined range around the event object (e.g. the user of an action, the game object with the event interaction).
Combatants: Experience Rewards The experience reward settings can now use advanced values - e.g. a game variable or formula.
This brings a lot of new possibilities - like in an event searching for all game objects with a Rigidbody around an actor and use an explosion force on them, or searching for all objects named Door and deactivate them :)
@Griffin Haven't thought about that stuff, but yeah, could be doable :)
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!
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!
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
They'll work - since the always on (environmental) damage dealers also require a combatant, there's nothing preventing them from working :)
Another new feature:
Advanced material settings in the equipment viewer's inspector.
You can optionally use the renderer of a different object, and optionally set the index of the material (if you're using a renderer with multiple materials).
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 custom control settings are now separated from player/camera controls. You can select on which object (player or camera) they're added, and when they'll be blocked (player/camera control block).
Your old settings will be converted upon loading :)
You can now optionally set the scale when placing/mounting objects throughout the entire framework.
E.g. spawn prefab step, cursor positions, etc.
The field name is now multi-lingual - totally overlooked that :D
Options to hide the quantity selection buttons, but still use the input keys to change the quantity.
New text codes to display the inventory money - total price and inventory money + total price.
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
New actors are available in battle events.
You can now use the User Group, Target Groups, All Allies, All Enemies and All Combatants as actors, leading to a bunch of new possibilities for battles.
The new Change Action Targets step allows you to add/remove combatants to the action's targets, or clear the targets completely.
The description box now offers more text codes to display information in the title, and you can use a custom text to display the description (also using text codes).
Until now you could only display the text of the choice in the title (%n), now you can also add information about the content a choice represents (e.g. an item, ability, etc.).
The inspector of the Combatant Component (the component linking a combatant to a game object) now displays more information on the combatant's battle stats and action status.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
And many thanks for the Description Box changes, having a bunch of text codes available in there is unbelievably useful.
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
And about the second battle addition, does that mean I can make a combatant untargetable when using an ability, like if they dig under ground or something?
There's a new type of object available (beside actor, waypoint and prefab) - Found Objects.
This new step searches for game objects in the scene and adds or removes them from the event's found objects list. Optionally the whole list can be cleared.
Searching for objects uses the same settings as when searching for actors (which also received an update).
Searching for actors/waypoints can now be limited for a defined range around the event object (e.g. the user of an action, the game object with the event interaction).
The experience reward settings can now use advanced values - e.g. a game variable or formula.
@Griffin
Haven't thought about that stuff, but yeah, could be doable :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Just got home, checking it out now. :D
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames