ORK Framework 2.25.0 is here:
release notesThe main feature of this update is the new
Grid Layouts feature - learn more about it in this
how-to.
There's also a new battle end/loot dialogue type available :)
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Hmm. I'm getting this error when the battle starts.
ArgumentNullException: Argument cannot be null.
Parameter name: collection
System.Collections.Generic.List`1[ORKFramework.Combatant].CheckCollection (IEnumerable`1 collection) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:435)
System.Collections.Generic.List`1[ORKFramework.Combatant]..ctor (IEnumerable`1 collection) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:58)
ORKFramework.TargetSettings.GetRangeAutoTargets (ORKFramework.TargetRangeAction action, System.Collections.Generic.List`1 preferredTargets, System.Collections.Generic.List`1 targets)
ORKFramework.TargetSettings.SetAutoTargets (ORKFramework.TargetRangeAction action, System.Collections.Generic.List`1 preferredTargets, System.Collections.Generic.List`1 allies, System.Collections.Generic.List`1 enemies)
ORKFramework.AbilityAction.AutoTarget (System.Collections.Generic.List`1 preferredTargets, System.Collections.Generic.List`1 allies, System.Collections.Generic.List`1 enemies)
ORKFramework.AbilityAction.SetRandomTarget ()
ORKFramework.BaseAction.PerformCheckTargets ()
ORKFramework.BaseAction.PerformAction ()
ORKFramework.BaseBattle.PerformAction (ORKFramework.BaseAction action)
ORKFramework.TurnBasedBattle.PerformNextAction3 ()
ORKFramework.BaseBattle+<PerformNextAction2>d__74.MoveNext ()
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
Unity 2017.4.24
I do have some custom edits in source code, but nothing that changes actions or targets. I mostly just open up access to data that is protected or private by default and add some custom delegate events.
Happens on Enemy Turn
Yeah, that has already been reported here. It's caused by a fix for another issue :D
Will be fixed in a small bugfix release next week.
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I found a bug. If you use enemy hud with No Display option enabled, which is showed using Grid Battle Setting, the cursor over doesn't work.
I also noticed that when you are doing a cursor over and there is other enemy where the cursor is, the enemy whose HUD is displayed changes to the new enemy. Is there a way to make a HUD cursor over stop selecting new enemy HUD user?
HUDs used as templates only use the HUD Elements and ignore the other settings of the HUD.
Is the other cursor over thing when the cursor is over the HUD with the other combatant below the HUD? Also, is that for an actual HUD or for it used as a template somewhere?
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I have cursor over Enemy (not captured by screen capture software)
Then I move it to the left still having cursor on HUD. But the HUD changes to the left enemy HUD.
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