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ORK Okashi RPG Kit for Unity released

Discussion in 'Assets and Asset Store' started by gamingislove, Nov 7, 2010.

  1. RyuMaster

    RyuMaster

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    Yes, I did set first person. My project is bit messy, maybe I'll try starting clean first, as it seems suspicious that it should work and it is not working :)
     
  2. RyuMaster

    RyuMaster

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    I took demo project, updated files to 1.1.2
    Now, in project setting I set "First Person COntroller"
    (I also tried adding Camera Controller to field main camera)
    Still, behaviour is the same - fast rotation, and no backward.

    What steps exactly should I perform on demo version to make FP camera work as it should?
     
  3. gamingislove

    gamingislove

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    To get the first FP controls running in the demo:
    - remove the 'No Camera Control' component from the Main Camera in the town scene, because this component prevents ORK from automatically add camera controls to a scene camera.
    - Project Editor > Game Settings > Player control settings: enable 'first person' option in the DEFAULT control type.
    - Project Editor > Game Settings > Camera control settings: select FIRST_PERSON control type.
    You'll need to set up 2 Unity input axis for mouse movement (e.g. Mouse X and Mouse Y) and use those in the camera control settings.
    Also you may want to add a child object to the player prefab (Resources/Prefabs/Characters/Brown Pants) where the camera should be placed and and use that in the 'place on child' settings of camera controls. The path to a child object is e.g. Path/to/Child if you want to access a child like 'Root Object' > Path > to > Child (where 'Root Object' is the the prefab/main object at the lowest level, so it isn't a child of any other object).

    If you don't use a child object, the camera will be placed at the position of the player (+offset), so most likely at it's feet :)
     
  4. drewradley

    drewradley

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    is there any way to set the player character's name with a variable?
     
  5. gamingislove

    gamingislove

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    I'll try adding it to ORK 1.1.3.

    edit:
    Ok, coming in ORK 1.1.3 - you can set the name of a character (has to be in the party) to either the value of a game variable or a text defined in the event step.
     
    Last edited: Nov 5, 2011
  6. drewradley

    drewradley

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    I have encountered an error when I kill the last enemy. I am using Demo 2 as the base of my game. This is the error I get:

    Any ideas?
     
  7. fghajhe

    fghajhe

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    Can turn based battles have a damage area like the realtime? Like if an enemy casts fire it only damges players actually standing in the fire. I tried damage dealer/ damage zone but I think it only works for the realtime.
     
  8. huxley

    huxley

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    I'm working on placing NPCs in my town and would like to request some additional NPC functionality.

    I would like to be able to put a mark over the NPC which helps identify which quest state they are currently in. i.e. if they are a quest giving NPC which the player has not yet accepted, indicate with a question mark icon over that NPC, if the quest is active from that NPC a exclamation point icon is shown, etc. It would also be nice if I could spawn a highlight circle on the ground when a NPC or Object is selected with a mouse click.

    I would also like the option to remove the requirement for the 'interact' confirm, and that the interaction occurs if the NPC is clicked on. If this was checked, the interaction would automatically occur when the player interaction collider hits an NPC.

    In the same rapid play concept, I would like to be able to smash open crates and barrels in non-combat areas simply by clicking on them and allowing the player to run over to the object and perform their attack move. In this way, destructible objects would function like enemies and drop loot to collect instead of the current approach, interact and collect methodology.
     
  9. brianjkd

    brianjkd

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    @tinyutopia

    I did something similar with my NPCs. You should take a look at the event editor. You can do all of that really easily with the current event steps in ORK.

    1:For the quest marker that changes, create two flat planes with a GUI Shader each with a different texture for Quest Available/ Quest Given. Then attach this tiny JS script to the plane and parent the planes under the NPC.

    Code (csharp):
    1. var target : Transform;
    2. function Start () {
    3. target = Camera.main.transform;
    4. }
    5. function Update() {
    6. transform.LookAt (target);
    7. }
    This will cause them to always face the camera like a GUI but still allow you to position them where you want, eg: over the NPC's head. You can also assign them to a layer so they render before other geometry if your shader doesn't do that already. Then deactivate/ turn off both of these flat plane game objects. Then create an Autostart event that plays when the level is loaded. Have it check to see if that levels NPCs quest is Available or Given via Check Variable step, and use the Activate Object step to activate either the Available or Given Quest icon gameobject. You can also use an activate object step to deactivate the icons after the quest has been excepted/ completed or whilst conversing with NPC through their event. Another cool thing is to make the event icon only popup when the player is with a certain distance using trigger enter/ exit colliders.

    2:You can turn off the Interact in the HUD Editor and set the mouse distance in the event interaction component. Also trigger enter start type on the Event Interaction component will make the event start when the Player's interaction collider collides with the trigger collider on the NPC instead of with the Interact confirm/ mouse click.

    3:You can smash crates/ barrels etc by using events as well. Look at the animation steps to have the character smash the crate/ barrel and move to waypoint (which would be the position of the crates). Then once the animation plays out on the player/ crate, create some random steps to randomize the loot received from the crate either through spawning item prefabs to pick up or just adding items/ equipment to the inventory.

    Hope this helps.
     
    Last edited: Nov 6, 2011
  10. Fufurata1234

    Fufurata1234

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    Hi,
    I know almost nothing about ORK and have, may be a very basic questions about ORK's save/load capability. I've read some documentation and found that ORK uses PlayePref system. So, if I understand it correctly, it writes garbage into the registry?!!! And if we are speaking about really complex game, it will write tons of garbage into the system registry? Is there another way to save data? As far as I understand playerprefs is supposed to keep some basic data about player preferences, such as screen resolution, gamma setting etc. - not tens of megabytes garbage. If there is no way to really save/load game, without cluttering system registry, all those good things, such as editors etc. are just useless.
    And another question:
    But how about other things, like some NPC's attributes (or whatever you call them), states of triggers, container contents etc.? Especially, things presented on another scene (different from the current) - is there any way to save them?
     
    Last edited: Nov 7, 2011
  11. gamingislove

    gamingislove

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    @drewradley
    I'll look into it!

    @fghajhe
    Should actually work already, but I'll check it.

    @tinyutopia
    What BrianJKD said :D

    @BrianJKD
    Thanks :) I'll try to answer your mail (and implement the stuff) as soon as possible :)

    @Makumba666
    ORKs save/load system doesn't put tens of mb into PlayerPrefs, since it consists mostly of index numbers (e.g. if the party owns one weapon #3, it will only store the index (3) and the quantity (1), will look something like 3="1" in the save game). The game data (e.g. the settings for the weapon #3) is stored in XML files in your projects resources folder. So, even if you have a large game and use a lot of variables, etc., the save game will still be way below 1mb.
    And data from other scenes works in ORK through game variables, which are saved with the savegame.


    And don't forget the anniversary offer and buy your copy of ORK Indie for 70 EUR in my shop or for 100 $ in the Asset Store!
     
  12. Jaimi

    Jaimi

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    Would it be a large change to modify ORK to save data into XML files with simple XmlSerialization? In other words, is the loading/saving all neatly encapsulated and could you give pointers if needed?
     
  13. gamingislove

    gamingislove

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    No, because the save data is already a XML formatted string, so all there would be to do is to save the string to a file instead of PlayerPrefs :)
     
  14. drewradley

    drewradley

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    I think it has to do with the placement of the EXP status value but I could be wrong. I re-imported the demo, did everything I did the first time except leaving the EXP status value in the same place and it worked fine.
     
  15. Fufurata1234

    Fufurata1234

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    gamingislove,
    Sorry, but system registry still is not a place for saving game data. I don't wish to be damned by customers, if I put large amount of data into system registry. I don't wish them to call me unprofessional idiot, dumbass etc. So, sorry, but using registry is out of question - if ORK is unable to save game data in files, like normal game, it is not useful for me. I rather write the whole thing from zero, than clutter system registry.
     
  16. gamingislove

    gamingislove

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    Well, then I'll simply add an option to save games to files instead :)
     
  17. Fufurata1234

    Fufurata1234

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    gamingislove,
    It would be great, really.
     
  18. Mark_T

    Mark_T

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    That sounds interesting.
    I might be your next client. :)
     
  19. gamingislove

    gamingislove

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    Ok, saving to file option comes in ORK 1.1.3 - working on all supported platforms except webplayer.
    Will save to Application.persistentDataPath - let me know if you need any other option :)
     
  20. gamingislove

    gamingislove

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    We'll have some changes in battle text settings - damage/refresh texts for status values will now be done in the project editor (status value tab) directly, and you can display changes from non consumable values as well.
    Also you can use a child object of the combatant as base position for text display, spawn a prefab and play a sound :)

    And don't forget our anniversary offer - buy ORK Indie for 70 EUR in our shop, or for 100 $ in the Asset Store!
    Only until November 14, 2011!
     
  21. goder2910

    goder2910

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    @gamingislove In the next version, can you let the "target type" of skill can apply both "single and self" ?

    === I heard about the teleport system that you will implement in the next version. Can you tell me the different between teleport system and "change scene (it already in ORK)" ? Pros and Cos of them ?
    I want to know these things, because i scripted a code, something like "tele system", but it is very simple, just let the user choose the place by clicking button and change scene.
     
  22. gamingislove

    gamingislove

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    Target type 'self' is automatically 'single', cause it will cast the skill on the caster :)
    Why would you need the extra setting?

    The teleport system works like the scene changers (scene name, spawn point ID and screen fade settings), just that you define a list of teleports in the project editor and can use them in events. So you can either directly teleport the party to a target or view a list of all available teleports in a choice dialogue. Teleports can be bound to game/number variable conditions.
     
  23. goder2910

    goder2910

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    @gamingislove Ah sorry ! I forget to test the ORK in game. Sometimes i have confusion between ORK and RPG Maker VX...

    I can see your teleport system. Hoping you will release next version soon. What about the tactic system ? You are developing , right ?

    And i have some things that i dont understand in the real time battle(there are too many new features). I read from changelog "HUDs: New click option BATTLEMENU. Calls battle menu on HUD click in real time battles.". I try to config it but i really dont know how to call the HUD of Battle Menu.

    Another things is "can player move camera around using mouse in PC build ?". At this time, i only know to use the Smooth Follow and Smooth Lookat.
     
    Last edited: Nov 15, 2011
  24. Vern_Shurtz

    Vern_Shurtz

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    I am designing a digital fantasy board game in the spirit of Talisman and Dungeon Quest and would like to know if the ORK RPG Kit would be capable of this kind of development.
     
  25. gamingislove

    gamingislove

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    @goder2910
    Tactic battle system isn't yet in development, it's scheduled for 2012.
    The new HUD feature is quite easy to use - create a HUD in the HUD editor that should be displayed in control type BATTLE and select the new click option. When the player is in battle (e.g. in a battle area of the new real time battle system) the HUD will be displayed, when you click/touch the HUD the player's battle menu will be displayed. This is mostly for mobile devices :)
    For camera controls take a look at the game settings, you can choose between different camera (and player) control styles there. The controls will be automatically added to the camera (and player), so you don't need to add them in the scene (or player prefab) any longer.

    @Vern_S
    You may have to add some of your own scripts (e.g. for movement), but it should be doable with ORK. Can't really say more without knowing what exactly you need for your game :)
     
  26. goder2910

    goder2910

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    @gamingislove Thank for your answer.I understood the HUD system right now. I misunderstood battle menu HUD. I thought the HUD you said is something like "HUD Battle Menu on Star Ocean". It mean when the character meet a monster in a field, the HUD of Battle Menu will show and the character choose one command to use item or skill.

    And i have three question about the camera ,player controller and Control Mode

    1>I changed camera in Game Setting become "Smooth Follow" and i removed "Smooth Follow" from Main Camera but when i test in game, the camera not follow. What did i do wrong ?

    2>How did you set the control mode of ORK (Field,Battle,None, Menu) ?By GUI or by Code ?
    I tried to find how to config in your Demo, but i find nothing.

    3>The new Player Controller make me confuse. When i applied gravity to 20 (same number with old Player Controller), the character fly to the sky. Then i decide to change the gravity to "-1", the character walk normally but sometime his run animation was freezed when he stop walking (it mean the run animation dont change to idle animation).

    Thank in advanced !
     
    Last edited: Nov 16, 2011
  27. Shadowrunner

    Shadowrunner

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    Hi there, I have to say that your kit is awesome; until now I had to use RPGMaker because I have got no idea about programming; but now I'm having a lot of fun with unity and your kit =).

    So I want to ask if it is possible to make a "Status Effect" that does something when the affected character is attacked/killed. For example, "Fire Armor", wich deals damage to enemies that Attack you... or an "Auto-rezz", wich resurrects the char automatically when he dies.

    And is there a way to change the "standing" animation of a character while affected by some Status Effects? (Stunned animation, Defend... etc).

    Ah, btw, sorry about my english; I'm from Spain so... I hope what I wrote is understandable... xD Keep up the amazing work! =)
     
  28. gamingislove

    gamingislove

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    @goder2910
    1) Hard to say without knowing more about your scene/setup. What other components are added to the camera?
    2) The control mode is automatically set (by code) depending on what's happening in the game. E.g. if an event starts that has 'block controls' enabled, the game will enter EVENT control mode.
    3) Yeah, I've changed the gravity to Unity standard, which is negative values (to drag the player down), sorry for the confusion. Do you use the new field animation settings (including land animation)? There currently is a small bug that won't resume the idle animation when falling from small heights - I've already solved it, the fix will come in ORK 1.1.3 (which is released within the next days).

    @Shadowrunner
    Both things aren't yet possible, but on the list for future updates :)


    So, ORK 1.1.3 will release in the next days bringing some features to make life easier for you, e.g. shared base attack settings :)
     
  29. goder2910

    goder2910

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    @gamingislove Thank for your answer.

    1>I only add "Motion Blur and Flare" into Camera. I will try to config new scene, if i get same result, i will tell you.

    2>Can you explain little about "Animation Layer" ? I dont understand these thing clearly.

    3>So, the problem is because you apply gravity of Unity. What number of gravity should i apply into my terrain (height 100 and i use some Cube to make the sidewalk)?
    I will take a look in Land Animation. Hope you will release 1.1.3 soon. And hoping you will make some new tutorial about Real Time Battle. Sometime i feel confuse when config real time battle.

    4>One new idea ! You know "Slow Motion Mode", right ? Can you make a control of it in the Battle Animation ?
     
    Last edited: Nov 17, 2011
  30. gamingislove

    gamingislove

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    Hm, those components shouldn't interfere with ORKs camera control components - did using a new scene change anything?

    2) Animation layers are used by Unity to allow playing multiple animations at the same time (and fade between them). E.g. ORKs animation scripts will always play the idle animation in background, if an animation with higher animation layer is played the animation will fade from idle to the new animation (and return to idle when the animation finished).
    If you use ORKs default animation layer settings you shouldn't have a problem :)

    3) I think the default (earth-like) gravity in Unity is something like -9.81, should be the default gravity setting in the player controls.

    4) Shouldn't be that hard to implement, as I've already implemented my own 'delta time' to optionally freeze animations, etc. on pause or battle menu (real time battles). But this yet wont affect particle effects ...
    I'll try to get this in ORK 1.1.4 :)


    I'm already updating the documentation for ORK 1.1.3 - release hopefully today, maybe tomorrow!
    Also I'm currently thinking about moving the documentation from PDF to something wiki-like in the future ...
     
  31. Daemon176

    Daemon176

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    Nov 18, 2011
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    Hi, have just picked up my copy of ORK and after looking through the options about music i was wondering if there was a way to allow players to set up their own music.

    For instance maybe having the game load music out of ".../game/music" and allowing players to put their own music files in and have them play during gameplay.

    EDIT: Also is there going to be a system where crafted items are linked to specific skills, i.e.smithing, so that if a player doesnt have a high enough skill the item is not craftable? And would those specific craft skills be levelled via use or by point spending upon level up?
     
    Last edited: Nov 18, 2011
  32. goder2910

    goder2910

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    @gamingislove Thank for your answer.

    I config a new scene with these following :

    1> Player with Base Animator, Character Controller.

    2> Main Camera with no further script. (original).

    3> startEvent to spawn player with ID 0

    4> Choosing "Camera Lookat" in the Project Setting.

    But i got same result. Any ideas ?
     
  33. gamingislove

    gamingislove

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    And it's here:

    ORK 1.1.3 released
    This update brings teleports, new (and now separated) base attack settings, changes to battle texts (e.g. damage display) and some other new features.

    Changelog:
    • new: Characters, Enemies: Field animations minimum fall time settings. Set the minimum time the character/enemy has to fall to play a land animation.
    • new: Load Save HUD: Save game to PlayerPrefs or file option.
    • new: Teleports (Project Editor): Create teleport targets for fast travel across your game world.
    • new: Base Attacks (Project Editor): Create base attacks to use for characters, enemies and weapons. Your old attacks will get converted into the new tab.
    • new: Base Attacks: Consume item settings. Attacks can remove (and add) items from the inventory. The attack can't be performed if the items aren't in the inventory.
    • new: Battle Cam: Limit rotation settings.
    • new: Battle Cam: Simple look at child settings.
    • new: Battle Text: Use child of combatant as base position.
    • new: Battle Text: Extended text settings.
    • new: Battle Text: Spawn prefab and play audio settings.
    • new: Game Events: Teleport step. Spawn party to a teleport target.
    • new: Game Events: Teleport choice step. Show a choice dialogue with all available teleport targets and spawn party at the selected target.
    • new: Game Events: Change character name step. Set the name of a character using either a game variable or a defined text.
    • change: Characters, Enemies, Weapons: Base attack settings are now done in the 'Base Attack' tab. Old settings will be imported into new attack data.
    • change: Battle Text: Miss, cast cancel and level up texts are now done in their battle text settings directly.
    • change: Battle Text: Status value damage/refresh texts are now done in the Status Value tab of the Project Editor.
    • fix: Status Values: Adding and saving a new status value caused an error.
    • fix: Game Events: Animations will now use the first animation component found on a game object (and its children).
    • fix: Field Animations: Idle animation stopped when falling from short heights (i.e. playing land animation without fall animation).

    So, the big changes with this update are:
    1) The base attack settings are now done in the new 'Base Attack' tab in the project editor, so you don't have to do them for every character/enemy/weapon and can share attacks between them.
    2) Battle texts (e.g. damage, refresh) for status values are now done directly in the status value settings instead of the battle system editor. Also you can now display changes to non-consumable status values (e.g. when gaining experience), spawn a prefab and play a sound upon text display.
    E.g. you could use play fanfare and use a nice particle effect when the character reaches a new level (when using the level up text) :)
    3) Teleports, they work like scene changers, but are a list created in the project editor to be used in game events - you can use them to create something like a public transport system in your game. Teleports can have variable conditions and be displayed using the new 'teleport choice' event step, which will show you a choice dialogue with all available teleports (i.e. all teleports which variable conditions are valid).

    The update has already been sent out to customers, also the Asset Store is already up to date :)
    If you didn't receive your update, send me an email to ork@rpg-kit.com including your order number.
    Also it would be really great if people buying in the Asset Store would leave me some reviews, cause feedback is always nice :D


    @Daemon176
    The music thing isn't possible yet, but sounds like a cool feature - I'll put it on the update list!
    Binding crafting to skills is already possible by using formulas to decide if creation of an item worked - create a new status value (e.g. smithery, type NORMAL) and use it in the formula you use for creating items that need smithery. If smithery should be increased by having a skill, simply use a passive skill that gives you bonus to this status value :)
    Level up through use or point spending isn't yet in ORK but already planned (I'm waiting with most GUI related updates for Unity 3.5 due to the new GUI system ...)

    @goder2910
    Is the scene you're testing the first scene in your game?
    That could be the problem, as adding the camera control to the main camera only works when all game data has been initialized, i.e. you need some sort of 'starting scene' where you place the 'GameStarterPrefab' (and maybe call the main menu) before having an actual game scene.
     
  34. goder2910

    goder2910

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    @gamingislove Ah sorry, i usally forget to test game from the main menu. It works !:p

    Congra 1.1.3 was released. And i voted for the Wiki. Hope you will release soon :cool:
     
  35. goder2910

    goder2910

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    @gamingislove Yesterday i played FF8 again and i found some wish list :D

    1>The "Eat" command in FF9 or "Card" command in FF8. When HP of enemy below 20%, the player can use these commands to get Blue Magic (in case of Eat) and get Item or card (in case of Card).

    2>The "Steal" skill. The player can steal item from the enemy.

    Two wish list above, i think it 's easy with you, right? Just adding two field on enemy tab :"Item Eat or Card" and "Item Steal" with percent formula. And adding one field on Skill tab : somehing like checkbox to select what is Steal or Eat or Card skill.
    That is my imagination. Hope you will implement these things in next version.:D

    3>In FF8, turn base system, when player begin to swing the sword to the enemy, if pressing "chosen button", the damage will x1.5. Is it possible in ORK ? I dont know exactly because i think this function near same "critical hit chance" of ORK.

    4>Can you add some passive skill like "HP-Bonus" or "STR-Bonus" v..vvv (status value), this passive skill wil check when the character level up, they will plus some bonus stat for the player. If you need more information, you can search these skill on FF8 section or if you are a huge fan of FF8, you have already known :D

    5>This is the point that i think it have less percent than other points. That is enable and disable command of battle menu. An example is FF8, when you have GF, you can choose the "command" and add it to the player. My imagination, in case of ORK, it will be better if you add some skills that can enable or disable the command. Is it possible to code ?

    Those are my wish list. Hope you will consider it and implement it in the next version.

    Thank you very much :D
     
    Last edited: Nov 23, 2011
  36. Daemon176

    Daemon176

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    Am trying to set up a projectile weapon using battle animations, problem is everytime i start the game the prefab and audioclips in the animation are being deleted.
    Would it be possible to get a slightly more friendly interface for creating weapons that use projectiles? or atleast a nice tutorial on how to set them up using battle animations?

    EDIT: I am using the realtime combat system.
     
    Last edited: Nov 23, 2011
  37. SteveJ

    SteveJ

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    I've had a look through the website and can't find an answer, though I'm sure it's somewhere in these 18 pages of posts:

    Does ORK have an inventory management system, or just an item creation system?
     
  38. brianjkd

    brianjkd

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    @Daemon176

    Make sure the Prefabs/ Audio clips referenced by the Battle Animation are stored in the correct directories in your project folder, otherwise they will not work:

    Prefabs should be stored at:
    Assets/Resources/Prefabs/BattleSystem/example.PREFAB

    Audio Clips should be stored at:
    Assets/Resources/Audio/BattleSystem/example.wav


    @geppetto
    There is a great add-on/ extension to ORK that contains a complete and flexible inventory management system.

    http://rpg-kit.com/extensions.html
     
    Last edited: Nov 25, 2011
  39. fabioluizfs

    fabioluizfs

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    is it possible to create a dual currency system? another currency in addition to the default currency...
     
  40. huxley

    huxley

    Joined:
    Apr 27, 2009
    Posts:
    334
    Is anyone else waiting for Unity to update the UnityGUI so gamingislove can finally rewrite the character equip and stats interface? I really can't wait to get more control of the look of these window and selection elements.

    It would be great if he could add some type of map system can be brought up to plot quest locations, places visited, teleport locations, etc. This might include highlighted quests in HUD and directional indicators to the active quest.
     
  41. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    @goder2910
    I'll look into it, at least stealing is already on my todo list :)

    @gepetto
    ORK itself handles your party inventory (and save/loads it in savegames), but to have a GUI backend management system you'd either need to script it yourself or buy the Menu/Shop Extension.

    @Daemon176
    Like BrianJKD said, the prefab and audio clip must be in the correct Resources folders.
    I really need to make more tutorials :D

    @fabioluizfs
    You could use ORKs event system to create something like this, but it won't work in shops (yet), so you'd have to use dialogue events for shops ...

    @tinyutopia
    Yeah, there are lots of cool things I can implement once the new GUI system is here :)
    I'd love to start right away, but I don't wanna redo everything in a few weeks ...


    ORK 1.1.4 is already in development and will get things like block chance (attacks/skills can optionally be blocked completely) and races for characters and enemys (e.g. create a race insect and a sword that does double damage on insects).
     
  42. goder2910

    goder2910

    Joined:
    Jul 26, 2011
    Posts:
    114
    @gamingislove I want the "button" on Battle Menu and Main Menu GUI are large like you configed in the demo . I tried to config the GUISkin but no successfull. Mine is small. Can you show the way that you enlarge the "height" of the Button in Battle Menu and Main Menu GUI ?

    * I want to design again the "Victory Gain GUI" of ORK. Anyway to design it by using HUD system of ORK ? If not, what file contains the GUI Source of Victory Gain GUI ? I will tried to design again by code.

    Thank in advanced !
     
  43. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    Try increasing the Y-value of the choice padding (in your dialogue position), or use a larger font :)

    Meanwhile I've implemented stealing items (+equipment) and money in skills and base attacks. You can set steal chances (separated for items and money, and separated for every skill/attack), steal chance bonuses (also on characters, enemies, status effects, equipment and passive skills), and if a fix item/money amount should be stolen.
    Also enemies now have steal settings (if and which item/money amount can be stolen from them and if it can be stolen only once) including a 'steal factor' value (for items and money) with which the calculated steal chance (from formula+bonuses) will be multiplied. Also steal/fail info text messages can be set in the battle texts.
    And if something was stolen from your party, you can receive it back by killing the enemy that stole it :)

    Races also are already implemented. They work similar to elements, only that the attackers 'race damage factor' is used to change the damage (difference to elements: the targets elemental value is used to change the damage).
    So if e.g. a character has 150 % damage factor on race insect, he will do 50 % more damage on insect monsters. Also race can now be used in battle AI and status effect auto apply/remove conditions (like elements), so you could e.g. give the race insect automatic immunity to status effect poison - and all enemies you set to race insect will be immune to poison :)
     
  44. Airship

    Airship

    Joined:
    Sep 10, 2011
    Posts:
    260
    Cant wait for stealing!

    Can you implement variable conditions for the different Dialouge Show Choice event step, so the response choice only appears based on a variable condition. That way we can do things like in FF when player ask NPC for hint about ongoing quests, only quests that are still active will appear in the choices.
     
  45. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    @Airship
    Great idea, I've put it on the to-do list (and will probably implement it in ORK 1.1.4).

    Also I'm currently working on an ORK Wiki (which will replace the current manual PDFs), should make life easier in the future and also contain some small tutorials :)
     
  46. MikeyUchiha

    MikeyUchiha

    Joined:
    Jan 8, 2011
    Posts:
    109
    Did you ever fix this in the new release? I don't see it in the changelog. The demos still haven't been updated.
     
  47. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    Yes, was changed in ORK 1.1.2:
    - new: Dialogue Positions: Select first option, a choice must be selected first to be accepted by mouse click.

    Simply set your dialogue positions to enable 'select first' (in the choice settings), then you'll have to first select the choice (e.g. in a shop) before it can be accepted by another click.
     
  48. Airship

    Airship

    Joined:
    Sep 10, 2011
    Posts:
    260
    I have some more ORK suggestions for an update.


    1. Make a cursor option so we can replace default cursor with own customized one,


    There is a problem when playing standalone game on different sized screens.

    2. Can you make ORK's GUI optionally fit the normalized view port rect of the main camera.

    That way we can use scripts like this to maintain accurate aspect ratio across different screen resolutions. The script below is great but it only fixes what is rendered through cameras not the ONGUI.

    http://www.unifycommunity.com/wiki/index.php?title=AspectRatioEnforcer
     
  49. goder2910

    goder2910

    Joined:
    Jul 26, 2011
    Posts:
    114
    @gamingislove Thank for your answer. I can fix the button now.

    *** I have a question.

    How can i let the Battle dont happen when the Player enter the trigger of Battle Agent ? How the Battle Agent check Player enter its trigger or not ?

    Thank in advanced !
     
  50. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    @Airship
    I'll try adding those things once Unity 3.5 is out - adding/reworking GUI stuff till then is kinda waste of time, since I'd need to redo it again :)

    @goder2910
    Simply remove the trigger from your battle agent - as soon as he has a trigger, the battle will start on trigger enter.
    Battle agents will get an update after Unity 3.5 due to the new pathfinding options :)