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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
    • Schematic Nodes
    • Dialogue Importer
    • Variables
    • Selected Data
  • Components
    • Battle Components
    • Combatant Components
    • Control Components
    • Cursor Prefab Components
    • Game Starters
    • Interactable Components
    • Move AI Components
    • Scene Setup Components
  • Editor
    • The ORK 4 Editor
    • Sections & Sub-Sections
    • Node Editor
    • Schematic Editor
    • Asset Sources
    • Unity Overlay Toolbar
  • Section: System
    • System Settings
    • Languages
    • Organizer Types
    • Game States & Conditions
    • General Condition Templates
    • Object Pools
    • Prefab Savers
    • Scene Connections
  • Section: Controls
    • Game Controls
    • Interaction Settings
    • Player Controls
    • Camera Controls
    • Input Keys
    • Control Maps
    • Camera Positions
    • Battle Camera
  • Section: Gameplay
    • Game Settings
    • Formulas
    • Difficulties
    • Shortcut Slots & Settings
    • Custom Settings & Global Custom Settings
    • Global Machines
    • Machine Templates
  • Section: Status
    • Status Values
    • Status Effects
    • Attack Modifiers
    • Defence Modifiers
    • Abilities & Ability Developments
    • Status Developments
    • Research Trees
    • Damage Types
    • Status Bonuses & Templates
    • Status Condition Templates
  • Section: Inventory
    • Inventory Settings
    • Inventory Containers
    • Currencies
    • Items
    • AI Rulesets
    • Crafting Recipes
    • Equipment Slots & Slot Set Templates
    • Equipment & Available Equipment Templates
    • Shops
    • Loot
  • Section: Combatants
    • Combatants
    • Combatant Groups
    • Class Slots
    • Classes
    • Factions & Faction Benefits
    • Animations
    • Move AIs
    • Formations
    • Action Combos
  • Section: Battles
    • Battle Systems
    • Turn Based Battles
    • Active Time Battles
    • Real Time Battles
    • Phase Battles
    • Battle Spots
    • Battle AIs
    • Battle Actions Settings
    • Special Commands Settings
    • Target Settings
    • Target Selection Templates
    • Battle Range Templates
    • Battle Grid Settings
    • Battle Grid Highlights
    • Battle Grid Cell Types
    • Battle Grid Formations
  • Section: Content
    • Content Types
    • Music
    • Sound Templates
    • Areas
    • Teleports
    • Quests & Quest Tasks
    • Logs & Log Texts
    • Object Contents
  • Section: UI
    • UI Settings
    • UI Layers
    • UI Layouts
    • UI Boxes
    • HUDs
    • Notifications
    • Cursor Settings
  • Section: Menus
    • Start Menu
    • Save Game Settings
    • Option Categories
    • Menu Screens
    • Menu Requirements
    • Battle Menus
    • Loot Dialogues
    • Item Collection
    • Combatant Selections
    • Quantity Selections
    • Shop Layouts
  • Section: Texts
    • Text Settings
    • Formatting Settings
    • Flying Texts
    • Use Cost Display
    • Status Preview Display
    • Bonus Display
    • Status Change Display
    • Console Settings & Console Types
    • Text Codes
  • Sections: Editor
    • Editor Settings
    • Backups
    • Variables
    • Plugins
  • Scripting
    • Access Handler
    • Custom Nodes
    • Custom Save Data
    • Custom Component Save Data

ORK 4 Tutorials

  • ORK 4 Unity Quickstart Tutorials (3D)
    • ORK 4 Unity Quickstart 3D
    • 01 Initial ORK Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • Quickstart Extended
  • Battle Tutorials
    • Active Time Battles
    • Phase Battles
    • Hit & Miss
    • Critical Hits
    • Cast Time
    • Grid 01: Battle Grid Setup
    • Grid 02: Highlights
    • Grid 03: Cell Types
    • Grid 04: Move Command
    • Grid 05: Scene Grid Setup
    • Grid 06: Battle Ready
    • Grid 07 Use & Affect Ranges
    • Grid 08: Better Camera Control
  • Gameplay Tutorials
    • Multiple Interaction Controllers
    • Player Group Spawn & Follow
    • Spawn Hunting Enemies
    • Gamepad Controls (Unity Input System)
    • Combined Inputs
    • Control Map for Shortcut Slots
    • Quests 01: Menu Screen
    • Quests 02: Hunting
    • Quests 03: Collect Potion Materials
    • Quests 04: Collect Equipment Materials
    • Quests 05: Quest Mark HUDs
    • Crafting 01: Menu Screen
    • Crafting 02: Materials & Recipes
    • Crafting 03: Getting Materials
    • Crafting 04: Proficiency & Critical Outcome
    • Shop
    • Inventory Containers
  • Schematics Tutorials
    • UI Animation Schematics
    • Flying Text Animation Schematics
    • HUD Conditional Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Status Value UI Setup
    • Unity UI: Status Effect UI Setup
    • Unity UI: Shortcut UI Setup
    • Unity UI: Dragging Notification
    • Unity UI: Interaction HUD
    • Unity UI: Shortcut HUD
    • Unity UI: Turn Order HUD
    • Unity UI: Cast Time HUD
    • Unity UI: Quest HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Move Range HUD

ORK 4 Extensions

  • Plugins
    • Save Game Compression Plugin
  • Schematic Nodes
    • Footstepper Nodes (Unity)
  • Scripts
    • A* Pathfinding Movement Component (Unity)
    • PolyNav 2D Movement Component (Unity)
    • Cinemachine Camera Control Type (Unity)
    • Rewired Input Key (Unity)
    • Unity Legacy Input Key (Unity)
    • Core GameKit Wrapper (Unity)
    • Pool Boss Wrapper (Unity)
View Categories
  • Guide
  • ORK 4
  • ORK 4 Documentation
  • Section: Texts

Status Change Display

Define how the changed state of status values and status changes of an ability or item on the user and targets are displayed.

The status change display settings are found in Texts > Status Change Display.

The status change display is similar to status previews, but is used to replace text codes in other parts of ORK to show the status changes of an ability or item on the user or target.

Status Value Changed State #

Define settings related to the changed state of status values and the last change values. A status value has to enable using the changed state in it’s settings.

The Changed State Duration defines the time a status value will remain in changed state. This can e.g. be checked in status conditions.

Last Value Changes #

Status values can remember the last single and combined value changes.

Combined changes add multiple status value changes together to display the total changes. If the time between two changes exceeds a defined timeout, the combined change will reset (to the new change value).

The single and combined values can automatically reset (to 0) when the changed state ends.

User Changes Text Code #

Define the text used to replace user changes text codes of an ability or item. The <userchanges> text code used in other parts of ORK (e.g. in HUDs or button content layouts) will be replaced by this text.

Use the available text codes to add chance and change information from the status change display settings.

Please note that the user changes also include the use costs.

Target Changes Text Code #

Define the text used to replace target changes text codes of an ability or item. The <targetchanges> text code used in other parts of ORK (e.g. in HUDs or button content layouts) will be replaced by this text.

Use the available text codes to add chance and change information from the status change display settings.

If no target is available during display, a defined dummy combatant or the user itself can be used as basis for status calculations.

Hit Chance #

Define how the hit chance will be displayed when using the <hitchance> text code in the user or target changes texts.

Critical Chance #

Define how the critical chance will be displayed when using the <criticalchance> text code in the  user or target changes texts.

Status Value Changes #

Define how status value changes will be displayed when using the <statuschanges> text code in the user or target changes texts.

Info Text #

The text displayed above the status value change list.

Negative Change Text #

The text used to display negative value changes.

Negative Change Range Text #

The text used to display negative value change ranges with a minimum and maximum value instead of a single value.

Positive Change Text #

The text used to display positive value changes.

Positive Change Range Text #

The text used to display positive value change ranges with a minimum and maximum value instead of a single value.

Critical Status Value Changes #

Define how critical status value changes will be displayed when using the <statuschangescritical> text code in the user or target changes texts.

Info Text #

The text displayed above the status value change list.

Negative Change Text #

The text used to display negative value changes.

Negative Change Range Text #

The text used to display negative value change ranges with a minimum and maximum value instead of a single value.

Positive Change Text #

The text used to display positive value changes.

Positive Change Range Text #

The text used to display positive value change ranges with a minimum and maximum value instead of a single value.

Apply Status Effects #

Define how status effects that are applied will be displayed when using the <effectadd> text code in the user or target changes texts.

Info Text #

The text displayed above the status effect change list.

Status Effect Change Text #

The text used to display status effect changes.

Remove Status Effects #

Define how status effects that are removed will be displayed when using the <effectremove> text code in the user or target changes texts.

Info Text #

The text displayed above the status effect change list.

Status Effect Change Text #

The text used to display status effect changes.

Critical Apply Status Effects #

Define how status effects that are applied by critical hits will be displayed when using the <effectaddcritical> text code in the user or target changes texts.

Info Text #

The text displayed above the status effect change list.

Status Effect Change Text #

The text used to display status effect changes.

Critical Remove Status Effects #

Define how status effects that are removed by critical hits will be displayed when using the <effectremovecritical> text code in the user or target changes texts.

Info Text #

The text displayed above the status effect change list.

Status Effect Change Text #

The text used to display status effect changes.

Table of Contents
  • Status Value Changed State
    • Last Value Changes
  • User Changes Text Code
  • Target Changes Text Code
  • Hit Chance
  • Critical Chance
  • Status Value Changes
    • Info Text
    • Negative Change Text
    • Negative Change Range Text
    • Positive Change Text
    • Positive Change Range Text
  • Critical Status Value Changes
    • Info Text
    • Negative Change Text
    • Negative Change Range Text
    • Positive Change Text
    • Positive Change Range Text
  • Apply Status Effects
    • Info Text
    • Status Effect Change Text
  • Remove Status Effects
    • Info Text
    • Status Effect Change Text
  • Critical Apply Status Effects
    • Info Text
    • Status Effect Change Text
  • Critical Remove Status Effects
    • Info Text
    • Status Effect Change Text
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