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ORK 3 Documentation

  • Getting Started
    • Introduction
    • First Steps
    • Game Starters
    • Components Overview
    • Player/Camera Controls
    • Game Over
    • Support: Sending Test Projects
  • Editor
    • Editor Overview
    • Base/Control Section
    • Game Section
    • UI Section
    • Templates Section
    • Status Section
    • Inventory Section
    • Combatants Section
    • Battles Section
  • Features
    • Animations
    • Areas & Teleports
    • Combatant Triggers
    • Control Maps
    • Difficulties
    • Factions
    • Formations
    • Formula Nodes
    • Logs
    • Loot
    • Move AI
    • Quests
    • Research Trees
    • Schematic Nodes
    • Shortcut Slots
  • Status System
    • Status Values
    • Status Effects
    • Attack/Defence Modifiers
    • Abilities
    • Combatants
    • Classes
    • Status Bonuses
    • Status Conditions
  • Inventory System
    • Inventory System Overview
    • Currencies
    • Items
    • Equipment
    • AI Behaviours/Rulesets
    • Crafting Recipes
    • Shops
  • Battle System
    • Battle Systems
    • Adding Battles to Scenes
    • Calculating Action Results
    • Battle Menus
    • Battle AI
    • Battle AI Nodes
    • Battle Ranges
    • Battle Camera
    • Target Selection
    • Battle Spots
    • Battle Texts
    • Battle End & Loot Dialogues
    • Action Combos
    • Damage Types
    • Cursor Prefab Components
    • Grid Battles
    • Adding Battle Grids to Scenes
    • Battle Grid Highlights
    • Battle Grid Formations
  • UI System
    • UI System Overview
    • Start Menu
    • Option Categories
    • Menu Screens
    • Notifications
    • Combatant Selections
    • Quantity Selections
    • Text Display Settings
    • Cursor Settings
    • Console (In-Game)
    • Menu Requirements
    • HUDs: Content Providers
    • HUDs: Conditions
    • HUDs: Click Actions
    • HUDs: Text Content
    • HUDs: Value Bar Content
    • HUDs: Status Values
    • HUDs: Status Effects
    • HUDs: Attack Modifiers
    • HUDs: Defence Modifiers
    • HUDs: Shortcuts
    • HUDs: Abilities
    • HUDs: Equipment
    • HUDs: Class Slots
    • HUDs: AI Behaviours
    • HUDs: AI Rulesets
    • HUDs: Quests
    • Timebar HUD
  • Scripting
    • Scripting Overview
    • Access Handler
    • Code Extensions
    • Custom Settings
    • Custom Targeting
    • Combatant Scripting
    • Custom Nodes
    • Custom Component Save Data

ORK 3 Tutorials

  • 2D RPG Quickstart
    • START 2D RPG Quickstart
    • 01 Initial 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
    • END 2D RPG Quickstart
  • 3D RPG Quickstart
    • START 3D RPG Quickstart
    • 01 Initial 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
    • END 3D RPG Quickstart
  • Status System Setup
    • START Status System Setup
    • 01 Status Values
    • 02 Status Development
    • 03 Attack/Defence Modifiers
    • 04 Status Effects
    • 05 Formulas
    • 06 Ability & Item Types
    • 07 Abilities Part 1: Attacks
    • 08 Abilities Part 2: Support & Sabotage
    • 09 Abilities Part 3: Elemental Magic
    • 10 Items
    • 11 Equipment Part 1: Slots & Slot Set Templates
    • 12 Equipment Part 2: Weapons
    • 12.5 (Optional) Equipment Part 2.5: Weapons
    • 13 Equipment Part 3: Shields, Armor & Accessories
    • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
    • 14 Equipment Part 4: Available Equipment Templates
    • 15 Loot
    • 16 Battle AIs
    • 17 Combatants Part 1: General Settings
    • 18 Combatants Part 2: Players
    • 19 Combatants Part 3: Enemies
    • 20 Combatant Groups
    • END Status System Setup
  • 3D RPG Playground
    • START 3D RPG Playground
    • 01 Player Setup
    • 02 Start Menu
    • 03 First Interaction
    • 04 Music
    • 05 Areas
    • 06 Collecting Items
    • 07 Displaying Equipment
    • 08 Combatant Prefabs, Icons & Portraits
    • 09 Combatant Animations
    • 10 Camera Positions
    • ANIM 01 Battle Start/End Schematics
    • ANIM 02 Use, Cast & Camera
    • ANIM 03 Abilities & Items
    • ANIM 04 Physical Attacks
    • ANIM 05 Special Actions
    • BATTLE 01 Battle Menu
    • BATTLE 02 Prepare for Battle
    • TURN 01 Turn Based Setup
    • TURN 02 Turn Order HUD
    • ATB 01 Active Time Setup
    • ATB 02 Cast Times
    • ATB 03 Timebar HUD
    • BATTLE 03 The First Battle
    • BATTLE 04 Hunting Move AI
    • BATTLE 05 Spawning Combatants
    • 11 Save Games
    • MENU 01 UI Boxes
    • MENU 02 Template HUDs
    • MENU 03 Overview Menu
    • MENU 04 Menu Screens
    • 12 Shop
    • BATTLE 06 Random Battles
    • DUNGEON 01 Enter the Dungeon
    • DUNGEON 02 The Trapdoor
    • DUNGEON 03 Enemies on Level 1 & 2
    • DUNGEON 04 Traps on Level 3
    • DUNGEON 05 Going Deeper
    • 13 Bestiary (+MENU+ANIM)
    • QUEST 01 Hunting Quests (+MENU)
    • QUEST 02 Guard NPC
    • QUEST 03 Forest Ruin Cheese
    • QUEST 04 Witch NPC with Cheese
    • QUEST 05 Quest Mark HUDs
    • 14 Research Trees (+MENU)
    • CRAFT 01 Crafting Materials
    • CRAFT 02 Crafting Recipes
    • CRAFT 03 Crafting Menu
    • CRAFT 04 Crafting Proficiency & Critical Crafting
    • CRAFT 05 Materials Loot
    • 15 Changing Choice Dialogue
    • 16 Follow Me!
    • BATTLE 07 Sequence Loot Dialogue
  • 3D Action RPG
    • START 3D Action RPG
    • 01 Status System Setup
    • 02 Player Setup
    • 03 Player Weapon
    • 04 Player Attacks
    • 05 Enemy: Chomper
    • 06 Chomper Attack
    • 07 Hit & Death
    • 08 HUDs
    • 09 Rolling on the Floor
    • 10 Enemy: Spitter
    • 11 Spit Attack
    • 12 Potion
    • 13 Grenade
    • 14 Item HUD
    • 15 Enemy: Grenadier
    • 16 Grenadier Melee Attacks
    • 17 Grenadier Flamethrower
    • 18 Item Drops
    • END 3D Action RPG
  • 2D Grid Battle RPG
    • START 2D Grid Battle RPG
    • 01 Player Setup
    • 02 Prefab & Music Setup
    • 03 Randomizing Combatants
    • 04 UI Setup
    • 05 Battle Start, End & Phase Schematics
    • 06 Battle System Setup
    • 07 Battle Grid Setup
    • 08 Grid Move
    • 09 Forest Battle Grid
    • 10 Battle AI
    • 11 Ability Ranges
    • 12 Death & Use Schematics
    • 13 Attack Schematic
    • 14 Shoot Schematics
    • 15 Battle Selection Interaction
    • END 2D Grid Battle RPG
  • Schematics
    • Simple Start Schematic
    • Battle Start Schematic
    • Battle End Schematic
    • Moving to Target and Back
    • Animating a Base Attack
    • Animating a Magic Ability
    • Animating Target Selection
    • Grid Movement
    • Open and Close UI Animations
    • Flying Text Mover
  • UI Setups
    • Unity UI: Initial Setup
    • Unity UI: TextMesh Pro Setup
    • Unity UI: UI Box
    • Unity UI: Flying Text
    • Unity UI: Dragging Notification
    • Unity UI: Canvas with Screen Space Camera
    • Unity UI: Interaction HUD
    • Unity UI: Simple Player HUD
    • Unity UI: Quest HUD
    • Unity UI: Battle Actions HUD
    • Unity UI: Shortcuts HUD
    • Unity UI: Currency HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Control HUD
    • Unity UI: Attack Modifiers
    • Unity UI: Defence Modifiers
  • Gameplay Bits
    • 2.5D Setup
    • Body Part Weakpoint
    • Click Attack
    • Combining Input Origins
    • Combining Status Value Flying Texts
    • Fun With Flying Text
    • HUD Effects With Conditional Schematics
    • Inventory Containers
    • Local Multiplayer
    • Multi Interaction Controllers
    • Target Selection Lines
    • World Space HUD
    • World Space Dialogue
View Categories
  • Guide
  • ORK 3
  • ORK 3 Documentation
  • Battle System

Battle End & Loot Dialogues

The battle end settings define how battle gains are displayed and distributed at the end of a battle.

The battle end settings can be found in Battles > Battle End.

Base Settings #

The base settings define how Experience and Normal status value rewards are distributed and the default battle gains collection.

Experience Rewards #

Define how Experience type status value rewards will be distributed among the player group.

Optionally, experience can be only given to the combatant who killed the enemy. Otherwise, all battle group members or the whole player group (i.e. including combatants that didn’t participate in battle) can receive experience.

The experience can either be split by the number of combatants or be given to each combatant without splitting.

E.g.: a battle rewards the player with 100 experience.

Splitting it among 4 members would give 25 to each combatant.

Not splitting it gives each combatant 100 experience.

Dead combatants (e.g. killed during the battle) can optionally also receive experience.

Normal Status Value Rewards #

Define how Normal type status value rewards will be distributed among the player group.

Normal rewards can be given to the battle group or whole player group. Like experience rewards, normal rewards can also be split by the number of combatants and optionally given to dead combatants.

Battle Gains Collection #

Select if battle gains (loot, experience) are collected immediately after an enemy has been defeated or at the end of the battle.

Most of the settings are only available when collecting immediately – otherwise this setup is made in the Collect Battle Gains node used to collect the battle gains.

When collecting immediately, items and currency can also be dropped into the game world.

Battle systems can override the default battle gains collection.

Item Box #

When collecting immediately, loot (items, equipment, currencies, etc.) can optionally be stored in an item box instead of the player’s inventory.

The item box is defined by a Box ID, which can be used by Item Collector components in Box to access the item box.

Loot Dialogues #

Loot dialogues are used to display the battle gains the player receives – i.e. loot (items, equipment, currencies, etc.), Experience and Normal type status value rewards as well as combatant and level up information.

You can set up different loot dialogues for different battle outcomes:

  • victory
  • escape
  • defeat
  • leave arena (when enabled by the used battle system, used when the moving a defined distance away from the battle)
  • immediate collection

You can create custom loot dialogue implementations by deriving from the BaseLootDialogueSettings class.

Loot dialogues can be displayed when using a Collect Battle Gains node in schematics, the battle gains are collected immediately (when an enemy was killed) or when leaving Real Time Area Battles (enabled in the real time battle system’s setup).

Simple #

Displays a series of dialogues showing the battle’s loot and player combatant changes and level ups.

Loot Dialogue Settings #

Define which dialogues will be displayed.

Battle Gain Notification #

Shows a dialogue containing the battle gains (loot, status value rewards).

The content is added via text codes, each text code is replaced by a it’s own defined text. The individual texts (e.g. for currencies, items and experience) also use text codes to add their own content (e.g. adding the name and quantity of the currency or item).

Combatant Gain Notification #

Shows a dialogue for each combatant containing the Experience and Normal status value rewards the combatant received.

The content is added via text codes, each text code is replaced by a it’s own defined text. The individual texts (e.g. experience/normal status value rewards) also use text codes to add their own content (e.g. adding the name and value of the status value). You can optionally use a HUD as a template to add more information to the dialogue.

The combatant gains can optionally be combined with the level up notification to a single dialogue.

Level Up Notification #

Shows a dialogue for each combatant that has a level up containing the level up information.

The information is defined by the level up texts setting (see below).

Layout Screen #

Displays the battle’s loot in individual UI boxes and player combatant changes/level ups all at the same time using UI layouts to arrange them.

Learn more about UI layouts in the Makinom documentation.

Loot Dialogue Settings #

Define which dialogues will be displayed.

Outcome Notification #

Displays a battle outcome message alongside the loot and combatant gains. Can also include UI backgrounds.

E.g. use this to show a victory message or add a background to the overall loot dialogue.

Loot Notification #

Define if and how loot (items, currencies, etc.) will be displayed.

A dialogue is displayed for each individual loot. You can optionally define a separate setup for currencies.

Add content information about the loot using text codes (e.g. <name> for the loot’s name) and add a HUD as a template to add additional content information (e.g. shortcut UI, see this documentation for details).

The individual loot dialogues are arranged on screen using UI layouts.

Combatant Notification #

Shows a dialogue for each combatant containing the Experience and Normal status value rewards the combatant received.

The content is added via text codes, each text code is replaced by a it’s own defined text. The individual texts (e.g. experience/normal status value rewards) also use text codes to add their own content (e.g. adding the name and value of the status value). You can optionally use a HUD as a template to add more information to the dialogue.

The combatant gains can optionally be combined with the level up notification to a single dialogue.

Custom Loot Notification #

Define if and how custom loot will be displayed. The dialogue setup is the same as for other loot (Loot Notification settings).

Custom loot can be displayed based on variable conditions and have quantity stored in global int variables. You can define content information and portraits for the custom loot.

The custom loot has to be added in the custom loot notification settings. Please note that custom loot is only displayed and doesn’t change anything.

Level Up Notification #

Shows a dialogue for each combatant that has a level up containing the level up information.

The information is defined by the level up texts setting (see below).

Level Up Texts #

Define the content that’ll be displayed by level up dialogues. Multiple level ups can optionally be combined to a single dialogue.

Total Level Up Content #

The level up text that’ll be displayed for a level up.

Use text codes to add the individual parts (level up, status value, ability learn, etc.) to the text.

You can use a HUD as a template to add additional information to the dialogue.

Level Up Text #

Displayed for the combatant’s level up.

Use text codes to add content information about the combatant and the new level.

Class Level Up Text #

Displayed for the combatant’s class level up.

Use text codes to add content information about the combatant, class and the new class level.

Status Value Text #

Displayed for the combatant’s status value changes coming from the level up (status development).

Use text codes to add content information about the combatant, status value and value changes.

Ability Learn Text #

Displayed for abilities that where learned (new abilities and leveled up abilities).

Use text codes to add content information about the combatant and ability.

Group Ability Learn Text #

Displayed for group abilities that where learned (new abilities and leveled up abilities). Group abilities are abilities that are learned by the group instead of an individual combatant – they’re available to all combatants of the group.

Use text codes to add content information about the combatant and ability. Uses the combatant who has the ability learn setup (e.g. from ability development).

Research Tree Learn Text #

Displayed for research trees that where learned.

Use text codes to add content information about the combatant and research tree.

Table of Contents
  • Base Settings
    • Experience Rewards
    • Normal Status Value Rewards
    • Battle Gains Collection
      • Item Box
  • Loot Dialogues
    • Simple
      • Loot Dialogue Settings
      • Battle Gain Notification
      • Combatant Gain Notification
      • Level Up Notification
    • Layout Screen
      • Loot Dialogue Settings
      • Outcome Notification
      • Loot Notification
      • Combatant Notification
      • Custom Loot Notification
      • Level Up Notification
  • Level Up Texts
    • Total Level Up Content
    • Level Up Text
    • Class Level Up Text
    • Status Value Text
    • Ability Learn Text
    • Group Ability Learn Text
    • Research Tree Learn Text
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