ORK Framework Logo - RPG Editor for Unity
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK

Getting Started

  • Introduction
  • First Steps
  • Game Starters
  • Components Overview
  • Player/Camera Controls
  • Game Over

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
  • 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
  • Combatant Scripting
  • Custom Nodes
  • Custom Component Save Data
  • Home
  • Guide
  • Documentation
  • Battle System
  • Battle Ranges

Battle Ranges

Table of Contents
  • Battle Ranges
    • Range Settings
      • Minimum Range
      • Maximum Range
      • Combatant Triggers
      • Raycast Line of Sight
      • Move AI Settings
      • Check Height Differences
    • Grid Shape
      • Line of Sight
      • Check Height Differences
      • Variable Conditions
      • Mask
  • Battle Range Templates
  • Using Battle Ranges
    • Use Range
    • Affect Range

Battle ranges are used to define the use range and affect range of abilities and items.

Battle Ranges #

Battle ranges are used to limit the available targets for abilities and items by defining a range in which they can be used.

Abilities and items use battle ranges to define their use range and affect range.

Range Settings #

The range settings are used in non-grid battles or when the grid shape type is set to None.

Minimum Range #

Optionally use a minimum range between user and target.

Maximum Range #

Optionally use a maximum range between user and target.

Combatant Triggers #

Optionally use combatants that are within the user’s Combatant Trigger components.

Combatant triggers use colliders (with Is Trigger enabled) to determine which combatants are within them and for how long.

Learn more about combatant triggers in this documentation.

Raycast Line of Sight #

Optionally use line of sight checks to determine if targets can be used.

This uses a raycast from user to target to check for any obstacles between them.

Make sure your layer mask and layer setup in Unity are correct.

Move AI Settings #

Define if the combatant’s move AI will be used to move into range.

This can also use the stop angle of the move AI’s hunting or caution settings, e.g. moving to the target’s back or side.

Check Height Differences #

Optionally check the height difference between user and target.

E.g. only use targets that are above the user.

Grid Shape #

The grid shape settings are only used in grid battles. They define the grid cells and combatants on them that can be targeted.

The shape type defines how the grid cells are defined:

  • None
    Uses the range settings (i.e. no special grid handling).
  • All
    Uses the whole grid.
  • Range
    All cells within a defined range of the origin cell.
  • Mask
    Only defined cells around the origin cell.
    This is set up with a visual grid mask.
  • Ring
    All cells on a ring with a defined range (radius) around the origin cell.

Line of Sight #

Optionally use line of sight checks to determine if targets can be used.

This’ll check a line on the grid, i.e. cells in the line are blocked, occupied, etc.

Check Height Differences #

Optionally check the height difference between user and target.

E.g. only use targets that are above the user.

Variable Conditions #

Optionally check variable conditions.

The grid cell’s variables are available via the Local origin. The grid cell’s game object must have an Object Variables component attached.

Mask #

When using Mask shape type, you need to set up the avaialble cells in a visual mask.

To create a mask, define the Range and click on the Create Mask button – an empty mask will be created (based on the used grid type set up in Battle System > Battle Grid Settings). You can enable/disable cells by clicking on them.

grid_battles__battle_range5 grid_battles__battle_range6

When using the Range shape type, this is what the shape would look like using masks. A range of 1 looks like this in square and hexagonal grids (visualized by using a Mask):

grid_battles__battle_range3 grid_battles__battle_range1

A range of 2 looks like this in square and hexagonal grids (visualized by using a Mask):

grid_battles__battle_range4 grid_battles__battle_range2

Battle Range Templates #

Battle range templates allow setting up reusable battle ranges – this is what you’ll usually do instead of defining a new battle range on each ability or item. They are set up in Templates > Battle Range Templates.

The battle range templates have the same settings as battle ranges you can set up in abilities or items – see above for more details.

Using Battle Ranges #

Battle ranges are used by abilities and items to define their use range and affect range.

The default use range for all abilities/items is set up Battles > Battle System > General Settings in the Range Settings > Default Use Range. Each ability and item can optionally define their own use range or affect range in their Target Selection Settings.

Setting up use/affect ranges for abilities/items and the default use range allows defining different setups for different battle systems (in case you use multiple battle systems in your game).

Use Range #

The use range is used when selecting targets for an ability or item.

Only targets that are valid according to the defined battle range (e.g. min/max distance, line of sight, etc.) can be selected.

This is used for Single and Group target ranges – Single uses one of the available targets in range, Group uses all available targets in range.

Affect Range #

Abilities and items can affect all combatants of the same group as the target if they are within a defined range to the target.

E.g. an explostion ability targeted at a single combatant can affect additional combatants around the selected target.

The affect range targets can be determined in two different ways:

  • Calculation
    Each time the outcome is calculated (targets not available in battle animation schematics).
  • Execution
    When the action is started (targets available in battle animation schematics).

If your battle system is set up in a way that might allow combatants to move around during actions, this can lead to possible affect range targets moving out of the affect range before they’re selected, especially using Calculation.

The player casts an explosion ability, targeting a single combatant. The ability uses a cast time.

During the cast time, the targeted combatant uses it’s base attack, running up to the player. When the explosion ability hits, no enemy combatants are within affect range any longer.

Share This Article :
  • Facebook
  • Twitter
  • LinkedIn
  • Pinterest
Updated on November 16, 2021
Table of Contents
  • Battle Ranges
    • Range Settings
      • Minimum Range
      • Maximum Range
      • Combatant Triggers
      • Raycast Line of Sight
      • Move AI Settings
      • Check Height Differences
    • Grid Shape
      • Line of Sight
      • Check Height Differences
      • Variable Conditions
      • Mask
  • Battle Range Templates
  • Using Battle Ranges
    • Use Range
    • Affect Range
Sitemap
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2 Hub
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK
  • Contact
  • Blog
  • Makinom
  • gamingislove.com
Categories
  • News (59)
  • ORK 2 (137)
    • Tutorial (137)
      • Game tutorial (50)
      • Gameplay (32)
      • How-to (55)
  • Release (129)
Search

© 2015 Gaming is Love e.U.

Disclosure: This site may contain affiliate links, which means I may receive a commission if you click a link and purchase something that I have recommended. While clicking these links won’t cost you any money, they will help me fund my development projects while recommending great assets!