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 Texts

Battle Texts

Table of Contents
  • Text Settings
    • All Choice Settings
      • All Allies Choice
      • All Enemies Choice
      • All Combatants Choice
    • Special Command Content
      • Escape Command
      • Defend Command
      • None Command
      • Grid Move Command
      • Grid Orientation Command
      • Grid Examine Command
  • Action Info Notifications
  • Flying Text Settings
    • Status Effects
    • Miss
    • Block
    • Cast Cancel
    • Level Up
    • Class Level Up

The battle text settings define battle-related content information and default flying texts.

The battle text settings can be found inĀ Battles > Battle Texts.

Text Settings #

The text settings define content information that’s used by target selections, special actions and action information displays.

All Choice Settings #

Define the content used by all choices in target menus, i.e. when targeting multiple combatants.

All Allies Choice #

Define the content information for the choice targeting all allies.

All Enemies Choice #

Define the content information for the choice targeting all enemies.

All Combatants Choice #

Define the content information for the choice targeting all combatants, both allies and enemies.

Special Command Content #

Define the content information of special actions.

Escape Command #

Define the content information of the escape command. The escape command tries to escape from battle.

This’ll be used by escape command shortcuts and can be used by battle menu options.

Defend Command #

Define the content information of the defend command. The defend command let’s a combatant defend itself, reducing damage.

This’ll be used by defend command shortcuts and can be used by battle menu options.

None Command #

Define the content information of the none command. The none command let’s a combatant do nothing and end their turn.

This’ll be used by none command shortcuts and can be used by battle menu options.

Grid Move Command #

Define the content information of the grid move command. The grid move command starts a cell selection to select a path for movement on a battle grid.

This’ll be used by grid move command shortcuts and can be used by battle menu options.

Grid Orientation Command #

Define the content information of the grid orientation command. The grid orientation command starts a cell selection to select a rotation on the grid.

This’ll be used by grid orientation command shortcuts and can be used by battle menu options.

Grid Examine Command #

Define the content information of the grid examine command. The grid examine command starts a cell selection, examining the selected cell and displaying information about it and a combatant on it.

This’ll be used by grid examine command shortcuts and can be used by battle menu options.

Action Info Notifications #

Action info notifications optionally display information about the battle action currently used by a combatant. The info uses a UI box to display a message and automatically closes after a defined time.

You can individually enable and define the texts for the different actions, e.g. a default ability/item info, special actions, etc.

Abilities and items can optionally override the default action info texts to show a custom message.

Flying Text Settings #

Optionally display flying texts for different status changes, e.g. adding/removing status effects or level ups.

You can set up different flying texts for player, ally and enemy combatants.

The flying texts for status value changes are set up in the individual status values.

Learn more about flying texts in the Makinom documentation.

Status Effects #

Define the default flying texts for status effect changes.

You can set up flying texts for adding, removing or when a status effect misses (i.e. adding it failed due to hit chance).

Each status effect can override the default flying texts.

Miss #

Define the flying text used when status changes of abilities/items that miss due to hit chance.

Block #

Define the flying text used when status changes of abilities/items are blocked.

Cast Cancel #

Define the flying text used when casting an action was canceled (e.g. due to an attack).

Level Up #

Define the flying text used when a combatant’s base level increases.

Class Level Up #

Define the flying text used when a combatant’s class level increases.

Share This Article :
  • Facebook
  • Twitter
  • LinkedIn
  • Pinterest
Updated on November 22, 2022
Table of Contents
  • Text Settings
    • All Choice Settings
      • All Allies Choice
      • All Enemies Choice
      • All Combatants Choice
    • Special Command Content
      • Escape Command
      • Defend Command
      • None Command
      • Grid Move Command
      • Grid Orientation Command
      • Grid Examine Command
  • Action Info Notifications
  • Flying Text Settings
    • Status Effects
    • Miss
    • Block
    • Cast Cancel
    • Level Up
    • Class Level Up
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!