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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
  • Editor

Inventory Section

The Inventory section contains settings related to the inventory system, e.g. item types, items, equipment, etc.

Inventory Settings #

The Inventory Settings sub-section defines general inventory related settings.

Set up how the inventory will be handled, default inventory notifications and more. You can also set up how item collection/box dialogues started by Item Collector components will look and function.

Learn more about inventory settings in this documentation.

Inventory Containers #

Inventory containers are an optional, slot-based inventory system that can be used on top of ORK’s regular inventory.

Learn more about inventory containers in this documentation.

Item Types #

The Item Types sub-section defines the item types that are available.

Item types are used to separate items and other purchaseable things (e.g. equipment, but also abilities or quests).

Learn more about item types in this documentation.

Currencies #

The Currencies sub-section defines the currencies that are available.

Currencies are used to pay for things in shops.

Learn more about currencies in this documentation.

Items #

The Items sub-section defines the items that are available.

Items are used in battles, the field, in quests, etc.

Learn more about items in this documentation.

Equipment Slots #

The Equipment Slots sub-section defines the equipment slots that are available.

Equipment slots are used to equip equipment on combatants. They can be added to the combatant from the start or also added during the game, e.g. gaining a new accessory slot via a passive ability.

Learn more about equipment slots in this documentation.

Equipment #

The Equipment sub-section defines the equipment that is available.

Equipment is used to give status bonuses to combatants while being equipped. It can also override the base/counter attack and animations of the combatant wearing the equipment.

Learn more about equipment in this documentation.

AI Types #

The AI Types sub-section defines the AI types that are available.

AI types are used to separate AI behaviours and AI rulesets.

Learn more about AI types in this documentation.

AI Behaviours #

The AI Behaviours sub-section defines the AI behaviours that are available.

The General Settings of this sub-section are used to define content information for AI behaviour slots (where AI behaviours can be equipped on).

AI behaviours are used to create equippable battle AIs.

Learn more about AI behaviours in this documentation.

AI Rulesets #

The AI Rulesets sub-section defines the AI rulesets that are available.

The General Settings of this sub-section are used to define content information for AI ruleset slots (where AI rulesets can be equipped on).

AI rulesets are used to create equippable rules the battle AI will follow.

Learn more about AI rulesets in this documentation.

Crafting Settings & Types #

The Crafting Settings & Types sub-section defines the crafting types that are available, as well as general crafting related settings.

The General Settings of this sub-section are used to set up general crafting settings, e.g. recipe layout and notifications.

Crafting types that are used to separate crafting recipes.

Learn more about crafting settings and crafting types in this documentation.

Crafting Recipes #

The Crafting Recipes sub-section defines the crafting recipes that are available.

Crafting recipes are used to create items, equipment, etc. from a list of ingredients.

Learn more about crafting recipes in this documentation.

Shops #

The Shops sub-section defines the shops that are available.

Shops are used to purchase items, equipment and other things via Shop Interaction components.

Learn more about shops in this documentation.

Editor
Table of Contents
  • Inventory Settings
  • Inventory Containers
  • Item Types
  • Currencies
  • Items
  • Equipment Slots
  • Equipment
  • AI Types
  • AI Behaviours
  • AI Rulesets
  • Crafting Settings & Types
  • Crafting Recipes
  • Shops
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