A list of all available nodes for formulas.
Formulas are used to calculate a value and uses individual nodes to manipulate the result. There are currently 54 ORK-specific formula nodes available, in addition to Makinom’s own nodes.
Base #
Check Difficulty #
Checks the game’s difficulty.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Check Battle Turn #
Checks the current battle turn (independent of combatants).
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Please note that battle turns are only used in ‘Turn Based’, ‘Active Time’ and ‘Phase’ battles.
In ‘Active Time’ battles, a battle turn lasts until each combatant (that’s able to) has performed 1 action.
Combatant #
Status Value #
A combatant’s current, base or maximum status value is used.
Random Status Value #
A random value between two status values of combatants is used.
Attack Modifier Attribute #
A combatant’s current attack modifier attribute value is used.
Defence Modifier Attribute #
A combatant’s current defence modifier attribute value is used.
Level #
A combatant’s current or maximum level (or class level) is used.
Class Slot Level #
A combatant’s current or maximum class level of a class equipped on a class slot is used.
Turn #
A combatant’s current turn number is used.
Check Turn #
Checks a combatant’s turn.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Turn Value #
A combatant’s current turn value is used.
The turn value is used in to generate the turn order in ‘Turn Based Battles’ using ‘Multi Turns’.
Check Turn Value #
Checks a combatant’s turn value.
The turn value is used to generate the turn order in ‘Turn Based Battles’ using ‘Multi Turns’.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Action Bar #
A combatant’s current action bar is used.
In ‘Turn Based Battles’ and ‘Phase Battles’, the action bar represents the actions per turn of the combatant.
In ‘Active Time Battles’, the action bar represents the timebar of the combatant.
Check Action Bar #
Checks a combatant’s action bar.
In ‘Turn Based Battles’ and ‘Phase Battles’, the action bar represents the actions per turn of the combatant.
In ‘Active Time Battles’, the action bar represents the timebar of the combatant.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Action Time #
A combatant’s current action time is used.
The action time is an optional feature to limit the time a combatant has to perform actions.
Check Action Time #
Checks a combatant’s action time.
The action time is an optional feature to limit the time a combatant has to perform actions.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Grid Move Range #
A combatant’s current grid move range is used (only available in grid battles).
Check Grid Move Range #
Checks a combatant’s current grid move range (only available in grid battles).
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Inventory Space #
A combatant’s used (occupied) or maximum inventory space is used.
Inventory Quantity #
The quantity of an item, equipment, currency, AI behaviour or AI ruleset in a combatant’s inventory is used.
Check Status #
Checks a combatant for defined status conditions, e.g. status value.
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Status Fork #
Checks a combatant for certain status conditions.
If a status condition is valid, it’s next node will be executed.
If no status condition is valid, ‘Failed’ will be executed.
Equipment Durability #
The durability of an equipment stored in selected data is used.
Is Player #
Checks a combatant is the player or a member of the player group.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Is Enemy #
Checks if user and target are enemies.
If the check is valid, ‘Enemies’ will be executed, otherwise ‘Allies’.
Battle Statistic #
A defined battle statistic value of a combatant is used.
Requires using the ‘Combatant Battle Statistics’ settings defined in ‘Battle System > Battle Settings’.
Combatant Count #
The number of combatants in the scene is used.
The found combatants can be filtered by different settings, e.g. being enemy of a user or status conditions.
Store Combatant Count #
Stores the number of combatants in the scene into a float variable.
The found combatants can be filtered by different settings, e.g. being enemy of a user or status conditions.
Check Equipment #
Checks the equipment of a combatant.
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Equipment Fork #
Checks a selected equipment slot of a combatant.
If an equipment condition is valid, it’s next node will be executed.
If no condition is valid, ‘Failed’ will be executed.
Check Faction #
Checks the faction of a combatant.
If the faction equals a defined faction, ‘Success’ will be executed, otherwise ‘Failed’.
Check Faction Sympathy #
Checks the sympathy a faction has for another faction.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Check Faction Benefit #
Checks the benefit a faction gives to another faction.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Is Linked Combatant #
Checks if a combatant is linked to another combatant.
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Status Effect Added By #
Checks if the user’s status effect was added by a target.
If the check is true, ‘Success’ will be executed, otherwise ‘Failed’.
Grid Formation #
In Grid Formation #
Checks if a combatant’s group currently is in any or a defined grid formation, or checks if a combatant is part of a formation.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Only used in grid battles.
Is Grid Formation Leader #
Checks if a combatant is the leader of a grid formation.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Only used in grid battles.
In Grid Formation Position #
Checks if a combatant is on the assigned grid formation position cell.
The formation leader is always in formation position.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Only used in grid battles.
Grid Formation Finished #
Checks if all combatants reached their grid formation position.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Only used in grid battles.
Grid Formation Possible #
Checks if a combatant group’s formation is possible or a defined grid formation is possible at a combatant’s cell.
A formation isn’t possible if one of the position cells is blocked or invalid (outside the grid).
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Only used in grid battles.
Position #
Grid Distance #
The grid distance between user and target is used.
Check Grid Distance #
The distance on a battle grid between user and target is checked with a defined value.
Neighbouring cells have a distance of 1, a cell between is distance of 2, etc.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Only used in grid battles.
Is Grid Cell Diagonal #
Checks if user and target are diagonal to each other (‘Square’ grids only).
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Only used in grid battles.
Check Grid Cell Type #
Checks if a combatant is currently on a cell of a defined grid cell type.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Only used in grid battles.
Selected Data #
Select Combatant #
Uses combatants as selected data.
Select Combatant Body Part #
Uses body parts of combatants or the parent combatant of body parts as selected data.
Select Ability #
Uses abilities of combatants or a newly created ability as selected data.
Select Base Attack #
Uses base attacks of combatants as selected data.
Select Counter Attack #
Uses counter attacks of combatants as selected data.
Select Equipment #
Uses the equipment currently equipped on combatants as selected data.
Select Item #
Uses items from the inventory of combatants or newly created items as selected data.
Selected Data Level #
The level of something stored in selected data is used.
E.g. uses the level of an ability, equipment, combatant or class stored in selected data as value.
Check Selected Data Level #
Checks the level of something stored in selected data.
E.g. Checks the level of an ability, equipment, combatant or class stored in selected data.
Init Selected Data Variables #
Initializes variables of content stored in selected data.
This can be used to initialize the variables of abilities, items or equipment again, using a defined combatant as user.