A list of all available nodes for schematics (ORK Framework only).
Learn more about schematics in this Makinom documentation. There are currently 504 ORK-specific schematic nodes available, in addition to Makinom’s own nodes.
Animation/Combatant #
Combatant Animation #
Plays or stops an animation on a combatant.
If the selected object isn’t a combatant, or the selected animation type isn’t defined, no animation will be played/stopped.
Auto Animation #
Enables or disables the auto move animation of a combatant.
Death Animation #
Plays the death animation on dead combatants.
Revive Animation #
Plays the revive animation on dead combatants.
Battle/Action #
Is Battle Action #
Checks if the schematic was started by a battle action (e.g. from an ability or item).
Either check for being started by any action or by a defined action.
If it was started by a battle action, ‘Success’ will be executed, otherwise ‘Failed’.
Is Player Controlled #
Checks if a combatant is player controlled.
A combatant is player controlled if it’s part of the active player group.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Consume Costs #
Consumes the use costs of the action (e.g. ability use costs, consumes the used item).
The ‘Calculate’ node will no longer consume the use costs when they’ve already been consumed. This node will consume them each time it’s used.
The schematic must be started by a battle action, or actions stored in selected data can be used.
No Use Costs #
The use costs of the action will not be consumed (e.g. ability use costs, consumes the used item).
The ‘Calculate’ node will no longer consume the use costs when they’ve already been consumed. This node will consume them each time it’s used.
The schematic must be started by a battle action, or actions stored in selected data can be used.
No Time Consume #
The action will not consume time, i.e.:In ‘Active Time Battles’, the timebar will not be reduced by the actions costs.
In ‘Turn Based Battles’, the action cost will not reduce the actions per turn.
In ‘Turn Based Battles’ using ‘Multi Turns’, the ‘Turn Value’ will not be reset after the action.
The schematic must be started by a battle action, or actions stored in selected data can be used.
Damage Multiplier #
Set the damage multiplier of the battle action this schematic belongs to.
The damage multiplier is used to manipulate the outcome of every damage calculation (e.g. ‘Calculate’ node), e.g.:
– A damage multiplier of 1 means normal damage.
– A damage multiplier of 2 means double damage.
– A damage multiplier of 0.5 means half damage.
You can use this node to e.g. increase the damage of an attack when a button was pressed (Wait for Button node).
The schematic must be started by a battle action, or actions stored in selected data can be used.
Can Use Action #
Checks if the user of the battle action can use it.
If the user can use the action, ‘Success’ will be executed, otherwise ‘Failed’.
The schematic must be started by a battle action to use this node.
Clear Battle Actions #
All battle actions that haven’t started will be removed from the running battle.
Stop Battle Actions #
Stops currently performing battle actions.
Stops either all actions, the actions of a defined combatant or actions stored in selected data.
Remove Battle Actions #
Removes battle actions that are scheduled with the system but not yet performing or casting.
Removes either all actions, the actions of a defined combatant or actions stored in selected data.
Replace Battle Action #
Replaces scheduled battle actions with a new battle action.
This can only be used to replaces battle actions that have been added to the system but are not yet casting or performing.
If more than one action is replaced, the first found action will be replaced and the others will be removed.
Change Action Targets #
A combatant is added or removed as a target of the action, or all targets can be removed.
The schematic must be started by a battle action, or actions stored in selected data can be used.
Use Battle Action #
Tries to use a battle action or adds it to a combatant’s next action list.
Using the action depends on the current state of the combatant and battle system – it might not be used at all.
Adding the action to a combatant’s next action list will use the action the next time the combatant can perform an action (i.e. called through the battle system).
End Battle Action #
The battle action will end after this schematic.
All schematics of the action that would run after this schematic will be removed.
The schematic must be started by a battle action, or actions stored in selected data can be used.
Set Battle Action Finished #
The battle action will be set to be finished immediately, while the action’s schematics continue (including schematics that would run after the current schematic).
This’ll cause the action’s end to be used (e.g. unblocking controls, ending turn, etc.) and releases the user from being in action (e.g. allowing a new action to be used).
The schematic must be started by a battle action, or actions stored in selected data can be used.
Is Battle Action Finished #
Checks if a battle action has already finished (either by finishing it’s last schematic or via the ‘Set Battle Action Finished’ node).
The schematic must be started by a battle action, or actions stored in selected data can be used.
If the action is finished, ‘Success’ will be executed, otherwise ‘Failed’.
Is Current Battle Action #
Checks if a battle action is a combatant’s current action.
The schematic must be started by a battle action, or actions stored in selected data can be used.
If the action is the current action, ‘Success’ will be executed, otherwise ‘Failed’.
Cancel Death #
Cancels the death of the combatant.
Only used during death actions.
Please note that this doesn’t change any ‘Consumable’ type status values.
The schematic must be started by a death battle action, or death actions stored in selected data can be used.
End Turn #
Ends the turn of a combatant.
If the schematic is animating a battle action and the combatant is the action’s user, the combatant’s turn will end after the action.
In Use Range #
Checks if a combatant, grid cell or game object (position) is within use range of a combatant’s base/counter attack, ability, class ability, item shortcut slot (assigned with an ability or item), battle range template or a custom battle range.
Cells are only checked in grid battles.
If the check is valid, ‘In Range’ will be executed, otherwise ‘Out Of Range’.
Learn Action Ability #
Learns the ability of the used battle action.
Only used if the used battle action is an ability action.
If the ability was learned by a combatant, ‘Learned’ will be executed next, otherwise ‘Not Learned’.
The schematic must be started by a battle action, or actions stored in selected data can be used.
Change Action Cost #
Change the action cost of the battle action.
The action cost is only used in ‘Turn Based’, ‘Active Time’ and ‘Phase’ battles.
The schematic must be started by a battle action, or actions stored in selected data can be used.
Check Action Cost #
Checks the acion cost of the battle action.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
The action cost is only used in ‘Turn Based’, ‘Active Time’ and ‘Phase’ battles.
The schematic must be started by a battle action, or actions stored in selected data can be used.
Clear Next Actions #
Removes all scheduled next actions of a combatant.
Next actions can be scheduled by status effects (end action), ‘Use Battle Action’ nodes and the ‘Command’ battle menu item.
Is Targeting Combatant #
Checks if a combatant is targeting another combatant.
Checks battle actions registered with the system (scheduled, casting and active) for the involved user and target.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Store Use Range #
Stores the use range of an ability, item or action stored in selected data into a float variable.
Store Affect Range #
Stores the affect range of an ability, item or action stored in selected data into a float variable.
Select Combatant Action #
Use the current or next (single) battle action of a combatant as selected data.
If an action was found/stored, ‘Success’ will be executed, otherwise ‘Failed’.
Select Battle Actions #
Uses battle actions currently registered with the system to change selected data.
The battle actions are stored into selected data in the order they’re registered with the system.
If an action was found/stored, ‘Success’ will be executed, otherwise ‘Failed’.
Filter Selected Battle Actions #
Filters battle actions stored in selected data and only keeps actions matching the defined conditions.
E.g. filter for specific actions, check the action’s user or targets, etc.
Other data (e.g. game objects or variable handlers) will be removed.
Select Battle Action User #
Uses the user(s) of battle actions (stored in selected data) to change selected data.
Select Battle Action Target #
Uses the target(s) of battle actions (stored in selected data) to change selected data.
Battle/Action Outcome #
Calculate Action #
Calculates the actual battle action outcome (i.e. the attack, ability or item use, etc.) and the damage done (damage, refresh, miss or status effect texts are displayed).
This node can automatically animate the target according to what happened in the battle action (e.g. play the damage animation defined for the combatant).
Don’t use this node if you want to use ‘Damage Dealer’ and ‘Damage Zone’ components to handle a battle action’s outcome.
You can use multiple ‘Calculate’ node to create multi-damage attacks (i.e. attacks/abilities with more than one damage).
The next node that will be executed can optionally depend on the outcome of the calculation – ‘Next’ is executed on a standard hit or if no other criteria matched.
When using ‘Critical’, ‘Miss’ and ‘Block’ slots, the one with the highest count (e.g. 2 criticals > 1 miss) is used.
The schematic must be started by a battle action to use this node.
Determine Action Outcome #
Determines if an action’s outcome is hit, critical hit, miss or block.
This’ll set the outcome for the used targets, either only for the next calculation or for all calculations (during this action).
Only used by ability and item actions – all other actions don’t have any other outcome than ‘Next’ (i.e. hit).
The schematic must be started by a battle action to use this node.
Check Det. Action Outcome #
Checks the previously determined action outcome (via ‘Determine Action Outcome’ or ‘Set Det. Action Outcome’ nodes).
The schematic must be started by a battle action to use this node.
Set Det. Action Outcome #
Sets the determined action outcome.
You can use this to e.g. force critical hits, or clear the previously determined outcome.
Please note that only abilities and items use the determined action outcome.
The schematic must be started by a battle action to use this node.
Activate Damage Dealer #
Activates/deactivates ‘Damage Dealer’ components of the user of the battle action (or on spawned prefabs).
‘Damage Dealer’ components can’t do damage without being activated.
The schematic must be started by a battle action to use this node.
Set Damage Dealer Action #
Sets the action of ‘Damage Dealer’ components of the user of the battle action (or on spawned prefabs).
This node only sets the action, sound and prefab of ‘Damage Dealer’ components, it needs to be activated via an ‘Activate Damage Dealer’ node as well.
‘Damage Dealer’ components can’t do damage without an action (and being activated).
The schematic must be started by a battle action to use this node.
Use Damage Zone #
Uses a ‘Damage Zone’ component on a game object (e.g. found via a raycast or a combatant’s game object) and deals damage as if it where hit by a ‘Damage Dealer’ component.
If a ‘Damage Zone’ was found and used, ‘Success’ will be executed, otherwise ‘Failed’.
‘Success’ doesn’t mean that damage was dealt, only that a damage zone was hit.
The schematic must be started by a battle action to use this node.
Use Ability Calculation #
Uses an ability (without animating via schematics) – the user/target changes will be calculated.
The user doesn’t need to know the ability or ability level.
Counters won’t work when used in a schematic not started by a battle action.
Use Item Calculation #
Uses an item (without animation) – the user/target changes will be calculated.
Is Action Countered #
Checks if the schematic’s battle action caused a counter attack and optionally stores the countering combatants into selected data.
If the action will be countered, ‘Success’ will be executed, otherwise ‘Failed’.
The schematic must be started by a battle action to use this node. Counters can only occur after calculating an action’s outcome.
Battle/AI #
Change AI Controlled #
Changes if a combatant is AI controlled or not.
This is only used for combatants of the player group – other combatants are always AI controlled.
Is AI Controlled #
Checks if a combatant is AI controlled.
Combatants that are not part of the player group are always AI controlled.
If the combatant is AI controlled, ‘Success’ will be executed, otherwise ‘Failed’.
Block Battle AI #
Blocks or unblocks the battle AI of a combatant.
AI controlled combatants will only use the ‘None’ action if their battle AI is blocked.
Is Battle AI Blocked #
Checks if a combatant’s battle AI is blocked.
If the battle AI is blocked, ‘Success’ will be executed, otherwise ‘Failed’.
Battle/Battle #
Start Battle #
Starts a battle – the schematic continues after the battle ends.
The selected object must either be a combatant or have a ‘Battle’ component attached with a correctly set up battle.
Only battles between enemy factions are possible – i.e. the player can’t fight an allied faction.
Change Battle Type #
Changes the type of the running battle.
Check Battle Type #
Check the type of the running battle.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Set Battle Scene ID #
Sets or removes the scene ID of the ‘Battle’ component the current battle uses.
No scene ID is set if no ‘Battle’ component is involved (i.e. when using ‘Real Time Battle Area’ components).
Check Battle Advantage #
Checks the battle advantage of the current battle.
Depending on the battle advantage either ‘None’, ‘Player’ or ‘Enemy’ will be executed next.
No running battle results in ‘None’ advantage.
End Phase #
The phase will end after the next action finished – combatants who didn’t chose an action yet will not be able to do so.
This will clear the current faction’s remaining combatants and the currently selecting combatant.
Only used in ‘Phase’ battles – it’s recommended to only use it in a schematic started by a battle action or a combatant’s turn start/end schematics. Any other situation might result in unexpected behaviours or stuck battles.
End Battle #
Ends the currently running battle with a defined outcome.
Nothing happens if no battle is running.
Check Battle Outcome #
Checks the outcome of the current battle.
Has next slots for each possible outcome.
Block Active Time #
Blocks or unblocks progress of active time bars.
When blocked, the timebars of all combatants will not increase.
Toggle Battle Camera #
Toggle the battle camera on or off.
This is the same as using the (optional) toggle key in the battle camera’s settings (‘Battle System > Battle Camera’).
Phase Selecting User #
Changes a running ‘Phase’ battle’s currently selecting user to a defined combatant.
Only used during ‘Phase’ battles and if the defined combatant is a member of the player group.
Cancel Battle End #
Cancels the end of the battle.
Only has an effect when used while the battle system waits for actions to finish before ending the battle.
E.g. use this node if you replace a member of the player group in the combatant’s death schematic to cancel an occuring game over and keep the battle going.
Change Can Escape Battle #
Changes if the player can escape the battle.
Change Random Battle Factor #
Changes the random battle factor.
Turn Based Order Changes #
Change the turn order or combatants in ‘Turn Based’ battles.
Reopen Battle Menu #
Reopens the battle menu that started this schematic.
Only available if the schematic was started by a battle menu.
If the battle menu found (i.e. schematic started by a battle menu), ‘Success’ will be executed, otherwise ‘Failed’.
Stop Target Selection #
Ends a combatant’s active target selection (including any cell selections).
Please note that this can lead to returning to the previous battle menu selection, depending on how the target selection was started.
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.
Battle/Combatant #
Look At Enemies #
All combatants participating in battle will look at their enemies.
Note that only combatant’s that are already in the scene will look at their enemies.
When using a ‘Battle Grid’, the rotation will be adjusted to the grid directions.
Join Battle #
A combatant joins the battle.
The combatant is spawned at the first free battle spot of its group.
Join Turn Order #
A combatant joins the turn order of a running battle.
This is only used by ‘Turn Based’ and ‘Phase’ battles, allowing the combatant to perform actions in the current turn.
Set Turn Ended #
A combatant’s turn state is set to have ended (i.e. ‘After Turn’ state).
This doesn’t use the combatant’s regular end turn functionality and only sets the state.
Leave Battle #
A combatant leaves the battle.
Check Turn #
Checks a combatant’s turn.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Set Attacked By #
Mark that a combatant has been attacked by another combatant.
This can influence various things, e.g. victory gains, faction sympathy changes, etc.
Set Killed By #
Mark that a combatant has been killed by another combatant.
This can influence various things, e.g. victory gains, faction sympathy changes, etc.
Change Last Target #
Changes the last targets of a combatant.
This can influence various things, e.g. AI target selection, etc.
Change Selected Target #
Changes the group/individual target of a combatant.
Mark As Temporary Combatant #
A combatant will be marked as temporary combatant.
Temporary combatants can be removed (e.g. at the end of a battle) by the ‘Remove Temporary Combatant’ node.
You can use marking combatants as temporary e.g. for summon game mechanics.
Remove Temporary Combatant #
Removes combatants marked as temporary from their groups and destroys their game objects.
Combatants can be marked as temporary using the ‘Mark As Temporary Combatant’ node.
You can use marking combatants as temporary e.g. for summon game mechanics.
Change Turn Value #
Changes the turn value of a combatant.
The turn value is used to generate the turn order in ‘Turn Based Battles’ using ‘Multi Turns’.
If the used combatant is the user, use a ‘No Time Consume’ node to prevent the turn value from being reset after the action.
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’.
Change Action Bar #
Changes the action bar of a combatant.
In ‘Turn Based Battles’ and ‘Phase Battles’, this will change the actions per turn of the combatant.
In ‘Active Time Battles’, this will change 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’.
Change Action Time #
Changes the action time of a combatant.
Check Action Time #
Checks a combatant’s action time.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Change Action Time Running #
Changes if a combatant’s action time is running or not.
Is Action Time Running #
Checks if a combatant’s action time is running.
If the combatant’s action time is running, ‘Success’ will be executed, otherwise ‘Failed’.
Change Aggression State #
Changes if a combatant is aggressive or not.
Is Aggressive #
Checks if a combatant is aggressive.
If the combatant is aggressive, ‘Aggressive’ will be executed, otherwise ‘Not Aggressive’.
Enable Auto Attack #
Enables or disables auto attacks of a combatant.
Change Defending State #
Changes the defending state of a combatant, either defending or not defending.
Battle/Gains #
Collect Battle Gains #
Collect the battle gains (loot, experience) and optionally display the loot/gains and level up texts.
Close Battle Gains #
Closes a currently opened battle gains/loot dialogue.
Clear Battle Gains #
All gains of this battle (loot, experience) that haven’t been collected will be removed.
Add Loot #
Adds items, equipment, currency or other loot to the battle’s loot.
Can use content from selected data, defined in loot tables or individual defined items.
Change Loot Rewards #
Changes the quantity of loot of the battle’s gains.
Add Experience Reward #
Adds additional experience rewards to the battle’s gains.
Change Experience Rewards #
Changes experience rewards of the battle’s gains.
Add Normal SV Reward #
Adds additional ‘Normal’ status value rewards to the battle’s gains.
Change Normal SV Rewards #
Changes ‘Normal’ status value rewards of the battle’s gains.
Get Combatant Gains #
Collects the loot and status value rewards (including experience) from a combatant.
The loot/gains can only be collected once per combatant.
E.g. use this node if you want to drop a combatant’s loot early in it’s death schematic instead of after it finished.
Battle/Grid #
Set Battle Grid #
Sets the grid for a running battle.
Show Battle Grid #
Shows or hides the current battle’s grid or a grid on a defined game object.
Is Grid Battle #
Checks if the current battle is a grid battle (i.e. using a ‘Battle Grid’ component).
If the battle uses a grid, ‘Success’ will be executed, otherwise (or not in battle) ‘Failed’.
Check Grid Distance #
The distance between two grid cells is checked against a value.
If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.
Grid Direction Rotation #
Sets or fades a game object using grid directions.
The directions depend on the used battle grid type, e.g. the ‘Square’ type has 4 directions.
Grid Orientation Selection #
Calls the orientation selection for a combatant.
AI controlled combatants (e.g. enemies) will automatically select an orientation based on their AI settings.
Grid Rotate To Target #
Changes a combatant’s orientation on the grid to look at a target (e.g. cell or combatant).
Only used in grid battles.
Change Grid Move Range #
Changes the grid move range of a combatant.
The grid move range determines how far a combatant can move on the grid.
Change Grid Move State #
Changes the grid move state of a combatant, making grid movement available or unavailable.
If used by a grid move action’s schematic, prevents the grid move from using ‘Use Only Once’ setup.
In Grid Action Range #
Checks if a combatant or grid cell is within move range and use range of a combatant’s action, battle range template or a custom battle range.
Please note that this can be performance heavy, as it’ll potentially check every cell in move range for the use range of the action.
The game object must be a combatant or grid cell – cells are only checked in grid battles.
If the check is valid, ‘In Range’ will be executed, otherwise ‘Out Of Range’.
Select Grid Action Range #
Uses combatants as selected data that are within move range and use range of a combatant’s action, battle range template or a custom battle range.
Battle/Grid Cell #
Select Grid Cells #
Stores cells (or combatants on those cells) into selected data.
Select Grid Cell Position #
Stores the cell position game object for a combatant into selected data.
Cell positions are defined on a grid cell using a ‘Battle Grid Cell Positions’ component on it’s prefab.
If no cell positions are found on a cell, or the combatant exceeds the defined positions, the cell’s game object is used.
Is Grid Cell Empty #
Checks if a battle grid cell on a game object is empty (i.e. no combatant is occupying it).
If the cell is empty, ‘Success’ will be executed, otherwise (or if no cell on the game object) ‘Failed’.
Is Grid Cell Diagonal #
Checks if two grid cells are diagonal to each other (‘Square’ grids only).
If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.
Is Grid Cell Blocked #
Checks if a battle grid cell on a game object is blocked (i.e. ‘Blocked’ enabled in the settings of the grid cell type).
If the cell is blocked, ‘Success’ will be executed, otherwise (or if no cell on the game object) ‘Failed’.
Set Grid Cell Combatant #
Set’s a combatant to occupy a battle grid cell.
Only possible if the combatant is spawned and the cell is not blocked and currently not occupied by another combatant.
This will only be performed during grid battles.
Swap Grid Cell Combatants #
Exchange the combatants of two grid cells.
If one cell is empty, the combatant will be moved to the empty cell (if it’s not blocked).
Can only only be used by single occupant cells. This will only be performed during grid battles.
Change Grid Cell Type #
Changes or resets the grid cell type of a cell (or combatant’s cell).
If the cell’s prefab is shown, the prefab will be destroyed and the new prefab is spawned.
Reset Grid Cell Types #
Resets all grid cell type overides of the current battle’s grid or a grid on a defined game object.
The ‘Change Grid Cell Type’ node can be used to override or reset the cell types of individual cells.
Check Grid Cell Type #
Checks if a cell (or combatant’s cell) matches a defined grid cell type.
If the check is valid, ‘In Range’ will be executed, otherwise ‘Out Of Range’.
Store Grid Cell Coord #
Stores a grid cell’s coordinates in the grid into a Vector3 variable.
Grid Cell From Coordinate #
Stores a cell (or combatants on the cell) into selected data based on a Vector3 value as the cell’s coordinates in the grid.
Store Combatant Cell #
The combatant’s current cell coordinate and direction will be stored, loaded or removes the stored cell data.
The cell’s data is stored per combatant (also saved with save games), use it to remember the combatant’s cell between battles.
Loading the stored cell data will place or spawn the combatant on that cell, if possible (i.e. cell is empty and not a blocked).
Start Grid Cell Selection #
Starts a grid cell selection, allowing the player to select a grid cell similar to target cell selections of abilities/items.
The selected cell(s) are stored in selected data, either only the selected cell or cells around it using a battle range template.
If a cell was selected, ‘Success’ will be executed, otherwise (or if no cells are available) ‘Failed’.
Battle/Grid Cell Event #
Grid Cell Event #
Performs grid cell events on a grid cell.
Add Temporary Cell Event #
Adds a temporary grid cell event to a grid cell.
Has Temp. Cell Event #
Checks if a defined or any temporary grid cell event is on a grid cell.
Remove Temp. Cell Event #
Removes a defined or all temporary grid cell events from a grid cell.
Battle/Grid Formation #
Use Grid Formation #
Initiates a defined grid formation for a combatant’s group.
Only used in grid battles.
Break Grid Formation #
Ends the current or only a defined grid formation of a combatant’s group.
Only used in grid battles.
Update Grid Formation #
Updates a combatant group’s grid formation (formation positions, filling empty positions).
Please note that this also happens automatically – the formation positions are updated when the leader’s cell changes and empty positions are filled when a combatant is removed from the formation (e.g. upon death or leaving group).
Only used in grid battles and when the combatant’s group is using a grid formation.
Use Grid Formation Rotation #
Uses the rotations on the grid formation positions (e.g. using leader’s rotation).
Changes the rotation of combatants that are on their formation position cells.
Only used in grid battles and when the combatant’s group is using a 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.
Battle/Grid Highlight #
Hide Grid Highlights #
Hides or shows the battle grid highlights.
Are Grid Highlights Hidden #
Checks if battle grid highlights are hidden.
If the grid highlights are hidden, ‘Success’ will be executed, otherwise ‘Failed’.
Highlight Grid Cell #
Start or stop highlighting grid cells with a defined cell highlight.
Preload Grid Highlights #
Preloads grid cell highlights for the current battle grid or a defined game object’s grid (all cells).
This’ll spawn prefab highlights (disabled) on each cell (depending on the used grid highlights).
Grid highlight are set up in ‘Battles > Battle Grid Highlights’.
Battle/Grid Path #
Check Grid Path Length #
Checks the remaining length of a move action’s grid path.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
The schematic must be started by a battle action to use this node.
Check Grid Path Start #
Checks if the grid path has a valid start (i.e. a neighbouring cell).
This will remove cells from the start of the path that are not neighbouring to the path user’s cell and end the path when no neighbouring cell is found.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
The schematic must be started by a battle action to use this node.
Clear Grid Path #
Removes the grid path.
Doesn’t consume grid move costs.
The schematic must be started by a battle action to use this node.
Consume Grid Path Cost #
Consumes the total move costs of the grid path or the costs of the current cell.
The costs will be set to 0 afterwards, i.e. move costs can’t be consumed a 2nd time.
The schematic must be started by a battle action to use this node.
Store Grid Path #
Stores the game objects of the action’s grid path cells or combatants placed on those cells into selected data.
The schematic must be started by a battle action to use this node.
Remove Grid Path #
Removes the next (or all) cell of a move action’s grid path.
The schematic must be started by a battle action to use this node.
Set Grid Path #
Sets the action’s grid path.
The schematic must be started by a battle action to use this node.
End Grid Path #
Ends using a grid path – consumes the move cost and sets the mover’s grid cell.
Automatically used by grid move actions.
The schematic must be started by a battle action to use this node.
Grid Move Out Of Range #
Checks if the grid path mover is moving out of use range of a combatant’s base/counter attack, ability, class ability, item shortcut slot (assigned with an ability or item), battle range template or a custom battle range.
Moving out of range means that the current position is within use range, but the next or last cell of the grid path is outside of use range.
Optionally store the combatants the mover is moving out of range from into selected data.
This node is only performed by actions that have a grid path.
If the check is valid, ‘In Range’ will be executed, otherwise ‘Out Of Range’.
The schematic must be started by a battle action to use this node.
Start Grid Move Selection #
Starts a grid move selection, allowing the player to select a grid move path using the ‘Move Command’ settings defined in ‘Battles > Battle Grid Settings’.
The selected path is set as the grid path of the action.
If a path was selected, ‘Success’ will be executed, otherwise (e.g. canceled) ‘Failed’.
The schematic must be started by a battle action to use this node.
Battle/Spawn #
Spawn Battle Combatants #
Spawns combatants participating in battle at their battle spots.
Note that only combatants that aren’t already in the scene will be spawned.
Place At Spots #
Place combatants participating in battle at their battle spots.
Place Spots On Ground #
Tries to place the battle spots on ground (when using ‘Place On Ground’ settings in the battle spot settings).
Please note that this is only done in battles using the ‘Battle’ component (or started through the auto battle settings of a combatant). I.e. ‘Real Time Area Battles’ don’t use battle spots.
Update Battle Spots #
Update the positions of the battle spots of combatants participating in battle.
Each combatant’s battle spot will be placed according to the battle spot setup in ‘Battles > Battle Spots’.
E.g. use this node after conditions changed for conditional battle spots.
Destroy Battle Combatants #
Destroy combatants participating in battle.
Lock Battle Combatants #
Locks or unlocks combatants participating in battle from being removed from the battle/game.
Battle combatants are automatically unlocked after a battle start schematic finishes.
Player Grid Placement #
Starts the grid placement selection for player combatants.
If the placement was finished, ‘Success’ will be executed, otherwise (e.g. canceled or not in a grid battle) ‘Failed’.
Place On Grid #
Place combatants participating in battle at the nearest free grid cell.
Only combatants that aren’t yet placed on the grid will be used.
Battle/Statistics #
Clear Battle Statistic #
Clears/resets the values of a combatant’s battle statistics.
Change Battle Statistic #
Changes a combatant’s battle statistic value.
Combatant/Ability #
Learn Ability #
A combatant will learn a defined ability.
Forget Ability #
A combatant will forget a defined ability.
Reset Ability #
A combatant will forget and relearn a defined ability.
Add Temporary Ability #
Adds a temporary ability to a combatant.
Remove Temporary Ability #
Removes a temporary ability from a combatant.
Block Ability Reuse #
Blocks a defined ability’s reuse for a defined amount of turns or time, or removes the reuse block from a combatant.
Change Ability Reuse #
Changes the running reuse time/turns of a combatant’s abilities matching defined block scope or abilities stored in selected data.
Clear Ability Reuse #
Clears the ability reuse blocks of a combatant.
Cancel Ability Cast #
Cancels casting an ability on a combatant.
Is Casting Ability #
Checks if a combatant is casting an ability.
If the combatant is casting an ability, ‘Casting’ will be executed, otherwise ‘Not Casting’.
Change Ability Use Count #
Changes or resets the use count of abilities of a combatant.
Check Ability Use Count #
Checks the use count of abilities stored in selected data.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Change Ability Use Level #
Changes the use level of an ability.
Combatant/Action Combo #
Add Action Combo #
Adds an action combo to a combatant.
Remove Action Combo #
Removes an action combo from a combatant.
Has Action Combo #
Checks if a combatant has a defined action combo.
If the combatant has the action combo, ‘Success’ will be executed, otherwise ‘Failed’.
Reset Action Combos #
Resets all action combos of a combatant to stage 0 (first stage).
Combatant/Body Part #
Add Combatant Body Part #
Adds body parts to a combatant.
Please note that you can’t add body parts to body parts.
Remove Combatant Body Part #
Removes a body part from a combatant.
The body part will also be removed from battle.
Combatant/Class #
Change Class (Single) #
Change the class of a combatant.
This changes the single-class feature, not class slots.
Add Class #
Adds classes to a combatant.
Added classes are available to equip on class slots and can also be switched to as the single-class of the combatant.
Remove Class #
Removes classes from a combatant.
The removed class will be unequipped from all class slots and the single-class of the combatant.
Add Class Slot #
Adds class slots to a combatant.
Class slots can be used to equip classes on.
Remove Class Slot #
Removes class slots from a combatant.
The removed class slots will unequip their current class.
Change Class Slot #
Changes the classes equipped on class slots of a combatant.
The used class slots and classes must be available to the combatant or no changes will be made.
Combatant/Combatant #
Set Combatant Name #
Changes the name of a combatant of the active player group or a defined combatant.
Use an empty name field to reset to the default combatant name.
Please note that this only changes the name of an existing combatant’s instance and doesn’t change the name in the combatant settings.
Check Combatant #
Checks if an object is a selected combatant.
If the object is the selected combatant, ‘Success’ will be executed, otherwise ‘Failed’.
Combatant Portrait Set #
Changes the portrait set of a combatant.
Will only stay when using random portrait sets, otherwise the used conditions will kick in at some point.
Combatant Reaction Portrait #
Changes the reaction portrait of a combatant for a defined time.
Store Combatant Count #
Stores the number of combatants in the scene into an int or float variable.
The found combatants can be filtered by different settings, e.g. being enemy of a user or status conditions.
Change Combatant Passive State #
Changes the passive state of a combatant.
Passive combatants are not part of the battle order, i.e. they don’t use any actions but can still be targeted.
Change Combatant Input ID #
Changes the input ID of a combatant or a combatant’s group.
Input IDs are used to define which inputs are used in an input key.
The combatant/group’s input ID is e.g. used in menu screens and battle menus the combatant is the user of, or schematics animating actions of a combatant.
Check Combatant Input ID #
Checks the input ID of a combatant or a combatant’s group.
If the check is true, ‘Success’ will be executed next, otherwise ‘Failed’.
Is Combatant Input ID Set #
Checks if the input ID of a combatant or a combatant’s group is set.
If the check is true, ‘Success’ will be executed next, otherwise ‘Failed’.
Create Combatant #
Creates a new combatant instance and stores it in selected data.
Register Combatant #
Registers a combatant with ORK’s system.
Registered combatants will receive time updates and can be found by other systems (e.g. for target selection).
Spawned combatants and the player group members are automatically registered.
E.g. use this to register a combatant created with the ‘Create Combatant’ node.
Please note that registered combatants will be removed on scene changes (except player group members and locked combatants). To prevent this, use a ‘Lock Combatant’ node to lock the combatant.
Lock Combatant #
Locks a registered combatant from scene-change removing.
Registered combatants will receive time updates and can be found by other systems (e.g. for target selection).
Non-player group combatants will be removed from the system upon scene changes, locking a combatant will prevent this.
Battles using scene changes (e.g. fighting in a different scene) automatically lock and unlock the combatants participating in battle.
Save Combatant #
Saves the data of a combatant or group into a defined file, global variable or PlayerPrefs variable (string).
The data is stored as an XML-formatted string.
Load Combatant #
Loads the data of a combatant or group from a file, global variable or PlayerPrefs variable (string) and store the new combatants into selected data.
The data is loaded from an XML-formatted string.
Combatant Inventory Notifications #
Show or block inventory notifications of a combatant.
By default, only inventory notifications of the player group are shown.
Use this node to also show notifications for non-player combatants (or block the player’s inventory notifications).
Combatant/Faction #
Change Faction #
Changes the faction of a combatant’s group.
Change Faction Sympathy #
Changes the sympathy of a faction for another faction.
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 Enemy #
Checks the a combatant is an enemy of another combatant.
If the combatant is an enemy of the other combatant, ‘Enemy’ will be executed, otherwise ‘Ally’.
Combatant/Formation #
Change Formation #
Changes the formation of a combatant’s group.
In Formation #
Checks if a combatant’s group currently is in any or a defined formation, or checks if a combatant is part of a formation.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Combatant/Link #
Link Combatants #
Changes a combatant’s link to other combatants.
Is Linked Combatant #
Checks if a combatant is linked to another combatant.
Linked Combatant Count #
Checks the number of linked combatants of a combatant.
Combatant/Research #
Add Research Tree #
Adds a research tree to a combatant.
Remove Research Tree #
Removes a research tree from a combatant.
Progress Research #
Progresses the research of a combatant’s research items that are currently being researched.
Can also reset the progress of research items to be unresearched.
Has Research #
Checks if a combatant has research available, depending on research item states.
If the combatant has research, ‘Success’ will be executed, otherwise ‘Failed’.
Combatant/Shortcut #
Change Shortcut #
A combatant’s or group’s shortcuts will be changed.
Check Shortcut #
Checks a combatant’s or group’s shortcut.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Check Selected Data Shortcut #
Checks a shortcut stored in selected data.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Change Shortcut List #
Changes a combatant’s or group’s currently active shortcut list.
Auto Arrange Shortcuts #
A combatant’s or group’s shortcuts will be arranged automatically.
Auto arranging is used based on the auto arrange slot settings of the combatant and default settings in ‘UI > Shortcut Settings’.
Combatant/Spawn #
Add Combatant #
Adds a combatant to a game object.
This is only done if the game object doesn’t already have a combatant.
Spawn Combatant #
Spawns a combatant at a defined position.
Respawn Combatant #
Respawns a combatant’s group that was spawned by a ‘Combatant Spawner’ component.
The respawn only happens if the spawn conditions are still valid and after the defined respawn time of the component.
Block Conditional Prefabs #
Blocks or unblocks using conditional prefabs on a combatant.
Set Combatant Game Object #
Sets a combatant’s game object.
This is only done if the game object doesn’t already have a combatant.
If the combatant already had a game object, it’ll be destroyed.
Combatant/Status #
Change Status Effect #
Changes the status effects of a combatant or the combatant’s group.
The combatant is used as caster and target of the status effect.
Change Effect Duration #
Changes the duration of applied status effects of a combatant or effects stored in selected data.
Random Status Effect #
Changes a random status effect on a combatant, e.g. adding a random effect or removing one of the combatant’s effects randomly.
Optionally limited to defined status effect types.
Status Effect Added By #
Checks if a combatant’s status effect was added by a defined combatant.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Custom Status Effect #
Reduces duration and uses status changes of status effects using custom duration/use on settings with a matching key.
Uses the status effects of a combatant or stored in selected data.
Regenerate #
Regenerates all ‘Consumable’ type status values of a combatant or the combatant’s group.
Revive #
Revives a combatant or the combatant’s group.
This node doesn’t change ‘Consumable’ type status values, i.e. the combatant will die again if the status value causing the death is still the same.
Change Status Value #
Changes the status value of a combatant or the combatant’s group.
Level Up #
Increases the level or class level of a combatant or it’s group.
Initialize To Level #
Initialize a combatant or the combatant’s group to a defined level.
The current equipment of the combatant(s) will be unequipped.
All progress a combatant made will be lost.
Check Status #
Checks a combatant for defined status conditions, e.g. status value.
If the check is valid, ‘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.
Change Defence Modifier ID #
Changes the defence modifier ID of a combatant.
Store Status Value #
Stores the value of a combatant’s status value into an int variable.
Reset Combatant Status #
Recalculates all status values and bonuses of a combatant.
Compare Status Value #
Checks the status values of combatants against each other.
E.g. check if a combatant has less HP than another.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Combatant/Trigger #
Has Combatant Trigger #
Checks if a game object has combatant triggers.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
In Combatant Trigger #
Checks if a combatant is within a combatant trigger.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Combatant Trigger Time #
Checks if a combatant is within a combatant trigger for a defined amount of time.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Select Combatant Trigger #
Uses combatants that are currently within a combatant trigger as selected data.
Game Object/Camera #
Camera Control Target #
Changes the camera control target to a selected object.
The camera control must descent from the ‘BaseCameraControl’ class (like all built-in camera controls).
In Camera Transition #
Checks if the camera control is currently in transition (between targets).
If the camera control is in transition, ‘In Transition’ will be executed, otherwise ‘Not In Transition’.
Game Object/Component #
Start Combatant Spawner #
Starts a combatant spawner, i.e. spawn’s the combatants if they aren’t yet spawned.
The selected object must have a correctly set up ‘Combatant Spawner’ component attached.
Despawn Combatant Spawner #
Despawns all combatants of a combatant spawner, i.e. removes the combatants, making them available for being spawned again by the combatant spawner (but not respawning them automatically).
The selected object must have a correctly set up ‘Combatant Spawner’ component attached.
Start Item Collector #
Starts an item collector – the schematic continues after the item collection ends.
The selected object must have a correctly set up ‘Item Collector’ component attached.
Transfer Player Control #
Transfers player control from the currently controlled game object to a new game object.
Has Player Control #
Checks if a game object is currently player controlled.
If the game object has the player controls, ‘Success’ will be executed, otherwise ‘Failed’.
Change Player Control #
Changes the player control type to a different built-in control or resets to the defined player control.
The selected player control type will use the settings defined in the player control settings in ‘Base/Control > Game Controls’.
Change Camera Control #
Changes the camera control type to a different built-in control or resets to the defined camera control.
The selected camera control type will use the settings defined in the camera control settings in ‘Base/Control > Game Controls’.
Add Player Control #
Adds the player controls that are set up in ‘Base/Control > Game Controls’ to a game object.
The player controls will be registered with the system.
If a ‘No Player Control’ component is added to the game object, no player control components will be added.
Remove Player Control #
Removes the player controls that are set up in ‘Base/Control > Game Controls’ from a game object.
The player controls will be unregistered from the system.
If a ‘No Player Control’ component is added to the game object, no player control components will be removed.
Game/Bestiary #
Add To Bestiary #
Adds a combatant’s entry to the bestiary.
Remove From Bestiary #
Removes a combatant’s entry from the bestiary.
Check Bestiary #
Checks if a combatant’s entry is in the bestiary.
If the entry is found, ‘Success’ will be executed, otherwise ‘Failed’.
Bestiary Dialogue #
Displays a dialogue with bestiary information of a selected game object or combatant.
Check Bestiary Count #
Checks the number entries added to the bestiary.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Store Bestiary Count #
Stores the number of bestiary entries into a float variable.
Game/Game #
Change Area #
Change the area the player currently is in.
Area Fork #
Checks the current area.
If an added area check is valid, it’s next node will be executed.
If no area check is valid, ‘Failed’ will be executed.
Area Type Fork #
Checks the current area type.
If an added area type check is valid, it’s next node will be executed.
If no area type check is valid, ‘Failed’ will be executed.
Check Difficulty #
Checks the game’s difficulty.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Game Over #
Ends the game and calls the game over screen.
Exit To Start Menu #
Exits the game to the start menu scene.
Game/Log #
Learn Log Text #
The player will learn a new log text.
Forget Log Text #
The player will forget a log text.
Knows Log Text #
Checks if the player knows a log text.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Game/Player #
Spawn ORK Player #
Spawns the player or a member of the player group at the defined spawn point, position or object.
The player/member won’t be spawned if the spawn point or object doesn’t exist.
Destroy ORK Player #
Destroys (removes) the game object of the player or a member of the player group, or the whole party.
This will remove them from your scene.
Teleport To #
Teleports the player group to a teleport target.
If the teleport is used, ‘Success’ will be executed, otherwise ‘Failed’.
Is ORK Player #
Checks if a selected combatant or game object is the player (leader of the active group).
If the combatant or game object is the player, ‘Success’ will be executed, otherwise ‘Failed’.
Set ORK Player #
Sets a combatant as the new player, the combatant must be a member (active or inactive) of the active player group, or an actor with a combatant.
If the new player’s prefab isn’t spawned in the scene, the old player will be destroyed and the new spawned at the position of the old player.
If it is already in the scene, the player/camera controls will be removed from the old player and added to the new player.
Switch ORK Player #
Changes the player to the next or previous member of the player group.
Force Field Leader Spawn #
Forces spawning the player group’s field leader the next time the player is spawned.
E.g. use this when returning from a teleport battle to the field (before a ‘Load Scene’ node) to make sure the field leader is spawned immediately.
Game/Quest #
Add Quest #
A new quest will be added to the player’s quest list.
If the quest is already added, it won’t be added again.
If the quest was added, ‘Success’ will be executed, otherwise ‘Failed’.
Remove Quest #
Removes a quest, all quests of a quest type or all quests from the player’s quest list.
Change Quest Status #
Changes the status of a quest in the player’s quest list.
The quest has to be in the player’s quest list.
Check Quest Status #
Checks the status of a defined quest or quests stored in selected data.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Quest Status Fork #
Checks the status of a defined quest or a quest stored in selected data.
The valid quest status’s next node will be executed.
Has Quest #
Checks if a selected quest is in the player’s quest list.
If the quest is in the quest list, ‘Success’ will be executed, otherwise ‘Failed’.
Check Quest Conditions #
Checks a series of quest and quest task conditions.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Quest Condition Fork #
Checks the status of quests.
If a condition is valid, it’s next node will be executed.
If no condition is valid, ‘Failed’ will be executed.
Task Condition Fork #
Checks the status of quest tasks.
If a condition is valid, it’s next node will be executed.
If no condition is valid, ‘Failed’ will be executed.
Change Task Status #
Changes the status of a quest’s task.
The quest has to be in the player’s quest list.
Check Task Activate #
Checks if the task’s activate requirements are valid.
If the requirements are met, ‘Success’ will be executed, otherwise ‘Failed’.
If the task’s quest isn’t added to the player’s quest list, ‘Failed’ will be executed.
Check Task Finish #
Checks if the task’s finish requirements are valid.
If the requirements are met, ‘Success’ will be executed, otherwise ‘Failed’.
If the task’s quest isn’t added to the player’s quest list, ‘Failed’ will be executed.
Check Task Fail #
Checks if the task’s fail requirements are valid.
If the requirements are met, ‘Success’ will be executed, otherwise ‘Failed’.
If the task’s quest isn’t added to the player’s quest list, ‘Failed’ will be executed.
Change Task Count #
Changes the current value of a task’s count requirement.
Either changes the count of all tags or a defined tag.
Which requirements are changed depends on the state of the task – inactive tasks will change their activate requirements, active tasks their finish and fail requirements.
The quest has to be in the player’s quest list.
Change Task Enemy Kill Count #
Changes the current value of a task’s enemy kill requirements.
Which requirements are changed depends on the state of the task – inactive tasks will change their activate requirements, active tasks their finish and fail requirements.
The quest has to be in the player’s quest list.
Change Task Item Count #
Changes the current value of a task’s item requirements.
Which requirements are changed depends on the state of the task – inactive tasks will change their activate requirements, active tasks their finish and fail requirements.
The quest has to be in the player’s quest list.
Game/Scene #
Remove Scene Data #
Item drops, collected item flags, finished battle flags and other scene related data can be removed in a defined scene, or in all scenes.
Change Scene ID #
Change the scene ID of item collectors or battles in a defined scene.
Is Item Collected #
Checks if an item in a scene (identified via scene ID) has been collected.
If the item has been collected, ‘Collected’ will be executed, otherwise ‘Not Collected’.
Is Battle Finished #
Checks if a battle in a scene (identified via scene ID) has been finished.
If the battle has been finished, ‘Finished’ will be executed, otherwise ‘Not Finished’.
Block Scene Auto Remove #
Blocks or unblocks the auto removal of scene data (according to the ‘Save Game Menu’ settings).
Blocking auto removal will prevent the individual counters from decreasing and clearing the scene data.
E.g. use this node when you perform scene changes during battle transitions or cut-scenes that shouldn’t impact respawning of items or battles.
Game/Statistic #
Custom Statistic #
Adds a value to a custom statistic.
Clear Statistic #
Resets all or a selected game statistics to 0.
Check Statistic #
Checks a statistic value with a defined value.
If the check is valid, ‘Success’ is executed, otherwise ‘Failed’.
Store Statistic Value #
Stores a selected statistic value into an int variable.
Group/Battle Group #
Join Battle Group #
A combatant joins the battle group of a group.
The combatant also joins the group if it isn’t a member of it yet, or rejoins the active members if it’s is an inactive member.
If the combatant doesn’t exist, it’ll be created using the start level/class level settings.
Leave Battle Group #
A combatant leaves the battle group of it’s group.
The combatant will still remain an active member of the group.
The combatant won’t leave the battle group if it’s a locked battle member.
Change Battle Group #
Changes a combatant in the battle group for another combatant (not in the battle group).
Is Battle Member #
Checks if a combatant is a member of the active battle group.
If the combatant is a member of the battle group, ‘Success’ will be executed, otherwise ‘Failed’.
Lock Battle Member #
Locks or unlocks a battle member.
A locked battle member can’t be removed from the battle group.
The combatant already has to be a member of the active battle group.
Is Locked Battle Member #
Checks if a combatant is a locked battle member of it’s group.
If the combatant is a locked member of the battle group, ‘Success’ will be executed, otherwise ‘Failed’.
Change Max Battle Group #
Changes the maximum battle group size for player groups.
The maximum battle group size can’t be set to a value below 1.
Check Max Battle Group #
Checks the current maximum battle group size of player groups.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Group/Battle Reserve #
Join Battle Reserve #
A combatant joins the battle reserve of it’s group.
The combatant also joins the group if it isn’t a member of it yet, or rejoins the active members if it is an inactive member.
If the combatant is a battle group member, it’ll (try to) leave the battle group.
If the combatant doesn’t exist, it will be created using the start level/class level settings.
Leave Battle Reserve #
A combatant leaves the battle reserve of it’s group.
The combatant will still remain an active member of the group.
Is Battle Reserve #
Checks if a combatant is a member of the battle reserve of it’s group.
If the combatant is a member of the battle reserve, ‘Success’ will be executed, otherwise ‘Failed’.
Change Max Battle Reserve #
Changes the maximum battle reserve size for player groups.
The maximum battle reserve size can’t be set to a value below 1.
Check Max Battle Reserve #
Checks the current maximum battle reserve size of player groups.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Group/Group #
Join Group #
A combatant or combatant group joins a group.
Leave Group #
A combatant leaves it’s group (and battle group) and will join the groups inactive members (or be completely removed).
Is Member #
Checks if a combatant is a member of defined group.
If the combatant is a member of the group, ‘Success’ will be executed, otherwise ‘Failed’.
Hide Member #
Hides or unhides a combatant of a group.
A hidden member can’t be seen/used when switching members and can’t be a battle member.
The combatant will be removed from the battle group if it currently is in it – this also ignores locked battle members.
A hidden member can still be used as the player and run around in the field.
Is Hidden Member #
Checks if a combatant is hidden.
If the combatant is a hidden member of it’s group, ‘Success’ will be executed, otherwise ‘Failed’.
Check Group Size #
Checks the size of a group.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Spawn Group Members #
Spawns the other members of a group (or battle group).
The members are spawned around the leader – requires the leader to already be spawned in the scene.
Destroy Group Members #
Destroys all spawned members of a group.
Set Locked Field Leader #
Sets a combatant as the locked field leader of a group or resets the field leader to no longer be locked.
A locked field leader will remain the group’s leader in the field (i.e. out of battle) even when changing the group until the locked leader is changed again or the combatant leaves the group.
Change Group Size Limit #
Changes the maximum group size of a group.
If set to 0 or below, the group size is unlimited.
The group size limit determines how many members a group can have, e.g. use it to limit the player group to only a few select combatants, keeping the rest in a different player group (via group ID) as reserve.
The default size limit is -1 (i.e. unlimited).
Check Group Size Limit #
Checks the current maximum group size of a group.
If the check is valid, ‘Success’ will be executed next, otherwise ‘Failed’.
Force Player Controlled #
Changes if a non-player controlled group is player controlled or not.
This allows giving battle commands to non-player controlled groups when forcing player controls on them.
Please note that this doesn’t add player controls or calls menu screens on the forced group.
The player group is always considered player controlled.
Is Force Player Controlled #
Checks if a combatant’s group has forced player control.
If the combatant is AI controlled, ‘Success’ will be executed, otherwise ‘Failed’.
Group/Player Group #
Create Player Group #
Creates a new player group.
If a group with the defined ID already exists, no new group will be created.
A player group with ID 0 will be created at the start of the game – this is the default player group.
Remove Player Group #
Removes the player group with the defined ID.
The default player group (ID 0) can’t be removed.
If the removed group is the active player group, the default group will be set to active group.
Change Active Group #
Changes the active player group.
The default player group has ID 0.
When changing the active group, the old group will be removed from the scene and the new group will be spawned at the position of the old player.
Check Player Group #
Checks if a group with a defined ID exists.
If the group exists, ‘Success’ will be executed, otherwise ‘Failed’.
Input #
Block Control Map #
Blocks or unblocks a control map.
A blocked control map can’t be used.
Inventory/AI Behaviour #
Add AI Behaviour Slot #
Adds AI behaviour slots to a combatant.
Change AI Behaviour Slot #
Changes the currently equipped AI behaviour of a combatant’s AI behaviour slot.
Remove AI Behaviour Slot #
Removes an AI behaviour slot from a combatant.
Block AI Behaviour Slot #
Blocks an AI behaviour slot of a combatant.
AI behaviours of blocked slots are not used.
Add AI Behaviour #
Adds an AI behaviour to a combatant’s inventory.
Remove AI Behaviour #
Removes an AI behaviour from a combatant’s inventory.
Unequip AI Behaviour #
Unequips an AI behaviour from a combatant.
Inventory/AI Ruleset #
Add AI Ruleset Slot #
Adds AI ruleset slots to a combatant.
Change AI Ruleset Slot #
Changes the currently equipped AI ruleset of a combatant’s AI ruleset slot.
Remove AI Ruleset Slot #
Removes an AI ruleset slot from a combatant.
Block AI Ruleset Slot #
Blocks an AI ruleset slot of a combatant.
AI rulesets of blocked slots are not used.
Add AI Ruleset #
Adds an AI ruleset to a combatant’s inventory.
Remove AI Ruleset #
Removes an AI ruleset from a combatant’s inventory.
Unequip AI Ruleset #
Unequips an AI ruleset from a combatant.
Inventory/Container #
Has Inventory Containers #
Checks if a combatant has inventory containers.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Has In Inventory Container #
Checks if a combatant’s inventory container has defined items, equipment, etc.
Can also check for being in a defined slot of the container.
If group inventory is used, the inventory of the group will be checked.
The individual item’s inventory check will only be made if the item’s chance check is valid.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Has In Inventory Container Fork #
Checks if a combatant’s inventory container has defined items, equipment, etc.
Can also check for being in a defined slot of the container.
If group inventory is used, the inventory of the group will be checked.
The individual item’s inventory container check will only be made if the item’s chance check is valid.
If an item is in the inventory container, it’s next node will be executed.
If no item is found, ‘Failed’ will be executed.
Inventory/Crafting #
Add Recipe #
Adds a crafting recipe to a combatant.
If group inventory is used, the recipe will be added to the combatant’s group.
Remove Recipe #
A defined crafting recipe will be removed from a combatant.
If group inventory is used, the crafting recipe is removed from the combatant’s group.
Has Recipe #
Checks if the combatant has a crafting recipe.
If group inventory is used, the combatant’s group will be checked.
If the combatant has at least the defined amount of the recipe, ‘Success’ will be executed, otherwise ‘Failed’.
Use Recipe #
The combatant will use a crafting recipe.
If the creation is successful, ‘Success’ will be executed, otherwise ‘Failed’.
Add Recipe Outcome #
The outcome of a crafting recipe will be added to a combatant’s inventory.
This doesn’t consume ingredients or checks for requirements or crafting chance.
Add Needed Ingredients #
The ingredients needed for a crafting recipe will be added to a combatant’s inventory.
Remove Needed Ingredients #
Removes the ingredients needed for a crafting recipe from a combatant’s inventory.
Can Use Recipe #
Checks if a combatant can use a crafting recipe, i.e. meets the requirements and has the needed ingredients.
If the combatant can use the recipe, ‘Success’ will be executed, otherwise ‘Failed’.
Inventory/Equipment #
Change Equipment #
Changes the equipment of a combatant.
Switch Equipment #
Switches (exchanges) equipment between defined equipment slots of a combatant.
Unequipping is forced, ignoring an equipment slot not allowing unequipping.
Equipment that can’t be equipped on the other equipment slot will be returned to the inventory.
E.g. use this to switch equipment between first and secondary equipment sets (using not contributing equipment slots).
Unequip Selected Data #
Unequips equipment stored in selected data from a combatant.
Check Equipment #
Checks the equipment of a combatant.
If the check is valid, ‘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 slot will be executed.
If no condition is valid, ‘Failed’ will be executed.
Lock Equipment Slot #
Locks or unlocks an equipment slot of a combatant.
Locked equipment slots can’t change equipment.
Check Slot Locked #
Checks if an equipment slot of a combatant is locked.
If the equipment slot is locked, ‘Success’ will be executed, otherwise ‘Failed’.
Check Slot Available #
Checks if an equipment slot of a combatant is available.
An equipment slot is available when a combatant can equip an equipment on it (ignoring locked state) – i.e. the equipment slot either comes from combatant/class settings or was made available by schematics, items, abilities, equipment or status effects.
If the equipment slot is available, ‘Success’ will be executed, otherwise ‘Failed’.
Change Equipment Slot #
Adds or removes an equipment slot to/from a combatant.
This can be used to add extra equipment slots that aren’t available due to combatant/class settings.
When removing, only previously added equipment slots can be removed – to remove an equipment slot granted by combatant/class settings, use the ‘Change Blocked Slot’ node.
Change Blocked Slot #
Adds or removes a blocked equipment slot to/from a combatant.
A blocked slot isn’t available to the combatant and will automatically unequip its equipment.
This can be used to remove equipment slots granted by combatant/class settings.
Change Blocked Viewer #
Adds or removes a blocked equipment viewer of an equipment slot to/from a combatant.
A blocked equipment viewer of an equipment slot isn’t displaying it’s equipment on the combatant (using an ‘Equipment Viewer’ component).
This can be used to hide equipment e.g. for cosmetic/fashion equipment.
Change Equip Durability #
Changes the durability of an equipment currently equipped on an equipment slot (or all slots) of a combatant.
Check Equip Durability #
Checks the durability of an equipment currently equipped on an equipment slot (or all slots) of a combatant.
Only equipment that uses durability will be checked.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Change Inventory Durability #
Changes the durability of equipment currently placed in the inventory of a combatant.
Check Inventory Durability #
Checks the durability of equipment currently placed in the inventory of a combatant.
Only equipment that uses durability will be checked.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Change Selected Durability #
Changes the durability of a equipment stored in selected data.
Check Selected Durability #
Checks the durability of an equipment stored in selected data.
Only equipment that uses durability will be checked.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Equipment Viewer Combatant #
All ‘Equipment Viewer’ components attached on a game object will check for the combatant.
The combatant is found through a ‘Combatant Component’ component attached to the game object.
This only happens on equipment viewers that haven’t yet found the combatant.
Inventory/Inventory #
Add To Inventory #
Adds items, equipment or currency to a combatant’s inventory.
If group inventory is used, it will be added to the inventory of the group.
Remove From Inventory #
Removes items, equipment or currency from a combatant’s inventory.
If group inventory is used, it will be removed from the inventory of the group.
Has In Inventory #
Checks if a combatant’s inventory has defined items, equipment, etc.
If group inventory is used, the inventory of the group will be checked.
The individual item’s inventory check will only be made if the item’s chance check is valid.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Has In Inventory Fork #
Checks if a combatant’s inventory has defined items, equipment, etc.
If group inventory is used, the inventory of the group will be checked.
The individual item’s inventory check will only be made if the item’s chance check is valid.
If an item is in the inventory, it’s next node will be executed.
If no item is found, ‘Failed’ will be executed.
Drop Items #
Drops items, equipment or currency at the position of an object.
Set Inventory Currency #
Set the amount of currency of a combatant’s inventory.
If group inventory is used, it will be set in the inventory of the group.
Cap Currency Quantity Limit #
Checks the amount of currency of a combatant’s inventory and caps it at the (optional) quantity limit.
Use this node after changing factors contributing to the quantity limit of a currency, the inventory itself will not automatically cap the currency upon changes.
If group inventory is used, it will be set in the inventory of the group.
Set Exchange Rate #
Set a currency’s exchange rate.
The base currency (i.e. the first currency, index 0) will be used to calculate currency exchanges.
Exchange Inventory Currency #
Exchange the currency in a combatant’s inventory from one currency to another.
If group inventory is used, it will be exchanged in the inventory of the group.
Clear Inventory #
Removes everything (currency, items, equipment, etc.) from an inventory.
Block Item Reuse #
Blocks a defined item’s reuse for a defined amount of turns or time, or removes the reuse block from a combatant.
Change Item Reuse #
Changes the running reuse time/turns of a combatant’s items matching defined block scope or items stored in selected data.
Clear Item Reuse #
Clears the item reuse blocks of a combatant.
Add Item Type #
Adds all currencies, items, equipment, AI behaviours, AI rulesets or crafting recipes of a defined item type to a combatant’s inventory.
Remove Item Type #
Removes all currencies, items, equipment, AI behaviours, AI rulesets or crafting recipes of a defined item type from a combatant’s inventory.
Is Casting Item #
Checks if a combatant is casting an item.
If the combatant is casting an item, ‘Casting’ will be executed, otherwise ‘Not Casting’.
Check Inventory Space #
Checks a combatant’s inventory space.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Store Inventory Quantity #
Stores the quantity of a defined item, currency, equipment, etc. in an inventory into an int variable.
Sell From Inventory #
Sells sellable content from a combatant’s inventory.
If group inventory is used, it will be sold from the inventory of the group.
Change Item Use Count #
Changes or resets the use count of items of a combatant.
Check Item Use Count #
Checks the use count of items stored in selected data.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Inventory/Item Box #
Create Item Box #
Adds an ‘Item Collector’ component using ‘Box’ collection type to a defined game object.
The created item box can optionally use a box ID to keep track of it’s content (or access an already created item box of the same box ID).
Add To Item Box #
Adds items to an item box using its box ID.
The box ID can be found in the item collector inspector of the item box in the scene.
Requires the item box content saving at least game-wide (i.e. not type ‘None’).
Remove From Item Box #
Removes items from an item box using its box ID.
The box ID can be found in the item collector inspector of the item box in the scene.
Requires the item box content saving at least game-wide (i.e. not type ‘None’).
Remove Item Box Data #
Removes the stored content of an item box or sets the box empty, using its box ID.
The box ID can be found in the item collector inspector of the item box in the scene
If not set empty, the item box will be refilled when entering the scene(s) – if it’s still in the game (e.g. due to variable conditions).
Check Item Box #
Checks the number of items in an item box using its box ID.
The box ID can be found in the item collector inspector of the item box in the scene.
Requires the item box content saving at least game-wide (i.e. not type ‘None’).
If the item box doesn’t exist, the number of items will be 0.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Change Item Box ID #
Changes the box ID of a ‘Box’ collection type ‘Item Collector’ component on a game object.
Save Item Box #
Saves the data of an item box into a defined file, global variable or PlayerPrefs variable (string).
The data is stored as an XML-formatted string.
Load Item Box #
Loads the data of an item box from a file, global variable or PlayerPrefs variable (string).
The data is loaded from an XML-formatted string.
Change Item Box Limit #
Changes the space limit of an item box.
Check Item Box Limit #
Checks the space limit of an item box.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Machine #
Custom Combatant Schematic #
Calls matching custom combatant schematics on combatants.
Custom Selected Data Schematic #
Calls matching custom schematics on an ability, item or equipment stored in selected data.
Movement/Move AI #
Change Move AI #
Changes the move AI used by a combatant.
Change Move AI Mode #
Changes the use mode of a combatant’s move AI.
Change Move AI Stop Angle #
Changes the stop angle of a combatant’s move AI.
The stop angle is used by hunting and caution modes to optionally move to a specific position around the target.
The used angle value defined here is calcualted only when setting the stop angle, not for each time it’s used by the move AI.
Block Move AI #
Blocks or unblocks the move AI either completely or for a selected object.
Combatants can’t use the move AI while it’s blocked.
Set Move AI Target #
Sets the target of a combatant’s move AI.
The move AI’s settings will kick in afterwards, e.g. when using ‘Hunt’ mode, the hunting settings will be used.
Clear Move AI Target #
Removes a combatant’s move AI current target and returns to idle mode.
The move AI’s settings will kick in afterwards, e.g. start following waypoints.
Stop Move AI #
Stops the current action of a combatant’s move AI (e.g. stops hunting).
The move AI’s settings will kick in afterwards, e.g. start following waypoints.
Set Move AI Waypoints #
Sets or clears the waypoints of a combatant’s move AI.
Check Move AI Detection #
Checks if combatants are detected by another combatant’s move AI detection.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Check Move AI Hunting #
Checks if combatants are valid for hunting due to another combatant’s move AI hunting conditions. The combatant needs to be aggressive in order to hunt targets.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Check Move AI Flee #
Checks if combatants are valid for fleeing due to another combatant’s move AI flee conditions.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Check Move AI Caution #
Checks if combatants are valid for being cautious of due to another combatant’s move AI caution conditions.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Is Move AI Target #
Checks if a combatant is the current target of another combatant’s move AI.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Move AI Start Position #
Changes the start position of a combatant’s move AI.
This can influence range checks of the move AI, e.g. the hunting range.
Move AI POI #
Changes the point of interest of a combatant’s move AI.
UI/Console #
Add Console Line #
Adds a text to the in-game console.
Clear Console #
Removes text from the in-game console.
Either all text of a selected console type, or all text.
Block Console #
Blocks or unblocks the in-game console or a combatant’s console from adding new lines.
Is Console Blocked #
Checks if the in-game console or a combatant’s console is blocked.
If the console is blocked, ‘Blocked’ will be executed, otherwise ‘Unblocked’.
UI/Dialogue #
Teleport Choice #
Displays a choice dialogue listing all available teleports.
The player group will be transferred to the selected teleport target.
If no teleports are available (due to variable conditions), the teleport choice dialogue won’t be displayed and ‘Cancel’ will be executed.
Quest Choice #
Displays a dialogue or choice dialogue with quest information of a selected quest.
The selected quest won’t be added to the quest list when accepted – the dialogue only displays the quest’s information using the quest layout settings. To add the quest to the quest list, use the ‘Add Quest’ node.
If you enable canceling (i.e. declining) the quest info, ‘Cancel’ is executed next, otherwise the quest is accepted and ‘Accept’ is executed next.
Selected Data Choice #
Displays a choice dialogue with selected data information.
When selecting a listed selected data value, the value will be stored in another selected data list.
If you enable canceling, ‘Cancel’ is executed next, otherwise ‘Accept’ is executed next.
Selected Data Question Dialogue #
Displays a question dialogue with selected data information.
If the dialogue is accepted, ‘Accept will be executed, otherwise ‘Cancel’.
Combatant Selection Dialogue #
Displays a combatant selection with a defined group of combatants.
The selected combatant will be stored in a selected data list.
If the a combatant was selected, ‘Next’ will be executed, otherwise ‘Cancel’.
Close Item Collection #
Closes the item collection or item box dialogue (if open).
UI/Menu #
Call Menu Screen #
Calls a menu screen.
Close Menu Screen #
Closes a menu screen or all menu screens.
Refresh Menu Screen #
Marks all parts of a menu screen to be refreshed in the next frame.
Is Menu Open #
Checks if a defined or any menu is currently opened.
If the menu is open, ‘Open’ will be executed, otherwise ‘Closed’.
Change Menu User #
Changes the current user (combatant) of all open menu screens or shops.
Call Start Menu #
Calls the start menu (‘UI > Start Menu’).
Please note that the start menu shouldn’t be called during a running game.
Close Start Menu #
Closes the start menu (‘UI > Start Menu’) without using any of the options.
UI/Shop #
Open Shop #
Opens a shop.
If the player buys something in the shop, ‘Bought Something’ is executed, else, ‘Bought Nothing’.
Close Shop #
Closes a shop or all open shops.
Is Shop Data Stored #
Checks if a shop’s data has already been stored (using the shop’s ‘Shop ID’).
A shop only stores data of bought and sold items when ‘Save Shop’ is enabled in the shop’s settings.
If the shop’s data has already been stored, ‘Success’ will be executed, otherwise ‘Failed’.
Clear Shop Data #
Clears/removes the stored data of a shop (using the shop’s ‘Shop ID’).
A shop only stores data of bought and sold items when ‘Save Shop’ is enabled in the shop’s settings.
Add To Shop #
Add new content to a shop (using the shop’s ‘Shop ID’).
Only available for shops having ‘Save Shop’ enabled in the shop’s settings.
Check Shop Stock #
Checks the number of different goods of a stored shop (using the shop’s ‘Shop ID’).
Only available for shops having ‘Save Shop’ enabled in the shop’s settings.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Is In Shop #
Checks if a stored shop (using the shop’s ‘Shop ID’) contains defined items, equipment, etc.
The individual item’s check will only be made if the item’s chance check is valid.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Is Shop Open #
Checks if a defined or any shop is currently opened.
If the shop is open, ‘Open’ will be executed, otherwise ‘Closed’.
Change Shop Limit #
Changes the space limit of a shop.
Check Shop Limit #
Checks the space limit of a shop.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Mark New Shop Content #
Changes a stored shop’s items to be marked or unmarked as new content.
Only available for shops having ‘Save Shop’ enabled in the shop’s settings.
Value/Selected Data #
Select Combatant Body Part #
Uses body parts of combatants or the parent combatant of body parts as selected data.
Select Status Effect #
Uses status effects of combatants as selected data.
Select Class #
Uses classes of a combatant as selected data.
Select Equipped Class #
Uses classes currently equipped on a combatant’s class slots as selected data.
Ability Level Up #
Increases the level of abilities currently stored in selected data by one.
If the ability is an equipment ability, it’s ‘Learn Ability’ settings will be used instead.
Can also use ‘Spend’ level up type or upgrade settings of the ability.
Ability Level Points #
Increases the level points of abilities currently stored in selected data.
Level points are the experience or uses needed to level up an ability.
Used for all level up types except ‘None’.
Enable Passive Ability #
Enable or disable passive abilities currently stored in selected data.
Only possible for passive abilities that are not ‘Always Enabled’.
Is Passive Ability Enabled #
Checks if passive abilities stored in selected data are enabled.
Only passive abilities that are not ‘Always Enabled’ will result in valid checks.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Select Combatant #
Uses combatants as selected data.
Select Combatant Objects #
Searches spawned combatants and stores them or their game objects in selected data.
Optionally search for combatants within a defined range of a user/position, check for status conditions, etc.
Filter Selected Combatants #
Filters combatants stored in selected data and only keeps combatants matching the defined conditions.
E.g. check for being an enemy of another combatant, distance to a position, waiting for or performing an action and various other conditions.
Other data (e.g. game objects or variable handlers) will be removed.
Sort Selected Combatants #
Sort combatants stored in selected data by defined metrics, e.g. by distance to a position or a status value.
Sort Selected Shortcuts #
Sort shortcuts stored in selected data by defined metrics, e.g. by name, ID or type ID.
Shortcuts are things like abilities, items, equipment and other inventory content.
Select Shortcut Slot #
Uses a combatant’s or group’s shortcut slots (e.g. assigned abilities, items, etc.) 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 or from a game object (spawned equipment via equipment viewer) as selected data.
Select Item #
Uses items from the inventory of combatants or newly created items as selected data.
Select Item Box #
Uses items from an item box as selected data.
Uses either an item box for a defined box ID or item boxes from ‘Item Collector’ components.
Select Item Collector #
Uses items from ‘Item Collector’ components as selected data.
Select Loot #
Uses loot from a loot table or a combatant as selected data.
Select Quest #
Uses quests that are available to start or already added to the player’s quest list as selected data.
Quest nodes can use the quests stored in selected data.
Change Selected Data Name #
Changes or resets the name of selected data.
This can be used to change the name of combatants, abilities, items, equipment or other shortcuts stored in selected data.
Change Selected Data Description #
Changes or resets the description of selected data.
This can be used to change the description of combatants, abilities, items, equipment or other shortcuts stored in selected data.
Store Selected Data Content #
Stores content information of selected data into a string variable.
Uses text codes to select which information is stored, e.g. name (”).
This can be used to store the name of combatants, abilities, items, equipment or other shortcuts stored in selected data.
Store Selected Data GUID #
Stores the GUID of content of selected data into a string variable.
This can be used to store the GUID of combatants, abilities, items, equipment or other shortcuts stored in selected data.
GUIDs are used to identify unique instances and available for all classes that implement the IGUID interface.
Store Selected Data ID #
Stores the ID of content of selected data into an int variable.
This can be used to store the ID of combatants, abilities, items, equipment or other shortcuts stored in selected data.
IDs are referencing the index of the content in the ORK editor and available for all classes that implement the ‘IContent’ interface.
Store Selected Data Quantity #
Stores the quantity of content in selected data into an int variable.
This can be used to store the quantity of items, equipment or other shortcuts stored in selected data.
Change Selected Data Quantity #
Changes the quantity of content in selected data.
This can be used to change the quantity of items, equipment or other shortcuts stored in selected data.
Please note that this ignores maximum stack counts and allows exceeding them.
Select GUID #
Uses a GUID stored in a string variable to find content and use it as selected data.
This can be used to select a combatant, ability, item, equipment or other shortcut.
GUIDs are used to identify unique instances and available for all classes that implement the IGUID interface.
Select ID #
Selects content based on a defined ID (e.g. from a float variable) and use it as selected data.
This can be used to select a combatant, ability, item, equipment or other shortcut.
Select Combatant Battle Spot #
Uses a combatant’s battle spot (game object) to change selected data.
Select Turn Order #
Uses a turn based battle’s turn order (combatants) to change selected data.
The combatants are stored into selected data in the order of the current turn order.
Please note that this is only available in running ‘Turn Based’ battles.
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.
Change Equip Status Value #
Changes a status value bonus of equipment currently stored in selected data.
Please note that this doesn’t trigger status recalculations on combatants wearing the equipment, use a ‘Recalculate Combatant Status’ node on those combatants to take the changed status value bonuses of the equipment into account.
Check Equip Status Value #
Checks status values of equipment currently stored in selected data.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Store Equip Status Value #
Stores a status value bonus of equipment currently stored in selected data into an int variable.
Check Equip Item Type #
Checks the item types of equipment currently stored in selected data.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Equipment Level Up #
Increases the level of equipment currently stored in selected data by one.
Can also use ‘Spend’ level up type or upgrade settings of the equipment.
Equipment Level Points #
Increases the level points of equipment currently stored in selected data.
Level points are the experience or uses needed to level up an equipment.
Used for all level up types except ‘None’.
Change Equip Ability #
Adds or removes an ability to/from an equipment currently stored in selected data.
The abilities added to an equipment are available to a combatant while having the equipment equipped.
Please note: These abilities are not the same as ‘Equipment Abilities’ set up in the equipment’s settings.
These abilities can’t be learned by the combatant, but they can be leveled up. Equipment abilities set up in the equipment can be learned by the combatant but can’t be leveled up (while not learned).
Check Equip Ability #
Checks if an ability has been added to an equipment currently stored in selected data.
If the check is valid, ‘Success’ will be executed, otherwise ‘Failed’.
Please note: This doesn’t check ‘Equipment Abilities’ set up in the equipment, only abilities added using ‘Change Equip Ability’ nodes.
Select Equip Ability #
Uses abilities added to equipment (using ‘Change Equip Ability’ node only) as selected data.
Add Random Status Bonus #
Add a random status bonus to an equipment, passive ability, combatant, class or anything implementing the ‘IAddRandomStatusBonus’ interface stored currently stored in selected data.
Please note that adding a bonus to passive abilities or equipped equipment doesn’t add the bonus to the combatant they belong to. Use a ‘Reset Combatant Status’ node to update the combatant’s status.
Remove All Status Bonuses #
Remove all instance status bonuses of an equipment, passive ability, combatant, class or anything implementing the ‘IAddRandomStatusBonus’ interface stored currently stored in selected data.
This only removes instanced bonuses, e.g. from random status bonuses or from bonuses added via the ‘Change Equip Status Value’ node. Please note that removing bonuses from passive abilities or equipped equipment doesn’t update the status of the combatant they belong to. Use a ‘Reset Combatant Status’ node to update the combatant’s status.