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  • ORK 3 GUIDE
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ORK 3 Documentation

  • Getting Started
    • Introduction
    • First Steps
    • Game Starters
    • Components Overview
    • Player/Camera Controls
    • Game Over
    • Support: Sending Test Projects
  • Editor
    • Editor Overview
    • Base/Control Section
    • Game Section
    • UI Section
    • Templates Section
    • Status Section
    • Inventory Section
    • Combatants Section
    • Battles Section
  • Features
    • Animations
    • Areas & Teleports
    • Combatant Triggers
    • Control Maps
    • Difficulties
    • Factions
    • Formations
    • Formula Nodes
    • Logs
    • Loot
    • Move AI
    • Quests
    • Research Trees
    • Schematic Nodes
    • Shortcut Slots
  • Status System
    • Status Values
    • Status Effects
    • Attack/Defence Modifiers
    • Abilities
    • Combatants
    • Classes
    • Status Bonuses
    • Status Conditions
  • Inventory System
    • Inventory System Overview
    • Currencies
    • Items
    • Equipment
    • AI Behaviours/Rulesets
    • Crafting Recipes
    • Shops
  • Battle System
    • Battle Systems
    • Adding Battles to Scenes
    • Calculating Action Results
    • Battle Menus
    • Battle AI
    • Battle AI Nodes
    • Battle Ranges
    • Battle Camera
    • Target Selection
    • Battle Spots
    • Battle Texts
    • Battle End & Loot Dialogues
    • Action Combos
    • Damage Types
    • Cursor Prefab Components
    • Grid Battles
    • Adding Battle Grids to Scenes
    • Battle Grid Highlights
    • Battle Grid Formations
  • UI System
    • UI System Overview
    • Start Menu
    • Option Categories
    • Menu Screens
    • Notifications
    • Combatant Selections
    • Quantity Selections
    • Text Display Settings
    • Cursor Settings
    • Console (In-Game)
    • Menu Requirements
    • HUDs: Content Providers
    • HUDs: Conditions
    • HUDs: Click Actions
    • HUDs: Text Content
    • HUDs: Value Bar Content
    • HUDs: Status Values
    • HUDs: Status Effects
    • HUDs: Attack Modifiers
    • HUDs: Defence Modifiers
    • HUDs: Shortcuts
    • HUDs: Abilities
    • HUDs: Equipment
    • HUDs: Class Slots
    • HUDs: AI Behaviours
    • HUDs: AI Rulesets
    • HUDs: Quests
    • Timebar HUD
  • Scripting
    • Scripting Overview
    • Access Handler
    • Code Extensions
    • Custom Settings
    • Custom Targeting
    • Combatant Scripting
    • Custom Nodes
    • Custom Component Save Data

ORK 3 Tutorials

  • 2D RPG Quickstart
    • START 2D RPG Quickstart
    • 01 Initial Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • END 2D RPG Quickstart
  • 3D RPG Quickstart
    • START 3D RPG Quickstart
    • 01 Initial Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • END 3D RPG Quickstart
  • Status System Setup
    • START Status System Setup
    • 01 Status Values
    • 02 Status Development
    • 03 Attack/Defence Modifiers
    • 04 Status Effects
    • 05 Formulas
    • 06 Ability & Item Types
    • 07 Abilities Part 1: Attacks
    • 08 Abilities Part 2: Support & Sabotage
    • 09 Abilities Part 3: Elemental Magic
    • 10 Items
    • 11 Equipment Part 1: Slots & Slot Set Templates
    • 12 Equipment Part 2: Weapons
    • 12.5 (Optional) Equipment Part 2.5: Weapons
    • 13 Equipment Part 3: Shields, Armor & Accessories
    • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
    • 14 Equipment Part 4: Available Equipment Templates
    • 15 Loot
    • 16 Battle AIs
    • 17 Combatants Part 1: General Settings
    • 18 Combatants Part 2: Players
    • 19 Combatants Part 3: Enemies
    • 20 Combatant Groups
    • END Status System Setup
  • 3D RPG Playground
    • START 3D RPG Playground
    • 01 Player Setup
    • 02 Start Menu
    • 03 First Interaction
    • 04 Music
    • 05 Areas
    • 06 Collecting Items
    • 07 Displaying Equipment
    • 08 Combatant Prefabs, Icons & Portraits
    • 09 Combatant Animations
    • 10 Camera Positions
    • ANIM 01 Battle Start/End Schematics
    • ANIM 02 Use, Cast & Camera
    • ANIM 03 Abilities & Items
    • ANIM 04 Physical Attacks
    • ANIM 05 Special Actions
    • BATTLE 01 Battle Menu
    • BATTLE 02 Prepare for Battle
    • TURN 01 Turn Based Setup
    • TURN 02 Turn Order HUD
    • ATB 01 Active Time Setup
    • ATB 02 Cast Times
    • ATB 03 Timebar HUD
    • BATTLE 03 The First Battle
    • BATTLE 04 Hunting Move AI
    • BATTLE 05 Spawning Combatants
    • 11 Save Games
    • MENU 01 UI Boxes
    • MENU 02 Template HUDs
    • MENU 03 Overview Menu
    • MENU 04 Menu Screens
    • 12 Shop
    • BATTLE 06 Random Battles
    • DUNGEON 01 Enter the Dungeon
    • DUNGEON 02 The Trapdoor
    • DUNGEON 03 Enemies on Level 1 & 2
    • DUNGEON 04 Traps on Level 3
    • DUNGEON 05 Going Deeper
    • 13 Bestiary (+MENU+ANIM)
    • QUEST 01 Hunting Quests (+MENU)
    • QUEST 02 Guard NPC
    • QUEST 03 Forest Ruin Cheese
    • QUEST 04 Witch NPC with Cheese
    • QUEST 05 Quest Mark HUDs
    • 14 Research Trees (+MENU)
    • CRAFT 01 Crafting Materials
    • CRAFT 02 Crafting Recipes
    • CRAFT 03 Crafting Menu
    • CRAFT 04 Crafting Proficiency & Critical Crafting
    • CRAFT 05 Materials Loot
    • 15 Changing Choice Dialogue
    • 16 Follow Me!
    • BATTLE 07 Sequence Loot Dialogue
  • 3D Action RPG
    • START 3D Action RPG
    • 01 Status System Setup
    • 02 Player Setup
    • 03 Player Weapon
    • 04 Player Attacks
    • 05 Enemy: Chomper
    • 06 Chomper Attack
    • 07 Hit & Death
    • 08 HUDs
    • 09 Rolling on the Floor
    • 10 Enemy: Spitter
    • 11 Spit Attack
    • 12 Potion
    • 13 Grenade
    • 14 Item HUD
    • 15 Enemy: Grenadier
    • 16 Grenadier Melee Attacks
    • 17 Grenadier Flamethrower
    • 18 Item Drops
    • END 3D Action RPG
  • 2D Grid Battle RPG
    • START 2D Grid Battle RPG
    • 01 Player Setup
    • 02 Prefab & Music Setup
    • 03 Randomizing Combatants
    • 04 UI Setup
    • 05 Battle Start, End & Phase Schematics
    • 06 Battle System Setup
    • 07 Battle Grid Setup
    • 08 Grid Move
    • 09 Forest Battle Grid
    • 10 Battle AI
    • 11 Ability Ranges
    • 12 Death & Use Schematics
    • 13 Attack Schematic
    • 14 Shoot Schematics
    • 15 Battle Selection Interaction
    • END 2D Grid Battle RPG
  • Schematics
    • Simple Start Schematic
    • Battle Start Schematic
    • Battle End Schematic
    • Moving to Target and Back
    • Animating a Base Attack
    • Animating a Magic Ability
    • Animating Target Selection
    • Grid Movement
    • Open and Close UI Animations
    • Flying Text Mover
  • UI Setups
    • Unity UI: Initial Setup
    • Unity UI: TextMesh Pro Setup
    • Unity UI: UI Box
    • Unity UI: Flying Text
    • Unity UI: Dragging Notification
    • Unity UI: Canvas with Screen Space Camera
    • Unity UI: Interaction HUD
    • Unity UI: Simple Player HUD
    • Unity UI: Quest HUD
    • Unity UI: Battle Actions HUD
    • Unity UI: Shortcuts HUD
    • Unity UI: Currency HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Control HUD
    • Unity UI: Attack Modifiers
    • Unity UI: Defence Modifiers
  • Gameplay Bits
    • 2.5D Setup
    • Body Part Weakpoint
    • Click Attack
    • Combining Input Origins
    • Combining Status Value Flying Texts
    • Fun With Flying Text
    • HUD Effects With Conditional Schematics
    • Inventory Containers
    • Local Multiplayer
    • Multi Interaction Controllers
    • Target Selection Lines
    • World Space HUD
    • World Space Dialogue
View Categories
  • Guide
  • ORK 3
  • ORK 3 Documentation
  • UI System

HUDs: Conditions

Learn more about HUD conditions that are available in ORK.

HUD conditions are used to show or hide HUD elements. Learn more about HUD conditions and conditions available in Makinom in this Makinom documentation.

Available Conditions #

Some of the available conditions are:

Ability Use Count #

Checks if the content provider’s user/content is an ability with use count.

Attack Modifier Attribute Preview Change #

Checks if the HUD user is an attack modifier attribute with a positive/negative preview change or no change (requires an attack modifier attribute).

Can Consume Cost #

Checks if the HUD user is a cost (e.g. price cost, use cost, upgrade cost, research cost) that can be consumed (i.e. cost doesn’t exceed available quantity).

Combatant Status #

Check status conditions of a combatant.

The content provider’s user/content has to be a combatant.

Defence Modifier Attribute Preview Change #

Checks if the HUD user is a defence modifier attribute with a positive/negative preview change or no change (requires a defence modifier attribute).

Difficulty #

Check the game’s difficulty.

This condition doesn’t use the content provider’s user/content for it’s check.

Durability #

Checks if the content provider’s user/content is an equipment that uses durability.

Has Price #

Checks if the HUD user is something with price information (buy/sell price).

Has Upgrade #

Checks if the HUD user is an equipment/ability with level upgrade or an equipment ability with upgrade learning.

Can also check if the upgrade can be used.

Has Use Cost Display #

Checks if the HUD user is something that can display a use cost (text).

In Shopping Cart #

Checks if the HUD user is a shop content currently in a shopping cart.

Is Bestiary Complete #

Checks if the HUD user’s bestiary entry is complete (requires a combatant).

Bestiary is only used for enemies of the player.

Is Combatant #

Checks if the HUD user is a combatant (i.e. an actual combatant, e.g. not a combatant coming from a shortcut).

Is Equipment Equipped #

Checks if the HUD user is an equipment that is currently equipped by a combatant.

Is Equipment Slot #

Checks if the HUD user is an equipment slot.

Is In Bestiary #

Checks if the HUD user is added to the bestiary (requires a combatant).

Bestiary is only used for enemies of the player.

Is New Content #

Checks if the HUD user is marked as new content.

Is Player #

Checks if the HUD user is the player (requires a combatant).

Is Shortcut Assigned #

Checks if the HUD user is a shortcut (e.g. ability or item) assigned to a shortcut slot of a combatant’s current shortcut list.

Item Use Count #

Checks if the HUD user is an item with use count.

Menu User #

Checks if the content provider’s user/content is a combatant and user of an open menu screen.

Passive Ability #

Checks if the content provider’s user/content is a passive ability.

Passive Ability State #

Checks if the content provider’s user/content is a passive ability that is enabled.

Player Enemy #

Checks if the content provider’s user/content is an enemy of the player (requires a combatant).

Quantity #

Checks if the HUD user is an inventory content (item, equipment, etc.) matching a defined quantity check.

Quest #

Check quest status conditions.

This condition doesn’t use the content provider’s user/content for it’s check.

Quest Reward #

Checks if the HUD user is a quest or quest task with rewards (requires a quest or quest task).

Quest Task #

Check quest task status conditions.

This condition doesn’t use the content provider’s user/content for it’s check.

Quest Task Requirement #

Checks if the HUD user is a quest task with finish requirements (requires a quest task).

Quest Type #

Check quest type status conditions.

This condition doesn’t use the content provider’s user/content for it’s check.

Research Item State #

Checks if the HUD user is a research item with a defined state.

Reuse #

Checks if the content provider’s user/content is an ability/item with reuse time/turns.

Sellable #

Checks if the HUD user is something that can be sold.

Shop Content #

Checks if the HUD user is something listed in a shop.

Shop User #

Checks if the content provider’s user/content is a combatant and user of an open shop.

Shortcut Ability Type #

Checks if the HUD user is an ability shortcut of a specific ability type.

Shortcut AI Type #

Checks if the HUD user is an AI behaviour/ruleset shortcut of a specific AI type.

Shortcut Crafting Type #

Checks if the HUD user is an crafting recipe shortcut of a specific crafting type.

Shortcut Item Type #

Checks if the HUD user is a shortcut of a specific item type.

Shortcut Type #

Checks if the content provider’s user/content a shortcut of a specific type (e.g. an ability or item).

Status Bonus #

Checks if the HUD user is a content with displayable status bonuses (e.g. equipment, class or passive ability).

Status Preview Blink #

Checks if the preview blink state of the content provider’s user/content (requires a combatant with a status preview).

Status Preview #

Checks if the content provider’s user/content is a combatant and has a status preview.

Status Value Changed State #

Checks if the HUD user is a status value that is or isn’t in changed state (requires a status value).

Status Value Preview Change #

Checks if the HUD user is a status value with a positive/negative preview change or no change (requires a status value).

UI Modules #

The actual use of HUD conditions depends on the used UI module.

Unity UI #

The Unity UI module uses the HUD Condition components to add HUD conditions.

The component will enable/disable the game object it’s attached to based on the conditions.

UI
Table of Contents
  • Available Conditions
    • Ability Use Count
    • Attack Modifier Attribute Preview Change
    • Can Consume Cost
    • Combatant Status
    • Defence Modifier Attribute Preview Change
    • Difficulty
    • Durability
    • Has Price
    • Has Upgrade
    • Has Use Cost Display
    • In Shopping Cart
    • Is Bestiary Complete
    • Is Combatant
    • Is Equipment Equipped
    • Is Equipment Slot
    • Is In Bestiary
    • Is New Content
    • Is Player
    • Is Shortcut Assigned
    • Item Use Count
    • Menu User
    • Passive Ability
    • Passive Ability State
    • Player Enemy
    • Quantity
    • Quest
    • Quest Reward
    • Quest Task
    • Quest Task Requirement
    • Quest Type
    • Research Item State
    • Reuse
    • Sellable
    • Shop Content
    • Shop User
    • Shortcut Ability Type
    • Shortcut AI Type
    • Shortcut Crafting Type
    • Shortcut Item Type
    • Shortcut Type
    • Status Bonus
    • Status Preview Blink
    • Status Preview
    • Status Value Changed State
    • Status Value Preview Change
  • UI Modules
    • Unity UI
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