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.