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Status System

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  • HUDs: Conditions

HUDs: Conditions

Table of Contents
  • Available Conditions
    • Ability Use Count
    • Combatant Status
    • Difficulty
    • Durability
    • Menu User
    • Passive Ability
    • Passive Ability State
    • Player Enemy
    • Quest
    • Quest Task
    • Quest Type
    • Reuse
    • Shop User
    • Shortcut Type
    • Status Preview Blink
    • Status Preview
  • UI Modules
    • Unity UI

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 in this Makinom documentation.

Available Conditions #

The following conditions are available (in addition to Makinom’s own conditions).

Ability Use Count #

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

Combatant Status #

Check status conditions of a combatant.

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

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.

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).

Quest #

Check quest status conditions.

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

Quest Task #

Check quest task status conditions.

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

Quest Type #

Check quest type status conditions.

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

Reuse #

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

Shop User #

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

Shortcut Type #

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

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.

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
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Updated on September 17, 2022
Table of Contents
  • Available Conditions
    • Ability Use Count
    • Combatant Status
    • Difficulty
    • Durability
    • Menu User
    • Passive Ability
    • Passive Ability State
    • Player Enemy
    • Quest
    • Quest Task
    • Quest Type
    • Reuse
    • Shop User
    • Shortcut Type
    • Status Preview Blink
    • Status Preview
  • UI Modules
    • Unity UI
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