ORK Framework Logo - RPG Editor for Unity
  • ORK 4 BETA
  • Features
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK

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

Text Display Settings

Set up default text representation for use costs, status bonuses and other things.

The text display settings can be found in UI > Text Display Settings.

Formatting Texts #

Define general formatting texts, e.g. for quantities, prices or general number formatting.

Quantity Texts #

Handle how quantities are displayed.

You can define different texts for a quantity of 0, 1 and a general text for the rest.

Optionally define different quantity texts for items, equipment, etc.

Price Texts #

Define how buy and sell prices are displayed when displaying price information in shops.

You can define different texts for a price of 0, 1 and a general text for the rest.

Advanced prices have their own settings for buy price and sell price display.

Number Formatting #

Define how certain number values will be formatted when displayed as text (e.g. in HUDs and menus). Uses C# numeric format strings.

Values #

The following values can be formatted.

  • Status Value Format
    The format used to display the values of status values.
    Each status value can optionally override this setting with a custom format.
  • Status Value Percent Format
    The format used to display the percent values of status values.
    Each status value can optionally override this setting with a custom format.
  • Attack Modifier Format
    The format used to display the values of attack modifier attributes.
    Each attack modifier can optionally override this setting with a custom format.
  • Attack Modifier Format
    The format used to display the values of attack modifier attributes.
    Each attack modifier can optionally override this setting with a custom format.
  • Level Format
    The format used to display the base level of combatants.
    Combatants can optionally override this setting with a custom format.
  • Class Level Format
    The format used to display the class level of combatants.
    Combatants can optionally override this setting with a custom format.
  • Ability Level Format
    The format used to display the level of abilities.
    Abilities can optionally override this setting with a custom format.
  • Equipment Level Format
    The format used to display the level of equipment.
    Equipment can optionally override this setting with a custom format.
  • Currency Quantity Format
    The format used to display the quantity of currencies.
    Currencies can optionally override this setting with a custom format.
  • Item Quantity Format
    The format used to display the quantity of items.
    Items can optionally override this setting with a custom format.
  • Equipment Quantity Format
    The format used to display the quantity of equipment.
    Equipment can optionally override this setting with a custom format.
  • AI Behaviour Quantity Format
    The format used to display the quantity of AI behaviours.
    AI behaviours can optionally override this setting with a custom format.
  • AI Ruleset Quantity Format
    The format used to display the quantity of AI rulesets.
    AI rulesets can optionally override this setting with a custom format.
  • Crafting Recipe Quantity Format
    The format used to display the quantity of crafting recipes.
    Crafting recipes can optionally override this setting with a custom format.
  • Faction Sympathy Format
    The format used to display the sympathy value of factions.
  • Int Number Format
    The general format used to display whole number values (integers).
  • Float Number Format
    The general format used to display decimal number values (float).

Format Setup #

The values can be formatted as int or float values and use a text to define the formatting. The format text uses C# numeric format.

E.g. use 0 to use whole number formatting and 0.0 to format a number with 1 decimal.

Additionally, you can use a manipulator to change the displayed value before formatting:

  • None
    No manipulation.
  • Operator
    Uses a simple operation with a defined value (e.g. divide by 10).
  • Formula
    Uses a defined formula with the value used as initial value.

The manipulator allows you to e.g. display status values (which are integer values) as float values.

E.g. use an operator manipulation, dividing by 10.

A status value of 69 will be displayed as 6.9.

Combatant Texts #

Define combatant related texts and displays.

Combatant Choice Layout #

Define the default layout for combatant choices in battle menus or combatant selections.

You can either display each combatant as a simple button with name and icon, or use a HUD as a template to create more complex choices with status information, value bars, etc.

The default layout can be overridden by each battle menus and combatant selection.

Combatant Name List #

Define how the name of multiple combatants will be displayed.

This is e.g. used in console texts when displaying a list of targets or when using the <equipped> text code for abilities to display the names of combatants that know an ability.

When not using Only First (i.e. only showing the first combatant), each combatant that’ll be listed is separated by a defined separator text (e.g. a comma).

Combatant Text #

The text used to display each combatant.

You can use text codes to add the combatant’s content information, e.g. <name> to add the combatant’s name.

No Combatants Text #

The text used when no combatants are available.

Status Texts #

Define status related texts and displays.

Use Cost Display #

Define how an ability’s use costs will be displayed in menus.

Individual use costs can either each be in their own new line, or separated by a defined separator (e.g. a comma or space).

Min/Max Range #

The text used for displaying a status value change with a minimum and maximum value.

This will replace the <change> text code in negative change, positive change and set change texts. This is e.g. used for abilities and items that use a Min/Max Preview.

Negative Change Text #

The text used to display negative status value changes.

Positive Change Text #

The text used to display positive status value changes.

Set Change Text #

The text used to display setting a status value.

Uses Text (Level Up) #

The text used to display an ability, equipment’s or equipment ability’s level up use count.

Use Count Text #

The text used to display the use count of abilities.

The use count costs represents how often an ability can be used – each use reduces the count by 1.

This is an optional feature and can be set up per ability, abilities that don’t use the use count feature will not display a use count.

Action Cost Text #

The text used to display action costs.

Action costs represent the actions per turn in Turn Based and Phase type battles, and the timebar cost in Active Time battles.

Item Cost Text #

The text used to display item costs.

Equipment Cost Text #

The text used to display equipment costs.

Currency Cost Text #

The text used to display currency costs.

AI Behaviour Cost Text #

The text used to display AI behaviour costs.

AI Ruleset Cost Text #

The text used to display AI ruleset costs.

Crafting Recipe Cost Text #

The text used to display crafting recipe costs.

Bonus Display #

Define how bonuses will be displayed when using the <bonus> text code in the descriptions of status effects, equipment, passive abilities, classes and combatants.

Bonus Text #

The text used to display bonuses when using the <bonus> text code in the descriptions of status effects, equipment, passive abilities, classes and combatants.

Uses text codes to add individual bonus information, e.g. <status> to add status value bonus display.

Status Value Bonus Display (Value) #

Define how status value bonuses will be displayed when using the <status> text code in the bonus text.

Status Value Bonus Display (Percent) #

Define how percent status value bonuses will be displayed when using the <statuspercent> text code in bonus text.

Attack Modifier Bonus Display #

Define how attack modifier bonuses will be displayed when using the <attackmodifier> text code in the bonus text.

Defence Modifier Bonus Display #

Define how defence modifier bonuses will be displayed when using the <defencemodifier> text code in the bonus text.

Status Effect Auto Add Display #

Define how status effects that will be automatically applied will be displayed when using the <effectadd> text code in the bonus text.

Status Effect Auto Remove Display #

Define how status effects that will be automatically removed will be displayed when using the <effectremove> text code in the bonus text.

Status Preview #

These settings handle the status previews for combatants. Status previews can e.g. be displayed in HUDs when using the Preview value origin for status values.

Define what will display status previews, e.g. action or target selections.

Define what will be included in status previews, e.g. ability use costs (for the user), item target changes (for targets), etc.

Preview changes (e.g. in HUDs) can optionally blink on/off, switching between the current and preview value based on a defined timeout.

Default Min/Max Range Text #

The default text used for displaying a preview with a minimum and maximum value.

This is e.g. used for previewing abilities using Min/Max Preview.

Status Value Settings #

Settings for displaying previews for status values.

Define if no value changes are replacing the values with a custom text.

Attack Modifier Settings #

Settings for displaying previews for attack modifiers.

Define if no value changes are replacing the values with a custom text.

Defence Modifier Settings #

Settings for displaying previews for defence modifier attributes.

Define if no value changes are replacing the values with a custom text.

Table of Contents
  • Formatting Texts
    • Quantity Texts
    • Price Texts
    • Number Formatting
      • Values
      • Format Setup
  • Combatant Texts
    • Combatant Choice Layout
    • Combatant Name List
      • Combatant Text
      • No Combatants Text
  • Status Texts
    • Use Cost Display
      • Min/Max Range
      • Negative Change Text
      • Positive Change Text
      • Set Change Text
      • Uses Text (Level Up)
      • Use Count Text
      • Action Cost Text
      • Item Cost Text
      • Equipment Cost Text
      • Currency Cost Text
      • AI Behaviour Cost Text
      • AI Ruleset Cost Text
      • Crafting Recipe Cost Text
    • Bonus Display
      • Bonus Text
      • Status Value Bonus Display (Value)
      • Status Value Bonus Display (Percent)
      • Attack Modifier Bonus Display
      • Defence Modifier Bonus Display
      • Status Effect Auto Add Display
      • Status Effect Auto Remove Display
    • Status Preview
      • Default Min/Max Range Text
      • Status Value Settings
      • Attack Modifier Settings
      • Defence Modifier Settings
Sitemap
  • ORK 4 BETA
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2 Hub
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK
  • Contact
  • Blog
  • Makinom
  • gamingislove.com
Categories
  • News (73)
  • ORK 2 (137)
    • Tutorial (137)
      • Game tutorial (50)
      • Gameplay (32)
      • How-to (55)
  • Release (156)
Search

© 2015 Gaming is Love e.U.

Disclosure: This site may contain affiliate links, which means I may receive a commission if you click a link and purchase something that I have recommended. While clicking these links won’t cost you any money, they will help me fund my development projects while recommending great assets!