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
  • Battle System

Battle Menus

Battle menus are used to select a combatant’s actions in battle.

Battle Menus #

Battle menus define the actions a combatant can select in battle. They are set up in UI > Battle Menus.

The default battle menu that’ll be used is defined in Battles > Battle System > General Settings. Each individual battle system can optionally override the used battle menu. Additionally, combatants and classes can define using their own battle menus (also optionally separate definitions per battle system).

Using a battle menu is optional – you can turn off automatically opening the battle menu when a player controlled combatant’s turn starts. In that case, you can optionally open it via a defined input key, or just rely on other means of action selection, e.g. control maps, shortcut HUDs or custom systems. If the battle menu is opened automatically or via an input key is set up in the battle system’s settings.

Base Settings #

Defines the basic settings of a battle menu, e.g. the used UI box or if a title should be displayed.

Title Settings #

Optionally display a title in the name box of the used UI box.

You can optionally use separate titles in the main/root battle menu and sub-menus. Sub-menu titles can add additional content information based on the previously selected menu item, e.g. displaying the selected ability type’s name.

Sub-Menu #

Optionally use different UI boxes for sub-menus, e.g. ability type or item listings.

Additionally, battle menus can be used in multi-mode – this means each sub-menu will be opened while the previous menu is still available. If disabled, opening a sub-menu will close the previous menu.

Here’s an example of using multi-mode.

Here’s an example of not using multi-mode.

Drag and Drop #

Optionally show tooltips and use actions by dragging them from the battle menu on targets in the scene.

Audio #

Battle menus can optionally play audio clips when they’re opened or closed.

Target Selection Settings #

Define the target selection mode of the battle menu.

Targets can either be selected after selecting an action (targets depending on action) or a target can be selected before actions (actions depending on target).

Options #

Optionally remember previous selections, last targets and define how targets will be sorted.

You can also automatically use actions on the combatant’s group/individual targets.

Layout Settings #

Define how the battle menu will display it’s content.

Content Layout #

The content layout manages how individual input buttons will display their content.

The default setup will display the action’s info (e.g. use costs, quantities) in an additional content with the content ID info.

Combatant Choice Layout #

Optionally use a custom combatant choice layout (default is set up in UI > Text Display Settings).

This is used by input buttons displaying combatants, e.g. by the target selection. The combatant choice layout can also use HUDs as templates to add additional content information, e.g. status values, value bars, etc.

Header Texts #

Optionally display headers above input buttons.

Portrait Settings #

Define if and which portraits are displayed in individual sub-menus.

E.g. display portraits for items and abilities.

Description #

Optionally display a description for selected input buttons.

User Highlight #

Battle menus can highlight their user combatant.

Cursor #

Optionally use a prefab as a cursor on the combatant.

Highlight Game Object #

Optionally change the color of the combatant’s game object.

Supports different color fading options, e.g. blinking or a single flash.

Highlight HUD #

Optionally change the color of the combatant’s HUDs (when they’re set up to allow using it).

Supports different color fading options, e.g. blinking or a single flash.

Menu Item Options #

The options define which actions and sub-menus the battle menu has available.

The individual menu items can optionally depend on valid conditions, e.g. checking the user’s status, game states or variables.

You can add custom options by deriving from the BaseBattleMenuItem class.

Ability #

Lists the combatant’s abilities.

Can optionally be separated into different ability types or show a single, defined ability.

Listing multiple abilities (or ability types) will show them in a sub-menu.

AI Behaviour #

Lists the combatant’s AI behaviour slots and allows changing the equipped AI behaviours.

AI Ruleset #

Lists the combatant’s AI ruleset slots and allows changing the equipped AI rulesets.

Attack #

The combatant’s base or counter attack.

Auto #

Automatically selects a command using the combatant’s AI settings.

Battle Menu #

Shows another battle menu as a sub-menu.

This allows creating complex battle menus.

Change Member #

Lists the combatant group’s non-battle members and allows changing the combatant.

Class Ability #

The combatant’s class ability (will only be displayed if a class ability is available).

Command #

Give a member of the combatant’s group a command (i.e. the next action they should use).

Defend #

Uses the combatant’s defend command.

End #

Ends the combatant’s turn (using None action).

Equipment #

Lists the combatant’s equipment slots and allows changing the equipment.

Escape #

Uses the combatant’s escape command.

Grid Examine #

Allows examining the battle’s grid.

Only available in grid battles.

Grid Move #

Uses the combatant’s move command after selecting a grid cell as target.

Only available in grid battles.

Grid Orientation #

Allows selecting the orientation (rotation) on a battle’s grid.

Only available in grid battles.

Item #

Lists the combatant’s items.

Can optionally be separated into different item types or show a single, defined item.

Listing multiple items (or item types) will show them in a sub-menu.

Menu Screen #

Shows a menu screen.

Shortcut Slot #

Displays the shortcut assigned to a defined shortcut slot.

Combine it with a Battle Menu option to list shortcut slots in a sub-menu.

Switch Menu User #

Changes the menu user to the next/previous combatant that can show the battle menu.

Only available in Active Time and Real Time type battle systems.

Table of Contents
  • Battle Menus
    • Base Settings
      • Title Settings
      • Sub-Menu
      • Drag and Drop
      • Audio
      • Target Selection Settings
      • Options
    • Layout Settings
      • Content Layout
      • Combatant Choice Layout
      • Header Texts
      • Portrait Settings
      • Description
    • User Highlight
      • Cursor
      • Highlight Game Object
      • Highlight HUD
    • Menu Item Options
      • Ability
      • AI Behaviour
      • AI Ruleset
      • Attack
      • Auto
      • Battle Menu
      • Change Member
      • Class Ability
      • Command
      • Defend
      • End
      • Equipment
      • Escape
      • Grid Examine
      • Grid Move
      • Grid Orientation
      • Item
      • Menu Screen
      • Shortcut Slot
      • Switch Menu User
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!