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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
  • Battle System

Battle Ranges

Battle ranges are used to define the use range and affect range of abilities and items.

Battle Ranges #

Battle ranges are used to limit the available targets for abilities and items by defining a range in which they can be used.

Abilities and items use battle ranges to define their use range and affect range.

Range Settings #

The range settings are used in non-grid battles or when the grid shape type is set to None.

Minimum Range #

Optionally use a minimum range between user and target.

Maximum Range #

Optionally use a maximum range between user and target.

Combatant Triggers #

Optionally use combatants that are within the user’s Combatant Trigger components.

Combatant triggers use colliders (with Is Trigger enabled) to determine which combatants are within them and for how long.

Learn more about combatant triggers in this documentation.

Raycast Line of Sight #

Optionally use line of sight checks to determine if targets can be used.

This uses a raycast from user to target to check for any obstacles between them.

Make sure your layer mask and layer setup in Unity are correct.

Move AI Settings #

Define if the combatant’s move AI will be used to move into range.

This can also use the stop angle of the move AI’s hunting or caution settings, e.g. moving to the target’s back or side.

Check Height Differences #

Optionally check the height difference between user and target.

E.g. only use targets that are above the user.

Grid Shape #

The grid shape settings are only used in grid battles. They define the grid cells and combatants on them that can be targeted.

The shape type defines how the grid cells are defined:

  • None
    Uses the range settings (i.e. no special grid handling).
  • All
    Uses the whole grid.
  • Range
    All cells within a defined range of the origin cell.
  • Mask
    Only defined cells around the origin cell.
    This is set up with a visual grid mask.
  • Ring
    All cells on a ring with a defined range (radius) around the origin cell.

Line of Sight #

Optionally use line of sight checks to determine if targets can be used.

This’ll check a line on the grid, i.e. cells in the line are blocked, occupied, etc.

Check Height Differences #

Optionally check the height difference between user and target.

E.g. only use targets that are above the user.

Variable Conditions #

Optionally check variable conditions.

The grid cell’s variables are available via the Local origin. The grid cell’s game object must have an Object Variables component attached.

Mask #

When using Mask shape type, you need to set up the avaialble cells in a visual mask.

To create a mask, define the Range and click on the Create Mask button – an empty mask will be created (based on the used grid type set up in Battle System > Battle Grid Settings). You can enable/disable cells by clicking on them.

grid_battles__battle_range5 grid_battles__battle_range6

When using the Range shape type, this is what the shape would look like using masks. A range of 1 looks like this in square and hexagonal grids (visualized by using a Mask):

grid_battles__battle_range3 grid_battles__battle_range1

A range of 2 looks like this in square and hexagonal grids (visualized by using a Mask):

grid_battles__battle_range4 grid_battles__battle_range2

Battle Range Templates #

Battle range templates allow setting up reusable battle ranges – this is what you’ll usually do instead of defining a new battle range on each ability or item. They are set up in Templates > Battle Range Templates.

The battle range templates have the same settings as battle ranges you can set up in abilities or items – see above for more details.

Using Battle Ranges #

Battle ranges are used by abilities and items to define their use range and affect range.

The default use range for all abilities/items is set up Battles > Battle System > General Settings in the Range Settings > Default Use Range. Each ability and item can optionally define their own use range or affect range in their Target Selection Settings.

Setting up use/affect ranges for abilities/items and the default use range allows defining different setups for different battle systems (in case you use multiple battle systems in your game).

Use Range #

The use range is used when selecting targets for an ability or item.

Only targets that are valid according to the defined battle range (e.g. min/max distance, line of sight, etc.) can be selected.

This is used for Single and Group target ranges – Single uses one of the available targets in range, Group uses all available targets in range.

Affect Range #

Abilities and items can affect all combatants of the same group as the target if they are within a defined range to the target.

E.g. an explostion ability targeted at a single combatant can affect additional combatants around the selected target.

The affect range targets can be determined in two different ways:

  • Calculation
    Each time the outcome is calculated (targets not available in battle animation schematics).
  • Execution
    When the action is started (targets available in battle animation schematics).

If your battle system is set up in a way that might allow combatants to move around during actions, this can lead to possible affect range targets moving out of the affect range before they’re selected, especially using Calculation.

The player casts an explosion ability, targeting a single combatant. The ability uses a cast time.

During the cast time, the targeted combatant uses it’s base attack, running up to the player. When the explosion ability hits, no enemy combatants are within affect range any longer.

Table of Contents
  • Battle Ranges
    • Range Settings
      • Minimum Range
      • Maximum Range
      • Combatant Triggers
      • Raycast Line of Sight
      • Move AI Settings
      • Check Height Differences
    • Grid Shape
      • Line of Sight
      • Check Height Differences
      • Variable Conditions
      • Mask
  • Battle Range Templates
  • Using Battle Ranges
    • Use Range
    • Affect Range
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