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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
  • Inventory System

AI Behaviours/Rulesets

AI behaviours and AI rulesets can be equipped by combatants to change their battle AI.

AI controlled combatants select their actions using battle AI (learn more about the battle AI in this documentation). Which battle AI a combatant uses is defined in combatant’s settings and can’t be changed in-game, leaving a combatant to follow a fixed pattern. This can be changed by using AI behaviours and AI rulesets.

AI behaviours and AI rulesets can be equipped by combatants – however, they don’t give status boosts like equipment, but change or influence the AI of the combatant. The player can view and change the equipped AI behaviours and AI rulesets of the player group using menu screens.

Each AI behaviour or AI ruleset can be set up to be used in two different ways through the Use Quantity setting:

  • Knowledge
    The behaviour/ruleset is collected once and can be equipped on multiple combatants at the same time.
    This is set up by disabling Use Quantity.
  • Item
    The behaviour/ruleset can be collected multiple times, equipping it will make it unavailable for others (like equipment).
    This is set up by enabling Use Quantity.

AI Types #

AI types are used to organize AI behaviours/rulesets by separating them into different types.

You’ll mainly use them to filter AI behaviours/rulesets in the editor and in-game menus (menu screens). AI types can be sub-types of other AI types for a more detailed organization.

The AI type also defines the item type of it’s AI behaviours/rulesets, e.g. for when they’re sold in shops or viewed in an inventory menu screen.

AI types are set up in Inventory > AI Types.

AI Behaviours #

An AI behaviour defines battle AIs that will be used while it’s equipped on a combatant. AI behaviours are set up in Inventory > AI Behaviours.

General Settings #

The general settings of AI behaviours define the content information for AI behaviour slots. AI behaviours are equipped on AI behaviour slots (similar to equipment slots).

The AI behaviour slots of combants are defined for all combatants in Combatants > Combatants > General Settings in the Battle Settings > AI Behaviour Slots. Each combatant can optionally override this with custom AI behaviour slots.

Empty Content #

Defines the content information for empty AI behaviour slots.

This will be used instead of an equipped AI behaviour.

Default Slot Content #

The default content information used for AI behaviour slots.

Slot Content #

Optionally add content information for indexed slots, starting at index 0.

This allows you to define different content for each AI behaviour slot.

Item Settings #

Define general item-related settings of an AI behaviour.

Chance #

Define a chance if an AI behaviour will be used when determining a combatant’s battle action.

Price #

AI behaviours define their purchase price in the default currency (i.e. the first currency in the editor list, index 0).

Optionally, AI behaviours can also be sold back to shops – the price settings also define how much they’re sold for, as well as if that is in percent (e.g. 50% of the buy price) or an defined value (e.g. 1 gold).

Shops can also override AI behaviour prices.

Using Advanced Prices allows you to set up prices consisting of one or more costs. This supports using status values, items, currencies, equipment and other inventory content as costs.

Prefab #

AI behaviours can override the default item prefab that’ll be used by Item Collector components.

UI #

Define UI related settings for the AI behaviour.

Shortcut UI #

AI behaviours are shortcuts and use the Shortcut UI settings to control how they’re displayed in menu screens and shortcut HUDs.

Learn more in this HUD documentation.

Portraits #

Add portraits to AI behaviours and display them in menu screens or HUDs.

AI behaviours can also use prefab view potraits to display the prefab of the behaviour as a portrait. This uses render textures and a camera.

Information Overrides #

AI behaviours can override default number formatting, notifications and console texts.

AI Behaviour Settings #

Define basic settings of the AI behaviour.

Move AI #

Equipping an AI behaviour can change the Move AI or Use Mode of the move AI used by the combatant. These changes can optionally only be used when an action from the AI behaviour is used.

The move AI changes will be used when the combatant selects an AI action, using the first move AI changes that are found, starting with the first AI behaviour slot. The AI behaviours will be checked after the AI rulesets – but move AI changes limited to using an action of an AI behaviour or AI ruleset will always overrule the first found change.

Equip Conditions #

Equipping an AI behaviour can optionally depend on defined conditions.

A support based AI behaviour, focusing on healing and buffing the combatant’s allies, can only be equipped if the combatant’s current class is a support class (e.g. healer).

User Conditions #

Using an AI behaviour to find an action that should be used can depend on defined conditions.

The support behaviour is only used when the combatant’s MP is greater than 25 %.

Battle AI #

The battle AIs defined by an AI behaviour will also be used in order, i.e. starting with the first battle AI in the list.

The battle AI defined by the combatant will be used as a fallback when none of the equipped AI behaviours has found an action that can be used.

The individual battle AIs added to an AI behaviour can also use conditions to determine if they’re used.

AI Rulesets #

An AI ruleset defines rules for the battle AI to follow while it’s equipped on a combatant. AI rulesets are set up in Inventory > AI Rulesets.

General Settings #

The general settings of AI rulesets define the content information for AI ruleset slots. AI rulesets are equipped on AI ruleset slots (similar to equipment slots).

The AI ruleset slots of combants are defined for all combatants in Combatants > Combatants > General Settings in the Battle Settings > AI Ruleset Slots. Each combatant can optionally override this with custom AI ruleset slots.

Empty Content #

Defines the content information for empty AI ruleset slots.

This will be used instead of an equipped AI ruleset.

Default Slot Content #

The default content information used for AI ruleset slots.

Slot Content #

Optionally add content information for indexed slots, starting at index 0.

This allows you to define different content for each AI ruleset slot.

Item Settings #

Define general item-related settings of an AI ruleset.

Chance #

Define a chance if an AI ruleset will be used when determining a combatant’s battle action.

Price #

AI rulesets define their purchase price in the default currency (i.e. the first currency in the editor list, index 0).

Optionally, AI rulesets can also be sold back to shops – the price settings also define how much they’re sold for, as well as if that is in percent (e.g. 50% of the buy price) or an defined value (e.g. 1 gold).

Shops can also override AI ruleset prices.

Using Advanced Prices allows you to set up prices consisting of one or more costs. This supports using status values, items, currencies, equipment and other inventory content as costs.

Prefab #

AI rulesets can override the default item prefab that’ll be used by Item Collector components.

UI #

Define UI related settings for the AI ruleset.

Shortcut UI #

AI rulesets are shortcuts and use the Shortcut UI settings to control how they’re displayed in menu screens and shortcut HUDs.

Learn more in this HUD documentation.

Portraits #

Add portraits to AI rulesets and display them in menu screens or HUDs.

AI rulesets can also use prefab view potraits to display the prefab of the ruleset as a portrait. This uses render textures and a camera.

Information Overrides #

AI rulesets can override default number formatting, notifications and console texts.

AI Ruleset Settings #

Define basic settings of the AI ruleset.

Move AI #

Equipping an AI ruleset can change the Move AI or Use Mode of the move AI used by the combatant. These changes can optionally only be used when an action from the AI ruleset is used.

The move AI changes will be used when the combatant selects an AI action, using the first move AI changes that are found, starting with the first AI ruleset slot. The AI rulesets will be checked before the AI behaviours – but move AI changes limited to using an action of an AI behaviour or AI ruleset will always overrule the first found change.

Equip Conditions #

Equipping an AI ruleset can optionally depend on defined conditions.

An AI ruleset that blocks supportive ability use can only be equipped if the combatant’s current class is a support class (e.g. healer).

User Conditions #

Using an AI ruleset can depend on defined conditions.

The blocking ruleset is only used when the combatant’s MP is less than 25 %.

Rules #

The rules defined by an AI ruleset will be used in order, i.e. starting with the first rule in the list.

There are different types of rules, either directly selecting an action, influencing which actions can be used or which targets will be used.

AI rulesets are checked for actions before AI behaviours, i.e. actions found by AI rulesets will overrule the AI behaviours and fallback battle AIs of the combatant.

Action #

Uses a defined action (used before AI behaviour).

Battle AI #

Use battle AIs to find an action (used before AI behaviour).

Block Ability #

Blocks defined abilities or ability types from being used.

Can also block using any ability.

Block Attack #

Blocks the base attack from being used.

Block Counter Attack #

Blocks the counter attack from being used (as an AI action, not countering).

Block Item #

Blocks defined items or item types from being used.

Can also block using any item.

Move AI #

Changes the used move AI or use mode.

Target #

Changes the target of used actions.

Can also be limited to actions from the same ruleset.

Table of Contents
  • AI Types
  • AI Behaviours
    • General Settings
      • Empty Content
      • Default Slot Content
      • Slot Content
    • Item Settings
      • Chance
      • Price
      • Prefab
    • UI
      • Shortcut UI
      • Portraits
      • Information Overrides
    • AI Behaviour Settings
      • Move AI
      • Equip Conditions
      • User Conditions
    • Battle AI
  • AI Rulesets
    • General Settings
      • Empty Content
      • Default Slot Content
      • Slot Content
    • Item Settings
      • Chance
      • Price
      • Prefab
    • UI
      • Shortcut UI
      • Portraits
      • Information Overrides
    • AI Ruleset Settings
      • Move AI
      • Equip Conditions
      • User Conditions
    • Rules
      • Action
      • Battle AI
      • Block Ability
      • Block Attack
      • Block Counter Attack
      • Block Item
      • Move AI
      • Target
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