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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
  • UI System

HUDs: Attack Modifiers

Learn more about displaying attack modifiers in your HUDs (and other UI).

Displaying a combatant’s attack modifiers can get a bit complex. Attack modifiers consist of multiple attributes, so you’ll have a list of attack modifiers, each displaying a list of attributes.

E.g. displaying attack modifiers Element and Attack Type:

  • Element (Attack Modifier)
    • Normal (Attribute)
    • Fire (Attribute)
    • Water (Attribute)
    • …
  • Damage Type (Attack Modifier)
    • Cut (Attribute)
    • Stab (Attribute)
    • Hit (Attribute)
    • …

Unity UI #

The Unity UI module displays attack modifiers and their attributes using HUD components.

Display text content information (e.g. name, values, etc.) using ORK HUD Status Text Content components. Use the Attack Modifier status type for the base modifier and the Attack Modifier Attribute status type for individual attributes of a modifier (see the HUD text content documentation for details).

HUD Attack Modifier List #

Use a HUD Attack Modifier List component to add multiple attack modifiers. You can either display defined modifiers or those that are recognized as traits:

  • None
    Select the attack modifiers that will be displayed.
  • Strength
    Displays all attack modifiers that are recognized as strengths.
  • Weakness
    Displays all attack modifiers that are recognized as weaknesses.
  • Immunity
    Displays all attack modifiers that are recognized as immunities.
  • Recovery
    Displays all attack modifiers that are recognized as recoveries.

The component creates an attack modifier using a defined prefab. The prefab requires a HUD Content Provider component at it’s root. The HUD Attack Modifier List component sets the content provider’s user (content) as the individual attack modifier. The content provider further distributes the information to any content component on it.

You can use layout components to arrange the listed attack modifiers. E.g. use a Vertical Layout Group component to arrange the attack modifiers in a vertical list. See Unity’s documentation on UI setup and layout groups for details on this.

The context menu in the scene hierarchy has quick setup commands for attack modifier lists: ORK Framework > HUD > Attack Modifier > Attack Modifier List (variants with and without layout groups)

The HUD Attack Modifier List component requires a combatant as displayed content.

HUD Attack Modifier Attribute List #

Use a HUD Attack Modifier Attribute List component to display the attributes of an attack modifiers.

The component creates an attack modifier attribute using a defined prefab. The prefab requires a HUD Content Provider component at it’s root. The HUD Attack Modifier Attribute List component sets the content provider’s user (content) as the individual attack modifier attribute. The content provider further distributes the information to any content component on it.

You can use layout components to arrange the listed attributes. E.g. use a Vertical Layout Group component to arrange the attack modifier attributes in a vertical list. See Unity’s documentation on UI setup and layout groups for details on this.

The context menu in the scene hierarchy has quick setup commands for attack modifier attribute lists: ORK Framework > HUD > Attack Modifier > Attack Modifier Attribute List (variants with and without layout groups)

The HUD Attack Modifier Attribute List component requires an attack modifier as displayed content.

HUD Attack Modifier (single) #

Use a HUD Attack Modifier component to display a single, defined attack modifier. The component itself is a HUD Content Provider and doesn’t create a prefab of the displayed attack modifier.

Use this component if you only want to display a single attack modifier and skip using a prefab for this. Displaying the content uses ORK HUD Status Text Content components or HUD Attack Modifier Attribute List components to list the attributes of the attack modifier (which uses prefabs for the attributes).

The context menu in the scene hierarchy has quick setup commands for single attack modifiers: ORK Framework > HUD > Attack Modifier > Attack Modifier – Name (single)

The HUD Attack Modifier component requires a combatant as displayed content.

HUD Attack Modifier Attribute (single) #

Use a HUD Attack Modifier Attribute component to display a single, defined attack modifier attribute. The component itself is a HUD Content Provider and doesn’t create a prefab of the displayed attack modifier attribute.

Use this component if you only want to display a single attribute of an attack modifier and skip using a prefab for this. Displaying content uses ORK HUD Status Text Content components.

The context menu in the scene hierarchy has quick setup commands for single attack modifier attributes: ORK Framework > HUD > Attack Modifier > Attack Modifier Attribute – Name+Value (single)

The HUD Attack Modifier Attribute component requires a combatant as displayed content.

HUD Attack Modifier (for prefabs) #

You often use prefabs to display an attack modifier, e.g. for HUD Attack Modifier List components.

The prefab requires a HUD Content Provider component at it’s root. Displaying the content uses ORK HUD Status Text Content components or HUD Attack Modifier Attribute List components to list the attributes of the attack modifier. Both reference the HUD Content Provider component as their content provider.

Listing multiple attack modifiers will often use layout groups to organize them. You can use a Layout Element component to define the prefab’s preferred width or height. Or use a Content Size Fitter component on it to adjust it’s size to the displayed attributes.

The context menu in the scene hierarchy has quick setup commands for attack modifier prefabs: ORK Framework > HUD > Attack Modifier > Attack Modifier – Name (for prefabs)

HUD Attack Modifier Attribute (for prefabs) #

You often use prefabs to display an attack modifier attribute, e.g. for HUD Attack Modifier Attribute List components.

The prefab requires a HUD Content Provider component at it’s root. Displaying the content uses ORK HUD Status Text Content components, which reference the HUD Content Provider component as their content provider.

Listing multiple attack modifier attributes will often use layout groups to organize them. You can use a Layout Element component to define the prefab’s preferred width or height.

The context menu in the scene hierarchy has quick setup commands for attack modifier attribute prefabs: ORK Framework > HUD > Attack Modifier > Attack Modifier Attribute – Name+Value (for prefabs)

Editor UI
Table of Contents
  • Unity UI
    • HUD Attack Modifier List
    • HUD Attack Modifier Attribute List
    • HUD Attack Modifier (single)
    • HUD Attack Modifier Attribute (single)
    • HUD Attack Modifier (for prefabs)
    • HUD Attack Modifier Attribute (for prefabs)
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