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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
    • Schematic Nodes
    • Dialogue Importer
    • Variables
    • Selected Data
  • Components
    • Battle Components
    • Combatant Components
    • Control Components
    • Cursor Prefab Components
    • Game Starters
    • Interactable Components
    • Move AI Components
    • Scene Setup Components
  • Editor
    • The ORK 4 Editor
    • Sections & Sub-Sections
    • Node Editor
    • Schematic Editor
    • Asset Sources
    • Unity Overlay Toolbar
  • Section: System
    • System Settings
    • Languages
    • Organizer Types
    • Game States & Conditions
    • General Condition Templates
    • Object Pools
    • Prefab Savers
    • Scene Connections
  • Section: Controls
    • Game Controls
    • Interaction Settings
    • Player Controls
    • Camera Controls
    • Input Keys
    • Control Maps
    • Camera Positions
    • Battle Camera
  • Section: Gameplay
    • Game Settings
    • Formulas
    • Difficulties
    • Shortcut Slots & Settings
    • Custom Settings & Global Custom Settings
    • Global Machines
    • Machine Templates
  • Section: Status
    • Status Values
    • Status Effects
    • Attack Modifiers
    • Defence Modifiers
    • Abilities & Ability Developments
    • Status Developments
    • Research Trees
    • Damage Types
    • Status Bonuses & Templates
    • Status Condition Templates
  • Section: Inventory
    • Inventory Settings
    • Inventory Containers
    • Currencies
    • Items
    • AI Rulesets
    • Crafting Recipes
    • Equipment Slots & Slot Set Templates
    • Equipment & Available Equipment Templates
    • Shops
    • Loot
  • Section: Combatants
    • Combatants
    • Combatant Groups
    • Class Slots
    • Classes
    • Factions & Faction Benefits
    • Animations
    • Move AIs
    • Formations
    • Action Combos
  • Section: Battles
    • Battle Systems
    • Turn Based Battles
    • Active Time Battles
    • Real Time Battles
    • Phase Battles
    • Battle Spots
    • Battle AIs
    • Battle Actions Settings
    • Special Commands Settings
    • Target Settings
    • Target Selection Templates
    • Battle Range Templates
    • Battle Grid Settings
    • Battle Grid Highlights
    • Battle Grid Cell Types
    • Battle Grid Formations
  • Section: Content
    • Content Types
    • Music
    • Sound Templates
    • Areas
    • Teleports
    • Quests & Quest Tasks
    • Logs & Log Texts
    • Object Contents
  • Section: UI
    • UI Settings
    • UI Layers
    • UI Layouts
    • UI Boxes
    • HUDs
    • Notifications
    • Cursor Settings
  • Section: Menus
    • Start Menu
    • Save Game Settings
    • Option Categories
    • Menu Screens
    • Menu Requirements
    • Battle Menus
    • Loot Dialogues
    • Item Collection
    • Combatant Selections
    • Quantity Selections
    • Shop Layouts
  • Section: Texts
    • Text Settings
    • Formatting Settings
    • Flying Texts
    • Use Cost Display
    • Status Preview Display
    • Bonus Display
    • Status Change Display
    • Console Settings & Console Types
    • Text Codes
  • Sections: Editor
    • Editor Settings
    • Backups
    • Variables
    • Plugins
  • Scripting
    • Access Handler
    • Custom Nodes
    • Custom Save Data
    • Custom Component Save Data

ORK 4 Tutorials

  • ORK 4 Unity Quickstart Tutorials (3D)
    • ORK 4 Unity Quickstart 3D
    • 01 Initial ORK 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
    • Quickstart Extended
  • Battle Tutorials
    • Adding Active Time Battles
    • Adding Phase Battles
    • Hit & Miss
    • Critical Hits
    • Cast Time
    • Grid 01: Battle Grid Setup
    • Grid 02: Highlights
    • Grid 03: Cell Types
    • Grid 04: Move Command
    • Grid 05: Scene Grid Setup
    • Grid 06: Battle Ready
    • Grid 07 Use & Affect Ranges
    • Grid 08: Better Camera Control
  • Gameplay Tutorials
    • Multiple Interaction Controllers
    • Player Group Spawn & Follow
    • Spawn Hunting Enemies
    • Gamepad Controls (Unity Input System)
    • Combined Inputs
    • Quests 01: Menu Screen
    • Quests 02: Hunting
    • Quests 03: Collect Potion Materials
    • Quests 04: Collect Equipment Materials
    • Quests 05: Quest Mark HUDs
    • Crafting 01: Menu Screen
    • Crafting 02: Materials & Recipes
    • Crafting 03: Getting Materials
    • Crafting 04: Proficiency & Critical Outcome
    • Shop
    • Inventory Containers
  • Schematics Tutorials
    • UI Animation Schematics
    • Flying Text Animation Schematics
    • HUD Conditional Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Status Value UI Setup
    • Unity UI: Status Effect UI Setup
    • Unity UI: Shortcut UI Setup
    • Unity UI: Dragging Notification
    • Unity UI: Interaction HUD
    • Unity UI: Shortcut HUD
    • Unity UI: Turn Order HUD
    • Unity UI: Cast Time HUD
    • Unity UI: Quest HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Move Range HUD

ORK 4 Extensions

  • Plugins
    • Save Game Compression Plugin
  • Schematic Nodes
    • Footstepper Nodes (Unity)
  • Scripts
    • A* Pathfinding Movement Component (Unity)
    • PolyNav 2D Movement Component (Unity)
    • Cinemachine Camera Control Type (Unity)
    • Rewired Input Key (Unity)
    • Unity Legacy Input Key (Unity)
    • Core GameKit Wrapper (Unity)
    • Pool Boss Wrapper (Unity)
View Categories
  • Guide
  • ORK 4
  • ORK 4 Documentation
  • Section: Battles

Battle Grid Formations

Battle grid formations are used in grid battles to move or place combatants in formation positions.

Battle grid formations are found in Battles > Battle Grid Formations.

Grid formations can be used by AI controlled combatants to move them into a formation in grid battles. When used by the player, you can use grid highlights to show the formation positions to allow moving into formation via the move command.

Base Settings #

The base settings of a grid formation define the size (rows and columns) of the formation and allows placing the leader and formation members on a grid shape.

Placing Positions #

Left-click on grid cells to place leader/positions. Right-click to remove a placed position, the leader can only be removed when all positions have been removed. Double-left-click to change the cell of an already placed leader/position.

Hold shift and left-click or right-click to change the priority of a position (green number).

The leader’s cell has a green border and a yellow filling – placing the first position will place the leader of the formation. The cells of other formation members have a blue border and red filling. Empty cells a blue border and no filling.

In Square grids, a grid formation setup can e.g. look like this.

In Hexagonal grids, a grid formation setup can e.g. look like this.

The white number in a cell shows the position’s index.

Priority #

Positions will be filled based on their priority, the higher the priority number, the sooner they’ll be filled.

E.g. priority 1 positions will be filled before priority 0 positions.

Priority is shown by the small green number in the grid mask. Hold shift and left-click or right-click to change the priority of a position.

Formation #

Define the settings of the formation’s leader and individual positions.

Formation Leader #

The formation leader can either be the group leader of the combatant who initiated the position.

If the formation is used in local space of the leader, it’ll be rotated with the leader.

The leader’s death in battle can:

  • Keep
    The dead combatant will remain the leader of the formation.
    The formation ends if the leader is removed from the group.
  • Break
    The formation ends.
  • Select
    A new leader is selected (optionally based on conditions).
    The formation ends if no new leader is found.

Formation Position #

Define the settings for individual formation positions (not the leader).

Formation positions can optionally use conditions to determine which combatants can fill it – e.g. use status conditions or check variables. The conditions can optionally be ignored if no matching combatant is found, filling it with combatants that don’t have a position.

E.g. fill front row positions with tank type combatants and rear positions with ranged type combatants.

Formation positions can be freed for other combatants if their current combatant dies.

You can also define the priority of the position here.

Status Effects #

Optionally use status effect changes upon certain formation conditions.

Call Formation #

These status effect changes will be used on all formation members when calling the formation.

Break Formation #

These status effect changes will be used on all formation members when breaking the formation.

Finished Formation #

These status effect changes will be used on all formation members when finishing the formation, i.e. when all combatants reached their positions.

End Finished Formation #

These status effect changes will be used on all formation members when an already finished formation is unfinished, e.g. a combatant moving from their position.

Used when the Finished Formation check fails and the formation was previously finished.

Using Battle Grid Formations #

Battle grid formations can be used in different ways.

Battle AI #

The battle AI can use, break and check grid formations.

E.g. use the Use Grid Formation node to initiate a grid formation or a Break Grid Formation to end the formation.

The Grid Move node can be used to move combatants to their formation position via the Grid Formation move type.

Learn more about the battle AI in this documentation.

Schematics #

Schematics can use, break and check grid formations.

E.g. use the Use Grid Formation node to initiate a grid formation or a Break Grid Formation to end the formation.

Formulas #

Formulas can check grid formations.

E.g. check if a combatant is the leader of a grid formation (Is Grid Formation Leader node). Battle AIs and schematics have the same check nodes available.

Formations #

Formations can optionally be linked to grid formations.

This allows to automatically use a grid formation (when the combatants are in a grid battle) when using regular formations.

Learn more about formations in this documentation.

Table of Contents
  • Base Settings
    • Placing Positions
    • Priority
  • Formation
    • Formation Leader
    • Formation Position
  • Status Effects
    • Call Formation
    • Break Formation
    • Finished Formation
    • End Finished Formation
  • Using Battle Grid Formations
    • Battle AI
    • Schematics
    • Formulas
    • Formations
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