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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 Highlights

Highlight grid cells to inform the player about selected cells, use ranges of actions, available move range and more.

Battle grid highlights are found in Battles > Battle Grid Highlights.

They are used to visually highlight/mark cells during certain states of a battle. Use them to e.g. highlight the selected cell during cell selections, the move range and path during move target selections or the use range during an action’s target selection.

Highlighting Cells #

Highlighting grid cells can use 4 different methods – you can also combine them.

Prefab #

Optionally use a prefab that’ll be spawned on the cell. The prefab can also replace the cell’s prefab.

Grid cell types can define offsets for placing the highlight prefabs.

Blink #

Change the cell’s color by blinking it between 2 colors.

https://orkframework.com/wp-content/uploads/ork4_section_battles_battle_grid_highlights__blink.mp4

Line Renderer #

Use a prefab with a Line Renderer component to create an outline or a path line on the highlighted cells.

https://orkframework.com/wp-content/uploads/ork4_section_battles_battle_grid_highlights__line_renderer.mp4

Schematic #

Uses a schematic when highlighting and stopping the highlight of cells.

The cells that are highlighted are used as Machine Object of the schematic.

Base Settings #

Define the base highlights that can be used by other grid highlight settings.

Area Highlight #

Used for highlighting an area, e.g. move range or use range.

Selection Highlight #

Used for highlighting a selected cell, e.g. target cell selection.

No Selection Highlight #

Used for cells that can’t be selected/used, e.g. cells not available for movement.

Combatant Cell #

Optionally highlight the cells currently occupied by combatants.

These highlights will be displayed permanently and overridden by all other highlights (e.g. combatant selection).

Player Cell #

The player cell highlight is used to display the cells occupied by player group members.

Ally Cell #

The ally cell highlight is used to display the cells occupied by allies of the player.

Enemy Cell #

The enemy cell highlight is used to display the cells occupied by enemies of the player.

Combatant Selections #

Optionally use different selection highlights when a cell with a combatant is selected.

These highlights will override other selection highlights (e.g. for move command or examine grid), the highlights still have to be enabled to actually show the override highlight.

Player Selection #

The player selection highlight is used to display the currently selected cell when a player group member is placed on the cell.

Ally Selection #

The ally selection highlight is used to display the currently selected cell when an ally of the player is placed on the cell.

Enemy Selection #

The enemy selection highlight is used to display the currently selected cell when an enemy of the player is placed on the cell.

Combatant Placement #

Highlight settings for selecting a combatant’s placement on the grid.

Placement #

The placement highlight is used to display cells that are available for placing combatants.

Placement Selection #

The placement selection highlight is used to display the currently selected cell that is available for placement.

No Placement Selection #

The no placement selection highlight is used to display the currently selected cell that is not available for placement.

Move Command #

Highlight settings for selecting a combatant’s move target for the grid move command.

Move Range #

The move range highlight is used to display cells that are available for moving.

Move Range (Blocked) #

The move range highlight is used to display blocked cells within move range.

Move Range (Passable) #

The move range highlight is used to display blocked cells within move range that are passable.

Move Selection #

The move selection highlight is used to display the currently selected cell that is available for movement when selecting a move target.

No Move Selection #

The no move selection highlight is used to display the currently selected cell that is not available for movement when selecting a move target.

Move Path #

The move path highlight is used to display the path to the currently selected cell when selecting a move target.

Waypoint Cell #

The waypoint cell highlight is used to display a cell that was set as a waypoint for the grid path.

Waypoint Path #

The waypoint path highlight is used to display the path to a waypoint. This is used from the user’s start cell to the first waypoint and from waypoints to waypoints.

Available Target #

Highlight settings for available targets during target selection for an action.

Available Target (Player) #

The available player target highlight is used to display the available targets that are members of the player group during target selection (not target cell selection).

Available Target (Ally) #

The available ally target highlight is used to display the available targets that are allies of the player during target selection (not target cell selection).

Available Target (Enemy) #

The available enemy target highlight is used to display the available targets that are enemies of the player during target selection (not target cell selection).

Selected Target #

Highlight settings for selected targets during target selection for an action.

Selected Target (Player) #

The selected player target highlight is used to display the selected targets that are members of the player group during target selection (not target cell selection).

Selected Target (Ally) #

The selected ally target highlight is used to display the selected targets that are allies of the player during target selection (not target cell selection).

Selected Target (Enemy) #

The selected enemy target highlight is used to display the selected targets that are enemies of the player during target selection (not target cell selection).

Target Cell #

Highlight settings for target cell selection for an action.

Target Cell Selection #

The target cell selection highlight is used to display the currently selected cell that is a valid target.

No Target Cell Selection #

The no target cell selection highlight is used to display the currently selected cell that is not a valid target.

Orientation Selection #

The orientation selection highlight is used to display the currently selected orientation cell (i.e. the cell the combatant will turn to) when selecting the orientation.

Marked Cell #

The marked cell highlight is used to display grid cells that are marked for a combatant (e.g. being the target of a grid move command).

The marked cell highlight is always displayed while a cell is marked for a combatant.

Use Range #

The use range highlight is used to display use ranges of abilities and items.

Affect Range #

The affect range highlight is used to display affect ranges of abilities and items.

Examine Selection #

Highlight settings for the examine cell selection.

Examine (Not Blocked) #

The examine selection highlight is used to display the currently selected cell (not blocked) during grid examination.

Examine (Blocked) #

The examine blocked selection highlight is used to display the currently selected cell (blocked) during grid examination.

Selecting Combatant #

Highlight settings for the combatant currently selecting actions.

Selecting Player #

The selecting player highlight is used to display the currently selecting members of the player group.

Selecting Ally #

The selecting ally highlight is used to display the currently selecting combatants that are allies of the player.

Selecting Enemy #

The selecting enemy highlight is used to display the currently selecting combatants that are enemies of the player.

Grid Formation #

Highlight settings for grid formations during a player combatant’s turn.

Grid Formation #

The grid formation highlight is used to display cells that are part of the grid formation.

Formation Position #

The formation position highlight is used to display the combatant’s formation position cell.

Custom Highlights #

Highlight settings for custom grid highlights. They can be used in Highlight Grid Cell nodes in schematics.

There are 5 custom highlight setups available.

Table of Contents
  • Highlighting Cells
    • Prefab
    • Blink
    • Line Renderer
    • Schematic
  • Base Settings
    • Area Highlight
    • Selection Highlight
    • No Selection Highlight
  • Combatant Cell
    • Player Cell
    • Ally Cell
    • Enemy Cell
  • Combatant Selections
    • Player Selection
    • Ally Selection
    • Enemy Selection
  • Combatant Placement
    • Placement
    • Placement Selection
    • No Placement Selection
  • Move Command
    • Move Range
    • Move Range (Blocked)
    • Move Range (Passable)
    • Move Selection
    • No Move Selection
    • Move Path
    • Waypoint Cell
    • Waypoint Path
  • Available Target
    • Available Target (Player)
    • Available Target (Ally)
    • Available Target (Enemy)
  • Selected Target
    • Selected Target (Player)
    • Selected Target (Ally)
    • Selected Target (Enemy)
  • Target Cell
    • Target Cell Selection
    • No Target Cell Selection
  • Orientation Selection
  • Marked Cell
  • Use Range
  • Affect Range
  • Examine Selection
    • Examine (Not Blocked)
    • Examine (Blocked)
  • Selecting Combatant
    • Selecting Player
    • Selecting Ally
    • Selecting Enemy
  • Grid Formation
    • Grid Formation
    • Formation Position
  • Custom Highlights
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