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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 Systems

Define how the battle system will work. You can set up different battle system types: turn based, active time, real time or phase.

Battle systems are found in Battles > Battle Systems.

Battles are the core of an RPG’s gameplay, where everything comes together – ORK Framework includes 4 different battle systems:

  • Turn Based
    Combatants perform actions one after the other.
    Learn more about turn based battles in this documentation.
  • Active Time
    Combatants perform actions when their timebar is filled.
    Learn more about active time battles in this documentation.
  • Real Time
    Combatants perform actions at any time (in real time).
    Learn more about real time battles in this documentation.
  • Phase
    Combatants perform actions in phases, each faction being grouped together in a phase.
    Learn more about phase battles in this documentation.

Each battle system comes with various settings to tailor it to your needs, and you can set up different variants of each battle system. Beside the settings of the different battle systems, you can also define other settings across the framework to be used only in selected battle systems (e.g. schematics used to animate an ability).

You aren’t limited to using one of the battle systems in your game, you can optionally define which system is used for each individual battle – and if needed, even switch between battle systems in a running battle.

General Settings #

The general settings define some basic and default settings for the overall battle system.

Base Settings #

Define the default battle system that’ll be used (can be overridden by each individual battle) as well as the default battle menu (battle systems and combatants can optionally define using different battle menus).

Auto Join #

A starting battle can optionally include nearby combatants instead of only the combatants defined by the battle (or the player ran into).

Using this will automatically add spawned combatants within a defined range around the battle or player to the battle.

Optionally, combatants can also join a running battle when coming within range.

Field Mode #

Define if selecting and using actions outside of battle (i.e. in the field) blocks the player or camera control.

You can also optionally use a different battle menu in the field.

Chances & Factors #

Define the default chances like counter or block chance, as well as the default factors for experience and random battles.

Combatants can override some of the chances and factors with a custom setup.

Battle End Settings #

Define the battle gains collection, experience and normal status value gain options.

Experience Status Value Rewards #

Define if and how experience rewards will be split between group members.

You can also award experience only for the combatant that killed an enemy.

Normal Status Value Rewards #

Rewards given to Normal type status values can be split between group members or given to all in full.

Battle Gains Collection #

Define if battle gains are collected immediately on an enemy’s death (e.g. in real time battles have enemies drop their loot to the ground).

When not collected immediately, battle gains can be collected in your battle system’s battle end schematic using a Collect Battle Gains node.

Range Settings #

Define ranges that’ll be used in battle to determine if combatants are using actions, etc.

Limiting the battle, AI and move AI ranges can be used to only have combatants close to the player use up performance. E.g. when creating large scenes with many spawned combatants, you’ll probably not need far away combatants to do anything.

Battle Range #

Optionally have only combatants within a defined range to the player be part of a battle.

AI Range #

Optionally only allow using the battle AI within a defined range to the player.

Move AI Range #

Optionally only allow using the move AI within a defined range to the player.

Battle Advantage #

The player and enemy groups can optionally have the advantage at the start of the battle.

Having the advantage can e.g. have them start with a full timebar, apply status effects and other advantages or disadvantages.

Combatant Battle Statistics #

Dealing and taking damage can be tracked to be e.g. used in the battle AI or formulas. Beside tracking the total damage dealt/taken of a combatant, you can also track damage dealt and take from individual combatants.

This can e.g. be used to have a battle AI select the combatant that dealt the most damage to the user, or use the total received damage in a formula for damage calculation.

You can define which status values will be tracked and which changes to keep track of.

Battle System Setup #

You can learn more about the different turn based battles in their individual documentation:

  • Turn Based
    Learn more about turn based battles in this documentation.
  • Active Time
    Learn more about active time battles in this documentation.
  • Real Time
    Learn more about real time battles in this documentation.
  • Phase
    Learn more about phase battles in this documentation.

However, some settings are the same for all battle system types.

Base Settings #

The base settings define the type of the battle system other important settings.

Control Block Settings #

Define if and when the player and camera control will be blocked during battle.

Battle Start/End Schematics #

Define the default battle start and battle end schematics.

The default schematics can be overridden in Battle components.

System Action Schematics #

Optionally start schematics when actions are handled by the battle system. This can be used to create custom systems.

The action’s user is available as Machine Object, the action’s targets as Starting Object of the schematic.

The action itself is the action of the schematic (like when a schematic animates an action). If it’s an ability/item action, the ability/item will be available as local selected data via the data key action.

The schematic will share local variables and local selected data with the action (i.e. using the same as the schematics animating the action).

Battle System Settings #

Define general battle system related settings.

Battle Options #

Define basic battle options, e.g. if countering is allowed or if death animations are played immediately on death (or after the current action finished).

You can also manage if certain special actions like defend or escape should perform before other actions.

AI Settings #

Set up AI related settings.

The AI decision time can be used to let AI controlled combatant select an action within a random time (between a defined minimum and maximum time). When not used, the AI immediately selects an action.

You can also manage if the move AI is allowed during battle or e.g. to only allow combatants not in battle to use the move AI (that way they could join the battle by moving close enough).

Leave Arena Settings #

In arena battles (i.e. using Battle components, or anything that’s not in a Real Time Battle Area), combatants can optionally leave a battle by getting far enough away from it.

Grid Settings #

Define settings for using battle grids.

E.g. automatially start a player’s action selection with a grid move command or require selecting an orientation at the end of a combatant’s turn.

Battle Gains Collection #

Individual battle systems can override the default battle gains collection defined in the general settings.

Bonus Settings #

Optionally give status value bonuses or change status effects on combatants at the start of a battle, each turn or at the end of a battle.

Additionally, you can automatically revive dead player combatants at the end of a battle and give them a status value bonus or status effect changes.

About Turns #

Turns are used in all battle systems, but there are 2 different kinds of turns:

  • a combatant’s individual turn
  • the battle system’s turn (not used in real tim battles)

These can be used by status effects to define the effect’s duration or when a status change or schematic is used.

Combatant Turns #

A combatant’s turn is counted on the combatant and increases depending on the used battle system.

For Turn Based and Phase battles, the combatant’s turn increases either at the start of a battle turn (when Auto Start Turn is enabled in the system) or when the combatant starts selecting actions for the turn.

In Active Time and Real Time battles, the combatant’s turn increases with each used action.

Combatant turns drive Turn Start and Turn End status effects (duration, use of status change/schematic) and use the combatant’s Turn Start and Turn End schematics.

Battle Turns #

The battle turn is the global turn counter of the battle system and increases depending on the battle system.

For Turn Based battles, the battle turn increases after all combatants of the current turn finished their actions. They can also use Battle Turn Start and Battle Turn End schematics (defined in the Turn Based battle system).

For Phase battles, the battle turn increases after all factions finished their actions.

For Active Time battles, the battle turn increases when all combatants (that are able to) have performed at least 1 action. E.g. a combatant becoming incapacitated (e.g. stun effect or death) it’ll no longer be taken into account.

Real Time battles don’t use battle turns.

Battle turns drive Battle Turn Start and Battle Turn End effects (duration, use of status change/schematic).

Table of Contents
  • General Settings
    • Base Settings
      • Auto Join
      • Field Mode
    • Chances & Factors
    • Battle End Settings
      • Experience Status Value Rewards
      • Normal Status Value Rewards
      • Battle Gains Collection
    • Range Settings
      • Battle Range
      • AI Range
      • Move AI Range
    • Battle Advantage
    • Combatant Battle Statistics
  • Battle System Setup
    • Base Settings
      • Control Block Settings
      • Battle Start/End Schematics
      • System Action Schematics
    • Battle System Settings
      • Battle Options
      • AI Settings
      • Leave Arena Settings
      • Grid Settings
      • Battle Gains Collection
    • Bonus Settings
  • About Turns
    • Combatant Turns
    • Battle Turns
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