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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

Target Selection Templates

Target selection templates are used by abilities and items to define which targets are available.

Target selection templates are found in Battles > Target Selection Templates.

You can define default target selections in Battles > Target Settings, each content type can override them with their own default target selections for abilities and items.

Target Selections #

Abilities and items use target selection templates to define the available targets, e.g. if a single ally or an enemy group is targeted.

They’re used either via the default target selections (see below), using a defined template or set up a custom target selection.

Target Settings #

Define the general target selection.

The target can be the user itself, an ally or enemy – or just any combatant. It can target a single combatant, the whole group or be used as an AoE (area of effect) spell by targeting None.

You can also include or exclude (or require) the targets to be dead, and allow toggling between allies/enemies and single/group targeting.

E.g. a magic spell could be set up to target a single enemy, but the player can toggle it to target all enemies via an input key.

Custom Targeting #

Custom targeting allows you to sort and filter targets for auto targeting and system-based targeting (e.g. for AI controlled combatants).

Use Range Settings #

The Use Range defines how far away a target can be from the user. Grid battles can also use complex grid shapes for this.

You can use battle range templates to create reusable range settings in Battles > Battle Range Templates.

Use ranges can also define conditional use ranges, i.e. use different ranges based on defined conditions.

Affect Range Settings #

Combatants that are nearby a target can be affected using the Affect Range. Grid battles can also use complex grid shapes for this.

You can use battle range templates to create reusable range settings in Battles > Battle Range Templates.

Affect ranges can also define conditional affect ranges, i.e. use different ranges based on defined conditions or distance between user and target.

Conditions #

If a target is available can also depend on certain conditions, e.g. a status condition or physical orientation (e.g. only available when at the back of a target).

You can also set up auto target conditions – this can be used by battle menus to automatically select the first combatant fitting the requirements (this still requires the player to accept the selection) or by control maps to automatically select and use a target.

Target Conditions #

A target can depend on valid conditions, e.g. combatant status or variable conditions. This uses general conditions.

If the requirements aren’t met, the combatant can’t be targeted. The targeted combatant is used in the check.

Only targets that match the conditions will be available.

Orientation #

A target can depend on the orientation between user and target.

E.g. only allow using an ability/item when being behind a target.

Auto Target Conditions #

A target can automatically be selected depending on valid conditions, e.g. combatant status or variable conditions. This uses general conditions.

This can be used by battle menus to automatically select the first combatant fitting the requirements (this still requires the player to accept the selection) and by control maps and Combatant type HUDs (Shortcut elements) to use automatically select and use a target.

The possible target combatant is used in the check.

Control Map Targeting #

Using an action via control maps defines specific use/target settings, e.g. to automatically target a combatant that’s below the mouse cursor, use group/individual/auto targeting or no targets at all.

The control map targeting settings allow you to overrule the control map’s settings with a custom setup, tailored to an ability/item’s needs.

Auto Damage Multipliers #

Optionally use automatic damage multipliers when calculating the outcome for a single target or multiple targets. Especially allowing to toggle the target range between single and multi targets will make use of this feature.

E.g. the magic spell from the example above will only do 60% of damage when toggled to target all enemies.

Table of Contents
  • Target Selections
    • Target Settings
      • Custom Targeting
    • Use Range Settings
    • Affect Range Settings
    • Conditions
      • Target Conditions
      • Orientation
      • Auto Target Conditions
    • Control Map Targeting
    • Auto Damage Multipliers
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