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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
    • Active Time Battles
    • 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

Turn Based Battles

Each combatant has their turn to perform actions in – enough time to decide what to do and plan their actions.

Battle systems are found in Battles > Battle Systems.

Turn Based Modes #

There are 3 different battle modes available in turn based battles.

Classic #

The classic RPG battle mode – each combatant selects their actions at the start of a turn. After the last combatant finished selecting actions, the actions will be performed in the order they where selected.

The turn order is defined through the Turn Calculation formula. Each combatant will get a turn value based on that formula – the order will be sorted from highest to lowest, i.e. the combatant with the highest turn value will get the first turn, the combatant with the lowest turn value will get the last turn. Optionally, the turn order can also be inverted.

Active #

Instead of selecting all actions at the start of the turn, each combatant will immediately perform the selected actions – the next combatant will select and perform actions afterwards.

The turn order is determined the same way as in the Classic battle mode, but this mode gives combatants the chance to react to the actions of the combatants that selected and performed their actions before them in that turn.

Multi Turns #

This battle mode is mostly known through a similar battle system in Final Fantasy X. In this mode, a combatant can have multiple turns before another combatant is able to have a single turn.

At the start of the battle, each combatant’s turn value will be set to the result of the Turn Calculation formula. The combatant with the highest turn value will get the first turn. Once the combatant finished selecting and performing actions, the turn value of the combatant will be reset to 0. Afterwards, the turn values of all combatants (including the one who had the turn) will be increased by the result of the Turn Calculation formula (which is calcluated using the individual combatants). The combatant who has the highest turn value now will get the next turn.

This continues until the battle is over, i.e.:

  • a combatant performs a turn and is reset to 0 (turn value)
  • all combatants’ turn values increase using the Turn Calculation formula
  • next combatant with the highest turn value gets the turn
  • repeat

The Turn Order type HUD is especially made for this battle mode and displays an outlook on a defined number of turns, forecasted assuming everyone keeps getting the usual turn value increase. Abilities and items can influence the turn value of combatants, as well as the formula calculation (e.g. status effects changing the used status values) can change depending on what actions are used – i.e. the turn order HUD will just display a likely turn order and can differ from the actual turn order.

Dynamic Combat #

Dynamic combat isn’t an additonal turn based mode – it’s an option available in all 3 modes, but is best suited for the Active battle mode. When using dynamic combat, the strict turn order is broken up, allowing multiple actions to be performed at the same time.

If due to the rapid succession of actions a combatant that should select the next action is still performing the previous action, the combatant will be omitted and the next combatant who can perform actions will be used. Omitted combatants will be placed first in the turn order of the next turn, until they where able to select/perform their action.

Actions Per Turn #

A combatant can use multiple actions per turn. The number of actions a combatant can perform in a turn is defined by the Actions Per Turn settings in the Action Settings.

A combatant can perform actions until all actions per turn where used up or the turn was ended (End/None battle command). The actions per turn can also be calculated through a formula, i.e. you can use status values to influence it.

Additionally, actions define how much using them costs – i.e. an action can consume 1, 0, 0.5 or any other value of the actions per turn of the combatant. The default action cost is defined alongside the actions per turn and can be overridden for abilities, items and special actions. Individual abilities and items can also override the default action cost. By default, combatants have 1 action per turn and all actions cost 1 to perform.

Actions per turn are also available in Phase battles.

Tip: Custom Action Points System #

You’re not limited to just using the actions per turn as described here – you can e.g. use it to create a custom action points system. For this, you can let the Actions Per Turn at 1 and set the Default Action Cost to 0.

Now, the combatants can perform as many actions per turn as they want, until they use the End battle command (or None action in the battle AI). To limit the actions available to a combatant, you use the Use Costs of the abilities, e.g. using a Consumable type status value like MP that can be replentished each turn through the Turn Bonuses.

For actions that should end the combatant’s turn (e.g. defend or using an item), you can override the default action cost and set it back to 1 for that action.

Tip: Change member without wasting a turn #

The player can change members in battle through the Change Member command. Usually, this results in the turn ending afterwards. If you want to switch members without losing the turn – i.e. the new combatant replacing the old one being able to use actions immediately – you can just override the default action cost for this special action.

Set the Change Member Cost to 0.

Please note that this is only useful for Active mode turn based battles, otherwise the change member action will only be performed after all combatants chose their actions.

Table of Contents
  • Turn Based Modes
    • Classic
    • Active
    • Multi Turns
  • Dynamic Combat
  • Actions Per Turn
    • Tip: Custom Action Points System
    • Tip: Change member without wasting a turn
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