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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: Combatants

Action Combos

Action combos are used to replace actions in a sequence of actions.

Action combos are found in Combatants > Action Combos.

Action Combos #

An action combo consists of stages – each stage is part of the overall action sequence that make up the combo.

If a combatant selects an action, the combatant’s action combos will automatically check and progress the stages based on the used action, and optionally replace the selected action with another action.

E.g.: An action combo has 3 stages: Attack > Attack > Attack

The 3rd stage replaces the used action with an Ability, a special attack.

When the player uses 3 base attacks in a row, the 3rd base attack will automatically be replaced by the defined special attack ability.

Action combos are used automatically without the player having to do anything beside using actions that are part of action combos.

Stages #

A stage defines at least one required action and an optional replacement action. Multiple stages make an action sequence.

An action combo always starts with stage 0, i.e. it’ll only enter the action sequence when one of the required actions of stage 0 is used. A combo’s action sequence progresses automatically by using one of the required actions of a stage.

Stages can optionally only be available for a defined amount of time. If the combatant doesn’t use a required action within that time, the action combo’s progress is reset. How the available time decreases is defined by the Decrease Time setting in the action combo’s Base Settings.

  • Always
    Always during a combatant’s turn.
  • While Choosing
    While the combatant is selecting an action.
  • While In Action
    While the combatant is performing an action.

Required Actions #

Required actions are required to enter the stage. One of the defined required actions has to be used to to enter the stage, and the action combo has to be in the previous stage in order to enter the next stage.

If the combatant uses an action that is not defined by the required actions or the available time runs out, the action combo’s progress is reset.

Replacement Action #

The replacement action is optional for a stage, but it’s the core of the action combo system. Whenever one of the required actions is used and triggers the stage, the replacement action will be used instead of the required action.

E.g.: A stage has the required action Attack (being triggered by the combatant’s base attack) and an Ability replacement action (the ability Strong Attack).

When the stage is triggered by the combatant selecting the base attack as the next action, it’ll automatically be replaced by the replacement action Strong Attack.

Replacement actions will only be used if the combatant is able to use it, e.g. knows the ability and meets the use conditions (use costs, etc.).

It doesn’t matter how the required action is selected – battle menu, control maps or battle AI – when a combatant selects an action to be performed, the action combos will check their stages and replace the action if needed.

Adding Action Combos #

Action combos can only be used when they’re added to a combatant.

Combatants #

You can set up default action combos that are available for all combatants in Combatants > Combatants > General Settings in the Attack & Abilities settings.

Each individual combatant can add to the default action combos or replace them completely.

Schematics #

Schematics can be used to add, remove and check action combos of a combatant.

Additionally, schematics can reset the stage of all action combos of a combatant.

Tip: Shortcut Slots #

You can also use Shortcut actions, i.e. use any action that’s stored in shortcut slots of a combatant/group. This allows the player to change action combos by simply changing assigned shortcuts.

Shortcut actions define which shortcut slot will be used as required actions or replacement action of a stage. When the player changes the action placed in the shortcut slot, the combo’s required/replacement actions also changes.

Learn more about shortcut slots in this documentation.

Table of Contents
  • Action Combos
    • Stages
      • Required Actions
      • Replacement Action
  • Adding Action Combos
    • Combatants
    • Schematics
  • Tip: Shortcut Slots
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