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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
    • This Is Not The End
    • Quickstart Extended
      • Unity UI: Interaction HUD
  • Schematics Tutorials
    • UI Animation Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Interaction 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: Content

Content Types

Content types are used for type separation of various content.

Content types are found in Content > Content Types.

This can be used in menus, HUDs or the editor to filter the displayed content by type.

Content types are used by areas, teleports, quests, logs, status values, status effects, abilities, currencies, items, equipment, AI rulesets, crafting recipes, combatants and research trees.

Base Settings #

Define base settings of the content type.

A content type can be set to be hidden, making it not visible to the player. This can be useful for types that are used for checks or hidden game mechanics and shouldn’t be noticed by the player.

Sub Type #

Content types can be set as sub types of other content types.

This allows creating a type hierarchy that can be used in menus and checks.

E.g. swords, axes and bows can be sub types of weapons.

Weapons can also be a sub type of equipment.

Damage Type #

A content type defines the damage type of abilities and items using it. Damage types define the animations used by a combatant receving, blocking or evading damage.

Learn more about damage types in this documentation.

Use Range Settings #

A content type can override the default use range for all abilities/items using it as their primary content type.

The default use range is defined in the battle system settings.

The use range determines the maximum distance between user and target to allow using an ability/item. The range can be defined for each battle system type.

Abilities/items can override the content type’s use range (and the default use range).

Default Target Selections #

A content type can override the default target selections for all abilities/items using it as their primary content type.

The default target selections are defined in the target settings.

Inventory Settings #

Optionally override inventory settings for content using a content type, e.g.items, equipment or currency. The default settings are defined in the inventory settings.

Define inventory related settings, e.g. optionally override the space items or equipment of this content type occupies. Items and equipment can override these settings.

Please note that child types don’t use their parent type’s inventory settings.

Inventory Schematics #

Optionally override inventory schematics for content of this content type.

The default inventory schematics are defined in the inventory settings.

Ability Settings #

Settings for abilities using a content type. Learn more about abilities in this documentation.

You can override default settings for shortcut UI, number formatting, battle info texts, notifications and console texts.

Item Settings #

Settings for items using a content type. Learn more about items in this documentation.

You can override default settings for shortcut UI, number formatting, battle info texts, notifications and console texts.

Equipment Settings #

Settings for equipment using a content type. Learn more about equipment in this documentation.

You can override default settings for animation overrides, shortcut UI, number formatting, notifications and console texts.

AI Ruleset Settings #

Settings for AI rulesets using a content type. Learn more about AI rulesets in this documentation.

You can override default settings for shortcut UI, number formatting, notifications and console texts.

Crafting Recipe Settings #

Settings for crafting recipes using a content type. Learn more about crafting recipes in this documentation.

You can override default settings for shortcut UI, number formatting, recipe layout, notifications and console texts.

Status Effect Settings #

Settings for status effects using a content type. Learn more about status effects in this documentation.

Optionally define a wrapper text for the name and short name of status effects using a content type. This can e.g. be used to change the text color for names of all effects of a type.

You can also override default settings for status effect UI, flying texts and console texts.

Research Settings #

Settings for research trees using a content type. Learn more about research trees in this documentation.

You can override default settings for research item UI, number formatting and console texts.

Quest Settings #

Settings for quests using a content type.

You can override default settings for quest status icons, task status icons, quest layout, notifications and console texts.

Log Settings #

Settings for logs using a content type.

You can override default settings for notifications and console texts.

Object Content Settings #

Settings for object contents using a content type.

You can define a cursor change, object variables, portraits and custom text codes.

Table of Contents
  • Base Settings
    • Sub Type
    • Damage Type
    • Use Range Settings
    • Default Target Selections
    • Inventory Settings
    • Inventory Schematics
  • Ability Settings
  • Item Settings
  • Equipment Settings
  • AI Ruleset Settings
  • Crafting Recipe Settings
  • Status Effect Settings
  • Research Settings
  • Quest Settings
  • Log Settings
  • Object Content Settings
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