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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: Gameplay

Shortcut Slots & Settings

Shortcut slots are used to assign actions like abilities or items to slots, allowing a wide variety of gameplay mechanics.

The shortcut settings are found in Gameplay > Shortcut Settings.

A well known use case for shortcut slots are skillbars and hotkeys, i.e. displaying shortcuts in HUDs and using them via control maps (inputs).

Shortcut Slots #

A shortcut slot can be assigned with the following things:

  • Abilities, including a combatant’s base attack and counter attack or the class’s ability
  • Items
  • Equipment
  • Currency
  • Crafting Recipes
  • AI Rulesets
  • Special actions, e.g. defend, escape, grid move, etc.

Shortcut List #

Shortcut slots are arranged in lists – each list can contain an unlimited amout of shortcut slots.

There are two types of shortcut lists available:

  • Combatant
    These shortcut lists are bound to combatants, i.e. each combatant has their own shortcut lists/slots.
  • Group
    These shortcut lists are bound to groups, i.e. all combatants of that group have access to these shortcuts.

Both combatants and groups can have multiple shortcut lists. Only shortcut list is considered active (for combatant and group 1 active list each) – the active shortcut lists can be accessed via the shortcut list index -1.

Accessing a shortcut #

A shortcut can be accessed via it’s list index and it’s slot index. This is e.g. used in control maps when a key is assigned to a shortcut slot.

The shortcut list index -1 accesses the currently active combatant or group shortcut list. E.g. a HUD or control map using shortcut list -1 will display different shortcut slots when the active shortcut list changes.

When defining a specific list (0 or above), the used slot will always be the same, e.g. list index 0 and slot index 3 will always refer to the same list and slot.

Shortcut Settings #

The shortcut settings manage some basic and default settings for shortcut slots/lists. They can be found in Gameplay > Shortcut Settings.

Define the number of available shortcut lists for combatants and groups – classes and combatants can optionally override the list counts, as well as add or replace to the default shortcut assignments and auto add/arrange slots. You can also set up to only have one shortcut of the same kind per shortcut list, e.g. to prevent the same ability or item from being added multiple times.

Slot Content Information #

Define the content information for shortcut slots. This information can be used in other UI (e.g. HUDs) to display the name and other content information of shortcut slots.

Default Slot Content #

This content information is the default information used by all slots and also used as fallback if no other content information is found.

List Content #

You can optionally add different content information for a defined shortcut slot list.

E.g. have different content information for shortcut slots of list 0 and list 1.

Slot Content #

You can optionally add different content information for a defined slot (list and slot index).

E.g. have a different content information for list 0 slot 1 and list 0 slot 2.

Using the list index -1 uses the slot information for all lists.

Shortcut Assignments #

Define shortcut slot assignments, e.g. assigning a specific ability or item to a defined slot.

Each class and combatant can add or replace the default shortcut assignments.

Auto Add Slots #

Automatically add new shortcuts to defined slots, e.g. assigning newly learned abilities or collected items to a free slot (e.g. on the index range 0-4).

Each class and combatant can add or replace the default auto add slots.

Auto Arrange Slots #

Automatically arrange shortcut slots to fill empty slots, e.g. removing slot at index 1 would move up slots from index 2 and above to fill the gap.

Each class and combatant can add or replace the default auto arrange slots.

UI Settings #

Set set up a general default shortcut UI for all shortcuts as well as default UI for individual shortcut types (e.g. abilities, items, etc.). The Default Empty UI settings are used to display an empty shortcut slot (e.g. to display the slot’s index).

Displaying a shortcut in a HUD uses a UI setup of the shortcut. The actual setup depends on the used UI module, e.g. in Unity the Unity UI module will use a prefab for this.

You can set up different UI setups by using UI keys. The default UI setup (without key) will be used if no matching key is found.

This allows you to have differently styled shortcuts in parts of the UI. E.g. a HUD showing the player’s shortcut slots could show a complex setup with icon, slot index and use cost/quantity, while an inventory menu only shows icon and quantity.

Each individual ability, item, etc. can override the default UI settings with a custom setup.

Assigning Shortcut Slots #

There are different ways to assign shortcuts in a running game.

Menu Screens #

Some menu parts offer functionality to assign shortcuts, either as their default action or using a sub-menu.

Drag and Drop #

Dragging a shortcut from a source (e.g. a menu screen) and dropping it on a shortcut slot (e.g. in a HUD) can be used to assign the shortcut to the slot.

You can also drag/drop shortcuts within a HUD to change the arrangement.

The shortcut HUD setup offers different options for which method to allow and what happens when assigning from within the HUD (e.g. swap the shortcuts or remove the old).

Schematics #

The Change Shortcut node can be used to change shortcut assignments.

You can also use the Change Shortcut List node to change the active shortcut list (i.e. available via list index -1).

Using Shortcut Slots #

There are different ways to use a shortcut slot in a running game.

Control Maps #

Control maps bind actions to input keys.

To use a shortcut, add a control key using type Action and the action type Shortcut. This’ll let you define the shortcut list/slot index and if it’s a group or combatant shortcut.

Learn more about control maps in this documentation.

Click on HUD #

Clicking on a shortcut slot in a HUD can use the assigned shortcut.

The HUD’s setup determines if this is allowed and how many clicks are needed (e.g. double click).

Drag and Drop #

You can also drag shortcuts from a HUD on a target to use the shortcut on it.

The target has to be the object or UI of a combatant.

Battle Menus #

Battle menus can add shortcut slots as individual battle menu items using the Shortcut Slot option type.

Tip!

Use a Battle Menu option to call another battle menu with only Shortcut Slot options – that way you can create a shortcut sub-menu in a battle menu.

Schematics #

Schematics can use shortcut slots, e.g. by storing their assigned shortcut in selected data using a Select Shortcut Slot node.

The stored shortcut can be used in other nodes, e.g. to use the action, assign it to a different slot or do other things.

Action Combos #

Action combos can use shortcut slots to create customizable combos that can be changed by the player in-game.

Table of Contents
  • Shortcut Slots
    • Shortcut List
    • Accessing a shortcut
  • Shortcut Settings
    • Slot Content Information
      • Default Slot Content
      • List Content
      • Slot Content
    • Shortcut Assignments
    • Auto Add Slots
    • Auto Arrange Slots
    • UI Settings
  • Assigning Shortcut Slots
    • Menu Screens
    • Drag and Drop
    • Schematics
  • Using Shortcut Slots
    • Control Maps
    • Click on HUD
    • Drag and Drop
    • Battle Menus
    • Schematics
    • Action Combos
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