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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: Inventory

AI Rulesets

AI rulesets are used to create equippable rules the battle AI will follow.

AI rulesets are found in Inventory > AI Rulesets.

AI rulesets can use content types to separate into different types and display them in inventory menus.

General Settings #

The general settings of AI rulesets define the content information for AI ruleset slots. AI rulesets are equipped on AI ruleset slots (similar to equipment slots).

The AI ruleset slots of combants are defined for all combatants in Combatants > Combatants > General Settings. Each combatant can optionally override this with custom AI ruleset slots.

Empty Content #

Defines the content information for empty AI ruleset slots.

This will be used instead of an equipped AI ruleset.

Default Slot Content #

The default content information used for AI ruleset slots.

Slot Content #

Optionally add content information for indexed slots, starting at index 0.

This allows you to define different content for each AI ruleset slot.

AI Ruleset Setup #

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Base Settings #

Define basic settings of the AI ruleset.

Chance #

Define a chance if an AI ruleset will be used when determining a combatant’s battle action.

Price #

AI rulesets define their purchase price in the default currency (i.e. the first currency in the editor list, index 0).

Optionally, AI rulesets can also be sold back to shops – the price settings also define how much they’re sold for, as well as if that is in percent (e.g. 50% of the buy price) or an defined value (e.g. 1 gold).

Shops can also override AI ruleset prices.

Using Advanced Prices allows you to set up prices consisting of one or more costs. This supports using status values, items, currencies, equipment and other inventory content as costs.

Prefab #

AI rulesets can override the default item prefab that’ll be used by Item Collector components.

Schematic Settings #

Optionally override the default inventory schematics (defined in Inventory > Inventory Settings) or add custom schematics.

Custom schematics can be used on an instance of an AI ruleset in other schematics using a Custom Selected Data Schematic node. The AI ruleset is available as (local) selected data via the key action.

UI #

Define UI related settings for the AI ruleset.

Shortcut UI #

AI rulesets are shortcuts and use the Shortcut UI settings to control how they’re displayed in menu screens and shortcut HUDs.

See this tutorial for example setups.

Portraits #

Add portraits to AI rulesets and display them in menu screens or HUDs.

AI rulesets can also use prefab view potraits to display the prefab of the ruleset as a portrait. This uses render textures and a camera.

Information Overrides #

AI rulesets can override default number formatting, notifications and console texts.

AI Ruleset Settings #

Define basic settings of the AI ruleset.

Move AI #

Equipping an AI ruleset can change the Move AI or Use Mode of the move AI used by the combatant. These changes can optionally only be used when an action from the AI ruleset is used.

The move AI changes will be used when the combatant selects an AI action, using the first move AI changes that are found, starting with the first AI ruleset slot. The AI rulesets will be checked before the AI behaviours – but move AI changes limited to using an action of an AI behaviour or AI ruleset will always overrule the first found change.

Equip Conditions #

Equipping an AI ruleset can optionally depend on defined conditions.

An AI ruleset that blocks supportive ability use can only be equipped if the combatant’s current class is a support class (e.g. healer).

User Conditions #

Using an AI ruleset can depend on defined conditions.

The blocking ruleset is only used when the combatant’s MP is less than 25 %.

Rules #

The rules defined by an AI ruleset will be used in order, i.e. starting with the first rule in the list.

There are different types of rules, either directly selecting an action, influencing which actions can be used or which targets will be used.

AI rulesets are checked for actions before the battle AI of a combatant.

The following rules are available.

Action #

Uses a defined action (used before AI behaviour).

Battle AI #

Use battle AIs to find an action (used before AI behaviour).

Learn more about battle AIs in this documentation.

Block Ability #

Blocks defined abilities or abilities of content types from being used.

Can also block using any ability.

Block Attack #

Blocks the base attack from being used.

Block Counter Attack #

Blocks the counter attack from being used (as an AI action, not countering).

Block Item #

Blocks defined items or items of content types from being used.

Can also block using any item.

Move AI #

Changes the used move AI or use mode.

Target #

Changes the target of used actions.

Can also be limited to actions from the same ruleset.

Table of Contents
  • General Settings
    • Empty Content
    • Default Slot Content
    • Slot Content
  • AI Ruleset Setup
    • Base Settings
      • Chance
      • Price
      • Prefab
      • Schematic Settings
    • UI
      • Shortcut UI
      • Portraits
      • Information Overrides
    • AI Ruleset Settings
      • Move AI
      • Equip Conditions
      • User Conditions
    • Rules
      • Action
      • Battle AI
      • Block Ability
      • Block Attack
      • Block Counter Attack
      • Block Item
      • Move AI
      • Target
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