Identification;Name;Description
GamingIsLove.ORKFramework.Editor.FormulaTest.initialValue;Initial Value;Начальное значение, используемое при вычислении формулы.
GamingIsLove.ORKFramework.Editor.FormulaTest.type;Action Type;Выберите, что будет передано в формулу в качестве выбранных данных с помощью выбранной клавиши «действие»: - Нет: ничего. - Способность: способность. - Предмет: предмет, оборудование, валюта и т. д.
GamingIsLove.ORKFramework.Editor.FormulaTest.ability;Ability;Выберите способность, которая будет использоваться.
GamingIsLove.ORKFramework.Editor.FormulaTest.abilityLevel;Ability Level;Определите уровень способности, который будет использоваться.
GamingIsLove.Makinom.DialogueImport_Choice.next;Next Dialogue;Выберите диалог, который откроется после этого диалога.
GamingIsLove.Makinom.DialogueImport_Choice.text;Choice Text;Определите текст выбора.
GamingIsLove.Makinom.Editor.DialogueImportSettings.uiBox;Default UI Box;Определите окно интерфейса, которое будет использоваться после обработки диалога. Впоследствии вы можете использовать разные диалоги для распознанных говорящих.
GamingIsLove.Makinom.Editor.DialogueImportSettings.type;Format;Выберите формат диалога, который будет импортирован:
GamingIsLove.Makinom.Editor.MarkupDialogueImportFormat;Markup;Диалоги и их содержание инкапсулируются тегами идентификаторов (например, «SpeakerText»).
GamingIsLove.Makinom.Editor.MarkupDialogueImportFormat.choiceAutoNextDialogue;Auto Next Dialogue;Выбор диалога автоматически установит следующий диалог на следующие диалоги, которые обрабатываются после выбора. Собственный «Следующий диалог» диалога не будет установлен.
GamingIsLove.Makinom.Editor.MarkupDialogueImportFormat.trimSpaces;Trim Spaces;Удалите пробелы в начале и конце всех строк.
GamingIsLove.Makinom.Editor.MarkupDialogueImportFormat.trimTabs;Trim Tabs;Удалите табуляции в начале и конце всех строк.
GamingIsLove.Makinom.Editor.MarkupDialogueImportFormat.trimEmptyLines;Trim Empty Lines;Удалите пустые строки в начале и конце содержимого (заголовок, сообщение, выбор). Используется только при обработке следующего, а не во время предварительной обработки.
GamingIsLove.Makinom.Editor.MarkupDialogueImportFormat.unifiedNewLine;Unified New Line;Все символы новой строки будут заменены на «\n». Т. е. «\r\n» будет обновлено до «\n», а затем одиночный «\r» до «\n».
GamingIsLove.Makinom.Editor.MarkupDialogueImportFormat.processingText;Processing Text;Текст, который будет обработан для создания диалогов.
GamingIsLove.Makinom.Editor.SeparatorDialogueImportFormat;Separator;Диалоги и их содержание (заголовок, текст, варианты выбора) будут распознаваться по определенным разделительным текстам.
GamingIsLove.Makinom.Editor.SeparatorDialogueImportFormat.dialogueSeparator;Dialogue Separator;Разделитель, используемый для разделения текста на несколько диалогов. Например, используйте 3 новых строки между диалогами, чтобы разделить их на несколько диалогов.
GamingIsLove.Makinom.Editor.SeparatorDialogueImportFormat.titleSeparator;Title Separator (Optional);Разделитель, используемый для разделения заголовка и текста диалога. Например, используйте «:» и начните текст диалога в новой строке после заголовка. Оставьте пустым, чтобы не использовать заголовки.
GamingIsLove.Makinom.Editor.SeparatorDialogueImportFormat.choiceSeparator;Choice Separator (Optional);Разделитель, используемый для разделения текста диалога и вариантов выбора. Например, используйте «>:» в начале каждого текста варианта выбора (в новой строке). Оставьте поле пустым, чтобы не использовать заголовки.
GamingIsLove.Makinom.Editor.SeparatorDialogueImportFormat.choiceAutoNextDialogue;Auto Next Dialogue;Варианты выбора диалога автоматически установят следующий диалог на следующие диалоги, которые обрабатываются после вариантов выбора. Собственный «Следующий диалог» диалога не будет установлен.
GamingIsLove.Makinom.Editor.SeparatorDialogueImportFormat.trimSpaces;Trim Spaces;Удалите пробелы в начале и конце всех строк.
GamingIsLove.Makinom.Editor.SeparatorDialogueImportFormat.trimTabs;Trim Tabs;Удалите табуляции в начале и конце всех строк.
GamingIsLove.Makinom.Editor.SeparatorDialogueImportFormat.trimEmptyLines;Trim Empty Lines;Удалите пустые строки в начале и конце содержимого (заголовок, сообщение, варианты). Используется только при обработке следующего, а не во время предварительной обработки.
GamingIsLove.Makinom.Editor.SeparatorDialogueImportFormat.unifiedNewLine;Unified New Line;Все символы новой строки будут заменены на «\n». Т. е. «\r\n» будет обновлено до «\n», а затем одиночный «\r» до «\n».
GamingIsLove.Makinom.Editor.SeparatorDialogueImportFormat.processingText;Processing Text;Текст, который будет обработан для создания диалогов.
GamingIsLove.Makinom.Editor.DialogueImport_Dialogue.next;Next Dialogue;Выберите диалог, который будет открыт после этого диалога.
GamingIsLove.Makinom.Editor.DialogueImport_Dialogue.useSpeaker;Use Speaker;Диалог использует одного из найденных дикторов.
GamingIsLove.Makinom.Editor.DialogueImport_Dialogue.speakerID;Speaker;Выберите диктора, который будет использоваться.
GamingIsLove.Makinom.Editor.DialogueImport_Dialogue.ownUIBox;Own UI Box;Используйте окно интерфейса, отличное от того, которое определено диктором.
GamingIsLove.Makinom.Editor.DialogueImport_Dialogue.uiBox;UI Box;Определите окно интерфейса, которое будет использоваться для этого диктора.
GamingIsLove.Makinom.Editor.DialogueImport_Dialogue.messageText;Message Content;Содержимое, отображаемое в диалоге.
GamingIsLove.Makinom.Editor.DialogueImport_Dialogue.ownPortraits;Own Portraits;Переопределите портреты, определенные диктором.
GamingIsLove.Makinom.Editor.DialogueImport_Dialogue.showPortraits;Show Portraits;Показывать портреты при отображении диалога.
GamingIsLove.Makinom.Editor.DialogueImport_Speaker.foundTitle;Found Title;Заголовок, который был найден для диктора.
GamingIsLove.Makinom.Editor.DialogueImport_Speaker.uiBox;UI Box;Определите окно интерфейса, которое будет использоваться для этого говорящего.
GamingIsLove.Makinom.Editor.DialogueImport_Speaker.useSpeaker;Use Speaker;Выбранный актер будет использоваться в качестве говорящего. Вы можете отобразить имя говорящего. Игровой объект говорящего может быть использован для воспроизведения аудиоклипа.
GamingIsLove.Makinom.Editor.DialogueImport_Speaker.actorID;Actor;Выберите актера, который будет использоваться в качестве говорящего.
GamingIsLove.Makinom.Editor.DialogueImport_Speaker.atActorPosition;Display At Actor;Окно интерфейса будет отображаться в положении актера. Если эта опция отключена или у актера нет игрового объекта, окно интерфейса размещается в соответствии с определением префаба.
GamingIsLove.Makinom.Editor.DialogueImport_Speaker.posChildName;Path to Child;UI-поле располагается на дочернем объекте актера. Оставьте поле пустым, если дочерний объект не должен использоваться.
GamingIsLove.Makinom.Editor.DialogueImport_Speaker.posOff;Offset;Смещение, добавляемое к положению объекта.
GamingIsLove.Makinom.Editor.DialogueImport_Speaker.speakerName;Show Name;Показать имя говорящего в заголовке UI-поля.
GamingIsLove.Makinom.Editor.DialogueImport_Speaker.useTitle;Show Title;Отобразить заголовок в заголовке используемого UI-поля.
GamingIsLove.Makinom.Editor.DialogueImport_Speaker.titleText;Title Content;Заголовок поля.
GamingIsLove.Makinom.Editor.DialogueImport_Speaker.showPortraits;Show Portraits;Показать портреты при отображении диалога.
GamingIsLove.Makinom.Editor.CSV_UTF8_LanguageExportFormat;CSV (UTF-8);Импорт/экспорт данных в формате CSV с кодировкой UTF-8.
GamingIsLove.Makinom.Editor.CSV_UTF8_LanguageExportFormat.separator;Separator;Разделительный знак, используемый для разделения идентификаторов и текстов на языках.
GamingIsLove.Makinom.Editor.CSV_UTF8_LanguageExportFormat.textStartEncloser;Text Start Encloser;Добавляется перед текстом на языке.
GamingIsLove.Makinom.Editor.CSV_UTF8_LanguageExportFormat.textEndEncloser;Text End Encloser;Добавляется после текста на языке.
GamingIsLove.Makinom.Editor.CSV_UTF8_LanguageExportFormat.includeInformation;Include Information;Экспортные файлы будут добавлять столбец «Информация», содержащий информацию об экспорте (например, источник текста). Импортные файлы будут предполагать, что экспортный столбец «Информация» включен (будет пропущен).
GamingIsLove.Makinom.Editor.CSV_UTF8_LanguageExportFormat.includeTranslationNote;Include Translation Note;Экспортные файлы будут добавлять столбец «Информация», содержащий информацию об экспорте (например, источник текста). Импортные файлы будут предполагать, что экспортированный столбец «Информация» включен (будет пропущен).
GamingIsLove.Makinom.Editor.EditorLanguageExporter.resetExportIDs;Reset Export IDs;Экспортные файлы будут добавлять столбец «Узел перевода», содержащий определенные вами узлы перевода. Импортные файлы будут предполагать, что экспортированный столбец «Примечание о переводе» включен (будет пропущен).
GamingIsLove.Makinom.Editor.EditorLanguageExporter.type;Format;Сбросить идентификаторы экспорта текстов на разных языках при экспорте. Обратите внимание, что сброс идентификаторов экспорта может привести к тому, что предыдущие экспорты больше не будут соответствовать текущим текстам на языках. Идентификаторы экспорта отделены по источникам экспорта (настройки, сцены, префабы, схемы) и сбрасываются только для текстов на языках, которые экспортируются ими.
GamingIsLove.Makinom.UI.HUDValueBarChange.percent;Percent (0-100);Выберите формат языковых данных:
GamingIsLove.Makinom.UI.HUDValueBarChangeSettings.changeFillAmount;Change Fill Amount;Установите, до какого процента заполнения будет отображаться изменение полосы значений. Вы можете использовать настройку процента, чтобы отображать полосу в разных изображениях/цветах в зависимости от заполнения полосы (например, красная полоса здоровья, если здоровье ниже 25 %).
GamingIsLove.Makinom.UI.HUDValueBarChangeSettings.fadeChange;Fade Change;Измените количество заполнения компонента «Изображение» в зависимости от процента заполнения полосы значений. Если эта опция отключена, будет изменяться только спрайт/цвет в зависимости от настроек «Изменение полосы значений».
GamingIsLove.Makinom.UI.HUDValueBarChangeSettings.fadeTime;Fade Time (s);Изменение отображаемого значения с течением времени от текущего значения до нового значения.
GamingIsLove.Makinom.UI.HUDValueBarChangeSettings.interpolateColors;Interpolate Colors;Время в секундах, используемое для перехода к новому значению.
GamingIsLove.Makinom.UI.HUDValueBarChangeSettings.interpolateEmptyColors;Interpolate Empty Colors;Изменения цвета будут интерполированы между двумя процентными настройками.
GamingIsLove.Makinom.UI.HUDValueBarChangeSettings.interpolatePositiveColors;Interpolate Positive Colors;Изменения цвета пустого поля будут интерполированы между двумя процентными настройками.
GamingIsLove.Makinom.UI.HUDValueBarChangeSettings.interpolateNegativeColors;Interpolate Negative Colors;Изменения цвета положительного изменения будут интерполированы между двумя процентными настройками.
GamingIsLove.Makinom.UI.SpriteChange.changeSprite;Change Sprite;Изменения цвета отрицательного изменения будут интерполированы между двумя процентными настройками.
GamingIsLove.Makinom.UI.SpriteChange.sprite;Sprite;Изменить спрайт.
GamingIsLove.Makinom.UI.SpriteChange.changeColor;Change Color;Выберите спрайт, который будет использоваться.
GamingIsLove.Makinom.UI.SpriteChange.color;Color;Изменить цвет.
GamingIsLove.Makinom.UI.UIBoxInputSettings.okButtonComponent;Ok Button;Выберите цвет, который будет использоваться.
GamingIsLove.Makinom.UI.UIBoxInputSettings.cancelButtonComponent;Cancel Button;Выберите компонент «UI Button» кнопки «Ok». Оставьте пустым, если кнопка «Ok» не используется.
GamingIsLove.Makinom.UI.UIBoxInputSettings.inputParent;Input Parent;Выберите компонент «UI Button» кнопки «Cancel». Оставьте пустым, если кнопка «Cancel» не используется.
GamingIsLove.Makinom.UI.UIBoxInputSettings.scrollRect;Scroll Rect;Выберите игровой объект, к которому будут привязаны префабы ввода.
GamingIsLove.Makinom.UI.UIBoxInputSettings.scrollToCenter;Scroll To Center;При желании выберите компонент «Scroll Rect», если входы отображаются в области прокрутки. Это используется для прокрутки к выбранному входу.
GamingIsLove.Makinom.UI.UIBoxInputSettings.scrollPadding;Scroll Padding;При прокрутке к выбранному входу будет выполнена попытка центрировать вид на нем.
GamingIsLove.Makinom.UI.UIBoxInputSettings.buttonPrefab;Button Prefab;Отступы по краям этого прямоугольника прокрутки при прокрутке к выбранному входу — слева (x), сверху (y), справа (z) и снизу (w).
GamingIsLove.Makinom.UI.UIBoxInputSettings.boolInputPrefab;Bool Input Prefab;Выберите префаб, используемый для создания кнопок. Требуется компонент «UI Button Input» на префабе. Если ничего не выбрано, будет использоваться префаб, определенный в настройках «UI System».
GamingIsLove.Makinom.UI.UIBoxInputSettings.stringInputPrefab;String Input Prefab;Выберите префаб, используемый для ввода bool (например, переключателей). Требуется компонент, производный от компонента «UI Bool Input» на префабе. Если ничего не выбрано, будет использоваться префаб, определенный в настройках «UI System».
GamingIsLove.Makinom.UI.UIBoxInputSettings.intInputPrefab;Int Input Prefab;Выберите префаб, используемый для текстовых входов (например, полей ввода). Требуется компонент, производный от компонента «UI String Input» на префабе. Если ничего не выбрано, будет использоваться префаб, определенный в настройках «UI System».
GamingIsLove.Makinom.UI.UIBoxInputSettings.floatInputPrefab;Float Input Prefab;Выберите префаб, используемый для входов int (например, ползунков). Требуется компонент, производный от компонента «UI Int Input» на префабе. Если ничего не выбрано, будет использоваться префаб, определенный в настройках «UI System».
GamingIsLove.Makinom.UI.UIBoxInputSettings.dropdownInputPrefab;Dropdown Input Prefab;Выберите префаб, используемый для ввода чисел с плавающей запятой (например, ползунки). Требуется компонент, производный от компонента «UI Float Input» на префабе. Если ничего не выбрано, будет использоваться префаб, определенный в настройках «UI System».
GamingIsLove.Makinom.UI.UIBoxInputSettings.selectionCursor;Selection Cursor;Выберите префаб, используемый для ввода из раскрывающегося списка. Требуется компонент, производный от компонента «UI Dropdown Input» на префабе. Если ничего не выбрано, будет использоваться префаб, определенный в настройках «UI System».
GamingIsLove.Makinom.UI.UIBoxInputSettings.horizontalInputChange;Horizontal Input Change;По желанию выберите компонент «UI Selection Cursor», который будет отображаться на текущем выбранном вводе.
GamingIsLove.Makinom.UI.UIBoxInputSettings.verticalInputChange;Vertical Input Change;Определите, как горизонтальные клавиши будут изменять выбор ввода.
GamingIsLove.Makinom.UI.UIBoxTabSettings.tabParent;Tab Parent;Определите, как вертикальные клавиши будут изменять выбор ввода.
GamingIsLove.Makinom.UI.UIBoxTabSettings.scrollRect;Scroll Rect;Выберите игровой объект, к которому будут привязаны префабы кнопок вкладок.
GamingIsLove.Makinom.UI.UIBoxTabSettings.scrollToCenter;Scroll To Center;При желании выберите компонент «Scroll Rect», если кнопки вкладок отображаются в области прокрутки. Он используется для прокрутки к выбранной вкладке.
GamingIsLove.Makinom.UI.UIBoxTabSettings.scrollPadding;Scroll Padding;При прокрутке к выбранной вкладке будет выполнена попытка центрировать вид на ней.
GamingIsLove.Makinom.UI.UIBoxTabSettings.previousTabButton;Previous Tab Button;Отступы по краям этого прямоугольника прокрутки при прокрутке к выбранной вкладке — слева (x), сверху (y), справа (z) и снизу (w).
GamingIsLove.Makinom.UI.UIBoxTabSettings.nextTabButton;Next Tab Button;По желанию выберите компонент «UI Tab Button», используемый для перехода к предыдущей вкладке.
GamingIsLove.Makinom.UI.UIBoxTabSettings.buttonPrefab;Button Prefab;По желанию выберите компонент «UI Tab Button», используемый для перехода к следующей вкладке.
GamingIsLove.Makinom.UI.UIBoxTabSettings.selectionCursor;Selection Cursor;Выберите префаб, используемый для создания кнопок вкладок. Требуется компонент «UI Tab Button» на префабе.
GamingIsLove.Makinom.UI.UIContentIDSetting.contentID;Content ID;По желанию выберите компонент «UI Selection Cursor», который будет отображаться на текущей выбранной кнопке вкладки.
GamingIsLove.Makinom.UI.UIContentIDSetting.contentComponent;Content Component;Определите ID контента, используемый для идентификации этого контента. Контент, соответствующий этому ID, будет отображаться здесь.
GamingIsLove.Makinom.UI.UIContentSetting.mainContent;Content Component;Выберите компонент «UI Content», который обрабатывает контент.
GamingIsLove.Makinom.UI.UIPortraitIDSetting.contentID;Content ID;Выберите компонент «UI Content», который обрабатывает основной контент.
GamingIsLove.Makinom.UI.UIPortraitIDSetting.portraitComponent;Portrait Component;Определите идентификатор контента, используемый для идентификации этого портрета. Портрет, соответствующий этому идентификатору, будет отображаться здесь.
GamingIsLove.Makinom.UI.UIPortraitSetting.mainPortrait;Portrait Component;Выберите компонент «UI Portrait», который обрабатывает портрет.
GamingIsLove.Makinom.UI.UIPositionSettings.useAtGameObjectCanvas;At Game Object Canvas;Выберите компонент «UI Portrait», который обрабатывает основной портрет.
GamingIsLove.Makinom.UI.UIPositionSettings.layoutAnchor;Layout Anchor;Перенесите UI в «Canvas» игрового объекта, который он использует для позиционирования. Используется только в том случае, если UI размещен в положении игрового объекта, и к игровому объекту прикреплен «Canvas» (или один из его дочерних объектов).
GamingIsLove.Makinom.UI.UIPositionSettings.limitToScreen;Limit to Screen;Выберите анкор этого UI при использовании макетов UI или при размещении его относительно других полей UI.
GamingIsLove.Makinom.UI.UIPositionSettings.screenPadding;Screen Padding;Отображение этого UI ограничено пространством экрана, т. е. он не может отображаться за пределами экрана.
GamingIsLove.Makinom.UI.UIPositionSettings.atCursor;At Cursor;Отступы по краям этого UI при ограничении пространством экрана — слева (x), сверху (y), справа (z) и снизу (w).
GamingIsLove.Makinom.UI.UIPositionSettings.followCursor;Follow Cursor;Этот UI будет расположен в положении курсора.
GamingIsLove.Makinom.UI.UIPositionSettings.followAtClose;Follow At Close;Этот UI будет следовать за курсором. Если эта опция отключена, он будет отображаться в положении, в котором находился курсор при открытии.
GamingIsLove.Makinom.UI.UIPositionSettings.cursorOffset;Cursor Offset;Следуйте за курсором, пока этот интерфейс закрывается (например, исчезает). Если эта функция отключена, он перестанет следовать за курсором при закрытии.
GamingIsLove.Makinom.UI.UnityUIBoxSettings.prefab;UI Box Prefab;Смещение относительно курсора при размещении этого интерфейса.
GamingIsLove.Makinom.UI.DefaultUIPrefabs.buttonPrefab;Button Prefab;Выберите префаб интерфейса с компонентом «UI Box», который будет использоваться.
GamingIsLove.Makinom.UI.DefaultUIPrefabs.tabButtonPrefab;Tab Button Prefab;Выберите префаб, используемый для создания кнопок. Требуется компонент «UI Button Input» на префабе.
GamingIsLove.Makinom.UI.DefaultUIPrefabs.boolInputPrefab;Bool Input Prefab;Выберите префаб, используемый для создания кнопок. Требуется компонент «UI Tab Button» на префабе.
GamingIsLove.Makinom.UI.DefaultUIPrefabs.stringInputPrefab;String Input Prefab;Выберите префаб, используемый для ввода булевых значений (например, переключателей). Требуется компонент, производный от компонента «UI Bool Input» на префабе.
GamingIsLove.Makinom.UI.DefaultUIPrefabs.intInputPrefab;Int Input Prefab;Выберите префаб, используемый для ввода текста (например, полей ввода). Требуется компонент, производный от компонента «UI String Input» на префабе.
GamingIsLove.Makinom.UI.DefaultUIPrefabs.floatInputPrefab;Float Input Prefab;Выберите префаб, используемый для ввода целых чисел (например, ползунки). Требуется компонент, производный от компонента «UI Int Input» на префабе.
GamingIsLove.Makinom.UI.DefaultUIPrefabs.dropdownInputPrefab;Dropdown Input Prefab;Выберите префаб, используемый для ввода чисел с плавающей запятой (например, ползунки). Требуется компонент, производный от компонента «UI Float Input» на префабе.
GamingIsLove.Makinom.UI.ToggleGameObjectHUDClickAction;Toggle Game Object;Выберите префаб, используемый для ввода из раскрывающегося списка. Требуется компонент, производный от компонента «UI Dropdown Input» на префабе.
GamingIsLove.Makinom.UI.ToggleGameObjectHUDClickAction.gameObject;Game Object;Переключает игровой объект в активное/неактивное состояние (используется только Unity UI).
GamingIsLove.Makinom.UI.ToggleGameObjectHUDClickAction.type;Toggle;Выберите игровой объект, который будет переключаться.
GamingIsLove.Makinom.UI.UnityUINavigationBarPointSetting.prefab;Content Prefab;Выберите, как будет переключаться игровой объект: - Переключение: Текущее состояние переключения будет изменено на противоположное (т. е. активное на неактивное, неактивное на активное). - Вкл.: Игровой объект будет переключен в активное состояние. - Выкл.: Игровой объект будет переключен в неактивное состояние.
GamingIsLove.Makinom.UI.NavigationBarPointSetting.type;Point Type;Выберите префаб, используемый для отображения этой точки. Используйте компонент «HUD Content Provider» на префабе, чтобы иметь возможность использовать информацию о контенте на других компонентах HUD на префабе.
GamingIsLove.Makinom.UI.UnityUIControlHUDSettings.layer;UI Layer;Выберите тип этой точки навигации:
GamingIsLove.Makinom.UI.UnityUIControlHUDSettings.prefab;HUD Prefab;Выберите слой UI этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой UI 0 будет отображаться за слоем UI 1.
GamingIsLove.Makinom.UI.UnityUIInformationHUDSettings.layer;UI Layer;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.Makinom.UI.UnityUIInformationHUDSettings.prefab;HUD Prefab;Выберите слой интерфейса пользователя для этого HUD. Слои можно использовать для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой интерфейса пользователя 0 будет отображаться за слоем интерфейса пользователя 1.
GamingIsLove.Makinom.UI.UnityUIInteractionHUDSettings.layer;UI Layer;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.Makinom.UI.UnityUIInteractionHUDSettings.prefab;HUD Prefab;Выберите слой UI этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой UI 0 будет отображаться за слоем UI 1.
GamingIsLove.Makinom.UI.UnityUINavigationBarHUDSettings.layer;UI Layer;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.Makinom.UI.UnityUINavigationBarHUDSettings.prefab;HUD Prefab;Выберите слой UI этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой UI 0 будет отображаться за слоем UI 1.
GamingIsLove.Makinom.UI.UnityUITooltipHUDSettings.layer;UI Layer;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.Makinom.UI.UnityUITooltipHUDSettings.prefab;HUD Prefab;Выберите слой UI этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой UI 0 будет отображаться за слоем UI 1.
GamingIsLove.Makinom.UI.UnityUIBackgroundSettings.prefab;Prefab;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.Makinom.UI.UnityUICustomInputSettings.prefab;Custom Input Prefab;Выберите префаб, который будет использоваться. Если к префабу прикреплен компонент «UI Background», он будет использовать поведение открытия/закрытия при отображении и удалении префаба. В противном случае удаление префаба приведет к его немедленному уничтожению.
GamingIsLove.Makinom.UI.UnityUIFlyingTextSettings.prefab;UI Prefab;Выберите префаб UI, который будет использоваться для ввода. Если ни один не выбран, используется префаб по умолчанию из окна UI или префаб по умолчанию, определенный в настройках системы UI.
GamingIsLove.Makinom.UI.UnityUILayerSettings.prefab;Canvas Prefab;Выберите префаб UI с компонентом «UI Flying Text», который будет использоваться.
GamingIsLove.Makinom.UI.UnityUILayerSettings.setSortingOrder;Set Sorting Order;Выберите префаб UI с компонентом «Canvas», который будет использоваться. Makinom создаст холст на основе настроек системы UI, если префаб не выбран.
GamingIsLove.Makinom.UI.UnityUILayerSettings.sortingOrder;Sorting Order;Установите порядок сортировки холста. Если эта опция отключена, используется порядок сортировки предоставленного холста (префаба). Если префаб не выбран, холст, созданный Makinom, будет использовать индекс слоя UI в качестве порядка сортировки.
GamingIsLove.Makinom.UI.UnityUIPortraitSettings.prefab;Portrait Prefab;Определите порядок сортировки холста.
GamingIsLove.Makinom.UI.UnityUISystem;Unity UI;Выберите префаб, который будет создан для портрета. Вы можете использовать префабы для создания более сложных портретов, например, с помощью анимированных спрайтов.
GamingIsLove.Makinom.UI.UnityUISystem.eventSystemType;Event System;Использует систему на основе компонента «Unity UI».
GamingIsLove.Makinom.UI.UnityUISystem.eventSystemPrefab;Event System Prefab;Выберите, какая система событий будет создана: - Нет: Makinom не создает систему событий. - По умолчанию: Makinom создает свою систему событий по умолчанию. - Префаб: определите префаб с настройками вашей системы событий.
GamingIsLove.Makinom.UI.UnityUISystem.addCanvasScaler;Add Canvas Scaler;Определите префаб системы событий, которая будет создана.
GamingIsLove.Makinom.UI.UnityUISystem.canvasScalerScreenSize;Scale With Screen Size;Добавьте «Canvas Scaler» к созданному холсту. Используется только в том случае, если холст создан Makinom, а не при использовании префабов для холстов слоя UI.
GamingIsLove.Makinom.UI.UnityUISystem.pixelDragThreshold;Pixel Drag Threshold;Используйте настройку «Scale With Screen Size» для масштабатора холста. В противном случае используется настройка масштабатора холста по умолчанию.
GamingIsLove.Makinom.UI.UnityUISystem.layer;Layer;Мягкая область системы событий для перетаскивания в пикселях — в основном используется для различения между нажатием на кнопку и перетаскиванием при прокрутке. Оптимальное значение во многом зависит от используемого (мобильного) устройства.
GamingIsLove.Makinom.UI.UnityUISystem.pixelPerfect;Pixel Perfect;Выберите слой, на котором будет размещен холст UI. Это может быть полезно при использовании второй камеры для рендеринга UI. Обратите внимание, что инстанциированные игровые объекты (например, из префаба контент-бокса) будут размещены на слое, определенном в префабе.
GamingIsLove.Makinom.UI.UnityUISystem.useScreenSpaceCamera;Screen Space Camera;Принудительно выравнивать элементы на холсте по пикселям.
GamingIsLove.Makinom.UI.UnityUISystem.planeDistance;Plane Distance;Установите режим рендеринга холста на «Screen Space Camera». Использует камеру для рендеринга пользовательского интерфейса вместо наложения его на дисплей камеры. Если эта опция отключена, будет использоваться режим рендеринга «Screen Space Overlay».
GamingIsLove.Makinom.UI.UnityUISystem.nearPlaneOffset;Near Plane Offset;Определите расстояние от пользовательского интерфейса до камеры. Если включена опция «Near Plane Offset», заданное расстояние используется в качестве смещения относительно ближней плоскости отсечения камеры.
GamingIsLove.Makinom.UI.UnityUISystem.useMainCamera;Use Main Camera;Расстояние до плоскости используется в качестве смещения к ближней плоскости отсечения камеры. Если эта опция отключена, расстояние до плоскости является абсолютным — если оно находится за пределами плоскости отсечения камеры, оно не будет видно.
GamingIsLove.Makinom.UI.UnityUISystem.mainCameraFallback;Main Camera Fallback;Использует основную камеру сцены для рендеринга пользовательского интерфейса. Если эта опция отключена, необходимо определить используемую камеру (т. е. настройки для ее поиска).
GamingIsLove.Makinom.Components.HUDListContentComponentSettings`1.parent;Spawn Parent;Если камера не найдена, используется основная камера.
GamingIsLove.Makinom.Components.HUDListContentComponentSettings`1.prefab;Prefab;Выберите игровой объект, к которому будут привязаны префабы. Если поле оставлено пустым, будет использоваться этот игровой объект.
GamingIsLove.Makinom.Components.HUDListContentComponentSettings`1.forcePrefab;Force Prefab;Выберите префаб, используемый для создания новых элементов списка. Требуется компонент «HUD Content Provider» в корне префаба.
GamingIsLove.Makinom.Components.HUDListContentComponentSettings`1.separatorPrefab;Separator Prefab;Принудительно использует заданный префаб, игнорируя префаб, предоставленный отображаемым контентом.
GamingIsLove.Makinom.Components.HUDTextContentComponentSettings`1.mainContent;Content Component;Выберите префаб, используемый в качестве разделителя между двумя элементами списка. Этот префаб будет появляться только между двумя элементами списка, т. е. не перед первым и не после последнего элемента. Оставьте поле пустым, чтобы не использовать разделитель.
GamingIsLove.Makinom.Components.HUDIconBarContentComponentSettings`1.iconParent;Icon Parent;Выберите компонент «UI Content», который обрабатывает отображение контента.
GamingIsLove.Makinom.Components.HUDIconBarContentComponentSettings`1.iconPrefab;Icon Prefab;Выберите игровой объект, к которому будут привязаны префабы значков.
GamingIsLove.Makinom.Components.HUDValueBarContentComponentSettings`1.valueBar;Value Bar;Выберите префаб, используемый для создания значков. Требуется компонент «HUD Value Bar» на префабе.
GamingIsLove.Makinom.Schematics.UnityUISchematicImageFaderSettings.type;Image Type;Выберите компонент «HUD Value Bar», который обрабатывает отображение содержимого.
GamingIsLove.Makinom.Schematics.UnityUISchematicImageFaderSettings.color;Color;Выберите, какой тип изображения будет использоваться: - Цвет: заданный цвет. - Текстура: выбранная текстура. - Спрайт: выбранный спрайт.
GamingIsLove.Makinom.Schematics.UnityUISchematicImageFaderSettings.texture;Texture;Выберите цвет, который будет использоваться.
GamingIsLove.Makinom.Schematics.UnityUISchematicImageFaderSettings.sprite;Sprite;Выберите текстуру, которая будет отображаться.
GamingIsLove.Makinom.Schematics.UnityUISchematicImageFaderSettings.useAlphaMask;Use Alpha Mask;Выберите спрайт, который будет отображаться.
GamingIsLove.Makinom.Schematics.UnityUISchematicImageFaderSettings.useMaterial;Own Material;Используйте альфа-маску, чтобы скрыть части изображения.
GamingIsLove.Makinom.Schematics.UnityUISchematicImageFaderSettings.maskMaterial;Mask Material;Переопределите материал маски по умолчанию, определенный в «UI > UI System». Если эта опция отключена, будет использоваться материал маски по умолчанию.
GamingIsLove.Makinom.Schematics.Nodes.SpawnUIPrefabNode;Spawn UI Prefab;Выберите материал, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.SpawnUIPrefabNode.uiLayer;UI Layer;Создает префаб на холсте выбранного слоя UI.
GamingIsLove.Makinom.Schematics.Nodes.SpawnUIPrefabNode.prefab;UI Prefab;Выберите слой UI, на котором будет сгенерирован префаб. Использует холст слоя UI.
GamingIsLove.Makinom.Schematics.Nodes.SpawnUIPrefabNode.useObjectChange;Use Spawned Object;Выберите префаб, который будет сгенерирован. Для генерации используется собственная настройка UI префаба (например, настройки «Rect Transform»).
GamingIsLove.Makinom.Schematics.Nodes.BaseSchematicNode.active;Enabled;Определите, для чего будет использоваться сгенерированный игровой объект: - Нет: ничего. - Выбранные данные: игровой объект будет использоваться для изменения выбранных данных. - Выбранный объект: игровой объект будет новым выбранным объектом.
GamingIsLove.Makinom.Schematics.Nodes.BaseSchematicNode.executeOnStop;Execute On Stop;Этот узел включен и будет выполнен. Если он отключен, узел не будет выполняться, и будет выполнен следующий узел («Следующий» или «Успех»).
GamingIsLove.Makinom.Schematics.Nodes.BaseSchematicNode.isBreakpoint;Breakpoint;Этот узел будет выполнен, если схема остановлена.
GamingIsLove.Makinom.BaseNode.overrideNodeName;Override Node Name;Этот узел приостановит игру во время отладки, если редактор Makinom открыт.
GamingIsLove.Makinom.BaseNode.nodeName;Node Name;Переопределите имя, которое этот узел отображает в редакторе узлов.
GamingIsLove.Makinom.Schematics.Nodes.UIRectTransformNode;UI Rect Transform;Имя, которое будет отображаться для этого узла.
GamingIsLove.Makinom.Schematics.Nodes.UIRectTransformNode.setAnchoredPosition;Set Anchored Position;Изменяет настройки компонента «Rect Transform».
GamingIsLove.Makinom.Schematics.Nodes.UIRectTransformNode.setSizeDelta;Set Size Delta;Устанавливает закрепленное положение (3D) трансформации прямоугольника.
GamingIsLove.Makinom.Schematics.Nodes.UIRectTransformNode.setPivot;Set Pivot;Устанавливает дельту размера трансформации прямоугольника. Ось Z не используется.
GamingIsLove.Makinom.Schematics.Nodes.UIRectTransformNode.setAnchorMin;Set Anchor Min;Устанавливает точку поворота трансформации прямоугольника. Т. е. нормализованное положение (0-1) в трансформации прямоугольника, вокруг которого он вращается. Ось Z не используется.
GamingIsLove.Makinom.Schematics.Nodes.UIRectTransformNode.setAnchorMax;Set Anchor Max;Устанавливает минимальную привязку трансформации прямоугольника. То есть нормализованное положение (0-1) по отношению к левому нижнему углу родительского трансформатора прямоугольника. Ось Z не используется.
GamingIsLove.Makinom.Schematics.Nodes.UIRectTransformNode.setOffsetMin;Set Offset Min;Устанавливает максимальную привязку трансформации прямоугольника. То есть нормализованное положение (0-1) по отношению к правому верхнему углу родительского трансформатора прямоугольника. Ось Z не используется.
GamingIsLove.Makinom.Schematics.Nodes.UIRectTransformNode.setOffsetMax;Set Offset Max;Установите минимальное смещение трансформации прямоугольника. Т. е. смещение левого нижнего угла относительно левого нижнего анкера. Ось Z не используется.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode;UI Text;Установите максимальное смещение трансформации прямоугольника. Т. е. смещение правого верхнего угла относительно правого верхнего анкера. Ось Z не используется.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.setFont;Set Font;Изменяет настройки компонента «Текст».
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.font;Font;Установите шрифт текстового компонента.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.setFontSize;Set Font Size;Выберите шрифт, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.fontSize;Font Size;Установите размер шрифта текстового компонента.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.setFontStyle;Set Font Style;Размер шрифта, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.fontStyle;Font Style;Установите стиль шрифта текстового компонента.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.setLineSpacing;Set Line Spacing;Стиль шрифта, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.lineSpacingValue;Line Spacing;Установите межстрочный интервал текстового компонента.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.setAlignment;Set Alignment;Межстрочный интервал, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.alignment;Alignment;Установите выравнивание текстового компонента.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.setColor;Set Color;Выравнивание, которое будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.color;Color;Установите цвет текстового компонента.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.setMaterial;Set Material;Цвет, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.material;Material;Установите материал компонента изображения.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.setText;Set Text;Материал, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UITextNode.text;Text;Установите текст текстового компонента.
GamingIsLove.Makinom.Schematics.Nodes.UIRawImageNode;UI Raw Image;Текст, который будет выведен в консоль Unity.
GamingIsLove.Makinom.Schematics.Nodes.UIRawImageNode.setTexture;Set Texture;Изменяет настройки компонента «Raw Image».
GamingIsLove.Makinom.Schematics.Nodes.UIRawImageNode.texture;Texture;Установите текстуру компонента изображения.
GamingIsLove.Makinom.Schematics.Nodes.UIRawImageNode.setColor;Set Color;Выберите текстуру, которая будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UIRawImageNode.color;Color;Установите цвет компонента изображения.
GamingIsLove.Makinom.Schematics.Nodes.UIRawImageNode.setUVRect;Set UV Rect;Цвет, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UIRawImageNode.uvRect;UV Rect;Установите UV-прямоугольник компонента изображения.
GamingIsLove.Makinom.Schematics.Nodes.UIRawImageNode.setMaterial;Set Material;UV-прямоугольник, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UIRawImageNode.material;Material;Установите материал компонента изображения.
GamingIsLove.Makinom.Schematics.Nodes.UIImageNode;UI Image;Материал, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UIImageNode.setSprite;Set Sprite;Изменяет настройки компонента «Image».
GamingIsLove.Makinom.Schematics.Nodes.UIImageNode.sprite;Sprite;Установите спрайт компонента изображения.
GamingIsLove.Makinom.Schematics.Nodes.UIImageNode.setColor;Set Color;Выберите спрайт, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UIImageNode.color;Color;Установите цвет компонента изображения.
GamingIsLove.Makinom.Schematics.Nodes.UIImageNode.setMaterial;Set Material;Цвет, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UIImageNode.material;Material;Установите материал компонента изображения.
GamingIsLove.Makinom.Schematics.Nodes.UIImageNode.setFillAmount;Set Fill Amount;Материал, который будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.UIImageNode.fillAmount;Fill Amount;Установите степень заполнения компонента изображения.
GamingIsLove.Makinom.Schematics.Nodes.UISliderNode;UI Slider;Степень заполнения изображения. Значение должно быть в диапазоне от 0 до 1.
GamingIsLove.Makinom.Schematics.Nodes.UISliderNode.setValue;Set Value;Изменяет настройки компонента «Слайдер».
GamingIsLove.Makinom.Schematics.Nodes.UISliderNode.setNormalized;Is Normalized;Устанавливает значение компонента слайдера.
GamingIsLove.Makinom.Schematics.Nodes.UISliderNode.value;Value;Устанавливает нормализованное значение (0-1) слайдера.
GamingIsLove.Makinom.Schematics.Nodes.UISliderNode.setMinValue;Set Min Value;Значение, которое будет установлено для компонента слайдера.
GamingIsLove.Makinom.Schematics.Nodes.UISliderNode.minValue;Min Value;Устанавливает минимальное значение компонента слайдера.
GamingIsLove.Makinom.Schematics.Nodes.UISliderNode.setMaxValue;Set Max Value;Минимальное значение, которое будет установлено для компонента слайдера.
GamingIsLove.Makinom.Schematics.Nodes.UISliderNode.maxValue;Max Value;Установить максимальное значение компонента ползунка.
GamingIsLove.Makinom.Schematics.Nodes.UIScrollbarNode;UI Scrollbar;Максимальное значение, на которое будет установлен компонент ползунка.
GamingIsLove.Makinom.Schematics.Nodes.UIScrollbarNode.setValue;Set Value;Изменение настроек компонента «Прокрутка».
GamingIsLove.Makinom.Schematics.Nodes.UIScrollbarNode.value;Value;Установить значение компонента прокрутки.
GamingIsLove.Makinom.Schematics.Nodes.UIScrollbarNode.setSize;Set Size;Значение, на которое будет установлен компонент прокрутки.
GamingIsLove.Makinom.Schematics.Nodes.UIScrollbarNode.size;Size;Установить размер компонента прокрутки. Значение должно быть в диапазоне от 0 до 1, где 1 означает, что он заполняет всю прокрутку.
GamingIsLove.Makinom.Schematics.Nodes.UIScrollbarNode.setSteps;Set Step Number;Размер, на который будет установлен компонент полосы прокрутки.
GamingIsLove.Makinom.Schematics.Nodes.UIScrollbarNode.steps;Step Number;Установите количество шагов компонента полосы прокрутки. Значение 0 отключает использование шагов.
GamingIsLove.Makinom.Schematics.Nodes.UIToggleNode;UI Toggle;Количество шагов, на которое будет установлен компонент полосы прокрутки.
GamingIsLove.Makinom.Schematics.Nodes.UIToggleNode.setValue;Set Value;Изменяет настройки компонента «Переключатель».
GamingIsLove.Makinom.Schematics.Nodes.UIInputFieldNode;UI Input Field;Установите значение переключателя.
GamingIsLove.Makinom.Schematics.Nodes.UIInputFieldNode.setValue;Set Value;Изменяет настройки компонента «Поле ввода».
GamingIsLove.Makinom.Schematics.Nodes.UIInputFieldNode.value;Text;Устанавливает текстовое значение компонента поля ввода.
GamingIsLove.Makinom.Schematics.Nodes.StoreUIInputFieldNode;Store UI Input Field;Текстовое значение, которое будет использоваться.
GamingIsLove.Makinom.Schematics.Nodes.StoreUIToggleNode;Store UI Toggle;Сохраняет текстовое значение компонента «Поле ввода» в переменной типа string.
GamingIsLove.Makinom.Schematics.Nodes.StoreUISliderNode;Store UI Slider;Сохраняет значение переключателя компонента «Переключатель» в переменной типа bool.
GamingIsLove.Makinom.Schematics.Nodes.StoreUISliderNode.useNormalized;Use Normalized Value;Сохраняет значение компонента «Ползунок» в переменной типа float.
GamingIsLove.Makinom.Schematics.Nodes.StoreUIScrollbarNode;Store UI Scrollbar;Использует нормализованное значение (0-1) ползунка.
GamingIsLove.Makinom.Schematics.Nodes.StoreUIAnchoredPositionNode;Store UI Anchored Position;Сохраняет значение компонента «Полоса прокрутки» в переменной типа float.
GamingIsLove.Makinom.Schematics.Nodes.StoreUISizeDeltaNode;Store UI Size Delta;Сохраняет закрепленную позицию (3D) компонента «Преобразование прямоугольника» в переменной Vector3.
GamingIsLove.Makinom.Schematics.Nodes.SelectHUDContentProviderNode;Select HUD Content Provider;Сохраняет разницу размеров компонента «Преобразование прямоугольника» в переменной Vector3.
GamingIsLove.Makinom.Schematics.Nodes.SelectHUDContentProviderNode.scope;Scope;Используйте содержимое/пользователя компонента поставщика содержимого HUD, прикрепленного к игровому объекту, для изменения выбранных данных.
GamingIsLove.Makinom.Schematics.Nodes.SelectUIInputContextNode;Select UI Input Context;Выберите область действия компонентов, которые будут использоваться: - Один: один компонент, прикрепленный к игровому объекту. - В дочерних объектах: один компонент, прикрепленный к игровому объекту или любому дочернему объекту. - В родительском объекте: один компонент, прикрепленный к игровому объекту или любому родительскому объекту. - От корня: один компонент, прикрепленный к корню игрового объекта или любому дочернему объекту (от корня). - Все: все компоненты, прикрепленные к игровому объекту. - Все в дочерних объектах: все компоненты, прикрепленные к игровому объекту и дочерним объектам. - Все в родительских объектах: все компоненты, прикрепленные к игровому объекту и родительским объектам. - Все из корня: все компоненты, прикрепленные к корню игрового объекта и дочерним объектам (из корня).
GamingIsLove.Makinom.Schematics.Nodes.SelectUIInputContextNode.scope;Scope;Используйте схематический контекст компонента ввода пользовательского интерфейса, прикрепленного к игровому объекту, чтобы изменить выбранные данные. Например, добавьте схематический контекст к кнопке выбора.
GamingIsLove.Makinom.Schematics.Nodes.SelectUIBaseComponentNode;Select UI Base Component;Выберите область компонентов, которые будут использоваться: - Один: один компонент, прикрепленный к игровому объекту. - В дочерних объектах: один компонент, прикрепленный к игровому объекту или любому дочернему объекту. - В родительском объекте: один компонент, прикрепленный к игровому объекту или любому родительскому объекту. - От корня: один компонент, прикрепленный к корню игрового объекта или любому дочернему объекту (от корня). - Все: все компоненты, прикрепленные к игровому объекту. - Все в дочерних объектах: все компоненты, прикрепленные к игровому объекту и дочерним объектам. - Все в родительских объектах: все компоненты, прикрепленные к игровому объекту и родительским объектам. - Все из корня: все компоненты, прикрепленные к корню игрового объекта и дочерним объектам (из корня).
GamingIsLove.Makinom.Schematics.Nodes.SelectUIBaseComponentNode.scope;Scope;Используйте компонент «UI Box» или «HUD» (или любой другой, реализующий «IUIBase»), прикрепленный к игровому объекту, для изменения выбранных данных.
GamingIsLove.ORKFramework.UI.HUDStateChangeSettings.gameObject;Game Object;Выберите область действия компонентов, которые будут использоваться: - Один: один компонент, прикрепленный к игровому объекту. - В дочерних объектах: один компонент, прикрепленный к игровому объекту или любому дочернему объекту. - В родительских объектах: один компонент, прикрепленный к игровому объекту или любому родительскому объекту. - От корня: один компонент, прикрепленный к корню игрового объекта или любому дочернему объекту (от корня). - Все: все компоненты, прикрепленные к игровому объекту. - Все в дочерних объектах: все компоненты, прикрепленные к игровому объекту и дочерним объектам. - Все в родительских объектах: все компоненты, прикрепленные к игровому объекту и родительским объектам. - Все из корня: все компоненты, прикрепленные к корню игрового объекта и дочерним объектам (из корня).
GamingIsLove.ORKFramework.UI.HUDStateChangeSettings.useColor;Use Color;Выберите игровой объект, который будет активирован, когда это состояние будет активным. Если состояние неактивно, этот игровой объект будет отключен.
GamingIsLove.ORKFramework.UI.HUDStateChangeSettings.setSlotColor;Set Slot Color;Измените цвет игровых объектов пользовательского интерфейса. Требуется компонент «UI Color Changer» на игровом объекте пользовательского интерфейса или дочернем объекте (например, сгенерированном префабе).
GamingIsLove.ORKFramework.UI.HUDStateChangeSettings.setContentColor;Set Content Color;Установите цвет игровых объектов слота.
GamingIsLove.ORKFramework.UI.HUDStateChangeSettings.color;Color;Установите цвет игровых объектов контента.
GamingIsLove.ORKFramework.UI.HUDStateChangeSettings.highlightedGameObject;Game Object;Цвет, используемый, когда это состояние активно.
GamingIsLove.ORKFramework.UI.HUDStateChangeSettings.useHighlightedColor;Use Color;Выберите игровой объект, который будет активирован, когда это состояние активно. Если состояние неактивно, этот игровой объект будет отключен.
GamingIsLove.ORKFramework.UI.HUDStateChangeSettings.setHighlightedSlotColor;Set Slot Color;Измените цвет игровых объектов интерфейса. Требуется компонент «UI Color Changer» на игровом объекте интерфейса или дочернем объекте (например, сгенерированном префабе).
GamingIsLove.ORKFramework.UI.HUDStateChangeSettings.setHighlightedContentColor;Set Content Color;Установите цвет игровых объектов слота.
GamingIsLove.ORKFramework.UI.HUDStateChangeSettings.highlightedColor;Color;Установите цвет игровых объектов контента.
GamingIsLove.ORKFramework.UI.UIResearchMultiButtonSettings.researchTree;Research Tree;Цвет, используемый при активном состоянии.
GamingIsLove.ORKFramework.UI.UIResearchMultiButtonSettings.researchItem;Research Item;Выберите дерево исследований, к которому относится эта кнопка.
GamingIsLove.ORKFramework.UI.UIResearchMultiButtonSettings.button;Research Item Button;Выберите элемент исследования, к которому относится эта кнопка.
GamingIsLove.ORKFramework.UI.UIResearchSingleButtonSettings.index;Research Item Index;Выберите компонент «UI Research Item Button Input», который будет использоваться для определенного элемента исследования.
GamingIsLove.ORKFramework.UI.UIResearchSingleButtonSettings.button;Research Item Button;Индекс элемента исследования, к которому относится эта кнопка. Первый элемент исследования имеет индекс 0, второй — индекс 1 и т. д.
GamingIsLove.ORKFramework.UI.UIResearchTreeCreator.researchTree;Research Tree;Выберите компонент «UI Research Item Button Input», который будет использоваться для этого индекса элемента исследования.
GamingIsLove.ORKFramework.UI.UIResearchTreeCreator.contentProvider;HUD Content Provider;Выберите дерево исследований, которое будет использоваться для создания кнопок элементов исследования.
GamingIsLove.ORKFramework.UI.UIResearchTreeCreator.buttonPrefab;Button Prefab;Выберите компонент «HUD Content Provider», который обрабатывает отображение содержимого дерева исследований.
GamingIsLove.ORKFramework.UI.UIResearchTreeCreator.buttonParent;Button Parent;Выберите префаб, используемый для создания кнопок. Требуется компонент «Research Item UI Button Input» на префабе. Если ничего не выбрано, кнопка будет создана с нуля.
GamingIsLove.ORKFramework.UI.UIResearchTreeCreator.linePrefab;Line Prefab;Выберите игровой объект, к которому будут привязаны префабы кнопок.
GamingIsLove.ORKFramework.UI.UIResearchTreeCreator.lineParent;Line Parent;Выберите префаб, используемый для создания линий между кнопками элементов исследования. Линии создаются от кнопки к кнопке, от которой зависят условия элемента исследования. Требуется компонент «UI Research Line» на префабе. Если он не выбран, линии не будут созданы.
GamingIsLove.ORKFramework.UI.UIResearchTreeCreator.spacing;Spacing;Выберите игровой объект, к которому будут привязаны префабы линий.
GamingIsLove.ORKFramework.UI.UIResearchTreeCreator.growDirection;Grow Direction;Горизонтальное (X) и вертикальное (Y) расстояние между кнопками разных уровней. Уровни создаются на основе условий исследовательских элементов (требующих других исследовательских элементов).
GamingIsLove.ORKFramework.UI.UnityUIBattleActionsHUDSettings.layer;UI Layer;Выберите, в каком направлении будет расти дерево исследований.
GamingIsLove.ORKFramework.UI.UnityUIBattleActionsHUDSettings.prefab;HUD Prefab;Выберите слой интерфейса этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой интерфейса 0 будет отображаться за слоем интерфейса 1.
GamingIsLove.ORKFramework.UI.UnityUICombatantHUDSettings.layer;UI Layer;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.ORKFramework.UI.UnityUICombatantHUDSettings.prefab;HUD Prefab;Выберите слой интерфейса этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой интерфейса 0 будет отображаться за слоем интерфейса 1.
GamingIsLove.ORKFramework.UI.UnityUICombatantObjectHUDSettings.layer;UI Layer;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.ORKFramework.UI.UnityUICombatantObjectHUDSettings.prefab;HUD Prefab;Выберите слой UI этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой UI 0 будет отображаться за слоем UI 1.
GamingIsLove.ORKFramework.UI.UnityUILatestTurnHUDSettings.layer;UI Layer;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.ORKFramework.UI.UnityUILatestTurnHUDSettings.prefab;HUD Prefab;Выберите слой UI этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой UI 0 будет отображаться за слоем UI 1.
GamingIsLove.ORKFramework.UI.UnityUIObjectHUDSettings.layer;UI Layer;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.ORKFramework.UI.UnityUIObjectHUDSettings.prefab;HUD Prefab;Выберите слой интерфейса этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой интерфейса 0 будет отображаться за слоем интерфейса 1.
GamingIsLove.ORKFramework.UI.UnityUIQuestHUDSettings.layer;UI Layer;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.ORKFramework.UI.UnityUIQuestHUDSettings.prefab;HUD Prefab;Выберите слой UI этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой UI 0 будет отображаться за слоем UI 1.
GamingIsLove.ORKFramework.UI.UnityUITimebarHUDSettings.layer;UI Layer;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.ORKFramework.UI.UnityUITimebarHUDSettings.prefab;HUD Prefab;Выберите слой UI этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой UI 0 будет отображаться за слоем UI 1.
GamingIsLove.ORKFramework.UI.UnityUITurnOrderHUDSettings.layer;UI Layer;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.ORKFramework.UI.UnityUITurnOrderHUDSettings.prefab;HUD Prefab;Выберите слой UI этого HUD. Вы можете использовать слои для организации отображения диалогов, HUD и других сообщений на экране. Слои с более высоким индексом будут рисоваться после слоев с более низким индексом, т. е. они будут отображаться над ними. Например, слой UI 0 будет отображаться за слоем UI 1.
GamingIsLove.ORKFramework.UI.UnityUIResearchItemSettings.prefab;UI Prefab;Выберите префаб с компонентом «HUD», который будет использоваться.
GamingIsLove.ORKFramework.UI.UnityUIResearchTreeSettings.prefab;UI Prefab;Выберите префаб UI, используемый для создания элемента исследования в UI. Требуется компонент «HUD Content Provider» в корне префаба.
GamingIsLove.ORKFramework.UI.UnityUIShortcutSettings.prefab;UI Prefab;Выберите префаб UI, используемый для создания дерева исследований в UI. Требуется компонент «UI Research Tree» в корне префаба.
GamingIsLove.ORKFramework.UI.UnityUIStatusEffectSettings.prefab;UI Prefab;Выберите префаб UI, используемый для создания ярлыка в UI. Требуется компонент «HUD Content Provider» в корне префаба.
GamingIsLove.ORKFramework.UI.UnityUIStatusValueSettings.prefab;UI Prefab;Выберите префаб интерфейса, используемый для создания эффекта статуса в интерфейсах. Требуется компонент «HUD Content Provider» в корне префаба.
GamingIsLove.Makinom.PathRotationSettings.type;Rotation Type;Выберите префаб интерфейса, используемый для создания значения статуса в интерфейсах. Требуется компонент «HUD Content Provider» в корне префаба.
GamingIsLove.Makinom.PathRotationSettings.lockAxis;Lock Rotation;Выберите, как движущийся игровой объект будет вращаться при движении по траектории: - None: без вращения. - Value: до заданного значения вращения. - Направление движения: смотреть в направлении движения. - Смотреть на объект: смотреть на объект.
GamingIsLove.Makinom.PathStartSettings.type;Start Position;Включите оси, по которым игровой объект не должен вращаться при взгляде в направлении.
GamingIsLove.Makinom.PathStartSettings.reverseDirection;Reverse Direction;Выберите, где игровой объект начнет следовать по пути: - Начало: в начале пути (т. е. в первой точке пути). - Конец: в конце пути (т. е. в последней точке пути). - Ближайшая: в положении пути, ближайшем к игровому объекту. - Точка пути: в заданной точке пути.
GamingIsLove.Makinom.PathStartSettings.pointIndex;Path Point Index;Изменить направление следования по пути, т. е. двигаться от наивысшего к наименьшему индексу точки пути. Если эта опция отключена, путь прослеживается от наименьшего к наивысшему индексу точки пути.
GamingIsLove.Makinom.PathStartSettings.pathValue;Path Value (0-1);Задать индекс точки пути. Если индекс превышает количество точек пути, будет использована последняя точка пути.
GamingIsLove.Makinom.PathStartSettings.endType;Path End;Положение на длине точки пути, где 0 — положение текущей точки пути, а 1 — положение следующей точки пути.
GamingIsLove.Makinom.NodeGroup;Node Group;Выберите, что произойдет в конце пути: - Остановить: игровой объект остановится в конце. - Цикл: игровой объект продолжит следовать по пути. - Реверс: игровой объект изменит направление и продолжит следовать по пути.
GamingIsLove.Makinom.NodeGroup.name;Name;Используйте группы узлов для организации ваших узлов.
GamingIsLove.Makinom.NodeGroup.groupColor;Color;Название этой группы узлов.
GamingIsLove.Makinom.NodeGroup.textColor;Text Color;Цвет этой группы узлов.
GamingIsLove.Makinom.GameControlsSettings.clickTimeout;Click Timeout (s);Цвет текста этой группы узлов (т. е. для имени)
GamingIsLove.Makinom.GameControlsSettings.pauseTime;Pause Time;Время в секундах для распознавания многократных щелчков. Если в течение этого времени произойдет еще один щелчок/касание, он будет распознан как многократный щелчок (например, двойной щелчок).
GamingIsLove.Makinom.GameControlsSettings.freezePause;Freeze Pause;Игровое время (время воспроизведения) будет приостановлено, когда игра будет приостановлена.
GamingIsLove.Makinom.BackupSettings.numberOfBackups;Number of Backups;Игра замораживается в режиме паузы, т. е. анимация, движения и т. д. останавливаются.
GamingIsLove.Makinom.EditorSettings.copyNameType;Copy Name Type;Установите, сколько резервных копий данных вашего проекта будет храниться. Установите значение 0, если не хотите сохранять резервные копии.
GamingIsLove.Makinom.EditorSettings.editorHelpType;Editor Help Display;Выберите, как будет изменяться имя скопированных данных: - Нет: сохраняется исходное имя. - Добавить в начало: добавляет «COPY » в начало имени. - Добавить в конец: добавляет « COPY» в конец имени.
GamingIsLove.Makinom.EditorSettings.setHelpTextColor;Set Help Text Color;Выберите, когда будет отображаться справка редактора: - Нет: тексты справки не будут отображаться. - При наведении курсора: при наведении курсора на настройку. - При фокусировке: когда настройка находится в фокусе. - Кнопка: отображение кнопки «?» рядом с настройкой.
GamingIsLove.Makinom.EditorSettings.helpTextColor;Help Text Color;Измените цвет, используемый для отображения текстов справки.
GamingIsLove.Makinom.EditorSettings.showSubSectionSeparators;Sub-Section Separators;Выберите цвет, который будет использоваться для отображения текстов справки.
GamingIsLove.Makinom.EditorSettings.enableDrag;Enable drag bars;Показать разделители между группами кнопок подразделов.
GamingIsLove.Makinom.EditorSettings.useCopyContextMenu;Use Context Menu Copy;Включить использование полос перетаскивания в редакторе. Полосы перетаскивания используются для изменения размера отображения текста справки, подразделов и списков данных.
GamingIsLove.Makinom.EditorSettings.copiedSettingHighlightColor;Copied Setting Highlight;Разрешить использование контекстного меню для копирования/вставки настроек. Контекстное меню можно открыть в настройках с помощью щелчка правой кнопкой мыши. Отключите эту настройку, если у вас возникли ошибки, связанные с «StartContextClick» или «EndContextClick».
GamingIsLove.Makinom.EditorSettings.searchSettingHighlightColor;Search Setting Highlight;Определите цвет, который будет использоваться для выделения настроек, скопированных в буфер обмена. Это используется для того, чтобы знать, какие настройки были скопированы. Вы можете скопировать/вставить настройки, щелкнув по ним правой кнопкой мыши и выбрав операцию в контекстном меню.
GamingIsLove.Makinom.EditorSettings.searchJumpListHighlightColor;Search Jump List Highlight;Определите цвет, который будет использоваться для выделения найденных настроек при использовании панели поиска.
GamingIsLove.Makinom.EditorSettings.searchAutoScroll;Search Auto Scroll;Определите цвет, который будет использоваться для выделения раскрывающихся списков с найденными настройками в списке переходов.
GamingIsLove.Makinom.EditorSettings.prettyFoldouts;Pretty Foldouts;Автоматически прокручивать до первой выделенной настройки при изменении ввода поиска.
GamingIsLove.Makinom.EditorSettings.foldoutExtendedInformation;Extended Information;Заголовок и поле всплывающего окна будут зависеть от его глубины.
GamingIsLove.Makinom.EditorSettings.showFoldoutHelp;Show Foldout Help;Некоторые всплывающие окна отображают дополнительную информацию в своем заголовке. Например, всплывающие окна элементов массива, отображающие подробную информацию об их настройке.
GamingIsLove.Makinom.EditorSettings.foldoutSeparator;Space after Foldout;Отображать текст справки всплывающего окна под заголовком всплывающего окна, когда оно развернуто.
GamingIsLove.Makinom.EditorSettings.rememberLastSection;Remember Last Section;Добавить некоторое пространство после закрытия всплывающего окна.
GamingIsLove.Makinom.EditorSettings.rememberFoldouts;Remember Foldouts;Запоминать последний раздел и подраздел, которые были открыты в редакторе.
GamingIsLove.Makinom.EditorSettings.useFoldoutColors;Use Foldout Colors;Запоминать последнее состояние раскрывающихся списков в редакторе. Чтобы эта настройка начала действовать, необходимо закрыть (после сохранения) и снова открыть редактор.
GamingIsLove.Makinom.EditorSettings.foldoutColorJumplist;Use In Jumplist;Разрешить изменение цветов раскрывающихся списков.
GamingIsLove.Makinom.EditorSettings.scrollFoldoutIndexChange;Scroll Index Change;Цвет раскрывающегося списка также будет использоваться в списке переходов (цвет текста).
GamingIsLove.Makinom.EditorSettings.highlightValueFields;Highlight Value Fields;Сохранять положение прокрутки при переходе между записями списка данных. Положение прокрутки будет сохраняться относительно ближайших настроек корневого развертываемого элемента.
GamingIsLove.Makinom.EditorSettings.showJumpList;Show Jump List;Расширенные поля значений, состоящие из нескольких полей/выборов, будут выделены, чтобы обозначить, какие поля относятся друг к другу. Это используется полями значений string, bool, float и Vector3, которые позволяют использовать различные источники значений, такие как определенные значения или переменные.
GamingIsLove.Makinom.EditorSettings.maxJumpListDepth;Max Depth;Отображать список быстрого перехода развертываемого элемента.
GamingIsLove.Makinom.EditorSettings.highlightVisibleJumpList;Highlight Visible List;Максимальная глубина развернутого списка, которая будет отображаться в списке быстрого перехода.
GamingIsLove.Makinom.EditorSettings.allowViewLimiting;Allow View Limiting;Выделить текущие видимые развернутые списки в списке быстрого перехода.
GamingIsLove.Makinom.EditorSettings.viewLimitSettingsButtons;Settings Buttons;Вы можете ограничить отображаемые настройки одним корневым развернутым списком. Отображает всплывающий выбор в списке быстрого перехода развернутого списка и кнопки навигации над и под настройками.
GamingIsLove.Makinom.EditorSettings.viewLimitSearchBarButtons;Search Bar Buttons;Отображать кнопки ограничения просмотра над и под областью настроек.
GamingIsLove.Makinom.EditorSettings.useCustomTextArea;Use Custom Text Area;Отображать кнопки ограничения просмотра в строке поиска.
GamingIsLove.Makinom.EditorSettings.setTextAreaColor;Set Text Area Color;Использовать текстовую область редактора вместо текстовой области Unity по умолчанию.
GamingIsLove.Makinom.EditorSettings.textAreaColor;Text Area Color;Установить цвет, используемый для отображения текста в текстовой области.
GamingIsLove.Makinom.EditorSettings.textAreaHeight;Text Area Height;Выбрать цвет, используемый для отображения текста в текстовой области.
GamingIsLove.Makinom.EditorSettings.textAreaPreviewHeight;Max Preview Height;Высота текстовой области при редактировании текста.
GamingIsLove.Makinom.EditorSettings.subHK;Sub-Section;Максимальная высота предварительного просмотра текста, отображаемого в настройках. Предварительный просмотр текста отображается, если текст не редактируется.
GamingIsLove.Makinom.EditorSettings.tabHK;Data List Index;Используйте «ALT + Page Up» и «ALT + Page Down» для просмотра подразделов.
GamingIsLove.Makinom.EditorSettings.settingsScrollHK;Settings Scroll;Используйте «Page Up» и «Page Down» для просмотра списков данных (например, элементов).
GamingIsLove.Makinom.EditorSettings.saveHK;Save;Используйте «Home» для прокрутки вверх и «End» для прокрутки вниз области настроек.
GamingIsLove.Makinom.EditorSettings.loadHK;Load;Используйте «ALT + S» для сохранения.
GamingIsLove.Makinom.EditorSettings.navigationHistoryHK;Navigation History;Используйте «ALT + L» для загрузки.
GamingIsLove.Makinom.EditorSettings.showAllLayers;Show All Layers;Используйте «ALT + Home» для возврата назад и «ALT + End» для перехода вперед в истории навигации.
GamingIsLove.Makinom.EditorSettings.autoVariablePopup;Auto Variable Popup;Все слои будут видны в полях маски слоев, а не только те, которые имеют имена. Обратите внимание, что последний слой (31) не будет отображаться!
GamingIsLove.Makinom.EditorSettings.autoReflectionPopup;Auto Reflection Popup;Автоматически отображать совпадающие ключи переменных и другие данные в виде всплывающего выбора при вводе в поля значений строк.
GamingIsLove.Makinom.EditorSettings.popupLonger;Extended Popups;Автоматически отображать совпадающие данные отражения (например, имена классов) в виде всплывающего выбора при вводе в поля строк отражения.
GamingIsLove.Makinom.EditorSettings.popupSeparateEnums;Separate Enums;Ширина всплывающего поля будет увеличена (т. е. всплывающие поля станут длиннее).
GamingIsLove.Makinom.EditorSettings.popupTypeSeparation;Type Separation;Всплывающие поля перечисления будут разделены на подсписки (в некоторых случаях).
GamingIsLove.Makinom.EditorSettings.popupAssetTooltip;Asset Description Tooltip;Всплывающие поля выбора данных будут разделены по типам (если доступно).
GamingIsLove.Makinom.EditorSettings.popupTooltip;Selection Tooltip;Отображение описания, определенного в настройках ресурса (например, клавиши ввода), в виде всплывающей подсказки при выборе из всплывающего списка.
GamingIsLove.Makinom.EditorSettings.nodeInitialAnchor;Initial Node Anchor;Показать всплывающую подсказку для доступных выборов во всплывающих окнах выбора.
GamingIsLove.Makinom.EditorSettings.nodeFocusAnchor;Focus Node Anchor;Выберите, где будет отображаться первоначально выбранный узел (т. е. узел настроек).
GamingIsLove.Makinom.EditorSettings.nodesFlexibleLines;Flexible Lines;Выберите, где будут отображаться узлы при использовании клавиши «F» для фокусировки на выбранных узлах.
GamingIsLove.Makinom.EditorSettings.nodesDragGrid;Snap to Grid;Линии будут соединяться с верхней, нижней, левой или правой стороной узла, в зависимости от положения двух соединенных узлов. Если эта опция отключена, линии всегда будут соединяться с верхней стороной.
GamingIsLove.Makinom.EditorSettings.showNodesGrid;Show Grid;Узлы будут автоматически размещаться на сетке при отпускании после перетаскивания. Эту настройку также можно включить в редакторе узлов.
GamingIsLove.Makinom.EditorSettings.showNodeEnableToggle;Show Enable Toggle;Отображать сетку под узлами. Эту настройку также можно включить в редакторе узлов.
GamingIsLove.Makinom.EditorSettings.showNodeFolderInfo;Show Node Folder Info;Отображать переключатель включения/выключения на узлах. Эту настройку также можно включить в редакторе узлов.
GamingIsLove.Makinom.EditorSettings.mergeSingleSlot;Merge Single Slot;Отображение папок/подпапок, в которых находится узел, при отображении его настроек. Папки/подпапки будут перечислены в верхней части настроек узла.
GamingIsLove.Makinom.EditorSettings.nodeMaxZoom;Max Zoom;Слот «Следующий» однослотовых узлов будет частью области информации. Эту настройку также можно включить в редакторе узлов.
GamingIsLove.Makinom.EditorSettings.nodeScrollTrackpadMode;Scroll Trackpad Mode;Максимальный коэффициент уменьшения масштаба.
GamingIsLove.Makinom.EditorSettings.nodeScrollTrackpadHorizontal;Horizontal Scroll;Использовать трекпад (ввод с помощью колесика прокрутки) для прокрутки области узла вместо масштабирования. Вы можете переключаться между горизонтальной и вертикальной прокруткой, удерживая клавишу управления («CTRL»).
GamingIsLove.Makinom.EditorSettings.nodeScrollTackpadChange;Scroll Change;Прокручивать по горизонтали вместо вертикали. Вы можете переключаться между горизонтальной и вертикальной прокруткой, удерживая клавишу управления («CTRL»).
GamingIsLove.Makinom.EditorSettings.nodeScrollZoomShift;Hold Shift Zoom;Определяет, насколько прокручивается при вводе с помощью трекпада/колесика прокрутки. X — для горизонтальной прокрутки, Y — для вертикальной прокрутки. Используйте отрицательные значения, чтобы изменить направление прокрутки.
GamingIsLove.Makinom.EditorSettings.nodeScrollZoomChange;Scroll Zoom Change;Увеличение масштаба с помощью колесика прокрутки используется только при удержании клавиши «Shift».
GamingIsLove.Makinom.EditorSettings.schematicMenuType;Schematic Editor Menu;Значение, используемое для изменения коэффициента увеличения с помощью колесика прокрутки.
GamingIsLove.Makinom.EditorSettings.lastOpenedSchematics;Last Opened Schematics;Выберите, где будут отображаться меню настроек редактора схем и тексты справки.
GamingIsLove.Makinom.EditorSettings.openLastSchematic;Open Last Schematic;Количество последних открытых схем, которые будут запомнены.
GamingIsLove.Makinom.EditorSettings.schematicAutoDebug;Auto Debug Schematics;Открыть последнюю открытую схему при запуске редактора.
GamingIsLove.Makinom.EditorSettings.schematicAutoStartDebug;Auto Start Debugging;Автоматически собирать отладочную информацию для запущенных схем. Если эта опция отключена, отладочная информация собирается только после запуска редактора Makinom. Обратите внимание, что сбор отладочной информации о запущенных схемах может повлиять на производительность. Это используется только при воспроизведении в редакторе, а не в скомпилированной/экспортированной игре.
GamingIsLove.Makinom.EditorSettings.startNodeColor;Start Node;Автоматически запускать отладку схемы, используя первый запущенный экземпляр, когда она открыта в редакторе узлов.
GamingIsLove.Makinom.EditorSettings.layerGateNodeColor;Layer Gate Nodes;Цвет начального узла.
GamingIsLove.Makinom.EditorSettings.baseNodeColor;Base Nodes;Цвет узлов слоя.
GamingIsLove.Makinom.EditorSettings.selectedNodeColor;Selected Node;Цвет базовых узлов, не назначенных конкретному типу.
GamingIsLove.Makinom.EditorSettings.selectedSlotColor;Selected Slot;Цвет выбранного узла.
GamingIsLove.Makinom.EditorSettings.disabledNodeColor;Disabled Nodes;Цвет выбранного слота.
GamingIsLove.Makinom.EditorSettings.unreachableNodeColor;Unreachable Nodes;Цвет отключенных узлов.
GamingIsLove.Makinom.EditorSettings.colorizeNodeTypes;Colorize Node Types;Цвет недоступных узлов.
GamingIsLove.Makinom.EditorSettings.animationNodeColor;Animation Nodes;Различные типы узлов (например, обработка игровых объектов или переменных) будут иметь разные цвета.
GamingIsLove.Makinom.EditorSettings.functionNodeColor;Function Nodes;Цвет узлов, связанных с анимацией (например, анимация, аудио).
GamingIsLove.Makinom.EditorSettings.gameObjectNodeColor;Game Object Nodes;Цвет узлов, связанных с функциями (например, вызов функции, проверка полей).
GamingIsLove.Makinom.EditorSettings.gameNodeColor;Game Nodes;Цвет узлов, связанных с игровыми объектами (например, движение, компоненты).
GamingIsLove.Makinom.EditorSettings.inputNodeColor;Input Nodes;Цвет узлов, связанных с игрой (например, сохранение игр, загрузка сцен).
GamingIsLove.Makinom.EditorSettings.machineNodeColor;Machine Nodes;Цвет узлов, связанных с вводом (например, клавиша ввода).
GamingIsLove.Makinom.EditorSettings.movementNodeColor;Movement Nodes;Цвет узлов, связанных с машиной (например, запуск помеченной машины).
GamingIsLove.Makinom.EditorSettings.uiNodeColor;UI Nodes;Цвет узлов, связанных с движением (например, навигационная сетка, вращение, движение).
GamingIsLove.Makinom.EditorSettings.valueNodeColor;Value Nodes;Цвет узлов, связанных с пользовательским интерфейсом (например, диалоги).
GamingIsLove.Makinom.EditorSettings.childConnectionColor;Child Connection;Цвет узлов, связанных со значениями (например, переменные).
GamingIsLove.Makinom.EditorSettings.parentConnectionColor;Parent Connection;Цвет соединений с дочерними узлами.
GamingIsLove.Makinom.EditorSettings.gridLineColor;Grid Line;Цвет соединений с родительскими узлами.
GamingIsLove.Makinom.EditorSettings.gridLineFullColor;Grid Line Full;Цвет линий сетки.
GamingIsLove.Makinom.EditorSettings.gridBackgroundColor;Grid Background;Цвет полных линий сетки.
GamingIsLove.Makinom.EditorSettings.debugConnectionColor;Debug Connection;Цвет фона сетки.
GamingIsLove.Makinom.EditorSettings.debugConnectionCurrentColor;Debug Connection Current;Цвет соединений, которые использовались во время отладки.
GamingIsLove.Makinom.EditorSettings.debugNodeColor;Debug Node;Цвет последнего соединения, использованного во время отладки.
GamingIsLove.Makinom.EditorSettings.debugNodeCurrentColor;Debug Node Current;Цвет узлов, которые использовались во время отладки.
GamingIsLove.Makinom.GameSettings.horizontalPlane;Default Horizontal Plane;Цвет текущего узла во время отладки.
GamingIsLove.Makinom.GameSettings.raycastType;Default Raycast Type;Выберите горизонтальную плоскость по умолчанию (т. е. оси, используемые в качестве уровня земли/горизонтального уровня): - XZ: оси X и Z определяют уровень земли, т. е. поведение 3D по умолчанию. - XY: оси X и Y определяют уровень земли, т. е. поведение 2D по умолчанию.
GamingIsLove.Makinom.GameSettings.defaultRounding;Default Rounding;Выберите тип луча, который будет использоваться по умолчанию: - Только 3D: используются только 3D лучи. - Только 2D: используются только 2D лучи. - Сначала 3D: сначала используется 3D луч, если объект не найден, используется 2D луч. - Сначала 2D: сначала используется 2D-raycast, если объект не найден, используется 3D-raycast.
GamingIsLove.Makinom.GameSettings.minRandomRange;Min. Random Range;Выберите округление значений float по умолчанию (когда в настройке «Округление» используется «По умолчанию»): - Нет: без округления. - Ceil: значение будет округлено в большую сторону (например, 14,2 станет 15). - Floor: значение будет округлено в меньшую сторону (например, 14,8 станет 14). - Round: значение будет округлено до ближайшего целого числа (например, 14,2 станет 14, 14,8 станет 15).
GamingIsLove.Makinom.GameSettings.maxRandomRange;Max. Random Range;Минимальное число, используемое для вычисления случайного числа для проверки вероятности (например, вероятность попадания, вероятность контратаки, вероятность выпадения предмета и т. д.).
GamingIsLove.Makinom.GameSettings.dataSaveFormat;Data Format;Максимальное число, используемое для вычисления случайного числа для проверки вероятности (например, вероятность попадания, вероятность контратаки, вероятность выпадения предмета и т. д.).
GamingIsLove.Makinom.GameSettings.encryptData;Encrypt Data;Выберите формат, используемый для сохранения данных настроек: - Массив байтов: данные преобразуются в массив байтов. Быстрый доступ к сохранению/загрузке, но без контроля версий (только для каждого ресурса). - Строка XML: данные преобразуются в строку на основе XML. Более медленный доступ к сохранению/загрузке, но позволяет объединять версии ресурсов. Рекомендуется использовать «Массив байтов» для ваших готовых игр, чтобы воспользоваться более быстрой загрузкой.
GamingIsLove.Makinom.GameSettings.startGlobalVolume;Global Volume (0-1);Файлы данных проекта будут зашифрованы. Если эта функция отключена, файлы сохраняются в виде обычного текста.
GamingIsLove.Makinom.GameSettings.startMusicVolume;Music Volume (0-1);Определите глобальную громкость (от 0 до 1), которая будет использоваться при инициализации Makinom. Глобальная громкость используется для масштабирования громкости музыки и звуков.
GamingIsLove.Makinom.GameSettings.startSoundVolume;Sound Volume (0-1);Определите громкость музыки (от 0 до 1), которая будет использоваться при инициализации Makinom.
GamingIsLove.Makinom.SceneConnectionsSettings.connectionSearch;Connection Path Search;Определите громкость звука (от 0 до 1), которая будет использоваться при инициализации Makinom.
GamingIsLove.Makinom.HUDsSettings.hudMask;HUD Layer Mask;Выберите, сколько путей будет просканировано: - Один: будет использован первый найденный путь. - Несколько: будут использованы все (уникальные) пути с одинаковым количеством сцен. - Все: будут использованы все (уникальные) пути.
GamingIsLove.Makinom.HUDsSettings.hudDistance;Raycast Distance;Выберите слои, которые будут проверяться на наличие объектов в HUD. Это используется, например, когда HUD игрового объекта отображается только тогда, когда мышь находится над ним, или когда курсор меняет объекты сцены.
GamingIsLove.Makinom.SaveGameSettings.saveSlots;Save Slots;Расстояние, используемое raycast для определения текущего объекта HUD.
GamingIsLove.Makinom.SaveGameSettings.autoSaveSlots;Auto Save Slots;Количество доступных слотов для сохранения игры. Установка слотов сохранения в 0 позволит использовать только AUTO-сохранение игр и повторные попытки.
GamingIsLove.Makinom.SaveGameSettings.loadType;Load Scene Type;Количество доступных слотов для автоматического сохранения игры. Слот для автоматического сохранения, используемый в запущенной игре, можно выбрать в начале игры. Использование AUTOSAVE в игре (например, в точках сохранения или схемах) приведет к сохранению в слот для автоматического сохранения, выбранный в начале игры. Если при запуске новой игры не был выбран слот для автоматического сохранения, будет использован первый слот для автоматического сохранения (0).
GamingIsLove.Makinom.SaveGameSettings.saveFileType;Save File Type;Выберите, как будет загружаться сохраненная сцена при загрузке сохраненной игры: - Загрузить уровень: закрывает все текущие загруженные сцены и загружает сцену. - Загрузить уровень дополнительно: добавляет сцену к текущим загруженным сценам. - Загрузить асинхронно: закрывает все текущие загруженные сцены и загружает сцену асинхронно в фоновом режиме. - Загрузить асинхронно дополнительно: добавляет сцену к текущим загруженным сценам и загружает ее асинхронно в фоновом режиме.
GamingIsLove.Makinom.SaveGameSettings.encryptData;Encrypt Data;Выберите, как будут храниться файлы сохраненных игр:
GamingIsLove.Makinom.SaveGameSettings.storeOptionLanguage;Language;Данные сохраненной игры будут зашифрованы. Если этот параметр не выбран, данные сохраняются в виде обычного текста.
GamingIsLove.Makinom.SaveGameSettings.storeOptionGlobalVolume;Global Volume;Язык также будет храниться в PlayerPrefs (вне сохраненных игр).
GamingIsLove.Makinom.SaveGameSettings.storeOptionSoundVolume;Sound Volume;Глобальная громкость также будет храниться в PlayerPrefs (вне сохраненных игр).
GamingIsLove.Makinom.SaveGameSettings.storeOptionMusicVolume;Music Volume;Громкость звука также будет храниться в PlayerPrefs (вне сохраненных игр).
GamingIsLove.Makinom.SaveGameSettings.storeSaveConfirmation;Save Confirmation;Громкость музыки также будет храниться в PlayerPrefs (вне сохраненных игр).
GamingIsLove.Makinom.SaveGameSettings.storeOptionTextSpeed;Text Speed;Опция подтверждения сохранения также будет храниться в PlayerPrefs (вне сохраненных игр).
GamingIsLove.Makinom.SaveGameSettings.ownScreenFade;Own Screen Fade;Опция «Скорость текста» также будет храниться в PlayerPrefs (вне сохраненных игр).
GamingIsLove.Makinom.SaveGameSettings.saveTime;Game Time;Используйте различные настройки затухания экрана при загрузке сохраненной игры. Если эта опция отключена, будут использоваться настройки затухания экрана по умолчанию, определенные в настройках игры.
GamingIsLove.Makinom.SaveGameSettings.saveVolumes;Volumes;Текущее игровое время будет сохранено.
GamingIsLove.Makinom.SaveGameSettings.savePlayerPosition;Player Position;Глобальная громкость, громкость музыки и звуков будут сохранены в сохраненной игре.
GamingIsLove.Makinom.SaveGameSettings.saveMusic;Music;Положение игрока (сцена, положение и поворот) будет сохранено.
GamingIsLove.Makinom.SaveGameSettings.saveSceneName;Load Scene;Сохраните текущую воспроизводимую музыку и время воспроизведения.
GamingIsLove.Makinom.SaveGameSettings.saveSpawnID;Spawn ID;Сцена, которая будет загружена при загрузке игры без положения игрока.
GamingIsLove.Makinom.SaveGameSettings.saveBlockStates;Block States;Идентификатор точки появления, где появится игрок.
GamingIsLove.Makinom.SaveGameSettings.saveInputID;Input ID;Состояние заблокированных клавиш ввода и HUD будет сохранено.
GamingIsLove.Makinom.SaveGameSettings.saveScenePosition;Scene Positions;Будет сохранено глобальное ID ввода. ID ввода (используемое клавишами ввода «Input ID») можно изменить в игре, чтобы создать различные стили управления.
GamingIsLove.Makinom.SaveGameSettings.objectVariableOption;Object Variables;Сохраните сохраненные положения всех сцен.
GamingIsLove.Makinom.SaveGameSettings.terrainChangesOption;Terrain Changes;Выберите, как будут сохраняться переменные, привязанные к объектам: - Нет: переменные не будут сохраняться, т. е. они не будут использоваться вообще. - Игра: переменные будут запоминаться в запущенной игре. - Сохранить: переменные будут сохраняться в сохраненной игре.
GamingIsLove.Makinom.SaveGameSettings.saveGameObjectSavers;Game Object Savers;Выберите, как будут сохраняться изменения рельефа: - Нет: изменения рельефа не будут сохраняться, т. е. они не будут использоваться вообще. - Игра: изменения рельефа будут запоминаться в запущенной игре. - Сохранить: изменения рельефа будут сохраняться в сохраненной игре. Предупреждение: сохранение изменений рельефа значительно увеличит объем данных сохраненной игры.
GamingIsLove.Makinom.SaveGameSettings.gameObjectSaversAutoRemove;Auto Remove;Выберите, будут ли сохраняться данные из компонентов «Game Object Saver»: - Нет: данные не сохраняются. - Текущие: сохраняются только данные текущей сцены. - Все: будут сохранены все сохраненные данные (это может значительно увеличить размер файла сохранения).
GamingIsLove.Makinom.SaveGameSettings.gameObjectSaversAutoRemoveAfter;After Scene Changes;Автоматически удалять данные из компонентов «Game Object Saver» после определенного количества смен сцены без возврата к сцене. При возвращении к сцене счетчик будет сброшен (если данные еще не были удалены).
GamingIsLove.Makinom.SaveGameSettings.savePrefabSavers;Prefab Savers;Количество смен сцены перед сбросом данных. Например, установка значения 1 позволит покинуть сцену и вернуться к ней (сохранив данные), но при следующей смене сцены данные будут удалены.
GamingIsLove.Makinom.SaveGameSettings.prefabSaversAutoRemove;Auto Remove;Выберите, будут ли сохраняться данные из префаб-сейверов (подробности см. в разделе «Base/Control > Prefab Savers»): - None: данные не сохраняются. - Current: сохраняются только данные текущей сцены. - All: сохраняются все сохраненные данные (это может значительно увеличить размер файла сохранения).
GamingIsLove.Makinom.SaveGameSettings.prefabSaversAutoRemoveAfter;After Scene Changes;Автоматически удалять данные из префаба после определенного количества смен сцен без возврата к сцене. При возвращении к сцене счетчик будет сброшен (если данные еще не были удалены).
GamingIsLove.Makinom.SaveGameSettings.noAutoRemoveScene;Scene Name;Количество смен сцен перед сбросом данных. Например, установка значения 1 позволит покинуть сцену и вернуться к ней (сохранив данные), но при переходе к другой сцене данные будут удалены.
GamingIsLove.Makinom.SaveGameSettings.variableSelector;Variables;Определите название сцены, в которой не используется автоматическое удаление данных сцены.
GamingIsLove.Makinom.SaveGameSettings.variableList;Variable Key;Выберите, какие переменные будут сохранены: - Никакие: никакие переменные не будут сохранены. - Выбрать: выберите, какие переменные будут сохранены. - Все: все переменные будут сохранены, но вы можете исключить определенные переменные.
GamingIsLove.Makinom.SaveGameSettings.saveFileName;Save File Name;Ключ (имя) переменной.
GamingIsLove.Makinom.SaveGameSettings.saveTimeFormat;Save Time Format;Этот текст используется для отображения текста индекса файла сохранения.
GamingIsLove.Makinom.SaveGameSettings.autoFileName;Auto File Name;Формат, используемый для отображения времени сохранения (т. е. реального времени). Например: «yyyy-MM-dd HH:mm:ss» = 2025-01-30 17:52:02
GamingIsLove.Makinom.SaveGameSettings.showAutoSaveMessage;Show Message;Этот текст используется для отображения индексного текста файла автосохранения.
GamingIsLove.Makinom.SaveGameSettings.autoBoxSettings;UI Box;При автосохранении игры будет отображаться сообщение.
GamingIsLove.Makinom.SaveGameSettings.autoVisibilityTime;Visibility Time (s);Выберите окно интерфейса, используемое для отображения сообщения.
GamingIsLove.Makinom.SaveGameSettings.autoSaveMessage;Message;Время в секундах, в течение которого будет отображаться сообщение.
GamingIsLove.Makinom.SaveGameSettings.pauseGame;Pause Game;Сообщение, которое будет отображаться при использовании автосохранения.
GamingIsLove.Makinom.SaveGameSettings.pauseTime;Pause Time;Игра будет приостановлена, пока открыты меню сохранения.
GamingIsLove.Makinom.SaveGameSettings.freezePause;Freeze Pause;Игровое время (время игры) будет приостановлено, когда игра будет приостановлена.
GamingIsLove.Makinom.SaveGameSettings.setTimeScale;Change Time Scale;Игра замирает в режиме паузы, т. е. анимация, движения и т. д. останавливаются.
GamingIsLove.Makinom.SaveGameSettings.setMakinomScale;Set Makinom Scale;Измените масштаб времени при отображении меню сохранения. Это можно использовать для замедления или ускорения игры.
GamingIsLove.Makinom.SaveGameSettings.timeScale;Time Scale;Установите масштаб времени Makinom — он используется только для вещей, связанных с Makinom, например, схем. Если отключить, будет установлен масштаб времени Unity, который повлияет на все в игре.
GamingIsLove.Makinom.SaveGameSettings.showSPChoice;Show Choice;Определите временную шкалу, которая будет использоваться при отображении экрана меню. Временная шкала 1 — это нормальная скорость, 0,5 — половина скорости, 2 — двойная скорость. Временная шкала 0 заморозит время (так же, как при использовании паузы с заморозкой).
GamingIsLove.Makinom.UIBoxesSettings.cursorTimeout;Cursor Timeout (s);Диалог выбора (сохранить, загрузить, отменить) отображается, когда игрок взаимодействует с точкой сохранения. Если не установлено, отображается меню сохранения.
GamingIsLove.Makinom.UIBoxesSettings.cursorHoldTimeout;Cursor Hold Timeout (s);Время в секундах, которое должно пройти между двумя движениями курсора (например, выбор ввода).
GamingIsLove.Makinom.UIBoxesSettings.useAcceptTimeout;Use Accept Timeout;Время в секундах, которое должно пройти между последовательными движениями курсора, когда ввод принимается без перерыва (например, удерживание клавиши).
GamingIsLove.Makinom.UIBoxesSettings.acceptTimeout;Accept Timeout (s);Используйте тайм-аут между двумя подтверждениями. Это относится ко всем типам подтверждения, т. е. через «Ключ подтверждения» и «Клик подтверждения» на вводах.
GamingIsLove.Makinom.UIBoxesSettings.scrollSpeed;Key Scroll Speed;Время в секундах между разрешением 2 подтверждений.
GamingIsLove.Makinom.UIBoxesSettings.autoScrollType;Auto Scroll Type;Количество пикселей, на которое перемещается полоса прокрутки при использовании клавиш.
GamingIsLove.Makinom.UIBoxesSettings.selectionTooltip;Selection Tooltip;Выберите, как будет осуществляться прокрутка при изменении выбранного ввода: - Включить: автоматическая прокрутка при каждом установке выбранного ввода (включая установку того же ввода, например, при обновлении содержимого). - Отключить: изменение выбранного ввода никогда не изменяет прокрутку. - При изменении индекса: прокручивать до выбранного ввода только при изменении выбранного индекса. Например, установка того же ввода во время обновления содержимого не обновит прокрутку.
GamingIsLove.Makinom.UIBoxesSettings.focusCursorOver;Focus Cursor Over;Всплывающие подсказки отображаются для текущего выбранного ввода в фокусированном поле пользовательского интерфейса. Курсор над ним всегда имеет приоритет. Если эта функция отключена, всплывающая подсказка отображается только при наведении курсора на содержимое с всплывающей подсказкой.
GamingIsLove.Makinom.UIBoxesSettings.focusLeftClick;Focus Left Click;Фокус будет на поле интерфейса, над которым в данный момент находится курсор мыши.
GamingIsLove.Makinom.UIBoxesSettings.focusMiddleClick;Focus Middle Click;Щелчок левой кнопкой мыши по полю интерфейса перенесет фокус на него.
GamingIsLove.Makinom.UIBoxesSettings.focusRightClick;Focus Right Click;Щелчок средней кнопкой мыши по полю интерфейса перенесет фокус на него.
GamingIsLove.Makinom.UIBoxesSettings.inputCursorOverSelection;Cursor Over Selection;Щелчок правой кнопкой мыши по полю интерфейса перенесет фокус на него.
GamingIsLove.Makinom.UIBoxesSettings.inputCursorOverUnlocked;Unlocked Cursor Over;Наведение курсора на поле ввода выделяет его (не принимает). Это происходит только в поле интерфейса, на котором в данный момент находится фокус.
GamingIsLove.Makinom.UIBoxesSettings.inputCursorOverUnfocused;Unfocused Cursor Over;Выделение курсором используется только в том случае, если курсор не заблокирован.
GamingIsLove.Makinom.UISettings.flyingTextCheckVisibility;Check Visibility;Выделение курсором также используется в полях интерфейса, на которых находится фокус. Если эта опция отключена, выделение курсором будет использоваться только в поле интерфейса, на котором в данный момент находится фокус.
GamingIsLove.Makinom.UISettings.flyingTextViewportPadding;Viewport Padding;Проверьте видимость положения летящего текста в мировом пространстве. Видимость проверяется с помощью окна просмотра камеры.
GamingIsLove.Makinom.UISystemSettings.type;UI System Type;Определите отступ, который будет добавлен к проверкам окна просмотра. Положительные значения расширят окно просмотра, отрицательные значения сократят окно просмотра. Положение окна просмотра видно, если оси x и y находятся между 0 и 1, а ось z равна 0 или больше.
GamingIsLove.Makinom.UISystemSettings.defaultScreen;Default Screen Size;Выберите, какая система пользовательского интерфейса будет использоваться:
GamingIsLove.Makinom.UISystemSettings.defaultMaskMaterial;Default Mask Material;Ширина и высота экрана, для которого вы разрабатываете дизайн. Этот параметр используется для расчета матрицы пользовательского интерфейса, которая используется для определения положения курсора и смещения экрана.
GamingIsLove.Makinom.ContentSorter.sorting;Sort By;Выберите материал по умолчанию, который будет использоваться для альфа-масок текстур. Материал маски по умолчанию может быть переопределен каждым изображением, которое может использовать альфа-маски.
GamingIsLove.Makinom.ContentSorter.invert;Invert Order;Выберите, как будут сортироваться данные: - Нет: данные не сортируются и будут отображаться в том порядке, в котором они появляются. - Имя: данные сортируются по имени (например, название предмета, название способности). - ИД: данные сортируются по ИД (т. е. индексу данных). - Имя типа: данные сначала сортируются по типу, затем по имени. - ИД типа: данные сначала сортируются по типу, затем по ИД.
GamingIsLove.Makinom.MusicChannelSetting.channel;Music Channel;Данные сортируются в обратном порядке.
GamingIsLove.Makinom.MusicChannelSetting.startMusicVolume;Start Volume (0-1);Определите музыкальный канал, который будет настроен. Канал по умолчанию — 0.
GamingIsLove.Makinom.MusicChannelSetting.mixerGroup;Audio Mixer Group Asset;Определите громкость музыки (от 0 до 1), которая будет использоваться при инициализации Makinom.
GamingIsLove.Makinom.MusicClipLoop.endLoop;End Loop;Выберите ресурс группы аудиомикшера, который будет использоваться в качестве выхода музыкального канала.
GamingIsLove.Makinom.MusicClipLoop.keepLooping;Keep Looping;При достижении конца клипа происходит возврат к началу. Используйте эту опцию для повторения клипа, если в нем также используются циклы — в противном случае цикл будет перезапускаться с первой настройкой цикла по окончании последнего. Отключите «Loop Clip» при использовании этой опции.
GamingIsLove.Makinom.MusicClipLoop.usePCM;Use PCM;Этот цикл будет повторяться, т. е. не будет переходить к следующему циклу (или обратно к первому циклу, если это последний цикл).
GamingIsLove.Makinom.MusicClipLoop.checkPCM;Check PCM;Используйте PCM вместо времени для проверки и установки положения цикла.
GamingIsLove.Makinom.MusicClipLoop.setPCM;Set PCM;Положение воспроизведения в образцах PCM для проверки.
GamingIsLove.Makinom.MusicClipLoop.checkTime;Check Time (s);Положение воспроизведения в образцах PCM, которое будет установлено по достижении значения проверки.
GamingIsLove.Makinom.MusicClipLoop.setTime;Set Time (s);Временное положение в секундах для проверки.
GamingIsLove.Makinom.MusicClipSetting.name;Name;Временное положение в секундах, которое будет установлено по достижении времени проверки.
GamingIsLove.Makinom.MusicClipSetting.clip;Audio Clip;Название музыкального клипа.
GamingIsLove.Makinom.MusicClipSetting.maxVolume;Maximum Volume;Выберите аудиоклип, используемый для этого музыкального клипа.
GamingIsLove.Makinom.MusicClipSetting.doLoop;Loop Clip;Максимальная громкость, с которой будет воспроизводиться этот музыкальный клип (от 0 до 1).
GamingIsLove.Makinom.MusicClipSetting.storeTimePosition;Store Time Position;Этот музыкальный клип будет воспроизводиться повторно по достижении конца.
GamingIsLove.Makinom.MusicClipSetting.useStartPCM;Use Start PCM;Автоматически сохранять текущее время воспроизведения музыкального клипа при остановке или переходе к другому музыкальному клипу. Музыка может быть запущена заново с сохраненного времени воспроизведения с помощью настройки «Воспроизводить с» в настройках воспроизведения музыки.
GamingIsLove.Makinom.MusicClipSetting.startPCM;Start PCM;Использовать PCM вместо времени для установки начальной позиции.
GamingIsLove.Makinom.MusicClipSetting.startTime;Start Time (s);Позиция воспроизведения в образцах PCM, с которой следует начать.
GamingIsLove.Makinom.PlayMusic.channel;Music Channel;Время воспроизведения в секундах, с которого следует начать.
GamingIsLove.Makinom.PlayMusic.type;Play Type;Определите музыкальный канал, который будет использоваться. Канал по умолчанию — 0.
GamingIsLove.Makinom.PlayMusic.stored;Play Stored Music;Выберите, как должна воспроизводиться (или останавливаться) музыка: - Воспроизведение: воспроизводит музыкальный клип и останавливает текущий клип. - Остановка: останавливает текущий музыкальный клип. - Затухание: затухает музыкальный клип и останавливает текущий клип. - Затухание: затухает текущий музыкальный клип и останавливает его. - Затухание с воспроизведением: затухает воспроизводимый в данный момент музыкальный клип и воспроизводит новый после завершения затухания. - Затухание до: затухает от воспроизводимого в данный момент клипа до нового.
GamingIsLove.Makinom.PlayMusic.storedID;Stored ID;В настоящее время сохраненный клип будет воспроизводиться с момента его сохранения.
GamingIsLove.Makinom.PlayMusic.musicClip;Music Clip;Определите идентификатор, используемый для хранения клипа. Вы можете сохранить несколько клипов, используя разные идентификаторы. Идентификатор по умолчанию — 0.
GamingIsLove.Makinom.PlayMusic.targetVolume;Target Volume (0-1);Выберите музыкальный клип, который будет воспроизводиться.
GamingIsLove.Makinom.PlayMusic.playFromType;Play From;Громкость, с которой будет воспроизводиться музыка. Не изменяет общую громкость музыки или громкость канала.
GamingIsLove.Makinom.PlayMusic.fade;Fade Time (s);Выберите, с какого момента будет воспроизводиться музыкальный клип: - Начало: с начала клипа. - Текущее время канала: с момента воспроизведения музыки текущего музыкального канала. - Сохраненная временная позиция: с последней сохраненной временной позиции музыкального клипа (с начала, если не сохранены).
GamingIsLove.Makinom.PlayMusicStored.channel;Music Channel;Время в секундах, используемое для затухания музыкального клипа.
GamingIsLove.Makinom.PlayMusicStored.storedID;Stored ID;Определите музыкальный канал, который будет использоваться. Канал по умолчанию — 0.
GamingIsLove.Makinom.PlayMusicStored.type;Play Type;Определите идентификатор, используемый для хранения клипа. Вы можете хранить несколько клипов, используя разные идентификаторы. Идентификатор по умолчанию — 0.
GamingIsLove.Makinom.PlayMusicStored.fade;Fade Time (s);Выберите, как должна воспроизводиться сохраненная музыка: - Воспроизведение: воспроизводит музыкальный клип и останавливает текущий клип. - Затухание: затухает музыкальный клип и останавливает текущий клип. - Затухание до: затухает от текущего клипа к новому. - Затухание с воспроизведением: затухает текущий музыкальный клип и воспроизводит новый после завершения затухания.
GamingIsLove.Makinom.PlayMusicStored.interpolation;Interpolation;Время в секундах, используемое для затухания музыкального клипа.
GamingIsLove.Makinom.BaseAudioSettings.setOutputMixerGroup;Set Output Mixer Group;Интерполяция, используемая для затухания.
GamingIsLove.Makinom.BaseAudioSettings.outputMixerGroup;Audio Mixer Group;Установите группу выходного аудиомикшера источника звука.
GamingIsLove.Makinom.BaseAudioSettings.setDistance;Set Distance;Выберите группу аудиомикшера, которая будет использоваться.
GamingIsLove.Makinom.BaseAudioSettings.minDistance;Minimum Distance;Установите минимальное/максимальное расстояние и режим спада аудиоисточника.
GamingIsLove.Makinom.BaseAudioSettings.maxDistance;Maximum Distance;В пределах минимального расстояния громкость аудиоисточника перестанет увеличиваться.
GamingIsLove.Makinom.BaseAudioSettings.rolloff;Rolloff Mode;(Логарифмический спад) Максимальное расстояние — это расстояние, на котором звук перестает затухать.
GamingIsLove.Makinom.BaseAudioSettings.setPitch;Set Pitch;Устанавливает, как аудиоисточник затухает с расстоянием.
GamingIsLove.Makinom.BaseAudioSettings.randomPitch;Random Pitch;Установите высоту тона аудиоисточника.
GamingIsLove.Makinom.BaseAudioSettings.pitch;Pitch;Высота тона будет установлена на случайное значение между двумя значениями.
GamingIsLove.Makinom.BaseAudioSettings.pitch2;Pitch 2;Высота тона аудиоисточника.
GamingIsLove.Makinom.BaseAudioSettings.setSpatialBlend;Set Spatial Blend;Высота тона аудиоисточника (верхний предел).
GamingIsLove.Makinom.BaseAudioSettings.spatialBlend;Spatial Blend;Установите настройку пространственного смешения аудиоисточника.
GamingIsLove.Makinom.BaseAudioSettings.setPanStereo;Set Pan Stereo;Устанавливает, насколько этот аудиоисточник подвержен влиянию вычислений 3D-пространственной локализации (затухание, эффект Доплера и т. д.). 0,0 делает звук полностью 2D, 1,0 делает его полностью 3D.
GamingIsLove.Makinom.BaseAudioSettings.panStereo;Pan Stereo;Установите настройку панорамирования стерео аудиоисточника.
GamingIsLove.Makinom.BaseAudioSettings.setLoop;Set Loop;Стереофоническое панорамирование воспроизводимого звука (влево или вправо). Применяется только к моно- или стереофоническим звукам. -1,0 = полностью влево, 0,0 = по центру, 1,0 = полностью вправо.
GamingIsLove.Makinom.BaseAudioSettings.loop;Loop;Установите настройку цикла аудиоисточника.
GamingIsLove.Makinom.BaseAudioSettings.setIgnoreLV;Set Ignore Listener Volume;Аудиоклип будет воспроизводиться в цикле.
GamingIsLove.Makinom.BaseAudioSettings.ignoreLV;Ignore Listener Volume;Установите настройку игнорирования громкости аудиоисточника.
GamingIsLove.Makinom.PlayAudioSettings.oneShot;Play One Shot;Это приведет к тому, что аудиоисточник не будет учитывать громкость аудиопроигрывателя.
GamingIsLove.Makinom.PlayAudioSettings.setVolume;Set Volume;Использует функцию PlayOneShot компонента аудиоисточника для воспроизведения аудиоклипа.
GamingIsLove.Makinom.PlayAudioSettings.volume;Volume;Устанавливает громкость аудиоисточника.
GamingIsLove.Makinom.Sound.soundType;Sound Type;Громкость, с которой будет воспроизводиться аудиоклип.
GamingIsLove.Makinom.Sound.audioClip;Audio Clip;Выбирает тип звука для этого звука.
GamingIsLove.Makinom.SoundSettings.soundTemplate;Sound Template;Выбирает аудиоклип, который будет использоваться. Один из добавленных аудиоклипов используется случайным образом.
GamingIsLove.Makinom.SoundTemplate.name;Name;Выбирает шаблон звука, который будет использоваться.
GamingIsLove.Makinom.SoundType.name;Name;Название этого шаблона.
GamingIsLove.Makinom.SoundChannelSetting.channel;Sound Channel;Название этого типа звука.
GamingIsLove.Makinom.SoundChannelSetting.startVolume;Start Volume (0-1);Определите звуковой канал, который будет настроен. Канал по умолчанию — 0.
GamingIsLove.Makinom.SoundChannelSetting.mixerGroup;Audio Mixer Group Asset;Определите громкость звука (от 0 до 1), которая будет использоваться при инициализации Makinom.
GamingIsLove.Makinom.AnimationTemplate.name;Name;Выберите ресурс группы аудиомикшера, который будет использоваться в качестве выхода звукового канала.
GamingIsLove.Makinom.AnimationTemplate.useLegacy;Use Legacy;Название шаблона анимации.
GamingIsLove.Makinom.AnimationTemplate.useMecanim;Use Mecanim;Используйте устаревшую анимацию. Это будет использоваться, когда к игровому объекту прикреплен компонент «Анимация».
GamingIsLove.Makinom.AnimationTemplate.useCustom;Use Custom;Использовать анимацию Mecanim. Это будет использоваться, когда к игровому объекту прикреплен компонент «Animator».
GamingIsLove.Makinom.CustomAnimation.duration;Duration (s);Использовать пользовательскую систему анимации. Это будет использоваться, когда к игровому объекту прикреплен определенный пользовательский компонент.
GamingIsLove.Makinom.LegacyAnimation.name;Animation Name;Продолжительность анимации в секундах. Это значение используется в схемах для установки времени ожидания для узлов анимации.
GamingIsLove.Makinom.LegacyAnimation.setLayer;Set Layer;Установите название клипа анимации.
GamingIsLove.Makinom.LegacyAnimation.layer;Animation Layer;Установите слой анимации.
GamingIsLove.Makinom.LegacyAnimation.setSpeed;Set Speed;Установите слой анимации для этого клипа анимации.
GamingIsLove.Makinom.LegacyAnimation.speedValue;Speed Value;Установите скорость воспроизведения анимации на основе формулы, например: - 1 дает нормальную скорость воспроизведения. - 2 дает двойную скорость воспроизведения, т. е. анимации будут в два раза быстрее. - 0,5 дает половину скорости воспроизведения, т. е. анимация будет в два раза медленнее. Все значения ниже 0 приводят к воспроизведению анимаций в обратном порядке.
GamingIsLove.Makinom.LegacyAnimation.playType;Play Type;Определите скорость воспроизведения. 1 — нормальная скорость воспроизведения, выше 1 — воспроизведение будет быстрее, ниже 1 — воспроизведение будет медленнее.
GamingIsLove.Makinom.LegacyAnimation.playMode;Play Mode;Выберите, как будет воспроизводиться анимация: - Воспроизведение: воспроизведение анимации без смешивания. - Переход: плавное появление анимации в течение определенного периода времени и плавное исчезновение других анимаций. - Смешивание: смешивает анимацию с целевым весом в течение определенного времени. - Воспроизведение в очереди: воспроизводит анимацию после завершения воспроизведения предыдущих анимаций. - Перекрестное затухание в очереди: перекрестно затухает анимацию после завершения воспроизведения предыдущих анимаций. - Остановить: останавливает анимацию (или все анимации). - Выборка: выбирает анимацию в текущем состоянии.
GamingIsLove.Makinom.LegacyAnimation.fade;Fade Length;Выберите, как будут обрабатываться другие анимации: StopSameLayer или StopAll.
GamingIsLove.Makinom.LegacyAnimation.weight;Target Weight;Время в секундах, используемое для перехода от предыдущей анимации к новой.
GamingIsLove.Makinom.LegacyAnimation.queueMode;Queue Mode;Целевой вес для смешивания.
GamingIsLove.Makinom.LegacyAnimation.stopAll;Stop All;Выберите, как будут обрабатываться другие анимации: CompleteOthers или PlayNow.
GamingIsLove.Makinom.MecanimAnimation.layer;Layer Index;Остановить все анимации. Если отключено, будет остановлена только заданная анимация.
GamingIsLove.Makinom.MecanimAnimation.playMode;Play Mode;Индекс слоя AnimatorController, на котором находится состояние анимации.
GamingIsLove.Makinom.MecanimAnimation.name;State Name;Выберите, как будет воспроизводиться состояние: - None: состояние не будет воспроизводиться напрямую, только через настройку параметров. - Play: использует Animator.Play для непосредственного воспроизведения состояния. - Cross Fade: использует Animator.CrossFade для плавного перехода между текущим состоянием и этим состоянием.
GamingIsLove.Makinom.MecanimAnimation.transitionDuration;Transition Duration;Название состояния анимации (без названия слоя).
GamingIsLove.Makinom.MecanimAnimation.setNormalizedTime;Set Normalized Time;Продолжительность перехода от исходного состояния (текущего состояния) к этому состоянию. Определяется в нормализованном времени (от 0 до 1) исходного состояния.
GamingIsLove.Makinom.MecanimAnimation.normalizedTime;Normalized Time;Установите нормализованное время состояния анимации при ее воспроизведении.
GamingIsLove.Makinom.MecanimAnimation.setLayerWeight;Set Layer Weight;Нормализованное время, на которое будет установлено состояние анимации при воспроизведении (0-1). Например, 1 будет концом анимации, 0,5 — серединой анимации.
GamingIsLove.Makinom.MecanimAnimation.layerWeight;Layer Weight;Установите текущий вес слоя анимации перед воспроизведением анимации.
GamingIsLove.Makinom.MecanimAnimation.durationType;Duration Type;Текущий вес, который будет установлен для слоя.
GamingIsLove.Makinom.MecanimAnimation.duration;Duration (s);Выберите, как будет определяться продолжительность анимации: - Фиксированная: по заданной продолжительности. - Анимационный клип: по заданному имени анимационного клипа. При этом будет выполнен поиск клипа в контроллере аниматора и использована длина клипа (если он найден), умноженная на скорость аниматора.
GamingIsLove.Makinom.MecanimAnimation.durationUseSpeed;Use Animator Speed;Продолжительность клипа анимации состояния. Это значение используется в схемах для установки времени ожидания для узлов анимации.
GamingIsLove.Makinom.MecanimAnimation.durationUseState;Use State Name;Умножить продолжительность на скорость аниматора.
GamingIsLove.Makinom.MecanimAnimation.durationClipName;Animation Clip Name;Использовать заданное «Имя состояния» в качестве имени клипа анимации. Если эта опция отключена, вы можете задать имя клипа анимации, который будет использоваться.
GamingIsLove.Makinom.MecanimParameter.name;Parameter Name;Установите имя клипа анимации.
GamingIsLove.Makinom.MecanimParameter.useHashID;Use Hash ID;Имя параметра.
GamingIsLove.Makinom.MecanimParameter.type;Parameter Type;Генерирует хеш-идентификатор для имени параметра. Доступ к параметрам через хеш-идентификаторы происходит быстрее — отключите эту настройку, если вы получаете предупреждение типа «Хеш-параметр 123456789 не существует».
GamingIsLove.Makinom.MecanimParameter.bToggle;Toggle;Выберите тип значения, которое будет установлено.
GamingIsLove.Makinom.MecanimParameter.bVal;Bool Value;Переключите текущее значение bool. Если эта опция отключена, значение bool будет установлено на заданное значение.
GamingIsLove.Makinom.MecanimParameter.add;Add;Значение bool, которое будет установлено.
GamingIsLove.Makinom.MecanimParameter.iVal;Int Value;Добавьте значение к текущему значению.
GamingIsLove.Makinom.MecanimParameter.fVal;Float Value;Значение int, которое будет установлено.
GamingIsLove.Makinom.MecanimParameter.resetTrigger;Reset Trigger;Значение float, которое будет установлено.
GamingIsLove.Makinom.ApplicationPath.pathOrigin;Path Origin;Сбросьте триггер до false.
GamingIsLove.Makinom.ApplicationPath.path;Path;Выберите, где находится путь: - Нет: используется только заданный путь. - Путь данных: использует «Application.dataPath». - Путь постоянных данных: использует «Application.persistentDataPath». - Путь потоковых ресурсов: использует «Application.streamingAssetsPath», обычно расположенный в «Assets/StreamingAssets/» в вашем проекте Unity. - Путь временного кэша: использует «Application.temporaryCachePath».
GamingIsLove.Makinom.AssetBundleSettings.assetBundleName;Asset Bundle Name;Определите путь в пределах исходного пути.
GamingIsLove.Makinom.AssetBundleSettings.ownPath;Own Asset Bundle Path;Определите имя пакета ресурсов.
GamingIsLove.Makinom.AssetBundleSettings.path;Asset Bundle Path;Этот пакет ресурсов переопределяет путь к пакету ресурсов по умолчанию, определенный в настройках игры.
GamingIsLove.Makinom.AssetBundleSettings.loadType;Load Type;Определите путь, по которому будет доступен пакет ресурсов. Пакет ресурсов будет загружен с помощью «AssetBundle.LoadFromFile» по этому пути (и с использованием имени пакета ресурсов).
GamingIsLove.Makinom.AssetSource`1.type;Asset Source;Выберите способ загрузки этого пакета ресурсов: - Загрузить из файла: использует „AssetBundle.LoadFromFile“. - Загрузить из памяти: использует „AssetBundle.LoadFromMemory“ после загрузки данных пакета с помощью „File.ReadAllBytes“.
GamingIsLove.Makinom.AssetSettings.unloadResourcesOnSceneChange;Unload Resources;Выберите источник используемого ресурса:
GamingIsLove.Makinom.AssetSettings.unloadAssetBundlesOnSceneChange;Unload Asset Bundles;При смене сцены все неиспользуемые ресурсы будут выгружены. Это происходит перед переходом к новой сцене.
GamingIsLove.Makinom.AssetSettings.defaultAssetBundlePath;Default Asset Bundle Path;При смене сцены пакеты ресурсов, загруженные ORK, будут выгружены. Это происходит перед переходом к новой сцене.
GamingIsLove.Makinom.AssetSettings.defaultAssetBundleLoadType;Default Load Type;Определите путь по умолчанию, по которому будут доступны пакеты ресурсов. Пакеты ресурсов будут загружены с помощью «AssetBundle.LoadFromFile» по этому пути (и с использованием имени пакета ресурсов). Выбор отдельных ресурсов может переопределить путь по умолчанию для пакета ресурсов.
GamingIsLove.Makinom.MakinomProjectAssetBundleLoader.assetName;Asset Name;Выберите способ загрузки пакетов ресурсов по умолчанию: - Загрузить из файла: использует „AssetBundle.LoadFromFile“. - Загрузить из памяти: использует „AssetBundle.LoadFromMemory“ после загрузки данных пакета с помощью „File.ReadAllBytes“.
GamingIsLove.Makinom.MakinomProjectAssetBundleLoader.assetBundleName;Asset Bundle Name;Определите имя ресурса в пакете ресурсов.
GamingIsLove.Makinom.MakinomProjectAssetBundleLoader.pathOrigin;Path Origin;Определите имя пакета ресурсов.
GamingIsLove.Makinom.MakinomProjectAssetBundleLoader.path;Path;Выберите, где находится путь: - Нет: Используется только заданный путь. - Путь к данным: используется „Application.dataPath“. - Путь к постоянным данным: используется „Application.persistentDataPath“. - Путь к потоковым ресурсам: используется „Application.streamingAssetsPath“, обычно расположенный в „Assets/StreamingAssets/“ в вашем проекте Unity. - Путь к временному кешу: используется „Application.temporaryCachePath“.
GamingIsLove.Makinom.MakinomProjectAssetBundleLoader.loadType;Load Type;Определите путь в пределах источника пути.
GamingIsLove.Makinom.MakinomProjectAssetBundleLoader.loadAsync;Load Async;Выберите способ загрузки этого пакета ресурсов: - Загрузить из файла: использует «AssetBundle.LoadFromFile». - Загрузить из памяти: использует «AssetBundle.LoadFromMemory» после загрузки данных пакета через «File.ReadAllBytes».
GamingIsLove.Makinom.AssetBundleAssetSource`1;Asset Bundle;Загрузите ресурс с помощью асинхронной операции.
GamingIsLove.Makinom.AssetBundleAssetSource`1.asset;Asset;Использует ресурс, хранящийся в пакете ресурсов. Определите имя ресурса, пакет ресурсов и путь, по которому хранится пакет ресурсов.
GamingIsLove.Makinom.AssetBundleAssetSource`1.assetName;Asset Name;Выберите ресурс, который будет использоваться. Ресурс должен быть назначен пакету ресурсов, ORK заполнит поля «Имя ресурса» и «Имя пакета ресурсов» соответствующей информацией. Ресурс не сохраняется, но вы можете использовать это, чтобы найти пакет ресурсов, частью которого он является.
GamingIsLove.Makinom.AssetBundleAssetSource`1.mainAssetName;Main Asset Name;Определите имя ресурса в пакете ресурсов. При использовании подресурсов это имя ресурса в его основном ресурсе.
GamingIsLove.Makinom.ReferenceAssetSource`1;Reference;Определите имя основного ресурса в пакете ресурсов. Например, при использовании спрайтовых листов это имя родительского спрайтового ресурса.
GamingIsLove.Makinom.ReferenceAssetSource`1.asset;Asset;Выберите ресурс, который будет использоваться. Это сохраняет прямую ссылку на ресурс.
GamingIsLove.Makinom.ResourcesAssetSource`1;Resources;Выберите ресурс, который будет использоваться.
GamingIsLove.Makinom.ResourcesAssetSource`1.asset;Asset;Выберите ресурс, хранящийся в папке «Resources», который будет использоваться. Это сохраняет только путь в папке «Resources».
GamingIsLove.Makinom.ComboInputKey.inputKey;Input Key;Выберите ресурс, который будет использоваться. Ресурс должен быть помещен в папку «Resources». Будет сохранен только путь к ресурсу в папке «Resources», а не ссылка на сам ресурс.
GamingIsLove.Makinom.ComboInputKey.timeout;Timeout (s);Выберите клавишу ввода, используемую для этой комбинации клавиш.
GamingIsLove.Makinom.ComboInputKey.ignoreKey;Ignore Input Key;Выберите время в секундах, в течение которого игрок должен нажать следующую комбинацию клавиш.
GamingIsLove.Makinom.InputID.overrideID;Override Input ID;Выберите клавишу ввода, которая будет игнорироваться во время ожидания нажатия этой комбинации клавиш.
GamingIsLove.Makinom.InputID.inputID;Input ID;Определите идентификатор ввода, который будет использоваться. Если эта опция отключена, будет использоваться идентификатор ввода предоставленного игрового объекта или глобальный идентификатор ввода.
GamingIsLove.Makinom.InputIDKey.inputID;Input ID;Определите идентификатор ввода, который будет использоваться. Минимальный идентификатор ввода — 0, значение будет использоваться как целое число (т. е. только целые числа).
GamingIsLove.Makinom.InputIDKey.type;Input Origin;Определите идентификатор ввода, которому будут назначены эти настройки. Глобальный идентификатор ввода равен 0 при запуске игры, машины могут использовать идентификатор по умолчанию или переопределить его, т. е. это можно использовать, чтобы машины с одинаковой схемой реагировали на разные входы. Глобальный идентификатор ввода также можно изменить в игре, т. е. это можно использовать для создания различных стилей управления. Минимальный идентификатор ввода равен 0 — идентификатор ввода -1 можно использовать для проверки любых входов клавиши ввода (игнорируя идентификатор ввода).
GamingIsLove.Makinom.InputIDKey.uiBlocksInput;UI Blocks Input;Выберите, откуда будет поступать ввод клавиши:
GamingIsLove.Makinom.InputIDKey.invertAxis;Invert Axis;Ввод блокируется, когда курсор находится над окном пользовательского интерфейса (например, HUD).
GamingIsLove.Makinom.InputIDKey.axisFactor;Axis Factor;Ось ввода будет инвертирована, т. е. 1 станет -1, -1 станет 1.
GamingIsLove.Makinom.InputIDKey.limitAxis;Limit Axis;Значение оси ввода будет умножено на это значение.
GamingIsLove.Makinom.InputIDKey.minAxis;Minimum Axis;Ограничивает значение оси между 2 заданными значениями (включенными).
GamingIsLove.Makinom.InputIDKey.maxAxis;Maximum Axis;Минимальное значение, которое может иметь ось (нижний предел).
GamingIsLove.Makinom.InputIDKey.handling;Input Handling;Максимальное значение, которое может иметь ось (верхний предел).
GamingIsLove.Makinom.InputIDKey.inputTimeout;Timeout (s);Выберите, когда ввод будет распознаваться: - Вниз: когда клавиша нажата. - Удерживание: пока клавиша удерживается. - Вверх: когда клавиша отпускается. - Любой: когда клавиша нажата, удерживается или отпускается.
GamingIsLove.Makinom.InputIDKey.inputHoldTime;Hold Time (s);Время в секундах между распознаванием двух вводов. Установите значение 0, чтобы распознавать ввод в каждом кадре.
GamingIsLove.Makinom.InputIDKey.inputMaxHoldTime;Max Hold Time (s);Время в секундах, в течение которого ввод должен удерживаться для его распознавания. Установите значение 0, чтобы ввод распознавался немедленно.
GamingIsLove.Makinom.InputIDKey.triggerCount;Trigger Count;Максимальное время в секундах, в течение которого ввод может удерживаться для его распознавания. Удерживание ввода дольше этого времени приведет к прекращению его распознавания как ввода. Установите значение 0, чтобы не использовать максимальное время удержания.
GamingIsLove.Makinom.InputIDKey.triggerTimeout;Trigger Timeout (s);Количество распознанных использований для запуска ввода, например: 1 = однократное нажатие/щелчок 2 = двойное нажатие/щелчок
GamingIsLove.Makinom.InputKey.inFixedUpdate;In Fixed Update;Время в секундах для распознавания многократного использования. Если в течение этого времени происходит другое введение, оно будет распознано как многократное использование (например, двойное нажатие/щелчок).
GamingIsLove.Makinom.BaseLanguageData.editorName;Editor Name;Эта клавиша ввода будет хранить ввод для фиксированных тиков обновления. Поскольку фиксированное обновление не привязано к текущему кадру, оно потеряет события ввода вниз и вверх кадра. Хранение ввода кадра для фиксированного обновления позволяет использовать ввод в машинах, работающих в режиме «Фиксированное обновление».
GamingIsLove.Makinom.NegateInputKey.inputKey;Input Key;По желанию определите имя, которое будет отображаться в редакторе. Это имя будет использоваться во всплывающих полях и поисках. Оставьте это поле пустым, чтобы отобразить имя языка по умолчанию.
GamingIsLove.Makinom.NegateInputKey.negate;Negate Input;Выберите клавишу ввода, которая будет использоваться в качестве ввода для этой клавиши ввода.
GamingIsLove.Makinom.AccelerationInputIDKeySetting;Acceleration;Отрицайте ввод клавиши ввода при проверке, произошел ли ввод. Например, при использовании клавиши ввода, которая имеет действительный ввод при удержании «Shift», это можно использовать, чтобы разрешить использование этого ввода только при не удержании «Shift».
GamingIsLove.Makinom.AccelerationInputIDKeySetting.axisType;Axis;Используется выбранная ось последнего линейного ускорения устройства.
GamingIsLove.Makinom.AccelerationInputIDKeySetting.axisAbsoluteValue;Use Absolute Value;Выберите ось Vector3, которая будет использоваться.
GamingIsLove.Makinom.AccelerationInputIDKeySetting.axisButtonCheck;Button Check;Используйте абсолютное значение оси, т. е. -0,2 станет 0,2.
GamingIsLove.Makinom.CustomInputIDKeySetting;Custom;Нажатие кнопки распознается на основе выбранной функции проверки. Ввод может быть распознан, если выбранное значение оси равно, не равно, меньше или больше заданного значения. Диапазон включая проверяет, находится ли значение между двумя заданными значениями, включая эти значения. Диапазон исключая проверяет, находится ли значение между двумя заданными значениями, исключая эти значения. Приблизительно проверяет, является ли значение близким к заданному значению.
GamingIsLove.Makinom.GyroscopeInputIDKeySetting;Gyroscope;Используется пользовательский скрипт управления.
GamingIsLove.Makinom.GyroscopeInputIDKeySetting.gyroscopeType;Gyroscope Type;Используется выбранная ось данных гироскопа устройства.
GamingIsLove.Makinom.GyroscopeInputIDKeySetting.attitudeType;Attitude Type;Выберите, какое значение гироскопа будет использоваться: - Положение: ориентация устройства в пространстве (углы Эйлера). - Сила тяжести: вектор ускорения силы тяжести. - Скорость вращения: скорость вращения, измеренная устройством. - Скорость вращения без смещения: скорость вращения без смещения, измеренная устройством. - Ускорение пользователя: ускорение, которое пользователь придает устройству.
GamingIsLove.Makinom.GyroscopeInputIDKeySetting.axisType;Axis;Выберите, как будет интерпретироваться значение положения: - Реальное: будет использоваться реальное значение (0-360). - Ограничение 01: значение будет ограничено между 0 и 1 (т. е. делено на 360). - Half Clamp: значение будет ограничено диапазоном от -1 до 1 (т. е. 0–180 будет -1–0, 180–360 будет 0–1). - Normalized: значение Vector3 будет нормализовано.
GamingIsLove.Makinom.GyroscopeInputIDKeySetting.axisAbsoluteValue;Use Absolute Value;Выберите ось Vector3, которая будет использоваться.
GamingIsLove.Makinom.GyroscopeInputIDKeySetting.axisButtonCheck;Button Check;Используйте абсолютное значение оси, т. е. -0,2 станет 0,2.
GamingIsLove.Makinom.InputKeyInputIDKeySetting;Input Key;Нажатие кнопки распознается на основе выбранной функции проверки. Ввод может быть распознан, если выбранное значение оси равно, не равно, меньше или больше заданного значения. Диапазон включительно проверяет, находится ли значение между двумя заданными значениями, включая эти значения. Диапазон исключительно проверяет, находится ли значение между двумя заданными значениями, исключая эти значения. Приблизительно проверяет, является ли значение близким к заданному значению.
GamingIsLove.Makinom.InputKeyInputIDKeySetting.needed;Needed;Используются другие клавиши ввода.
GamingIsLove.Makinom.InputKeyInputIDKeySetting.input;Input Key;Для запуска этой клавиши ввода необходимо нажать либо все, либо только одну клавишу ввода.
GamingIsLove.Makinom.KeyCodeInputIDKeySetting;Key Code;Выберите клавишу ввода, которая будет использоваться в качестве ввода для этой клавиши ввода.
GamingIsLove.Makinom.KeyCodeInputIDKeySetting.positiveKey;Positive Key;Используется клавиша, сопоставленная выбранному коду клавиши.
GamingIsLove.Makinom.KeyCodeInputIDKeySetting.negativeKey;Negative Key;Выберите код клавиши, используемой для положительного значения оси. Если эта клавиша не используется для ввода оси (например, горизонтальный выбор), вам нужно определить только положительную клавишу.
GamingIsLove.Makinom.KeyComboInputIDKeySetting;Key Combo;Выберите код клавиши, используемой для отрицательного значения оси. Если эта клавиша не используется для ввода оси (например, горизонтальный выбор), вам нужно определить только положительную клавишу.
GamingIsLove.Makinom.MouseInputIDKeySetting;Mouse;Используется последовательность комбинаций клавиш.
GamingIsLove.Makinom.MouseInputIDKeySetting.mouseButton;Mouse Button;Используется кнопка мыши (использует изменение положения курсора мыши в качестве оси). Обратите внимание, что ось основана на движении курсора мыши, т. е. она не будет работать при заблокированном курсоре.
GamingIsLove.Makinom.MouseInputIDKeySetting.mouseAxis;Mouse Axis;Определите, какая кнопка мыши будет использоваться, например: 0 = левая кнопка 1 = правая кнопка 2 = средняя кнопка
GamingIsLove.Makinom.MouseInputIDKeySetting.axisWithoutInput;Axis Without Input;Выберите, какая ось изменения положения мыши будет использоваться для оси ввода.
GamingIsLove.Makinom.MouseInputIDKeySetting.mouseAxisMinRange;Min Axis Range;Ввод оси мыши будет установлен без ввода кнопки мыши, т. е. ось доступна в любое время.
GamingIsLove.Makinom.MouseInputIDKeySetting.mouseAxisMaxRange;Max Axis Range;Минимальное изменение положения мыши (расстояние), которое запускает ось.
GamingIsLove.Makinom.NoneInputIDKeySetting;None;Максимальное изменение положения мыши (расстояние), которое будет использоваться в качестве полного значения оси (т. е. 1).
GamingIsLove.Makinom.TouchInputIDKeySetting;Touch;Прямой ввод не используется. Ввод из HUD или кода по-прежнему можно использовать.
GamingIsLove.Makinom.TouchInputIDKeySetting.touchCount;Touch Count;Используется касание (изменение положения касания используется в качестве оси).
GamingIsLove.Makinom.TouchInputIDKeySetting.consumeFingers;Consume Fingers;Определите количество касаний, которые будут запускать ввод, например: 1 = один палец 2 = два пальца
GamingIsLove.Makinom.TouchInputIDKeySetting.touchAxis;Touch Axis;Использовать пальцы, используемые для сенсорного ввода. Сенсорное управление не будет доступно для других сенсорных взаимодействий (например, HUD типа «Control»).
GamingIsLove.Makinom.TouchInputIDKeySetting.touchAxisMinRange;Min Axis Range;Выбрать, какая ось изменения положения касания будет использоваться для оси ввода.
GamingIsLove.Makinom.TouchInputIDKeySetting.touchAxisMaxRange;Max Axis Range;Минимальное изменение положения касания (расстояние), которое запускает ось.
GamingIsLove.Makinom.UnityInputManagerInputIDKeySetting;Unity Input Manager;Максимальное изменение положения касания (dinstance), которое будет использоваться в качестве полного значения оси (т. е. 1) .
GamingIsLove.Makinom.UnityInputManagerInputIDKeySetting.keyName;Input Name;Используется клавиша, определенная в диспетчере ввода Unity.
GamingIsLove.Makinom.UnityInputManagerInputIDKeySetting.isJoypadAxis;Is Joypad Axis;Название клавиши диспетчера ввода Unity. Название должно совпадать с написанием названия, указанного в диспетчере ввода Unity.
GamingIsLove.Makinom.UnityInputManagerInputIDKeySetting.joypadUpDownFullAxis;Up/Down Full Axis;Используемая клавиша диспетчера ввода Unity является осью джойстика. Ось джойстика не имеет действий «вниз/удержание/вверх», включите эту опцию, если хотите их использовать.
GamingIsLove.Makinom.InteractionCheck.any;Any Interaction;Ввод «Вверх» или «Вниз» будет интерпретироваться как полное значение оси 1/-1. Например, включите эту настройку при использовании ввода «Вниз» для горизонтальной/вертикальной оси UI, поступающей с оси джойстика, так как в противном случае значение, полученное при регистрации «Вниз», будет слишком низким.
GamingIsLove.Makinom.InteractionCheck.machineType;Machine Type;Доступно любое взаимодействие.
GamingIsLove.Makinom.AutoStopInteractionSettings.onlyInControl;Only In Control;Выберите тип машины, который будет использоваться.
GamingIsLove.Makinom.AutoStopInteractionSettings.distance;Auto Stop Distance;Используйте автоматическую остановку только в том случае, если управление игроком не заблокировано. То есть взаимодействия будут остановлены только в том случае, если игроком можно управлять.
GamingIsLove.Makinom.AutoStopInteractionSettings.ignoreDistance;Ignore Distance;Расстояние в единицах мира, которое игрок должен иметь как минимум до взаимодействия, чтобы остановить его. Расстояние проверяется на большее или равное.
GamingIsLove.Makinom.AutoStopInteractionSettings.ignoreRadius;Ignore Radius;Расстояние по включенным осям будет игнорироваться, например, включение Y будет игнорировать разницу в высоте для проверки расстояния.
GamingIsLove.Makinom.InteractionControllerInteractionSetting.addIC;Add Automatically;Радиус игровых объектов будет игнорироваться для проверки расстояния.
GamingIsLove.Makinom.InteractionControllerInteractionSetting.icPrefab;IC Prefab;Контроллер взаимодействия автоматически добавляется к игроку. Если он отключен, вам необходимо вручную добавить контроллер взаимодействия к префабу игрока.
GamingIsLove.Makinom.InteractionSetting.type;Interaction Control;Префаб, используемый в качестве контроллера взаимодействия.
GamingIsLove.Makinom.InteractionSetting.interactKey;Interact Key;Выберите, как игрок может начинать взаимодействия: - Контроллер взаимодействия: взаимодействуйте с объектами в «Контроллере взаимодействия» игрока. - Выбранный объект: взаимодействуйте с объектами, выбранными игроком (требуется компонент «Выбираемый объект», прикрепленный к объекту). - Оба контроллера: использует как «Контроллер взаимодействия», так и «Выбранный объект», отдавая приоритет «Контроллеру взаимодействия». - Оба выбранных: использует как «Выбранный объект», так и «Контроллер взаимодействия», отдавая приоритет «Выбранному объекту».
GamingIsLove.Makinom.InteractionSetting.startCursorInteraction;Start Cursor Interaction;Клавиша, используемая для взаимодействия с объектами.
GamingIsLove.Makinom.InteractionSetting.maxInteractionDistance;Max Interaction Distance;«Клавиша взаимодействия» запускает взаимодействия под курсором (см. «Настройки луча курсора» для определений слоев). Использует тип запуска «Взаимодействие».
GamingIsLove.Makinom.InteractionSetting.maxMouseDistance;Max Mouse Distance;Максимальное расстояние в единицах мира, позволяющее запустить взаимодействие типа «Взаимодействие» и «Нажатие клавиши». Установите значение -1, чтобы разрешить взаимодействие без проверки расстояния. Этот параметр может быть переопределен отдельными взаимодействиями.
GamingIsLove.Makinom.InteractionSetting.cusrorLayerMask;Layer Mask;Максимальное расстояние в единицах мира, позволяющее запустить взаимодействие с помощью мыши/сенсорного экрана (используется всеми типами запуска «Мышь»). Установите значение 0, чтобы запретить щелчки. Установите значение -1, чтобы разрешить щелчки без проверки расстояния. Этот параметр может быть переопределен отдельными взаимодействиями.
GamingIsLove.Makinom.InteractionSetting.cusrorRaycastDistance;Raycast Distance;Выберите слои, которые будут использоваться лучами для поиска взаимодействий под курсором. Например, используется для источников взаимодействия «Курсор» в HUD.
GamingIsLove.Makinom.InteractionSetting.cursorUse;Find Interaction;Расстояние, используемое лучами.
GamingIsLove.Makinom.InteractionSetting.cursorFromRoot;From Root;Выберите, как компоненты взаимодействия будут найдены на игровом объекте, попавшем в зону попадания: - Только попадание: только на игровом объекте, попавшем в зону попадания. - В дочерних объектах: на игровом объекте, попавшем в зону попадания, и его дочерних объектах. - В родительских объектах: на игровом объекте, попавшем в зону попадания, и его родительских объектах. - Сначала в дочерних объектах: сначала проверяется «В дочерних объектах», если ничего не найдено, проверяется «В родительских объектах». - Сначала в родительском объекте: сначала проверяет «В родительском объекте», если ничего не найдено, проверяет «В дочерних объектах». - Все: использует как «В дочерних объектах», так и «В родительском объекте».
GamingIsLove.Makinom.MoveToInteractionComponentSettings.useMoveToInteraction;Move To Interaction;Взаимодействия будут взяты из корневого игрового объекта игрового объекта, попавшего в зону действия.
GamingIsLove.Makinom.MoveToInteractionComponentSettings.destinationObject;Destination Object;Игрок автоматически переместится к взаимодействию перед его запуском.
GamingIsLove.Makinom.MoveToInteractionComponentSettings.overrideInteractionRadius;Override Interaction Radius;По желанию выберите объект назначения, к которому нужно переместиться.
GamingIsLove.Makinom.MoveToInteractionComponentSettings.setInteractionRadius;Set Interaction Radius;Переопределите радиус взаимодействия по умолчанию.
GamingIsLove.Makinom.MoveToInteractionComponentSettings.interactionRadius;Interaction Radius;Установите радиус взаимодействия. Если эта опция отключена, будет использоваться определенный радиус игрового объекта взаимодействия, т. е. либо из компонента «Radius», либо из коллайдеров, либо из агента NavMesh, прикрепленного к игровому объекту.
GamingIsLove.Makinom.MoveToInteractionComponentSettings.overrideStopDistance;Override Stop Distance;Определите радиус. Пункт назначения движения будет рассчитан на основе радиуса игрока, радиуса взаимодействия и расстояния остановки.
GamingIsLove.Makinom.MoveToInteractionComponentSettings.stopDistance;Stop Distance;Переопределите расстояние остановки по умолчанию.
GamingIsLove.Makinom.MoveToInteractionComponentSettings.overrideMoveToSpeed;Override Speed;Расстояние в единицах мира, на котором игрок остановится перед взаимодействием.
GamingIsLove.Makinom.MoveToInteractionComponentSettings.moveToSpeed;Speed;Переопределить настройку скорости по умолчанию.
GamingIsLove.Makinom.MoveToInteractionSettings.useMoveToInteraction;Use Move To Interaction;Определить скорость, используемую для перемещения игрока.
GamingIsLove.Makinom.MoveToInteractionSettings.setInteractionRadius;Set Interaction Radius;Игрок автоматически переместится к взаимодействию перед его началом.
GamingIsLove.Makinom.MoveToInteractionSettings.defaultInteractionRadius;Default Interaction Radius;Установить радиус по умолчанию для машин взаимодействия. Если отключено, будет использоваться определенный радиус игрового объекта, т. е. либо из компонента «Radius», коллайдеров, либо агента NavMesh, прикрепленного к игровому объекту.
GamingIsLove.Makinom.MoveToInteractionSettings.defaultStopDistance;Stop Distance;Радиус по умолчанию, используемый для игровых объектов взаимодействия. Пункт назначения движения будет рассчитываться на основе радиуса игрока, радиуса взаимодействия и расстояния остановки.
GamingIsLove.Makinom.MoveToInteractionSettings.interactionDistance;Interaction Distance;Расстояние в единицах мира, на котором игрок остановится перед взаимодействием.
GamingIsLove.Makinom.MoveToInteractionSettings.ignoreDistance;Ignore Distance;Расстояние в единицах мира, которое игрок должен иметь как минимум до положения пункта назначения, чтобы начать взаимодействие после движения к нему. Расстояние проверяется на меньшую равенство.
GamingIsLove.Makinom.MoveToInteractionSettings.ignoreRadius;Ignore Radius;Расстояние по включенным осям будет игнорироваться, например, включение Y будет игнорировать разницу в высоте для проверки расстояния до места назначения.
GamingIsLove.Makinom.MoveToInteractionSettings.noMoveWhenCloser;Don't Move When Closer;Радиус игровых объектов будет игнорироваться для проверки расстояния до места назначения.
GamingIsLove.Makinom.MoveToInteractionSettings.updatePosition;Update Position;Не перемещайтесь к взаимодействию, если игрок уже находится ближе к нему, чем к месту назначения. Если взаимодействие определило объект назначения, он не будет использоваться.
GamingIsLove.Makinom.MoveToInteractionSettings.updateTimeout;Update Timeout (s);Обновите положение, в которое нужно переместиться. Например, если взаимодействия перемещаются, это позволит игроку бежать за ними.
GamingIsLove.Makinom.MoveToInteractionSettings.blockPlayer;Block Player Control;Время в секундах между обновлением положения.
GamingIsLove.Makinom.MoveToInteractionSettings.blockCamera;Block Camera Control;Управление игроком будет заблокировано во время перемещения к взаимодействию.
GamingIsLove.Makinom.MoveToInteractionSettings.cancelKey;Cancel Input Key;Управление камерой будет заблокировано во время перемещения к взаимодействию.
GamingIsLove.Makinom.SelectedObjectInteractionSetting.soLimitRange;Limit Interaction Range;Выберите клавишу ввода, которая отменит перемещение к взаимодействию.
GamingIsLove.Makinom.CustomMovementComponentSetting;Custom;Взаимодействия с «Выбранным объектом» могут быть запущены только в пределах, определенных для игрока. Если эта опция отключена, игрок может запускать все взаимодействия, независимо от расстояния до них.
GamingIsLove.Makinom.CustomMovementComponentSetting.compAdd;Add Component;Используется пользовательский компонент.
GamingIsLove.Makinom.CustomMovementComponentSetting.compName;Component Name;Компонент «Nav Mesh Agent» будет добавлен к игровому объекту, если он еще не добавлен. Если эта опция отключена, компонент должен быть уже прикреплен к игровому объекту.
GamingIsLove.Makinom.CustomMovementComponentSetting.compMoveMethod;Move Method Name;Имя пользовательского компонента, используемого для перемещения игрового объекта. Если компонент находится в пространстве имен, необходимо указать полный путь (например, MyNamespace.ComponentName).
GamingIsLove.Makinom.CustomMovementComponentSetting.compSpeedMethod;Speed Method Name;Имя метода, используемого для перемещения игрового объекта. Требуется метод, принимающий в качестве параметра значение Vector3 (изменение движения).
GamingIsLove.Makinom.CustomMovementComponentSetting.compPositionMethod;Move Position Method Name;Название метода, используемого для установки скорости движения. Требуется метод, принимающий в качестве параметра значение типа float (значение скорости).
GamingIsLove.Makinom.CustomMovementComponentSetting.compSetPositionMethod;Set Position Method Name;Название метода, используемого для установки положения движения. Требуется метод, принимающий в качестве параметра значение Vector3 (положение, в которое необходимо переместиться).
GamingIsLove.Makinom.CustomMovementComponentSetting.compStopMethod;Stop Method Name;Название метода, используемого для установки положения. Требуется метод, принимающий в качестве параметра значение Vector3 (положение).
GamingIsLove.Makinom.MovementComponentSetting.type;Component Type;Название метода, используемого для остановки движения. Требуется метод, не принимающий параметров.
GamingIsLove.Makinom.NavMeshAgentMovementComponentSetting;Nav Mesh Agent;Выберите компонент, используемый для перемещения игрового объекта (например, игрока):
GamingIsLove.Makinom.NavMeshAgentMovementComponentSetting.compAdd;Add Component;Используется встроенный в Unity NavMesh.
GamingIsLove.Makinom.NavMeshAgentMovementComponentSetting.sampleDistance;Sample Distance;Компонент «Nav Mesh Agent» будет добавлен к игровому объекту, если он еще не добавлен. Если отключено, компонент должен быть уже прикреплен к игровому объекту.
GamingIsLove.Makinom.NavMeshAgentMovementComponentSetting.sampleAreaMask;Area Mask;Определите расстояние, в котором будет выполняться поиск ближайшей позиции на NavMesh.
GamingIsLove.Makinom.NavMeshAgentMovementComponentSetting.stopImmediately;Stop Immediately;Маска, указывающая, какие области NavMesh разрешены при поиске ближайшей точки. По умолчанию — все области (-1).
GamingIsLove.Makinom.NavMeshAgentMovementComponentSetting.useRootMotion;Use Root Motion;Немедленно останавливает агент при вызове stop. Устанавливает скорость агента равной 0.
GamingIsLove.Makinom.NavMeshAgentMovementComponentSetting.rootMotionMoveBoolParameter;Move Bool Parameter;Включите эту опцию, если вы используете корневое движение компонента «Animator» в сочетании с перемещением агента NavMesh. Это синхронизирует корневое движение и агент NavMesh с помощью компонента, реализующего функцию «OnAnimatorMove», обрабатывающего корневое движение с помощью скрипта. Используется только в том случае, если в компоненте «Animator» включено корневое движение. Обратите внимание, что вам может потребоваться установить «Режим обновления» аниматора на «Анимировать физику», если это влияет на скорость движения.
GamingIsLove.Makinom.NavMeshAgentMovementComponentSetting.rootMotionSpeedXParameter;Speed/X Float Parameter;Движение корневого движения установит этот булевый параметр контроллера аниматора компонента «Animator». Если движение должно произойти, параметр устанавливается на «true», в противном случае — на «false». Оставьте пустым (без значения), чтобы не использовать этот параметр.
GamingIsLove.Makinom.NavMeshAgentMovementComponentSetting.rootMotionSpeedYParameter;Speed Y Float Parameter;Движение корня установит этот параметр float контроллера аниматора компонента «Animator». Устанавливает скорость движения (1D) или скорость по оси X для двумерных деревьев смешивания (при использовании «Speed Y Float Parameter»). Оставьте поле пустым (без значения), чтобы не использовать этот параметр.
GamingIsLove.Makinom.SimpleMovementComponentSetting;Default;Движение корня установит этот параметр float контроллера аниматора компонента «Animator». Устанавливает скорость по оси Y для двумерных деревьев смешивания. Оставьте поле пустым (без значения), чтобы не использовать этот параметр или при использовании только одномерных деревьев смешивания.
GamingIsLove.Makinom.SimpleMovementComponentSetting.compAdd;Add Component;Простой компонент движения, который будет перемещаться прямо к месту назначения. 3D: использует компонент «Контроллер персонажа» для движения. 2D: использует компонент «Rigidbody 2D» для движения.
GamingIsLove.Makinom.MoveSpeed`1.type;Speed Type;Компонент будет добавлен к игровому объекту, если он еще не добавлен. Если отключено, компонент должен быть уже прикреплен к игровому объекту.
GamingIsLove.Makinom.MoveSpeed`1.speed;Speed;Выберите скорость, используемую для перемещения: - Ходьба: скорость ходьбы игрового объекта. - Бег: скорость бега игрового объекта. - Спринт: скорость спринта игрового объекта. - Значение: заданное значение. Если игровой объект не имеет компонента скорости движения (или реализации интерфейса «IMoveSpeed»), в качестве запасного варианта будет использоваться заданная скорость.
GamingIsLove.Makinom.RaycastLineOfSightSetting.useRaycast;Use Raycast;Скорость в единицах мира в секунду, используемая для движения. Если игровой объект не имеет компонента скорости движения (или реализации интерфейса «IMoveSpeed»), в качестве запасного варианта будет использоваться заданная скорость.
GamingIsLove.Makinom.RaycastLineOfSightSetting.layerMask;Layer Mask;Используйте raycast, чтобы проверить, есть ли другие объекты между пользователем и целью.
GamingIsLove.Makinom.RaycastLineOfSightSetting.userChildObject;Use Child (User);Маска слоя, используемая для raycast.
GamingIsLove.Makinom.RaycastLineOfSightSetting.userOffset;Offset (User);Для raycast будет использоваться положение определенного дочернего объекта игрового объекта пользователя. Если дочерний объект не может быть найден, будет использоваться сам игровой объект пользователя.
GamingIsLove.Makinom.RaycastLineOfSightSetting.targetChildObject;Use Child (Target);Смещение, добавляемое к положению игрового объекта пользователя.
GamingIsLove.Makinom.RaycastLineOfSightSetting.targetOffset;Offset (Target);Для raycast будет использовано положение определенного дочернего объекта игрового объекта цели. Если дочерний объект не может быть найден, будет использован сам игровой объект цели.
GamingIsLove.Makinom.RaycastTypeOverride.type;Raycast Type;Смещение, добавляемое к положению игрового объекта цели.
GamingIsLove.Makinom.DirectionRaycastType`1;Direction;Выберите тип используемого raycast: - По умолчанию: горизонтальная плоскость по умолчанию, определенная в «Игра > Настройки игры». - Только 3D: используются только 3D-raycast. - Только 2D: используются только 2D-raycast. - Сначала 3D: сначала используется 3D-raycast, если объект не найден, используется 2D-raycast. - Сначала 2D: сначала используется 2D-raycast, если объект не найден, используется 3D-raycast.
GamingIsLove.Makinom.DirectionRaycastType`1.distance;Distance;Начальная позиция и направление определяются значениями.
GamingIsLove.Makinom.GameObjectRaycastType`1;Game Object;Расстояние, которое будет использовать лучевой проход. Если в пределах этого расстояния ничего не найдено, цель не будет найдена.
GamingIsLove.Makinom.GameObjectRaycastType`1.distance;Distance;Игровой объект является началом координат.
GamingIsLove.Makinom.GameObjectRaycastType`1.useCursorPosition;Use Cursor Position;Расстояние, которое будет использовать лучевой проход. Если в пределах этого расстояния ничего не найдено, цель не будет найдена.
GamingIsLove.Makinom.PositionRaycastType`1;Position;Используйте текущее положение курсора/мыши в качестве цели для лучевого прохода.
GamingIsLove.Makinom.RaycastSetting`1.type;Raycast Origin;Начальная и конечная позиции определяются значениями.
GamingIsLove.Makinom.RaycastSetting`1.layerMask;Layer Mask;Выберите, откуда исходит лучевой проход:
GamingIsLove.Makinom.ScreenRaycastType`1;Screen;Маска слоя, используемая для лучевого прохода.
GamingIsLove.Makinom.ScreenRaycastType`1.distance;Distance;Экран является началом координат.
GamingIsLove.Makinom.ScreenRaycastType`1.useCursorPosition;Use Cursor Position;Расстояние, которое будет использовать лучевой проход. Если в пределах этого расстояния ничего не будет найдено, цель не будет найдена.
GamingIsLove.Makinom.Box2DShapecastType`1;Box 2D;Используйте текущее положение курсора/мыши в качестве цели для лучевого прохода. В противном случае используется центр экрана.
GamingIsLove.Makinom.Box2DShapecastType`1.angle;Angle;Проецирует коробку в сцену (использует «Collider2D»).
GamingIsLove.Makinom.Box2DShapecastType`1.minDepth;Minimum Depth;Угол формы (в градусах).
GamingIsLove.Makinom.Box2DShapecastType`1.maxDepth;Maximum Depth;Включает только объекты с координатой Z (глубиной) больше этой величины.
GamingIsLove.Makinom.Box3DShapecastType`1;Box 3D;Включает только объекты с координатой Z (глубиной) меньше этой величины.
GamingIsLove.Makinom.Capsule2DShapecastType`1;Capsule 2D;Бросает коробку в сцену (использует «Collider»).
GamingIsLove.Makinom.Capsule2DShapecastType`1.direction;Capsule Direction;Бросает капсулу в сцену (использует «Collider2D»).
GamingIsLove.Makinom.Capsule2DShapecastType`1.angle;Angle;Выберите направление бросаемой фигуры.
GamingIsLove.Makinom.Capsule2DShapecastType`1.minDepth;Minimum Depth;Угол фигуры (в градусах).
GamingIsLove.Makinom.Capsule2DShapecastType`1.maxDepth;Maximum Depth;Включать только объекты с координатой Z (глубиной) больше этого значения.
GamingIsLove.Makinom.Capsule3DShapecastType`1;Capsule 3D;Включать только объекты с координатой Z (глубиной) меньше этого значения.
GamingIsLove.Makinom.Capsule3DShapecastType`1.radius;Radius;Проецирует капсулу в сцену (использует «Collider»).
GamingIsLove.Makinom.Circle2DShapecastType`1;Circle 2D;Радиус капсулы.
GamingIsLove.Makinom.Circle2DShapecastType`1.radius;Radius;Проецирует круг в сцену (использует «Collider2D»).
GamingIsLove.Makinom.Circle2DShapecastType`1.minDepth;Minimum Depth;Радиус фигуры.
GamingIsLove.Makinom.Circle2DShapecastType`1.maxDepth;Maximum Depth;Включать только объекты с координатой Z (глубиной) больше этого значения.
GamingIsLove.Makinom.ShapecastSetting`1.type;Shape Type;Включать только объекты с координатой Z (глубиной) меньше этого значения.
GamingIsLove.Makinom.ShapecastSetting`1.maxDistance;Maximum Distance;Выберите фигуру, которая будет использоваться:
GamingIsLove.Makinom.ShapecastSetting`1.layerMask;Layer Mask;Максимальное расстояние проекции.
GamingIsLove.Makinom.Sphere3DShapecastType`1;Sphere 3D;Маска слоя, используемая для проекции.
GamingIsLove.Makinom.Sphere3DShapecastType`1.radius;Radius;Проецирует сферу в сцену (использует «Collider»).
GamingIsLove.Makinom.Area2DShapecheckType`1;Area 2D;Радиус сферы.
GamingIsLove.Makinom.Area2DShapecheckType`1.minDepth;Minimum Depth;Проверяет, попадают ли коллайдеры в область (использует «Collider2D»).
GamingIsLove.Makinom.Area2DShapecheckType`1.maxDepth;Maximum Depth;Включать только объекты с координатой Z (глубиной) больше этого значения.
GamingIsLove.Makinom.Box2DShapecheckType`1;Box 2D;Включать только объекты с координатой Z (глубиной) меньше этого значения.
GamingIsLove.Makinom.Box2DShapecheckType`1.angle;Angle;Проверяет, попадают ли коллайдеры в коробку (использует «Collider2D»).
GamingIsLove.Makinom.Box2DShapecheckType`1.minDepth;Minimum Depth;Угол формы (в градусах).
GamingIsLove.Makinom.Box2DShapecheckType`1.maxDepth;Maximum Depth;Включать только объекты с координатой Z (глубиной) больше этого значения.
GamingIsLove.Makinom.Box3DShapecheckType`1;Box 3D;Включать только объекты с координатой Z (глубиной) меньше этого значения.
GamingIsLove.Makinom.Capsule2DShapecheckType`1;Capsule 2D;Проверяет, находятся ли коллайдеры в форме коробки (использует «Collider»).
GamingIsLove.Makinom.Capsule2DShapecheckType`1.direction;Capsule Direction;Проверяет, попадают ли коллайдеры в капсулу (использует «Collider2D»).
GamingIsLove.Makinom.Capsule2DShapecheckType`1.angle;Angle;Выберите направление проекции фигуры.
GamingIsLove.Makinom.Capsule2DShapecheckType`1.minDepth;Minimum Depth;Угол наклона фигуры (в градусах).
GamingIsLove.Makinom.Capsule2DShapecheckType`1.maxDepth;Maximum Depth;Включать только объекты с координатой Z (глубиной) больше этого значения.
GamingIsLove.Makinom.Capsule3DShapecheckType`1;Capsule 3D;Включать только объекты с координатой Z (глубиной) меньше этого значения.
GamingIsLove.Makinom.Capsule3DShapecheckType`1.radius;Radius;Проверяет, находятся ли коллайдеры в пределах фигуры капсулы (использует «Collider»).
GamingIsLove.Makinom.Cirlce2DShapecheckType`1;Circle 2D;Радиус капсулы.
GamingIsLove.Makinom.Cirlce2DShapecheckType`1.radius;Radius;Проверяет, попадают ли коллайдеры в круг (использует «Collider2D»).
GamingIsLove.Makinom.Cirlce2DShapecheckType`1.minDepth;Minimum Depth;Радиус фигуры.
GamingIsLove.Makinom.Cirlce2DShapecheckType`1.maxDepth;Maximum Depth;Включать только объекты с координатой Z (глубиной) больше этого значения.
GamingIsLove.Makinom.Point2DShapecheckType`1;Point 2D;Включать только объекты с координатой Z (глубиной) меньше этого значения.
GamingIsLove.Makinom.Point2DShapecheckType`1.minDepth;Minimum Depth;Проверяет, пересекаются ли коллайдеры с точкой в пространстве (использует «COllider2D»).
GamingIsLove.Makinom.Point2DShapecheckType`1.maxDepth;Maximum Depth;Включать только объекты с координатой Z (глубиной) больше этого значения.
GamingIsLove.Makinom.ShapecheckSetting`1.type;Shape Type;Включать только объекты с координатой Z (глубиной) меньше этого значения.
GamingIsLove.Makinom.ShapecheckSetting`1.layerMask;Layer Mask;Выберите форму, которая будет использоваться:
GamingIsLove.Makinom.Sphere3DShapecheckType`1;Sphere 3D;Маска слоя, используемая для проверки.
GamingIsLove.Makinom.Sphere3DShapecheckType`1.radius;Radius;Проверяет, находятся ли коллайдеры внутри сферы (использует „Collider“).
GamingIsLove.Makinom.AudioInputSelection.inputKey;Input Key;Радиус сферы.
GamingIsLove.Makinom.AxisControl.useAxis;Use Axis;Выберите клавишу ввода, которая будет использоваться.
GamingIsLove.Makinom.AxisControl.axisKey;Axis Key;Используйте клавишу ввода в качестве оси. Включите эту настройку, если вы хотите, например, использовать колесико мыши или настроить ось клавиши ввода. Если эта настройка отключена, вы можете определить независимые клавиши ввода плюс и минус.
GamingIsLove.Makinom.AxisControl.plusKey;Plus Key;Выберите клавишу ввода (используемую в качестве оси), которая будет использоваться.
GamingIsLove.Makinom.AxisControl.minusKey;Minus Key;Выберите клавишу ввода, используемую в качестве клавиши плюс/положительной.
GamingIsLove.Makinom.AxisControl.audioClip;Audio Clip;Выберите клавишу ввода, используемую в качестве клавиши минус/отрицательной.
GamingIsLove.Makinom.AxisControl.channel;Sound Channel;Выберите аудиоклип, который будет воспроизводиться при использовании клавиш ввода.
GamingIsLove.Makinom.AxisControl.volume;Volume;Определите звуковой канал, который будет использоваться. Канал по умолчанию — 0.
GamingIsLove.Makinom.CollisionCameraSetting.enable;Enable Collision Camera;Громкость, используемая для воспроизведения аудиоклипа (от 0 до 1).
GamingIsLove.Makinom.ControlBehaviour.blockType;Blocked By;Включите использование камеры столкновения. Камера столкновения использует лучи, чтобы определить, находится ли объект между игроком и экраном. Если объект найден, камера будет размещена в точке столкновения. Компонент «CollisionCamera» добавляется к камере сцены автоматически, если он еще не прикреплен (т. е. вы можете добавить компонент к камерам сцены, чтобы использовать другие настройки). Камера столкновений также может использоваться с пользовательскими элементами управления и схемами/машинами (т. е. даже когда элементы управления камерой заблокированы).
GamingIsLove.Makinom.ControlBehaviour.placeType;Placed On;Выберите, когда этот пользовательский элемент управления будет заблокирован: - Никогда: этот элемент управления не будет заблокирован. - Игрок: когда элемент управления игроком заблокирован. - Камера: когда элемент управления камерой заблокирован. - Оба: когда элемент управления игроком или камерой заблокирован.
GamingIsLove.Makinom.ControlBehaviour.fromRoot;From Root;Выберите, к какому объекту будет добавлен/поискан этот пользовательский элемент управления: - Игрок: к игровому объекту игрока. - Камера: к игровому объекту основной камеры. - Игра: к постоянному игровому объекту, управляющему Makinom (активному во всех сценах и в любое время).
GamingIsLove.Makinom.ControlBehaviour.onChild;On Child Object;Поиск/добавление компонента поведения начнется с корня игрового объекта. Используйте эту опцию, если игровой объект не является реальным корнем.
GamingIsLove.Makinom.ControlBehaviour.onParent;On Parent Object;Поиск компонента поведения на дочерних объектах игрового объекта.
GamingIsLove.Makinom.ControlBehaviour.add;Add Component;Поиск компонента поведения на родительских объектах игрового объекта.
GamingIsLove.Makinom.ControlBehaviour.childObject;On Child;Компонент будет добавлен Makinom, если он еще не прикреплен. Если эта опция отключена, компонент должен быть уже прикреплен при загрузке сцены или инстанциировании игрового объекта. Если компонент уже прикреплен к игровому объекту, Makinom не будет его добавлять.
GamingIsLove.Makinom.ControlBehaviour.changeOnlyAdd;Add Only;Компонент будет добавлен к дочернему объекту игрового объекта.
GamingIsLove.Makinom.ControlMachineSetting.blockType;Blocked By;Изменяйте значения только в том случае, если компонент был добавлен Makinom. Если эта опция отключена, поля будут изменены даже в том случае, если компонент уже прикреплен.
GamingIsLove.Makinom.ControlMachineSetting.placeType;Placed On;Выберите, когда этот пользовательский элемент управления будет заблокирован: - Нет: этот элемент управления не будет заблокирован. - Игрок: когда элемент управления игроком заблокирован. - Камера: когда элемент управления камерой заблокирован. - Оба: когда заблокирован элемент управления игроком или камерой.
GamingIsLove.Makinom.ControlMachineSetting.fromRoot;From Root;Выберите, к какому объекту будет добавлен/поискан этот настраиваемый элемент управления: - Игрок: к игровому объекту игрока. - Камера: к игровому объекту основной камеры. - Игра: к постоянному игровому объекту, управляющему Makinom (активному во всех сценах и в любое время).
GamingIsLove.Makinom.ControlMachineSetting.childObject;On Child;Добавление компонента машины начнется с корня игрового объекта. Используйте эту опцию, если игровой объект не является реальным корнем.
GamingIsLove.Makinom.ControlMachineSetting.useTemplate;Use Template;Компонент машины будет добавлен к дочернему объекту игрового объекта (например, Path/to/Child). Оставьте поле пустым, если не хотите использовать дочерний объект.
GamingIsLove.Makinom.ControlMachineSetting.template;Machine Template;Используйте шаблон машины, чтобы добавить компонент машины.
GamingIsLove.Makinom.CursorChange.texture;Cursor Texture;Выберите шаблон машины, который будет использоваться.
GamingIsLove.Makinom.CursorChange.hotSpot;Cursor Hotspot;Выберите текстуру, которая будет использоваться в качестве курсора мыши.
GamingIsLove.Makinom.CursorChange.cursorMode;Cursor Mode;Смещение от левого верхнего угла текстуры, которое будет использоваться в качестве целевой точки. Должно находиться в пределах курсора.
GamingIsLove.Makinom.DeleteSaveFileSetting.deleteKey;Delete Key;Выберите режим курсора: - Авто: использовать аппаратные курсоры на поддерживаемых платформах. - Принудительно программный: принудительно использовать программные курсоры.
GamingIsLove.Makinom.DeleteSaveFileSetting.useQuestion;Use Question Dialogue;Выберите клавишу ввода, используемую для удаления выбранного в данный момент файла сохранения.
GamingIsLove.Makinom.MenuControls.acceptKey;Accept Key;Используйте диалоговое окно с вопросом, чтобы игрок мог подтвердить удаление файла сохранения.
GamingIsLove.Makinom.MenuControls.cancelKey;Cancel Key;Клавиша, используемая для подтверждения выбора (например, в диалоговых окнах выбора).
GamingIsLove.Makinom.MenuControls.holdAcceptKey;Hold Accept Key;Клавиша, используемая для отмены выбора или возврата к предыдущему выбору.
GamingIsLove.Makinom.MenuControls.holdAcceptTime;Hold Accept Time (s);Клавиша, используемая для подтверждения после удержания клавиши ввода в течение определенного времени. Используйте клавишу ввода с обработкой ввода «Удержание». В отличие от «Клавиши подтверждения», она будет подтверждать только в том случае, если клавиша ввода будет удерживаться в течение определенного времени.
GamingIsLove.Makinom.MenuControls.useHoldClickAccept;Use Hold Click Accept;Время в секундах, в течение которого клавиша ввода (или щелчок) должна удерживаться, чтобы признать ее как подтверждение. Текущее время удержания может отображаться с помощью элементов HUD.
GamingIsLove.Makinom.MenuControls.nextPageKey;Next Page Key;Щелчок по вводу также будет использовать подтверждение удержания. То есть щелчок должен удерживаться в течение «Времени подтверждения удержания», чтобы подтвердить ввод.
GamingIsLove.Makinom.MenuControls.previousPageKey;Previous Page Key;Клавиша, используемая для перехода на следующую страницу.
GamingIsLove.Makinom.MenuControls.useScrollAxis;Use Scroll Axis;Клавиша, используемая для перехода на предыдущую страницу.
GamingIsLove.Makinom.MenuControls.scrollAxisUnfocused;Unfocused Scrolling;Используйте клавишу ввода для прокрутки содержимого окна пользовательского интерфейса. Если эта функция отключена, прокрутка осуществляется по вертикальной оси (если не добавлены входы, например, кнопки выбора) и с помощью колесика мыши.
GamingIsLove.Makinom.MenuControls.scrollVerticalAxis;Vertical Scroll Axis;Ось прокрутки также прокручивает окно пользовательского интерфейса, когда оно не находится в фокусе.
GamingIsLove.Makinom.MenuControls.scrollHorizontalAxis;Horizontal Scroll Axis;Клавиша, используемая для прокрутки по вертикали.
GamingIsLove.Makinom.MenuControls.scrollTopKey;Scroll Top Key;Клавиша, используемая для прокрутки по горизонтали.
GamingIsLove.Makinom.MenuControls.scrollBottomKey;Scroll Bottom Key;Клавиша, используемая для прокрутки вверх.
GamingIsLove.Makinom.MenuControls.acceptLeftClick;Accept Left Click;Клавиша, используемая для прокрутки вниз.
GamingIsLove.Makinom.MenuControls.selectLeftClick;Select Left Click;Щелчок левой кнопкой мыши по вводу приводит к его принятию.
GamingIsLove.Makinom.MenuControls.dragLeftClick;Drag Left Click;Щелчок левой кнопкой мыши по вводу приводит к его выбору.
GamingIsLove.Makinom.MenuControls.acceptMiddleClick;Accept Middle Click;Щелчок (удерживание) и перетаскивание левой кнопкой мыши по вводу приводит к его перетаскиванию.
GamingIsLove.Makinom.MenuControls.selectMiddleClick;Select Middle Click;Щелчок средней кнопкой мыши по вводу приводит к его принятию.
GamingIsLove.Makinom.MenuControls.dragMiddleClick;Drag Middle Click;Щелчок средней кнопкой мыши по вводу приводит к его выделению.
GamingIsLove.Makinom.MenuControls.acceptRightClick;Accept Right Click;Щелчок (удерживание) и перетаскивание средней кнопкой мыши по вводу приводит к его перетаскиванию.
GamingIsLove.Makinom.MenuControls.selectRightClick;Select Right Click;Щелчок правой кнопкой мыши по вводу приводит к его принятию.
GamingIsLove.Makinom.MenuControls.dragRightClick;Drag Right Click;Щелчок правой кнопкой мыши по вводу выделяет его.
GamingIsLove.Makinom.MenuControls.limitAcceptClickTime;Limit Accept Click Time;Щелчок (удерживание) и перетаскивание правой кнопкой мыши по вводу запускает его перетаскивание.
GamingIsLove.Makinom.MenuControls.acceptClickMaxHoldTime;Max Hold Time (s);Принятие щелчком использует максимальное время, в течение которого можно удерживать щелчок.
GamingIsLove.Makinom.MenuControls.inputAutoSelectFirst;Auto Select First Input;Время в секундах, в течение которого можно удерживать щелчок, пока он не будет использован в качестве щелчка принятия.
GamingIsLove.Makinom.MenuControls.inputLoop;Loop;Автоматически выбирать первый ввод. Если отключено, ввод не выбирается. Используется только в том случае, если ввод еще не выбран.
GamingIsLove.Makinom.MenuControls.inputSelectFirst;Select First;Выбор ввода будет повторяться, например, если вы нажмете вверх на первом вводе, будет выбран последний ввод.
GamingIsLove.Makinom.MenuControls.inputUnfocusedSelection;Unfocused Selection;Кнопка/выбор должны быть выбраны, прежде чем они могут быть приняты щелчком мыши. Используйте эту настройку, если, например, вы хотите показать информацию о товаре в магазине, щелкнув по нему, не инициируя сразу покупку.
GamingIsLove.Makinom.MenuControls.inputUnfocusedHighlight;Unfocused Highlight;Вводы также могут быть выбраны, когда окно пользовательского интерфейса в данный момент не находится в фокусе.
GamingIsLove.Makinom.MenuControls.inputInactiveHandling;Inactive Input Handling;Входы отображают свое «выделенное» состояние (когда они выбраны), когда окно пользовательского интерфейса в данный момент не находится в фокусе. Используется только для входов «Цветовой оттенок», требует компонента «Изменитель цвета входа пользовательского интерфейса» на игровых объектах входа.
GamingIsLove.Makinom.MenuControls.useInputScroll;Use Input Scroll;Выберите, как обрабатывать неактивные/отключенные входы: - Нет: неактивные входы отображаются и могут быть выбраны. - Пропустить выбор: неактивные входы отображаются, выбор входа пропускает их. - Скрыть: неактивные входы не отображаются.
GamingIsLove.Makinom.MenuControls.tabLoop;Loop;Используйте клавиши ввода для прокрутки вверх/вниз, чтобы отобразить следующий блок входов (начиная с первого не полностью видимого входа).
GamingIsLove.Makinom.MenuControls.tabUnfocusedSelection;Unfocused Selection;Выбор вкладок будет циклическим, например, если вы нажмете клавишу уменьшения на первой вкладке, будет выбрана последняя вкладка.
GamingIsLove.Makinom.MenuControls.tabInactiveHandling;Inactive Tab Handling;Вкладки также можно выбирать, когда окно пользовательского интерфейса в данный момент не находится в фокусе.
GamingIsLove.Makinom.MenuControls.nextTabKey;Next Tab Key;Выберите, как обрабатывать неактивные/отключенные вкладки: - Нет: неактивные вкладки отображаются и могут быть выбраны. - Пропустить выбор: неактивные вкладки отображаются, выбор ввода пропускает их. - Скрыть: неактивные вкладки не отображаются.
GamingIsLove.Makinom.MenuControls.previousTabKey;Previous Tab Key;Клавиша, используемая для выбора следующей вкладки.
GamingIsLove.Makinom.MouseClickCheck.clickCount;Click Count;Клавиша, используемая для выбора предыдущей вкладки.
GamingIsLove.Makinom.MouseClickCheck.clickTimeout;Click Timeout (s);Определите количество необходимых щелчков.
GamingIsLove.Makinom.MouseClickCheck.leftClick;Left Click;Время в секундах для распознавания многократных щелчков. Если в течение этого времени происходит еще один щелчок, он будет распознан как многократный щелчок (например, двойной щелчок).
GamingIsLove.Makinom.MouseClickCheck.middleClick;Middle Click;Использовать щелчок левой кнопкой мыши.
GamingIsLove.Makinom.MouseClickCheck.rightClick;Right Click;Использовать щелчок средней кнопкой мыши.
GamingIsLove.Makinom.MouseTouchControl.type;Input Type;Использовать щелчок правой кнопкой мыши.
GamingIsLove.Makinom.MouseTouchControl.mouseClick;Mouse Button;Выберите ввод с помощью мыши/сенсорного экрана: - Нет: ввод отсутствует. - Мышь: только ввод с помощью мыши. - Сенсорный ввод: только сенсорный ввод. - Оба: ввод с помощью мыши и сенсорный ввод.
GamingIsLove.Makinom.MouseTouchControl.fingerCount;Finger Count;Установите, какая кнопка мыши используется для ввода. - 0: левая кнопка мыши - 1: правая кнопка мыши - 2: средняя кнопка мыши
GamingIsLove.Makinom.MouseTouchControl.clickCount;Click Count;Установите количество пальцев, используемых для сенсорного ввода. Например: 1 — один палец, 2 — два пальца и т. д.
GamingIsLove.Makinom.MouseTouchControl.timeout;Timeout (s);Количество щелчков/нажатий, используемых для запуска ввода. Например: 1 — один щелчок/нажатие, 2 — двойной щелчок/нажатие.
GamingIsLove.Makinom.MouseTouchControl.allModes;All Modes;Время в секундах между двумя вводами. Любой щелчок/касание во время таймаута не будет распознано.
GamingIsLove.Makinom.MouseTouchControl.mode;Mode;Ввод будет происходить в начале, во время перемещения и в конце взаимодействия мыши/сенсорного ввода.
GamingIsLove.Makinom.MouseTouchControl.pressedCursorOver;Pressed Ignore Cursor Over;Выберите, когда будет происходить ввод. - Начало: когда мышь щелкается или происходит первое касание. - Перемещение: когда мышь/палец (пальцы) перемещается. - Конец: когда мышь/касание отпускается. - Удержание: когда мышь/палец (пальцы) удерживается (т. е. все время между «Началом» и «Концом»).
GamingIsLove.Makinom.ObjectSelectionSetting.useInputKeys;Use Input Keys;Игнорировать курсор, находящийся над пользовательским интерфейсом, блокирующим ввод мыши, когда элемент управления уже используется.
GamingIsLove.Makinom.ObjectSelectionSetting.onlyVisible;Only Visible Objects;Использовать клавиши ввода для выбора объекта.
GamingIsLove.Makinom.ObjectSelectionSetting.useCursorOver;Use Cursor Over;Будут выбраны только игровые объекты, видимые камере (на основе «Настроек видимости» в настройках игры). Если эта функция отключена, можно выбирать и игровые объекты, которые находятся за пределами экрана. Это используется при использовании клавиш ввода или схематических узлов для выбора объектов.
GamingIsLove.Makinom.ObjectSelectionSetting.distance;Distance;Выберите игровой объект, когда курсор находится над ним.
GamingIsLove.Makinom.ObjectSelectionSetting.layerMask;Layer Mask;Расстояние, которое будет использовать raycast. Если в пределах этого расстояния ничего не попадает, объект не будет выбран.
GamingIsLove.Makinom.ObjectSelectionSetting.rayAutoRemove;Auto Remove;Выберите слои, которые будет использовать raycast. Raycast может попадать только в объекты на выбранных слоях.
GamingIsLove.Makinom.ObjectSelectionSetting.useCursor;Use Cursor;Удалите выделение (т. е. отмените выделение), если не было нажато ни одно выбираемое объект.
GamingIsLove.Makinom.ObjectSelectionSetting.cursorPrefab;Prefab;Выбранный объект отмечается курсором.
GamingIsLove.Makinom.PlayerComponentSetting.addComponent;Add Component;Выберите префаб, используемый в качестве объекта курсора.
GamingIsLove.Makinom.PlayerComponentSetting.removeComponent;Remove Component;Добавляет компонент к игроку, если он еще не был добавлен.
GamingIsLove.Makinom.ToggleKeySetting.toggleStartState;Start Toggle State;Удаляет компонент из старого игрока при переходе к другому игроку.
GamingIsLove.Makinom.ToggleKeySetting.useKey;Use Toggle Key;Если эта опция включена, состояние переключателя будет включено при запуске игры. Если эта опция отключена, состояние переключателя будет выключено при запуске игры. При использовании опции «Только при нажатии клавиши» состояние переключателя будет инвертировано, т. е. если эта опция включена, состояние переключателя будет включено, когда входная клавиша недействительна, а если эта опция отключена, состояние переключателя будет включено, когда входная клавиша действительна.
GamingIsLove.Makinom.ToggleKeySetting.onlyWhileKey;Only While Key;Использовать клавишу переключения
GamingIsLove.Makinom.ToggleKeySetting.toggleKey;Toggle Key;Состояние переключения изменяется только при действии выбранной клавиши ввода переключения и возвращается в исходное состояние, когда клавиша недействительна (например, используйте клавишу ввода «Удерживать», чтобы клавиша действовала при удержании). Это зависит от настройки «Начать состояние переключения», т. е. если она включена, состояние переключения будет включено, когда входная клавиша недействительна, если она отключена, состояние переключения будет включено, когда входная клавиша действительна.
GamingIsLove.Makinom.ToggleKeySetting.audioClip;Audio Clip;Выберите входную клавишу, используемую для включения/выключения.
GamingIsLove.Makinom.ToggleKeySetting.channel;Sound Channel;Выберите аудиоклип, который будет воспроизводиться при использовании клавиши переключения.
GamingIsLove.Makinom.ToggleKeySetting.volume;Volume;Определите звуковой канал, который будет использоваться. Канал по умолчанию — 0.
GamingIsLove.Makinom.CustomTextCode.textCode;Text Code;Громкость, используемая для воспроизведения аудиоклипа (от 0 до 1).
GamingIsLove.Makinom.CustomTextCode.value;Text;Определите пользовательский текстовый код, который будет использоваться. Рекомендуется заключать текстовый код в строки „<“ и „>“ (например, „“) или начинать текстовый код со знака „%“ (например, „%customcode“).
GamingIsLove.Makinom.FadeColorSettings.time;Time (s);Текст, используемый для замены определенного текстового кода.
GamingIsLove.Makinom.FadeColorSettings.interpolation;Interpolation;Время в секундах, используемое для затухания.
GamingIsLove.Makinom.FadeColorSettings.alpha;Fade Alpha;Интерполяция, используемая для затухания.
GamingIsLove.Makinom.FadeColorSettings.red;Fade Red;Значение альфа цвета будет затухать.
GamingIsLove.Makinom.FadeColorSettings.green;Fade Green;Значение красного цвета будет затухать.
GamingIsLove.Makinom.FadeColorSettings.blue;Fade Blue;Значение зеленого цвета будет затухать.
GamingIsLove.Makinom.FadeColorSettings.fromCurrent;From Current;Значение синего цвета будет затухать.
GamingIsLove.Makinom.FadeColorSettings.startColor;Start Color;Текущие значения цвета будут использоваться в качестве начального значения. Если эта опция отключена, используется выбранный цвет.
GamingIsLove.Makinom.FadeColorSettings.endColor;End Color;Выберите цвет, от которого будет происходить затухание.
GamingIsLove.Makinom.FadeFloatSettings`1.time;Time (s);Выберите цвет, к которому будет происходить затухание.
GamingIsLove.Makinom.FadeFloatSettings`1.fromCurrent;From Current;Время в секундах, используемое для затухания.
GamingIsLove.Makinom.FadeFloatSettings`1.startValue;Start Value;Текущее значение с плавающей запятой будет использоваться в качестве начального значения. Если эта опция отключена, используется заданное значение.
GamingIsLove.Makinom.FadeFloatSettings`1.endValue;End Value;Задайте значение, от которого будет происходить затухание.
GamingIsLove.Makinom.Interpolation.type;Interpolation;Задайте значение, к которому будет происходить затухание.
GamingIsLove.Makinom.CircularInInterpolation;Circular/Circular In;Выберите интерполяцию, которая будет использоваться:
GamingIsLove.Makinom.CircularOutInterpolation;Circular/Circular Out;Круговое плавное ускорение, ускорение от нулевой скорости.
GamingIsLove.Makinom.CircularInOutInterpolation;Circular/Circular In + Out;Круговое плавное замедление, замедление до нулевой скорости.
GamingIsLove.Makinom.CubicInInterpolation;Cubic/Cubic In;Круговое плавное ускорение/замедление, ускорение до половины, затем замедление.
GamingIsLove.Makinom.CubicOutInterpolation;Cubic/Cubic Out;Кубическое плавное ускорение, ускорение от нулевой скорости.
GamingIsLove.Makinom.CubicInOutInterpolation;Cubic/Cubic In + Out;Кубическое плавное замедление, замедление до нулевой скорости.
GamingIsLove.Makinom.ExponentialInInterpolation;Exponential/Exponential In;Кубическое плавное ускорение/замедление, ускорение до середины, затем замедление.
GamingIsLove.Makinom.ExponentialOutInterpolation;Exponential/Exponential Out;Экспоненциальное плавное ускорение, ускорение от нулевой скорости.
GamingIsLove.Makinom.ExponentialInOutInterpolation;Exponential/Exponential In + Out;Экспоненциальное плавное замедление, замедление до нулевой скорости.
GamingIsLove.Makinom.LinearInterpolation;Linear;Экспоненциальное плавное ускорение/замедление, ускорение до середины, затем замедление.
GamingIsLove.Makinom.QuadraticInInterpolation;Quadratic/Quadratic In;Простая линейная интерполяция.
GamingIsLove.Makinom.QuadraticOutInterpolation;Quadratic/Quadratic Out;Квадратичное замедление, ускорение с нулевой скорости.
GamingIsLove.Makinom.QuadraticInOutInterpolation;Quadratic/Quadratic In + Out;Квадратичное ускорение, замедление до нулевой скорости.
GamingIsLove.Makinom.QuarticInInterpolation;Quartic/Quartic In;Квадратичное замедление/ускорение, ускорение до половины пути, затем замедление.
GamingIsLove.Makinom.QuarticOutInterpolation;Quartic/Quartic Out;Четвертичное замедление, ускорение с нулевой скорости.
GamingIsLove.Makinom.QuarticInOutInterpolation;Quartic/Quartic In + Out;Четвертичное ускорение, замедление до нулевой скорости.
GamingIsLove.Makinom.QuinticInInterpolation;Quintic/Quintic In;Квадратичное плавное ускорение/замедление, ускорение до середины, затем замедление.
GamingIsLove.Makinom.QuinticOutInterpolation;Quintic/Quintic Out;Квадратичное плавное ускорение, ускорение с нулевой скорости.
GamingIsLove.Makinom.QuinticInOutInterpolation;Quintic/Quintic In + Out;Квадратичное плавное замедление, замедление до нулевой скорости.
GamingIsLove.Makinom.SinusoidalInInterpolation;Sinusoidal/Sinusoidal In;Квадратичное плавное ускорение/замедление, ускорение до середины, затем замедление.
GamingIsLove.Makinom.SinusoidalOutInterpolation;Sinusoidal/Sinusoidal Out;Синусоидальное плавное ускорение, ускорение с нулевой скорости.
GamingIsLove.Makinom.SinusoidalInOutInterpolation;Sinusoidal/Sinusoidal In + Out;Синусоидальное плавное замедление, замедление до нулевой скорости.
GamingIsLove.Makinom.PropertyFadeColorSettings.setProp;Set Property;Синусоидальное ускорение/замедление, ускорение до середины, затем замедление.
GamingIsLove.Makinom.PropertyFadeColorSettings.prop;Property Name;Определите имя свойства, которое будет затухать. Если отключено, используется свойство «_Color» для затухания цвета.
GamingIsLove.Makinom.PropertyFadeColorSettings.isFloat;Is Float;Имя свойства, которое будет затухать. Выделенный боец используется в качестве «User» для переменных источников (например, для использования свойства, хранящегося в переменных объекта бойца).
GamingIsLove.Makinom.ScreenFadeSettings.useFadeOut;Fade Out;Свойство, которое будет затухать, является значением типа float, а не цветом. Используется только значение альфа настроек затухания.
GamingIsLove.Makinom.ScreenFadeSettings.useFadeIn;Fade In;Затухать экран перед сменой сцен.
GamingIsLove.Makinom.ScreenFadeSettings.waitFadeIn;Wait For Fade;Затухать экран после смены сцен.
GamingIsLove.Makinom.CustomSaveGameFileHandler;Custom;Дождаться окончания затухания, прежде чем разблокировать управление игроком/камерой и завершить смену сцены.
GamingIsLove.Makinom.CustomSaveGameFileHandler.className;Class Name;Использует настраиваемое решение для сохранения игры с помощью статических функций для сохранения, загрузки и удаления сохраненных игр.
GamingIsLove.Makinom.CustomSaveGameFileHandler.saveFunctionName;Save Function Name;Имя класса, содержащего статические функции.
GamingIsLove.Makinom.CustomSaveGameFileHandler.loadFunctionName;Load Function Name;Имя статической функции сохранения, которая будет вызвана. Функция должна иметь параметр int для индекса файла и параметр string для данных сохранения, например: public static void Save(int index, string data)
GamingIsLove.Makinom.CustomSaveGameFileHandler.existsFunctionName;Exists Function Name;Имя статической функции загрузки, которая будет вызвана. Функция должна иметь параметр int для индекса файла и возвращать строку, содержащую данные сохранения, например: public static string Load(int index)
GamingIsLove.Makinom.CustomSaveGameFileHandler.deleteFunctionName;Delete Function Name;Имя статической функции exists, которая будет вызвана. Функция должна иметь параметр int для индекса файла и возвращать значение bool, указывающее, существует ли файл (true) или нет (false), например: public static bool Exists(int index)
GamingIsLove.Makinom.DataPathSaveGameFileHandler;Data Path;Имя статической функции delete, которая будет вызвана. Функция должна иметь параметр int для индекса файла, например: public static void Delete(int index)
GamingIsLove.Makinom.DataPathSaveGameFileHandler.saveFolder;Save Folder;Сохраненные игры хранятся в виде файлов в «Application.dataPath».
GamingIsLove.Makinom.PersistentDataPathSaveGameFileHandler;Persistent Data Path;По желанию можно определить папку (в пути к данным), которая будет использоваться для хранения файлов сохраненных игр.
GamingIsLove.Makinom.PersistentDataPathSaveGameFileHandler.saveFolder;Save Folder;Сохраненные игры хранятся в виде файлов в «Application.persistentDataPath».
GamingIsLove.Makinom.PlayerPrefsSaveGameFileHandler;PlayerPrefs;По желанию можно определить папку (в пути к постоянным данным), которая будет использоваться для хранения сохраненных игр.
GamingIsLove.Makinom.CustomTextFileHandler;Custom;Сохраненные игры хранятся в PlayerPrefs Unity.
GamingIsLove.Makinom.CustomTextFileHandler.className;Class Name;Использует настраиваемое сохранение файлов с помощью статических функций для сохранения, загрузки и удаления файла.
GamingIsLove.Makinom.CustomTextFileHandler.saveFunctionName;Save Function Name;Имя класса, содержащего статические функции.
GamingIsLove.Makinom.CustomTextFileHandler.loadFunctionName;Load Function Name;Имя статической функции сохранения, которая будет вызвана. Функция должна иметь параметр int для индекса файла и параметр string для сохраненных данных, например: public static void Save(string fileName, string data)
GamingIsLove.Makinom.CustomTextFileHandler.existsFunctionName;Exists Function Name;Имя статической функции загрузки, которая будет вызвана. Функция должна иметь параметр int для индекса файла и возвращать строку, содержащую сохраненные данные, например: public static string Load(string fileName)
GamingIsLove.Makinom.CustomTextFileHandler.deleteFunctionName;Delete Function Name;Имя статической функции exists, которая будет вызвана. Функция должна иметь параметр int для индекса файла и возвращать bool, указывающий, существует ли файл (true) или нет (false), например: public static bool Exists(string fileName)
GamingIsLove.Makinom.DataPathTextFileHandler;Data Path;Имя статической функции удаления, которая будет вызвана. Функция должна иметь параметр int для индекса файла, например: public static void Delete(string fileName)
GamingIsLove.Makinom.DataPathTextFileHandler.saveFolder;Save Folder;Файл хранится в „Application.dataPath“.
GamingIsLove.Makinom.PersistentDataPathTextFileHandler;Persistent Data Path;По желанию определите папку, которая будет использоваться (в пути данных) для хранения файлов сохраненных игр.
GamingIsLove.Makinom.PersistentDataPathTextFileHandler.saveFolder;Save Folder;Файл хранится в „Application.persistentDataPath“.
GamingIsLove.Makinom.PlayerPrefsTextFileHandler;PlayerPrefs;Опционально определите папку, которая будет использоваться (в пути постоянных данных) для хранения сохраненных игр.
GamingIsLove.Makinom.TextFileSettings.type;File Type;Файл хранится в PlayerPrefs Unity в виде строкового значения.
GamingIsLove.Makinom.VariableTextFileHandler;Variable;Выберите способ хранения файла:
GamingIsLove.Makinom.FormulaType.name;Name;Файл хранится в глобальной строковой переменной (имя файла используется в качестве ключа переменной).
GamingIsLove.Makinom.PrefabSaver.name;Name;Имя типа формулы. Типы формул используются только для фильтрации формул.
GamingIsLove.Makinom.PrefabSaver.prefab;Prefab;Название этого префаба-сейвера.
GamingIsLove.Makinom.SaveGameObjectSettings.savePosition;Save Position;Выберите префаб, который будет использоваться. Схемы, использующие один и тот же префаб, могут опционально пометить экземпляр префаба для сохранения между сценами и в сохраненных играх. Это делается в узле «Spawn Prefab» — уничтожение экземпляра префаба с помощью узлов «Destroy Prefab» или «Destroy Object» удалит экземпляр из сохранения.
GamingIsLove.Makinom.SaveGameObjectSettings.saveRotation;Save Rotation;Сохранить положение этого игрового объекта.
GamingIsLove.Makinom.SaveGameObjectSettings.saveScale;Save Scale;Сохранить вращение этого игрового объекта.
GamingIsLove.Makinom.SaveGameObjectSettings.saveLocalVariables;Save Local Variables;Сохранить масштаб этого игрового объекта.
GamingIsLove.Makinom.SaveGameObjectSettings.saveChildPositions;Save Child Positions;Сохранить данные из компонента «Переменные объекта» с включенной опцией «Локальные переменные». Когда опция «Локальные переменные» отключена, переменные будут сохранены на основе их «Идентификатора объекта». Компонент «Переменные объекта» должен быть прикреплен к этому игровому объекту.
GamingIsLove.Makinom.SaveGameObjectSettings.saveChildRotations;Save Child Rotations;Сохранить положение дочерних игровых объектов.
GamingIsLove.Makinom.SaveGameObjectSettings.saveChildScales;Save Child Scales;Сохранить вращение дочерних игровых объектов.
GamingIsLove.Makinom.SaveGameObjectSettings.saveChildLocalVariables;Save Child Local Variables;Сохранить масштаб дочерних игровых объектов.
GamingIsLove.Makinom.GameState.name;Name;Сохранить данные из компонента «Переменные объекта» с включенной опцией «Локальные переменные» на дочерних объектах. Если опция «Локальные переменные» отключена, переменные будут сохранены на основе их «Идентификатора объекта».
GamingIsLove.Makinom.GameState.initialState;Initial State;Название этого состояния игры.
GamingIsLove.Makinom.GameState.resetInitialState;Reset New Game;Если эта опция включена, это состояние будет активным при инициализации Makinom. Если эта опция отключена, это состояние будет неактивным при инициализации Makinom. Начальное состояние не вызывает других изменений состояния (изменения активного/неактивного состояния).
GamingIsLove.Makinom.GameStateChange.state;Game State;Сбросить до начального состояния при запуске новой игры.
GamingIsLove.Makinom.GameStateChange.change;Set State;Выберите состояние игры, которое будет изменено.
GamingIsLove.Makinom.GameStateCheck.state;Game State;Выберите, будет ли состояние игры установлено как активное или неактивное.
GamingIsLove.Makinom.GameStateCheck.check;Check State;Выберите состояние игры, которое будет проверяться.
GamingIsLove.Makinom.GameStateCondition.needed;Needed;Проверьте, является ли состояние игры активным или неактивным.
GamingIsLove.Makinom.GameStateConditionCheck.conditionType;Condition Type;Должно быть действительным либо все состояния игры, либо только одно.
GamingIsLove.Makinom.GameStateConditionCheck.template;Template;Выберите, что будет проверяться: - Состояние игры: будет проверяться одно состояние игры. - Условия: будут проверяться определенные условия состояния игры, что позволяет использовать более сложные условия. - Шаблон: будет использоваться шаблон условия состояния игры.
GamingIsLove.Makinom.GameStateConditionTemplate.name;Name;Выберите шаблон условия состояния игры, который будет использоваться.
GamingIsLove.Makinom.GameStateSchematic.initializationUse;Initialization Use;Название шаблона условия состояния игры.
GamingIsLove.Makinom.GameStateSchematic.schematicAsset;Schematic Asset;Выполните схему при инициализации или повторной инициализации состояния игры.
GamingIsLove.Makinom.GameStateSchematic.updateType;Update Type;Выберите схематический ресурс, который будет использоваться при изменении состояния игры.
GamingIsLove.Makinom.GameStateSchematic.inPause;In Pause;Выберите, в какой функции обновления кадра будет обновляться машина.
GamingIsLove.Makinom.GameStateSchematic.setPriority;Set Priority;Машина также будет обновлена, когда игра будет приостановлена.
GamingIsLove.Makinom.GameStateSchematic.priority;Priority;Установите приоритет для этой машины.
GamingIsLove.Makinom.SimpleGameStateCondition.needed;Needed;Приоритет этой машины. Приоритет машин определяет, какая машина будет выполняться раньше других. Машины сортируются по убыванию их приоритета, т. е. машина с самым высоким приоритетом будет выполняться первой.
GamingIsLove.Makinom.BlockCameraControlGameStateChangeType;Block Camera Control;Должны быть действительны либо все, либо только одно из состояний игры.
GamingIsLove.Makinom.BlockPlayerControlGameStateChangeType;Block Player Control;Когда управление камерой заблокировано.
GamingIsLove.Makinom.EndBlockingMachineGameStateChangeType;End Blocking Machine;Когда управление игроком заблокировано.
GamingIsLove.Makinom.EndSceneChangeGameStateChangeType;End Scene Change;При завершении машины типа выполнения «Блокировка».
GamingIsLove.Makinom.GameStateChangeType.type;State Change Event;При завершении смены сцены (после появления).
GamingIsLove.Makinom.PauseGameStateChangeType;Pause Game;Выберите событие изменения состояния, которое будет использоваться:
GamingIsLove.Makinom.StartBlockingMachineGameStateChangeType;Start Blocking Machine;Когда игра приостановлена.
GamingIsLove.Makinom.StartGameGameStateChangeType;Start Game;При запуске машины типа выполнения «Блокировка».
GamingIsLove.Makinom.StartSceneChangeGameStateChangeType;Start Scene Change;Когда игра запущена (узел «Начать игру»).
GamingIsLove.Makinom.StopGameGameStateChangeType;Stop Game;При запуске смены сцены (перед исчезновением).
GamingIsLove.Makinom.UnblockCameraControlGameStateChangeType;Unblock Camera Control;Когда игра остановлена (узел «Остановить игру»).
GamingIsLove.Makinom.UnblockPlayerControlGameStateChangeType;Unblock Player Control;Когда управление камерой разблокировано.
GamingIsLove.Makinom.UnpauseGameStateChangeType;Unpause Game;Когда управление игроком разблокировано.
GamingIsLove.Makinom.GridIndex`1.gridKey;Grid Key;Когда игра возобновлена/продолжена.
GamingIsLove.Makinom.GridIndex`1.indexType;Grid Cells;Ключ, используемый для хранения сетки. Вы можете хранить несколько сеток, используя разные ключи.
GamingIsLove.Makinom.GridIndex`1.sequence;Cell Sequence;Выберите, какие ячейки сетки будут использоваться: - Вся сетка: вся сетка. - Один индекс: один индекс/ячейка сетки. - Ограниченная область: определенная область сетки. - Исключенная область: вся сетка, за исключением определенной области.
GamingIsLove.Makinom.ContentID`1.contentID;Content ID;Выберите последовательность, в которой будут использоваться индексы сетки.
GamingIsLove.Makinom.ContentInformation.name;Name;Определите идентификатор контента, который идентифицирует этот контент. Пользовательские окна будут отображать этот контент в компонентах контента с соответствующими идентификаторами.
GamingIsLove.Makinom.ContentInformation.shortName;Short Name;Определите название.
GamingIsLove.Makinom.ContentInformation.description;Description;Определите короткое название. Название используется, если короткое название не определено.
GamingIsLove.Makinom.CustomContentInformation.contentKey;Content Key;Определите описание.
GamingIsLove.Makinom.CustomContentInformation.content;Content;Определите ключ контента, который идентифицирует этот пользовательский контент. Используйте ключ контента в текстовых кодах для отображения пользовательского контента.
GamingIsLove.Makinom.IconContent.textCode;Icon Text Code;Содержимое пользовательского контента.
GamingIsLove.Makinom.ImageContent.sprite;Sprite;Определите текстовый код, который будет использоваться для отображения значка в тексте. Например, в TextMesh Pro используйте тег спрайта, такой как «».
GamingIsLove.Makinom.ImageContent.texture;Texture;Выберите спрайт, который должен использоваться. Требуется компонент «Image» в компоненте контента UI для отображения.
GamingIsLove.Makinom.Language.initialLanguage;Initial Language;Текстура: выберите текстуру, которая должна использоваться. Требуется компонент «RawImage» в компоненте контента UI для отображения.
GamingIsLove.Makinom.LanguageData`1.data;Default Content;Этот язык будет изначально выбранным языком при запуске игры. Если язык не установлен в качестве начального, будет использоваться первый язык (индекс 0).
GamingIsLove.Makinom.LanguageData`1.export;Use Language Export;Контент по умолчанию для всех языков.
GamingIsLove.Makinom.LanguageData`1.translationNote;Translation Note;Включить это содержимое при экспорте/импорте языкового содержимого («Игра > Языки»).
GamingIsLove.Makinom.TextImageContent.text;Text;Определить пояснительные детали для переводчиков. Будет экспортировано вместе с языковыми экспортами.
GamingIsLove.Makinom.TextImageContentWithHUD.addHUD;Add HUD;Текст этого содержимого.
GamingIsLove.Makinom.TextImageContentWithHUD.hud;HUD;Добавить HUD к отображаемому содержимому.
GamingIsLove.Makinom.ConditionalPrefab.prefab;Prefab;Выберите, что будет добавлено. Выберите «Без HUD», чтобы использовать только HUD отображаемого пользовательского интерфейса.
GamingIsLove.Makinom.ConditionalPrefab.spawnOffset;Spawn Offset;Выберите префаб игрока. Префаб используется для появления игрока.
GamingIsLove.Makinom.PlayerSetting.sceneChangeDestroyPlayer;SC Destroy Player;Смещение, добавляемое к положению игрового объекта игрока при появлении.
GamingIsLove.Makinom.PlayerSetting.prefab;Prefab;Уничтожить игровой объект игрока перед сменой сцены. Включение этой опции может помочь с некоторыми настраиваемыми элементами управления игроком, которые настроены так, чтобы не уничтожаться при загрузке.
GamingIsLove.Makinom.PlayerSetting.spawnOffset;Spawn Offset;Выберите префаб игрока. Префаб используется для появления игрока. Префаб может быть заменен условными префабами, когда их условия выполняются.
GamingIsLove.Makinom.PlayerSetting.useObjectVariables;Use Object Variables;Смещение, добавляемое к положению игрового объекта игрока при появлении.
GamingIsLove.Makinom.NonePlugin;None;Автоматически добавляет компонент «Переменные объекта» к игровому объекту игрока. Переменные объекта используются для привязки переменных к игровым объектам в сцене.
GamingIsLove.Makinom.PluginSetting.name;Plugin Name;Без плагина.
GamingIsLove.Makinom.PluginSetting.type;Plugin;Название этого плагина.
GamingIsLove.Makinom.PluginSetting.useTick;Use Tick;Выберите плагин, который будет использоваться:
GamingIsLove.Makinom.PluginSetting.useSceneLoaded;Use Scene Loaded;Функция «Tick» плагина будет вызываться при каждом тике «Update».
GamingIsLove.Makinom.PoolSetting.name;Name;Функции «SceneLoaded» и «SceneNameLoaded» плагина будут вызываться при загрузке новой сцены («SceneManager.sceneLoaded»).
GamingIsLove.Makinom.PoolSetting.prefab;Prefab;Название этого пула игровых объектов.
GamingIsLove.Makinom.PoolSetting.startSize;Start Size;Выберите префаб, который будет использоваться. Схемы, использующие один и тот же префаб, могут получать объекты из пула.
GamingIsLove.Makinom.PoolSetting.canGrow;Can Grow;Размер пула этого префаба. Объекты из пула будут создаваться при каждой загрузке сцены.
GamingIsLove.Makinom.ChildObjectSettings.type;Child Object Type;Пул объектов этого префаба может увеличиваться, если требуется больше объектов, чем доступно. Если эта опция отключена, новые объекты будут создаваться без добавления в пул.
GamingIsLove.Makinom.ChildObjectSettings.childName;Find Child;Выберите, как будет выполняться поиск дочернего объекта: - Путь: путь в иерархии объектов, объекты разделены символом «/» (например, «Path/to/Child»). - Имя: имя дочернего объекта. - Тег: тег дочернего объекта.
GamingIsLove.Makinom.FindObjectSetting.type;Search Type;Определите путь к дочернему объекту (тип «Путь») или имя/тег. Оставьте поле пустым, если не хотите использовать дочерний объект.
GamingIsLove.Makinom.FindObjectSetting.multiple;Find All;Выберите, как будет выполняться поиск игрового объекта: - Имя: с использованием имени игрового объекта. - Тег: с использованием тега игрового объекта. - Компонент: с использованием имени компонента, прикрепленного к игровому объекту.
GamingIsLove.Makinom.FindObjectSetting.name;Search Name;Найти все объекты с заданным именем, тегом или компонентом. Если эта опция отключена, будет использоваться первый найденный объект.
GamingIsLove.Makinom.FindObjectSetting.nameCheck;Check Type;Имя, тег или компонент для поиска. При поиске по имени вы можете использовать „/“ для перехода по иерархиям, как по пути, чтобы получить дочерние объекты.
GamingIsLove.Makinom.FindObjectSetting.nameIsValid;Is Valid;Проверка действительна, если: - Равно: имя/тег игрового объекта равно заданному значению. - Начинается с: имя/тег игрового объекта начинается с заданного значения. - Заканчивается на: имя/тег игрового объекта заканчивается на заданное значение. - Содержит: имя/тег игрового объекта содержит заданное значение.
GamingIsLove.Makinom.FindObjectSetting.rangeCheck;Check Range;Проверка должна быть действительной, чтобы использовать игровой объект. Если она отключена, проверка должна быть недействительной (например, имя не содержит заданное значение).
GamingIsLove.Makinom.FindObjectSetting.useNearest;Nearest Object;Проверьте расстояние игрового объекта до заданной позиции: - Нет: не проверять расстояние. - В диапазоне: Игровой объект должен находиться в пределах заданного диапазона (т. е. диапазон - порог). - Вне диапазона: Игровой объект должен находиться вне заданного диапазона (т. е. диапазон + порог).
GamingIsLove.Makinom.ChanceGeneralCondition`1;Chance;Найти ближайший объект в диапазоне. Если отключено, будет использоваться первый объект в диапазоне.
GamingIsLove.Makinom.ChanceGeneralCondition`1.value;Chance;Условие является действительным на основе заданной вероятности.
GamingIsLove.Makinom.CheckValueGeneralCondition`1;Check Value;Вероятность того, что это условие будет действительным.
GamingIsLove.Makinom.CheckValueGeneralCondition`1.value;Value;Сравнивает значение с другим значением.
GamingIsLove.Makinom.CheckValueGeneralCondition`1.check;Check Type;Значение, которое будет проверяться.
GamingIsLove.Makinom.GameStateGeneralCondition`1;Game State;Проверяет, равно ли значение, не равно ли, меньше или больше заданного значения. Диапазон включительно проверяет, находится ли значение между двумя заданными значениями, включая эти значения. Диапазон исключительно проверяет, находится ли значение между двумя заданными значениями, исключая эти значения. Приблизительно проверяет, похоже ли значение на заданное значение.
GamingIsLove.Makinom.GeneralCondition`1.type;Condition Type;Проверяет, активны ли или неактивны ли состояния игры.
GamingIsLove.Makinom.GeneralConditionSetting`1.needed;Needed;Выберите условие, которое будет проверяться:
GamingIsLove.Makinom.GeneralConditionTemplate.name;Name;Должно быть выполнено либо все условия, либо только одно из них.
GamingIsLove.Makinom.GeneralConditionTemplateGeneralCondition`1;General Condition Template;Название шаблона общего условия.
GamingIsLove.Makinom.GeneralConditionTemplateGeneralCondition`1.template;Template;Проверьте шаблон общего условия.
GamingIsLove.Makinom.HasTaggedMachineGeneralCondition`1;Has Tagged Machine;Выберите шаблон общего условия, который будет использоваться.
GamingIsLove.Makinom.HasTaggedMachineGeneralCondition`1.neededTags;Needed Tags;Проверяет, имеет ли игровой объект помеченную машину с заданными тегами.
GamingIsLove.Makinom.HasTaggedMachineGeneralCondition`1.tag;Tag;Должны совпадать либо все теги, либо только один из них.
GamingIsLove.Makinom.VariableGeneralCondition`1;Variable;Определите тег, который будет проверяться.
GamingIsLove.Makinom.HeightDifferenceCheck.isAbove;Is Above;Проверьте условия переменных.
GamingIsLove.Makinom.HeightDifferenceCheck.aboveMin;Minimum;Цель находится выше пользователя.
GamingIsLove.Makinom.HeightDifferenceCheck.aboveUseMax;Use Maximum;Минимальная разница в высоте, на которую цель должна находиться выше пользователя. Какая ось положений проверяется, зависит от настройки «Горизонтальная плоскость» вашего проекта. «XZ» проверяет ось Y, «XY» проверяет ось Z.
GamingIsLove.Makinom.HeightDifferenceCheck.aboveMax;Maximum;Используется максимальная разница в высоте.
GamingIsLove.Makinom.HeightDifferenceCheck.isBelow;Is Below;Максимальная разница в высоте, на которую цель должна находиться выше пользователя. Какая ось положений проверяется, зависит от настройки «Горизонтальная плоскость» вашего проекта. «XZ» проверяет ось Y, «XY» проверяет ось Z.
GamingIsLove.Makinom.HeightDifferenceCheck.belowMin;Minimum;Цель находится ниже пользователя.
GamingIsLove.Makinom.HeightDifferenceCheck.belowUseMax;Use Maximum;Минимальная разница в высоте, на которую цель должна находиться ниже пользователя. Какая ось положений проверяется, зависит от настройки «Горизонтальная плоскость» вашего проекта. «XZ» проверяет ось Y, «XY» проверяет ось Z.
GamingIsLove.Makinom.HeightDifferenceCheck.belowMax;Maximum;Используется максимальная разница высот.
GamingIsLove.Makinom.HorizontalPlaneOverride.type;Horizontal Plane;Максимальная разница высот, на которую цель должна находиться ниже пользователя. Какая ось позиций проверяется, зависит от настройки «Горизонтальная плоскость» вашего проекта. «XZ» проверяет ось Y, «XY» проверяет ось Z.
GamingIsLove.Makinom.ListPoolSettings.poolSize;List Pool Size;Выберите горизонтальную плоскость, которая будет использоваться (т. е. какие оси используются в качестве уровня земли/горизонтального уровня): - По умолчанию: горизонтальная плоскость по умолчанию, определенная в «Игра > Настройки игры». - XZ: оси X и Z определяют землю, т. е. поведение 3D по умолчанию. - XY: оси X и Y определяют землю, т. е. поведение 2D по умолчанию.
GamingIsLove.Makinom.ListPoolSettings.trimExcess;Trim Excess;Определите максимальное количество списков, которые могут быть объединены в пул. Установите значение 0, чтобы отключить объединение в пул.
GamingIsLove.Makinom.ListPoolSettings.trimExcessSize;Trim Capacity Threshold;Устанавливает емкость объединенных списков, если их количество превышает заданное. Рекомендуется использовать эту опцию только в том случае, если у вас возникли проблемы с выделением слишком большого объема памяти.
GamingIsLove.Makinom.LocalSpace.localSpace;Local Space;Определите емкость, при которой будет запущена функция «Удаление излишков». Рекомендуется использовать высокий порог емкости, так как применение этой функции ко всем объединенным спискам приведет к снижению производительности.
GamingIsLove.Makinom.LocalSpace.ignoreScale;Ignore Scale;Используйте локальное пространство игрового объекта.
GamingIsLove.Makinom.MathFunction.type;Math Function;Игнорируйте масштаб при использовании локального пространства.
GamingIsLove.Makinom.MountSettings.childObject;On Child;Выберите, какая математическая функция будет использоваться для значения:
GamingIsLove.Makinom.MountSettings.offset;Offset;Для размещения используется дочерний объект игрового объекта цели (например, Path/to/Child).
GamingIsLove.Makinom.MountSettings.useRotation;Use Rotation;Смещение, добавляемое к положению игрового объекта цели.
GamingIsLove.Makinom.MountSettings.rotationOffset;Rotation Offset;Для размещения будет использоваться вращение цели.
GamingIsLove.Makinom.MountSettings.setScale;Set Scale;Смещение, добавляемое к вращению цели.
GamingIsLove.Makinom.MountSettings.scaleAfterMount;After Mount;Установите масштаб при размещении объекта.
GamingIsLove.Makinom.MountSettings.scale;Scale;Масштаб устанавливается после монтажа игрового объекта (если используется монтаж).
GamingIsLove.Makinom.AutoMoveComponentType;Auto;Масштаб, который будет установлен для объекта.
GamingIsLove.Makinom.CharacterControllerMoveComponentType;Character Controller;Ищет компонент движения в порядке «Character Controller» > «Rigidbody (3D > 2D)» > «Nav Mesh Agent» > «Transform». «Rigidbody» будет использовать функцию «Move Position».
GamingIsLove.Makinom.MoveComponentSettings.type;Move Component;Компонент «Character Controller» будет перемещен.
GamingIsLove.Makinom.MoveComponentSettings.lockAxis;Lock Movement;Выберите, как будет перемещаться объект:
GamingIsLove.Makinom.NavMeshAgentMoveComponentType;Nav Mesh Agent;Включите оси, по которым игровой объект не должен двигаться.
GamingIsLove.Makinom.Rigidbody2DMoveComponentType;Rigidbody 2D;Будет перемещен компонент «NavMeshAgent».
GamingIsLove.Makinom.Rigidbody2DMoveComponentType.rigidbodyType;Move Function;Будет перемещен компонент «Rigidbody2D».
GamingIsLove.Makinom.RigidbodyMoveComponentType;Rigidbody;Выберите, как будет двигаться жесткое тело: - Установить: установить rigidbody.position. - Переместить положение: использует функцию rigidbody.MovePosition. - Скорость: устанавливает rigidbody.velocity
GamingIsLove.Makinom.RigidbodyMoveComponentType.rigidbodyType;Move Function;Будет перемещен компонент «Rigidbody».
GamingIsLove.Makinom.TransformMoveComponentType;Transform;Выберите, как будет перемещаться жесткое тело: - Установить: установить rigidbody.position. - Переместить положение: использует функцию rigidbody.MovePosition. - Скорость: устанавливает rigidbody.velocity
GamingIsLove.Makinom.AddFloatOperator;Add;Изменение перемещения будет добавлено к положению трансформации.
GamingIsLove.Makinom.BitwiseComplementFloatOperator;Bitwise Complement (~);Добавляет значение к текущему значению.
GamingIsLove.Makinom.DivideFloatOperator;Divide;Устанавливает текущее значение в виде битового дополнения (обращая каждый бит) значения.
GamingIsLove.Makinom.FloatOperator.type;Operator;Делит текущее значение на значение.
GamingIsLove.Makinom.LeftShiftFloatOperator;Left Shift (<<);Выберите оператор, который будет использоваться:
GamingIsLove.Makinom.LogFloatOperator;Log;Сдвигает текущее значение влево на количество битов значения (currentValue << value).
GamingIsLove.Makinom.LogicalANDFloatOperator;Logical AND (&);Текущее значение используется в логарифмическом вычислении с значением в качестве основания.
GamingIsLove.Makinom.LogicalExclusiveORFloatOperator;Logical Exclusive OR (^);Вычисляет побитовое логическое И текущего значения и значения (currentValue & value).
GamingIsLove.Makinom.LogicalORFloatOperator;Logical OR (|);Вычисляет побитовое логическое ИЛИ текущего значения и значения (currentValue ^ value).
GamingIsLove.Makinom.ModuloFloatOperator;Modulo (%);Вычисляет побитовое логическое ИЛИ текущего значения и значения (currentValue | value).
GamingIsLove.Makinom.MultiplyFloatOperator;Multiply;Использует операцию по модулю (остаток от деления), текущее значение % значение.
GamingIsLove.Makinom.PowerOfFloatOperator;Power Of;Умножает текущее значение на значение.
GamingIsLove.Makinom.RightShiftFloatOperator;Right Shift (>>);Текущее значение в степени значения.
GamingIsLove.Makinom.RootFloatOperator;Root;Сдвигает текущее значение вправо на значение количества битов (currentValue >> value).
GamingIsLove.Makinom.SetFloatOperator;Set;N-я (значение) степень текущего значения (т. е. текущее значение ^ 1/значение).
GamingIsLove.Makinom.SubFloatOperator;Sub;Устанавливает текущее значение равным значению.
GamingIsLove.Makinom.AppendBackStringOperator;Append Back;Вычитает значение из текущего значения.
GamingIsLove.Makinom.AppendFrontStringOperator;Append Front;Добавляет текст в конец текущего значения.
GamingIsLove.Makinom.ReplaceAllStringOperator;Replace All;Добавляет текст перед текущим значением.
GamingIsLove.Makinom.ReplaceFirstStringOperator;Replace First;Заменяет все вхождения текста в текущем значении другим текстом.
GamingIsLove.Makinom.SetStringOperator;Set;Заменяет первое вхождение текста в текущем значении другим текстом.
GamingIsLove.Makinom.StringOperator.type;Operator;Использует текст в качестве нового значения.
GamingIsLove.Makinom.AddVector3Operator;Add;Выберите оператор, который будет использоваться:
GamingIsLove.Makinom.CrossVector3Operator;Cross;Добавляет значение к текущему значению.
GamingIsLove.Makinom.MaxVector3Operator;Max;Ветвистое произведение текущего значения (слева) и значения (справа).
GamingIsLove.Makinom.MinVector3Operator;Min;Новый вектор, созданный из наибольших значений текущего значения и значения.
GamingIsLove.Makinom.ProjectVector3Operator;Project;Новый вектор, созданный из наименьших значений текущего значения и значения.
GamingIsLove.Makinom.ReflectVector3Operator;Reflect;Проецирует текущее значение, используя значение как «onNormal».
GamingIsLove.Makinom.ScaleVector3Operator;Scale;Отражает текущее значение, используя значение как «inNormal».
GamingIsLove.Makinom.SetVector3Operator;Set;Умножает каждый компонент текущего значения на тот же компонент значения.
GamingIsLove.Makinom.SubVector3Operator;Sub;Устанавливает текущее значение равным значению.
GamingIsLove.Makinom.Vector3Operator.type;Operator;Вычитает значение из текущего значения.
GamingIsLove.Makinom.PerformanceSettings.autoDataInit;Auto Data Init;Выберите оператор, который будет использоваться:
GamingIsLove.Makinom.AutoRotateComponentType;Auto;Автоматически загружать данные всех данных, на которые непосредственно ссылается проект. Некоторые списки данных имеют данные, на которые непосредственно ссылается проект, например, вводные ключи, музыкальные клипы или HUD. Загрузка ресурсов проекта при инициализации Makinom загрузит все непосредственно упомянутые ресурсы, включая данные, но данные также должны выполнить инициализацию данных настроек, чтобы иметь доступ к своим настройкам. Включение этого параметра приведет к загрузке данных настроек при инициализации проекта, что может привести к увеличению времени загрузки при инициализации проекта. Отключение этого параметра приведет к тому, что данные настроек не будут загружаться при инициализации, а будут загружаться по мере необходимости во время работы игры (т. е. сокращается время начальной загрузки проекта). Загрузка отдельных данных настроек происходит очень быстро, но загрузка большого количества данных одновременно (сотни или тысячи) может занять некоторое время.
GamingIsLove.Makinom.RigidbodyRotateComponentType;Rigidbody;Ищет компонент движения в порядке «Rigidbody» > «Transform». «Transform» будет использовать «Set», «Rigidbody» будет использовать функцию «Move Rotation».
GamingIsLove.Makinom.RigidbodyRotateComponentType.rigidbodyType;Rotation Function;Использует компонент «Rigidbody» для изменений.
GamingIsLove.Makinom.RotateComponentSettings.type;Rotate Component;Выберите, как будет вращаться жесткое тело: - Set: Установить rigidbody.rotation. - Move Rotation: Использует функцию rigidbody.MoveRotation.
GamingIsLove.Makinom.RotateComponentSettings.is2DLookAt;Is 2D Look At;Выберите, как будет вращаться объект:
GamingIsLove.Makinom.RotateComponentSettings.lockAxis;Lock Rotation;Вращать 2D-объект игры, вращая только по оси Z. Обеспечивает правильность вращений «look at».
GamingIsLove.Makinom.TransformRotateComponentType;Transform;Включите оси, по которым игровой объект не должен вращаться.
GamingIsLove.Makinom.TransformRotateComponentType.transformType;Rotation Function;Использует «Transform» игрового объекта для изменений.
GamingIsLove.Makinom.TransformRotateComponentType.transformLocal;Local Rotation;Выберите, как будет вращаться трансформация: - Set: Установите вращение трансформации напрямую. - Rotate: Использует функцию transform.Rotate (может привести к обращению осей, например, вращение X на 90 может привести к изменению Y или Z с 0 до 180).
GamingIsLove.Makinom.VisibilityCheck.type;Visibility Check;Установите локальное вращение трансформации. Это может быть полезно при изменении вращения установленных игровых объектов.
GamingIsLove.Makinom.VisibilityCheck.viewportPadding;Viewport Padding;Выберите, как будет проверяться видимость: - Renderer Is Visible: проверяет, виден ли рендер камере («Renderer.isVisible»). - Camera Viewport: проверяет, находится ли позиция рендера в пределах окна просмотра основной камеры («Camera.WorldToViewportPoint»). - Frustum Planes: проверяет, находятся ли границы рендерера в пределах плоскостей конуса обзора основной камеры («GeometryUtility.CalculateFrustumPlanes»).
GamingIsLove.Makinom.CustomDestroySetting;Custom;Определите отступ, который будет добавлен к проверкам окна просмотра. Положительные значения расширят окно просмотра, отрицательные — сократят. Положение окна просмотра считается видимым, если оси x и y находятся в диапазоне от 0 до 1, а ось z равна 0 или больше.
GamingIsLove.Makinom.CustomDestroySetting.className;Class Name;Используйте пользовательские функции для уничтожения игровых объектов.
GamingIsLove.Makinom.CustomDestroySetting.functionName;Destroy Function;Имя класса, содержащего функции уничтожения.
GamingIsLove.Makinom.CustomDestroySetting.functionName2;Destroy Function 2;Имя статической функции, используемой для уничтожения игрового объекта. Требует „GameObject“ (объект, который должен быть уничтожен) в качестве параметра. public static void Destroy(GameObject gameObject)
GamingIsLove.Makinom.UnityDestroySetting;Unity;Имя статической функции, используемой для уничтожения игрового объекта. Требует «GameObject» (объект, который должен быть уничтожен) и «float» (время до уничтожения объекта) в качестве параметров. public static void Destroy(GameObject gameObject, float time)
GamingIsLove.Makinom.CustomInstantiateSetting;Custom;Использует уничтожение игрового объекта Unity (GameObject.Destroy).
GamingIsLove.Makinom.CustomInstantiateSetting.className;Class Name;Используйте пользовательские функции для создания экземпляров игровых объектов.
GamingIsLove.Makinom.CustomInstantiateSetting.functionName;Instantiate Function;Имя класса, содержащего функции создания экземпляров.
GamingIsLove.Makinom.CustomInstantiateSetting.functionName2;Instantiate Function 2;Имя статической функции, используемой для создания экземпляра игрового объекта. Требует «GameObject» (префаб) в качестве параметра. Требует возврата типа «GameObject». public static GameObject Instantiate(GameObject prefab)
GamingIsLove.Makinom.CustomInstantiateSetting.functionName3;Instantiate Function 3;Имя статической функции, используемой для создания экземпляра игрового объекта. Требует «GameObject» (префаб), «Vector3» (положение) и «Quaternion» (вращение) в качестве параметров. Требует возврата типа «GameObject». public static GameObject Instantiate(GameObject prefab, Vector3 position, Quaternion rotation)
GamingIsLove.Makinom.UnityInstantiateSetting;Unity;Имя статической функции, которая используется для создания экземпляра игрового объекта. Требует «GameObject» (префаб) и «Transform» (родитель) в качестве параметров. Требует возвращения типа «GameObject». public static GameObject Instantiate(GameObject prefab, Transform parent)
GamingIsLove.Makinom.CustomRandomNumberSetting;Custom;Использует создание экземпляра игрового объекта Unity (GameObject.Intantiate).
GamingIsLove.Makinom.CustomRandomNumberSetting.className;Class Name;Используйте пользовательские функции для генерации случайных чисел.
GamingIsLove.Makinom.CustomRandomNumberSetting.functionIntName;Random Int Function;Имя класса, содержащего функции генерации случайных чисел.
GamingIsLove.Makinom.CustomRandomNumberSetting.functionFloatName;Random Float Function;Имя статической функции, используемой для генерации случайного целого числа. Требует двух параметров „int“ (min, max) и должна возвращать значение „int“. public static int Range(int min, int max)
GamingIsLove.Makinom.UnityRandomNumberSetting;Unity;Имя статической функции, которая используется для генерации случайного значения типа float. Требует двух параметров типа «float» (min, max) и должна возвращать значение типа «float». public static float Range(float min, float max)
GamingIsLove.Makinom.CustomLoadSceneSetting;Custom;Использует генератор случайных чисел Unity (Random.Range).
GamingIsLove.Makinom.CustomLoadSceneSetting.className;Class Name;Используйте пользовательские функции для загрузки сцен.
GamingIsLove.Makinom.CustomLoadSceneSetting.functionName;Load Scene Function;Имя класса, содержащего функции уничтожения.
GamingIsLove.Makinom.CustomLoadSceneSetting.asyncFunctionName;Load Scene Async Function;Имя статической функции, которая используется для загрузки сцены. Требует параметры «string» (имя сцены) и «LoadSceneMode». public static void LoadScene(string sceneName, LoadSceneMode mode)
GamingIsLove.Makinom.UnityLoadSceneSetting;Unity;Имя статической функции, которая используется для асинхронной загрузки сцены. Требует параметры «string» (имя сцены) и «LoadSceneMode». public static void LoadSceneAsync(string sceneName, LoadSceneMode mode)
GamingIsLove.Makinom.UnityWrapper.instantiateType;Instantiate Type;Использует загрузку сцен Unity (SceneManager.LoadScene).
GamingIsLove.Makinom.UnityWrapper.destroyType;Destroy Type;Выберите, как будут создаваться игровые объекты:
GamingIsLove.Makinom.UnityWrapper.loadSceneType;Scene Load Type;Выберите, как будут уничтожаться игровые объекты:
GamingIsLove.Makinom.UnityWrapper.randomNumberType;Random Number Type;Выберите, как будут загружаться сцены:
GamingIsLove.Makinom.ComponentCondition.type;Condition Type;Выберите, как будут генерироваться случайные числа:
GamingIsLove.Makinom.ComponentCondition.autoCheck;Check On;Выберите условие, которое будет проверяться:
GamingIsLove.Makinom.ComponentConditionSetting.autoCheckType;Auto Check;Выберите, для каких проверок используется это условие: - Всегда: автоматические проверки и проверки запуска. - Авто: только автоматические проверки. - Запуск: только проверки запуска. - Никогда: никогда не проверяется, отключает условие.
GamingIsLove.Makinom.ComponentConditionSetting.conditionFail;Auto Fail Action;Выберите, следует ли проверять условие автоматически: - Нет: не проверять автоматически. - Запуск: при первом инициализировании игрового объекта (обычно при загрузке уровня или появлении объекта). - Включить: каждый раз, когда игровой объект включается (также при загрузке уровня или появлении объекта).
GamingIsLove.Makinom.ComponentConditionSetting.repeatCheck;Repeat Check;Выберите действие, которое будет выполняться, если автоматическая проверка условия не пройдет: - Нет: ничего не происходит. - Отключить: игровой объект будет отключен. - Уничтожить: игровой объект будет уничтожен.
GamingIsLove.Makinom.ComponentConditionSetting.destroyCheckDelay;Check Delay (s);Повторить проверку условия.
GamingIsLove.Makinom.ComponentConditionSetting.needed;Needed;Время в секундах до повторной проверки условий.
GamingIsLove.Makinom.GameStateComponentCondition;Game State;Должно быть выполнено либо все условия, либо только одно из них.
GamingIsLove.Makinom.GeneralConditionTemplateComponentCondition;General Condition Template;Проверьте, активны ли состояния игры или неактивны.
GamingIsLove.Makinom.GeneralConditionTemplateComponentCondition.template;Template;Проверьте общий шаблон условия.
GamingIsLove.Makinom.HasTaggedMachineComponentCondition;Has Tagged Machine;Выберите общий шаблон условия, который будет использоваться.
GamingIsLove.Makinom.HasTaggedMachineComponentCondition.neededTags;Needed Tags;Проверяет, имеет ли игровой объект помеченную машину с определенными тегами.
GamingIsLove.Makinom.HasTaggedMachineComponentCondition.tag;Tag;Должны совпадать либо все теги, либо только один из них.
GamingIsLove.Makinom.OrientationComponentCondition;Orientation;Определите тег, который будет проверяться.
GamingIsLove.Makinom.OrientationComponentCondition.useFront;Front;Проверьте ориентацию между игровым объектом компонента и начальным игровым объектом.
GamingIsLove.Makinom.OrientationComponentCondition.useBack;Back;Начальный игровой объект находится перед игровым объектом компонента.
GamingIsLove.Makinom.OrientationComponentCondition.useLeft;Left;Начальный игровой объект находится за игровым объектом компонента.
GamingIsLove.Makinom.OrientationComponentCondition.useRight;Right;Начальный игровой объект находится слева от игрового объекта компонента.
GamingIsLove.Makinom.VariableComponentCondition;Variable;Начальный игровой объект находится справа от игрового объекта компонента.
GamingIsLove.Makinom.ContentDropCondition;Content;Проверьте условия переменных.
GamingIsLove.Makinom.ContentDropCondition.type;Content Type;Проверьте информацию о содержимом, например, имя.
GamingIsLove.Makinom.ContentDropCondition.contentKey;Content Key;Выберите тип проверяемого содержимого: - Имя: имя содержимого. - Краткое имя: краткое имя содержимого. - Описание: описание содержимого. - Пользовательское содержимое: пользовательское содержимое с определенным ключом содержимого.
GamingIsLove.Makinom.ContentDropCondition.text;Text;Ключ содержимого пользовательского содержимого.
GamingIsLove.Makinom.ContentDropCondition.check;Check Type;Текст, который будет проверяться.
GamingIsLove.Makinom.ContentDropCondition.isValid;Is Valid;Проверка действительна, если: - Равно: Содержимое равно заданному значению. - Начинается с: Содержимое начинается с заданного значения. - Заканчивается на: Содержимое заканчивается заданным значением. - Содержит: Содержимое содержит заданное значение.
GamingIsLove.Makinom.DropCondition.type;Drop Check;Проверка должна быть действительной, чтобы использовать перетаскивание. Если отключена, проверка должна быть недействительной (например, имя не содержит заданного значения).
GamingIsLove.Makinom.MachineStartObjectCheck.type;Check Type;Выберите проверку, которая будет выполняться для сброшенного содержимого:
GamingIsLove.Makinom.MachineStartObjectCheck.name;Name;Выберите, как будет проверяться объект: - Имя: будет проверяться имя объекта. - Тег: будет проверяться тег объекта. - Компонент: объект проверяется на наличие прикрепленного компонента.
GamingIsLove.Makinom.MachineStartObjectCheck.check;Check Type;Имя или тег объекта, или имя компонента.
GamingIsLove.Makinom.MachineStartObjectCheck.isValid;Is Valid;Проверка действительна, если: - Равно: имя/тег игрового объекта равно заданному значению. - Начинается с: имя/тег игрового объекта начинается с заданного значения. - Заканчивается на: имя/тег игрового объекта заканчивается на заданное значение. - Содержит: имя/тег игрового объекта содержит заданное значение.
GamingIsLove.Makinom.MachineTemplate.name;Name;Проверка должна быть действительной, чтобы использовать игровой объект. Если отключена, проверка должна быть недействительной (например, имя не содержит заданное значение).
GamingIsLove.Makinom.GameStateChangeNotifyMachineStart;Game State Change;Имя шаблона.
GamingIsLove.Makinom.GlobalVariableChangeNotifyMachineStart;Global Variable Change;Запустить машину при изменении состояния игры.
GamingIsLove.Makinom.GlobalVariableChangeNotifyMachineStart.type;Variable Type;Запустить машину при изменении глобальной переменной.
GamingIsLove.Makinom.GlobalVariableChangeNotifyMachineStart.isList;Is Variable List;Выберите тип изменения переменной, который будет использоваться: - Все: все изменения переменных. - Строка: заданная строковая переменная. - Bool: заданная переменная типа bool. - Int: заданная переменная типа int. - Float: заданная переменная типа float. - Vector3: заданная переменная Vector3.
GamingIsLove.Makinom.GlobalVariableChangeNotifyMachineStart.key;Variable Key;Использовать список переменных вместо одной переменной.
GamingIsLove.Makinom.NotifyMachineStart.type;Started By;Определите ключ переменной.
GamingIsLove.Makinom.ObjectVariableChangeNotifyMachineStart;Object Variable Change;Выберите действие, которое запустит машину:
GamingIsLove.Makinom.ObjectVariableChangeNotifyMachineStart.source;Variable Source;Запустить машину при изменении переменной объекта (на машине, игроке или выбранном игровом объекте).
GamingIsLove.Makinom.ObjectVariableChangeNotifyMachineStart.gameObject;Game Object;Выберите, какие переменные объекта будут использоваться: - Машина: на игровом объекте машины. - Игровой объект: на определенном игровом объекте. - Игрок: на игровом объекте игрока. - Идентификатор объекта: из определенного идентификатора объекта.
GamingIsLove.Makinom.ObjectVariableChangeNotifyMachineStart.objectID;Object ID;Выберите игровой объект в сцене, который будет использоваться.
GamingIsLove.Makinom.ObjectVariableChangeNotifyMachineStart.type;Variable Type;Определите ID объекта, который будет использоваться.
GamingIsLove.Makinom.ObjectVariableChangeNotifyMachineStart.isList;Is Variable List;Выберите тип изменения переменной, который будет использоваться: - Все: все изменения переменных. - Строка: определенная строковая переменная. - Bool: определенная переменная bool. - Int: определенная переменная int. - Float: определенная переменная float. - Vector3: определенная переменная Vector3.
GamingIsLove.Makinom.ObjectVariableChangeNotifyMachineStart.key;Variable Key;Используйте список переменных вместо одной переменной.
GamingIsLove.Makinom.GlobalMachine.name;Name;Определите ключ переменной.
GamingIsLove.Makinom.GlobalMachine.schematicAsset;Schematic Asset;Имя этой глобальной машины.
GamingIsLove.Makinom.GlobalMachine.executionType;Execution Type;Выберите схематический ресурс, который будет использовать эта глобальная машина.
GamingIsLove.Makinom.GlobalMachine.updateType;Update Type;Выберите, как будет выполняться эта машина: - Один раз: машина может быть выполнена один раз одновременно, т. е. она не может быть выполнена снова, пока уже работает. - Несколько раз: машина может быть выполнена несколько раз одновременно. - Блокирующий: машина может быть запущена один раз одновременно, другие «блокирующие» машины не могут быть запущены, пока эта машина работает.
GamingIsLove.Makinom.GlobalMachine.inPause;In Pause;Выберите, в какой функции обновления кадра будет обновляться машина.
GamingIsLove.Makinom.GlobalMachine.setPriority;Set Priority;Машина также будет обновляться, когда игра будет приостановлена.
GamingIsLove.Makinom.GlobalMachine.priority;Priority;Установите приоритет для этой машины.
GamingIsLove.Makinom.GlobalMachine.type;Global Machine Type;Приоритет этой машины. Приоритет машин определяет, какая машина будет выполняться раньше других. Машины сортируются по убыванию их приоритета, т. е. машина с самым высоким приоритетом будет выполняться первой.
GamingIsLove.Makinom.GlobalMachine.timeout;Check Timeout (s);Тип глобальной машины определяет, как она будет запускаться: - Вызов: машина должна быть вызвана другими машинами/схемами для выполнения. - Авто: машина запускается автоматически при определенных условиях. Проверка будет выполняться часто. - Клавиша: машина запускается при нажатии клавиши (только когда игрок может управляться). - Сцена: машина запускается при смене сцены. Обратите внимание, что все машины могут вызываться другими машинами/схемами.
GamingIsLove.Makinom.GlobalMachine.useUnityTimeScale;Unity Time Scale;Время в секундах между двумя проверками условий выполнения.
GamingIsLove.Makinom.GlobalMachine.useMakinomTimeScale;Makinom Time Scale;На время ожидания влияет шкала времени Unity.
GamingIsLove.Makinom.GlobalMachine.inputKey;Call Key;На тайм-аут влияет временная шкала Makinom.
GamingIsLove.Makinom.GlobalMachine.inOldScene;In Old Scene;Выберите клавишу, используемую для вызова этой глобальной машины.
GamingIsLove.Makinom.GlobalMachine.beforeFade;Before Fade;Машина запускается в старой сцене. Если эта опция отключена, машина будет запускаться в новой сцене.
GamingIsLove.Makinom.GlobalMachine.sceneChangeType;Scene Change Type;Машина запускается перед затуханием, т. е. либо перед затуханием при использовании «В старой сцене», либо перед появлением в новой сцене.
GamingIsLove.Makinom.GlobalMachine.customSceneChangeType;Custom Type;Выберите, при каких изменениях сцены будет запускаться глобальная машина: - Все: все изменения сцены. - Смена сцены: обычные смены сцен в запущенной игре. - Загрузка игры: смена сцены при загрузке сохраненной игры. - Пользовательский: пользовательская смена сцены.
GamingIsLove.Makinom.MachineTypeSetting.name;Name;Определите пользовательский тип. Глобальная машина будет запускаться при сменах сцен, использующих тот же пользовательский тип.
GamingIsLove.Makinom.ChanceNextNode`1.minimum;Minimum Range;Название типа машины.
GamingIsLove.Makinom.ChanceNextNode`1.maximum;Maximum Range;Нижний предел диапазона.
GamingIsLove.Makinom.CSVFileValue.textAsset;CSV Text Asset;Верхний предел диапазона.
GamingIsLove.Makinom.CSVFileValue.separator;Separator;Выберите текстовый ресурс в формате CSV, который будет использоваться.
GamingIsLove.Makinom.CSVFileValue.keepLoaded;Keep Loaded;Определите разделитель, который используется в файле CSV для разделения отдельных ячеек.
GamingIsLove.Makinom.CSVFileValue_RowIndexColumnIndex.rowIndex;Row Index;Сохранять загруженные данные CSV. Все файлы CSV сначала будут проверяться на наличие в памяти, даже если эта опция отключена. Вы также можете загрузить данные CSV для последующего использования в схемах через узел «Загрузить файл CSV». Если эта опция отключена, файл будет считываться каждый раз с использованием значения CSV.
GamingIsLove.Makinom.CSVFileValue_RowIndexColumnIndex.columnIndex;Column Index;Индекс строки таблицы.
GamingIsLove.Makinom.CSVFileValue_RowKeyColumnIndex`1.rowKey;Row Key;Индекс столбца таблицы.
GamingIsLove.Makinom.CSVFileValue_RowKeyColumnIndex`1.columnIndex;Column Index;Ключ строки (значение первого столбца строки).
GamingIsLove.Makinom.CSVFileValue_RowIndexColumnKey`1.rowIndex;Row Index;Индекс столбца таблицы.
GamingIsLove.Makinom.CSVFileValue_RowIndexColumnKey`1.columnKey;Column Key;Индекс строки таблицы.
GamingIsLove.Makinom.CSVFileValue_RowKeyColumnKey`1.rowKey;Row Key;Ключ столбца (значение первого столбца строки).
GamingIsLove.Makinom.CSVFileValue_RowKeyColumnKey`1.columnKey;Column Key;Ключ строки (значение первого столбца строки).
GamingIsLove.Makinom.GameObjectSelection.type;Game Object;Ключ столбца (значение столбца первой строки).
GamingIsLove.Makinom.GameObjectSelection.selectedOnlyGameObjects;Only Game Objects;Выберите игровой объект, который будет использоваться: - Пользователь: пользователь, например, игровой объект машины или пользователь HUD. - Цель: цель, например, начальный игровой объект схемы. - Игрок: игрок. Если игрока нет, объект не будет использоваться. - Выбранные данные: игровой объект (объекты), хранящийся в выбранных данных. Если он не найден, объект не будет использоваться. - Выбранный объект: текущий выбранный объект (подробности см. в разделе «База/Управление > Управление игрой > Выбор объекта»). - Корень сетки: корневой игровой объект сетки. - Ячейка сетки: игровой объект (объекты) ячеек сетки.
GamingIsLove.Makinom.GameObjectSelection.gridKey;Grid Key;Используйте только фактически сохраненные игровые объекты, например, игровые объекты сохраненных компонентов не будут использоваться.
GamingIsLove.Makinom.GameObjectSelection.useRoot;Use Root;Ключ, используемый для хранения сетки. Вы можете сохранить несколько сеток, используя разные ключи.
GamingIsLove.Makinom.GameObjectSelection.childObject;Child Object;Используйте корень игрового объекта (т. е. самый верхний родительский игровой объект). При использовании «Дочерний объект» они будут искаться от корня.
GamingIsLove.Makinom.RangeValue.rangeValue;Range;Используйте дочерний объект выбранного объекта.
GamingIsLove.Makinom.RangeValue.ignoreDistance;Ignore Distance;Диапазон в единицах мира.
GamingIsLove.Makinom.RangeValue.thresholdValue;Threshold;Расстояние по включенным осям будет игнорироваться, например, включение Y будет игнорировать разницу в высоте.
GamingIsLove.Makinom.RangeValue.ignoreRadius;Ignore Radius;Порог используется для более плавной проверки диапазона. В диапазоне — «диапазон — порог», вне диапазона — «диапазон + порог». Используйте отрицательное значение, чтобы инвертировать порог.
GamingIsLove.Makinom.SelectedData`1.key;Data Key;Радиус игрового объекта будет игнорироваться (через компонент «Radius»).
GamingIsLove.Makinom.SelectedDataOrigin`1.origin;Data Origin;Ключ, используемый для хранения данных. Вы можете хранить несколько наборов разных данных, используя разные ключи.
GamingIsLove.Makinom.SelectedDataOrigin`1.objectScope;Scope;Выберите источник данных: - Локальный: локальные данные используются только краткосрочно, например, в работающей схеме или при вычислении формулы. Данные исчезнут, как только локальный источник будет завершен (например, схема закончится). Локальные данные могут быть общими, например, когда схема вызывает формулу. - Глобальные: глобальные данные являются постоянными и доступны везде и всегда. - Объект: данные объекта привязаны к игровым объектам в сцене с помощью идентификатора объекта (используется игровой объект с компонентом «Переменные объекта»). - Идентификатор объекта: данные объекта привязаны к игровым объектам в сцене с помощью идентификатора объекта (используется «Идентификатор объекта»).
GamingIsLove.Makinom.SelectedDataOrigin`1.objectID;Object ID;Выберите область действия компонентов переменных объекта, которые будут использоваться: - Один: один компонент переменной объекта, прикрепленный к игровому объекту. - В дочерних объектах: один компонент переменной объекта, прикрепленный к игровому объекту или любому дочернему объекту. - В родительском объекте: один компонент переменной объекта, прикрепленный к игровому объекту или любому родительскому объекту. - От корня: один компонент переменной объекта, прикрепленный к корню игрового объекта или любому дочернему объекту (от корня). - Все: все компоненты переменных объекта, прикрепленные к игровому объекту. - Все в дочерних объектах: все компоненты переменных объекта, прикрепленные к игровому объекту и дочерним объектам. - Все в родительских объектах: все компоненты переменных объекта, прикрепленные к игровому объекту и родительским объектам. - Все из корня: все компоненты переменных объекта, прикрепленные к корню игрового объекта и дочерним объектам (из корня).
GamingIsLove.Makinom.SelectedDataChange`1.changeType;Change Type;Определите ID объекта переменных объекта. Если ID объекта еще не существует, он будет создан.
GamingIsLove.Makinom.BoolValue`1.type;Bool Type;Выберите, как будут изменены локальные/глобальные данные: - Добавить: данные будут добавлены к ключу данных. - Удалить: данные будут удалены из ключа данных. - Установить: все текущие данные ключа данных будут удалены перед добавлением новых данных. - Очистить: все текущие данные ключа данных будут удалены.
GamingIsLove.Makinom.BoolValue_BoolVariableType`1;Bool Variable;Выберите, какой тип значения будет использоваться:
GamingIsLove.Makinom.BoolValue_BoolVariableType`1.negate;Negate;Значение переменной bool.
GamingIsLove.Makinom.BoolValue_CSVRowIndexColumnIndexType`1;CSV Row Index Column Index;Отрицание значения bool, т. е. true становится false, false становится true.
GamingIsLove.Makinom.BoolValue_CSVRowIndexColumnIndexType`1.negate;Negate;Значение CSV-файла в определенной строке (индекс) и столбце (индекс).
GamingIsLove.Makinom.BoolValue_CSVRowIndexColumnKeyType`1;CSV Row Index Column Key;Отрицание значения bool, т. е. true становится false, false становится true.
GamingIsLove.Makinom.BoolValue_CSVRowIndexColumnKeyType`1.negate;Negate;Значение CSV-файла в определенной строке (индекс) и столбце (ключ).
GamingIsLove.Makinom.BoolValue_CSVRowKeyColumnIndexType`1;CSV Row Key Column Index;Отрицание значения bool, т. е. true становится false, false становится true.
GamingIsLove.Makinom.BoolValue_CSVRowKeyColumnIndexType`1.negate;Negate;Значение CSV-файла в определенной строке (ключ) и столбце (индекс).
GamingIsLove.Makinom.BoolValue_CSVRowKeyColumnKeyType`1;CSV Row Key Column Key;Отрицание значения bool, т. е. true становится false, false становится true.
GamingIsLove.Makinom.BoolValue_CSVRowKeyColumnKeyType`1.negate;Negate;Значение CSV-файла в определенной строке (ключ) и столбце (ключ).
GamingIsLove.Makinom.BoolValue_InputKeyButtonType`1;Input Key Button;Отрицание значения bool, т. е. true становится false, false становится true.
GamingIsLove.Makinom.BoolValue_InputKeyButtonType`1.inputKey;Input Key;Состояние кнопки входной клавиши (true, если кнопка нажата).
GamingIsLove.Makinom.BoolValue_InputKeyButtonType`1.negate;Negate;Выберите входную клавишу, которая будет использоваться.
GamingIsLove.Makinom.BoolValue_PauseStateType`1;Pause State;Отрицание значения bool, т. е. true становится false, false становится true.
GamingIsLove.Makinom.BoolValue_PauseStateType`1.negate;Negate;Текущее состояние паузы в игре (true, если игра приостановлена).
GamingIsLove.Makinom.BoolValue_UnityInputButtonType`1;Unity Input Button;Отрицание значения bool, т. е. true становится false, false становится true.
GamingIsLove.Makinom.BoolValue_UnityInputButtonType`1.unityInputName;Input Name;Состояние кнопки ввода Unity (true, если кнопка нажата).
GamingIsLove.Makinom.BoolValue_UnityInputButtonType`1.unityInputHandling;Input Handling;Определите имя ввода Unity, который будет использоваться. Должно совпадать с именем ввода в Unity Input Manager.
GamingIsLove.Makinom.BoolValue_UnityInputButtonType`1.negate;Negate;Выберите, когда ввод будет распознаваться: - Down: когда кнопка нажата. - Hold: пока кнопка удерживается. - Up: когда кнопка отпускается. - Любой: когда кнопка нажата, удерживается или отпущена.
GamingIsLove.Makinom.BoolValue_ValueType`1;Value;Отрицание значения bool, т. е. true становится false, false становится true.
GamingIsLove.Makinom.BoolValue_ValueType`1.value;Bool Value;Определенное значение.
GamingIsLove.Makinom.FloatValue`1.type;Float Type;Определите значение bool, которое будет использоваться.
GamingIsLove.Makinom.FloatValue_AnglePositionType`1;Angle (Position);Выберите, какой тип значения будет использоваться:
GamingIsLove.Makinom.FloatValue_AngleType`1;Angle;Угол от игрового объекта до позиции.
GamingIsLove.Makinom.FloatValue_AngleType`1.direction;Use Direction;Угол между 2 игровыми объектами.
GamingIsLove.Makinom.FloatValue_BoolListCountType`1;Bool List Count;Будет использоваться угол между направлениями движения объектов. Например, угол будет равен 0, если оба смотрят в одном направлении, и -180/180, если они смотрят в противоположных направлениях. Если эта опция отключена, будет проверяться угол между позициями. Например, результат будет равен 0, если «from» смотрит прямо на «to», и -180/180, если он смотрит в сторону от «to».
GamingIsLove.Makinom.FloatValue_CSVRowIndexColumnIndexType`1;CSV Row Index Column Index;Количество значений в списке переменных bool.
GamingIsLove.Makinom.FloatValue_CSVRowIndexColumnIndexType`1.asInt;As Int;Значение CSV-файла в определенной строке (индекс) и столбце (индекс).
GamingIsLove.Makinom.FloatValue_CSVRowIndexColumnKeyType`1;CSV Row Index Column Key;Значение будет интерпретироваться как целое число.
GamingIsLove.Makinom.FloatValue_CSVRowIndexColumnKeyType`1.asInt;As Int;Значение CSV-файла в определенной строке (индекс) и столбце (ключ).
GamingIsLove.Makinom.FloatValue_CSVRowKeyColumnIndexType`1;CSV Row Key Column Index;Значение будет интерпретироваться как целое число.
GamingIsLove.Makinom.FloatValue_CSVRowKeyColumnIndexType`1.asInt;As Int;Значение CSV-файла в определенной строке (ключ) и столбце (индекс).
GamingIsLove.Makinom.FloatValue_CSVRowKeyColumnKeyType`1;CSV Row Key Column Key;Значение будет интерпретироваться как целое число.
GamingIsLove.Makinom.FloatValue_CSVRowKeyColumnKeyType`1.asInt;As Int;Значение CSV-файла в определенной строке (ключ) и столбце (ключ).
GamingIsLove.Makinom.FloatValue_CurrentValueType`1;Current Value (Formula);Значение будет интерпретироваться как целое число.
GamingIsLove.Makinom.FloatValue_DateAndTimeType`1;Date And Time;Текущее значение формулы, 0, если используется вне формулы.
GamingIsLove.Makinom.FloatValue_DateAndTimeType`1.offset;Time Offset (s);Текущая фактическая дата и время в секундах (с 1-1-1970).
GamingIsLove.Makinom.FloatValue_DateAndTimeType`1.isUTC;Is UTC;Смещение времени в секундах, которое будет добавлено к текущему времени.
GamingIsLove.Makinom.FloatValue_Deg2RadType`1;Deg 2 Rad;Дата и время указаны в формате UTC. Если эта опция отключена, используется местная дата и время.
GamingIsLove.Makinom.FloatValue_DeltaTimeType`1;Delta Time;Константа преобразования градусов в радианы.
GamingIsLove.Makinom.FloatValue_DeltaTimeType`1.offset;Time Offset (s);Время в секундах с момента последнего кадра.
GamingIsLove.Makinom.FloatValue_DeltaTimeType`1.timeOrigin;Time Origin;Смещение времени в секундах, которое будет добавлено к текущему времени.
GamingIsLove.Makinom.FloatValue_DistanceType`1;Distance;Выберите, откуда берется значение времени: - Unity: общее время Unity. - Makinom: время Makinom. - Local: местное время. В схемах это дельта-время схемы, в остальных случаях — дельта-время Makinom.
GamingIsLove.Makinom.FloatValue_DistanceType`1.ignoreDistance;Ignore Distance;Расстояние между двумя игровыми объектами.
GamingIsLove.Makinom.FloatValue_DistanceType`1.ignoreRadius;Ignore Radius;Расстояние по включенным осям будет игнорироваться, например, включение Y приведет к игнорированию разницы в высоте.
GamingIsLove.Makinom.FloatValue_EpsilonType`1;Epsilon;Радиус игровых объектов будет игнорироваться при проверке расстояния до пункта назначения.
GamingIsLove.Makinom.FloatValue_FloatListCountType`1;Float List Count;Наименьшее значение, которое может иметь float, отличное от 0.
GamingIsLove.Makinom.FloatValue_FloatVariableType`1;Float Variable;Количество значений в списке переменных float.
GamingIsLove.Makinom.FloatValue_FloatVariableType`1.multiValueType;Multi Value Use;Значение переменной float.
GamingIsLove.Makinom.FloatValue_FormulaType`1;Formula;Выберите, как будут использоваться несколько значений (например, при использовании выбранных данных с несколькими источниками переменных): - Первое: использовать первое доступное значение. - Наименьшее: использовать наименьшее доступное значение. - Наибольшее: использовать наибольшее доступное значение. - Среднее: использовать среднее значение всех доступных значений. - Сложить: сложить все доступные значения (т. е. значение1 + значение2 + значение3 ...). - Вычесть: вычесть все доступные значения (т. е. значение1 - значение2 - значение3 ...). - Умножить: умножить все доступные значения (т. е. значение1 * значение2 * значение3 ...). - Деление: делить все доступные значения (т. е. значение1 / значение2 / значение3 ...).
GamingIsLove.Makinom.FloatValue_FormulaType`1.formula;Formula;Результат формулы.
GamingIsLove.Makinom.FloatValue_FormulaType`1.initialValue;Initial Value;Выберите формулу, используемую для вычисления.
GamingIsLove.Makinom.FloatValue_GameObjectCountType`1;Game Object Count;Начальное значение, передаваемое в формулу. Формула будет использовать начальное значение в качестве базы и начинать вычисление с этого значения.
GamingIsLove.Makinom.FloatValue_GameObjectSpeedType`1;Game Object Speed;Количество игровых объектов, доступных в определенном игровом объекте.
GamingIsLove.Makinom.FloatValue_GameObjectSpeedType`1.speedType;Movement;Горизонтальная или вертикальная скорость игрового объекта. Использует компоненты «Изменения объекта» на игровом объекте (добавляются в режиме «Авто», если еще не доступны) для получения текущей скорости.
GamingIsLove.Makinom.FloatValue_GameObjectType`1;Game Object;Выберите, будет ли использоваться горизонтальная или вертикальная скорость.
GamingIsLove.Makinom.FloatValue_GameObjectType`1.axisType;Axis;Ось положения, поворота или масштаба Vector3 игрового объекта.
GamingIsLove.Makinom.FloatValue_GameTimeType`1;Game Time;Выберите ось Vector3, которая будет использоваться.
GamingIsLove.Makinom.FloatValue_GameTimeType`1.offset;Time Offset (s);Текущее игровое время в секундах (время с момента «Новой игры»).
GamingIsLove.Makinom.FloatValue_GlobalInputIDType`1;Global Input ID;Смещение времени в секундах, которое будет добавлено к текущему времени.
GamingIsLove.Makinom.FloatValue_GridMaxIndexType`1;Grid Max Index;Текущий глобальный ID ввода.
GamingIsLove.Makinom.FloatValue_GridMaxIndexType`1.axisType;Axis;Максимальный (наивысший) индекс сетки на определенной оси.
GamingIsLove.Makinom.FloatValue_GridMaxIndexType`1.gridKey;Grid Key;Выберите ось Vector3, которая будет использоваться.
GamingIsLove.Makinom.FloatValue_GridSizeType`1;Grid Size;Ключ, используемый для хранения сетки. Вы можете хранить несколько сеток, используя разные ключи.
GamingIsLove.Makinom.FloatValue_GridSizeType`1.axisType;Axis;Размер сетки на определенной оси.
GamingIsLove.Makinom.FloatValue_GridSizeType`1.gridKey;Grid Key;"The key used to store the grid.
You can store multiple grids by using different keys."
GamingIsLove.Makinom.FloatValue_InfinityType`1;Infinity;A representation of positive infinity.
GamingIsLove.Makinom.FloatValue_InitialValueType`1;Initial Value (Formula);The initial value of the formula, 0 if used outside of a formula.
GamingIsLove.Makinom.FloatValue_InputKeyAxisType`1;Input Key Axis;The axis of an input key.
GamingIsLove.Makinom.FloatValue_InputKeyAxisType`1.inputKey;Input Key;Select the input key.
GamingIsLove.Makinom.FloatValue_IntListCountType`1;Int List Count;The number of values in an int variable list.
GamingIsLove.Makinom.FloatValue_IntVariableType`1;Int Variable;The value of an int variable.
GamingIsLove.Makinom.FloatValue_IntVariableType`1.multiValueType;Multi Value Use;"Select how multiple values will be used (e.g. when using selected data with multiple variable sources):
- First: Use the first available value.
- Lowest: Use the lowest available value.
- Highest: Use the highest available value.
- Average: Use the average of all available values.
- Add: Sum all available values (i.e. value1 + value 2 + value3 ...).
- Sub: Subtract all available values (i.e. value1 - value2 - value3 ...).
- Multiply: Multiply all available values (i.e. value1 * value2 * value3 ...).
- Divide: Divide all available values (i.e. value1 / value2 / value3 ...)."
GamingIsLove.Makinom.FloatValue_LayerMaskType`1;Layer Mask;The int value of a layer mask.
GamingIsLove.Makinom.FloatValue_LayerMaskType`1.layerMask;Layer Mask;"Select the layers that will be used.
Uses the 'value' property of the layer mask."
GamingIsLove.Makinom.FloatValue_LocalInputIDType`1;Local Input ID;The locally used input ID (e.g. in a schematic or formula called by a schematic).
GamingIsLove.Makinom.FloatValue_MoveSpeedType`1;Move Speed;The distance between 2 game objects.
GamingIsLove.Makinom.FloatValue_NegativeInfinityType`1;Negative Infinity;A representation of negative infinity.
GamingIsLove.Makinom.FloatValue_PiType`1;Pi;3.14159...
GamingIsLove.Makinom.FloatValue_PlayerPrefsType`1;Player Prefs;The value of a PlayerPrefs int or float variable.
GamingIsLove.Makinom.FloatValue_PlayerPrefsType`1.playerPrefsKey;PlayerPrefs Key;The key (name) of the PlayerPrefs that contains the value.
GamingIsLove.Makinom.FloatValue_PlayerPrefsType`1.isInt;Is Int;"The value will be taken from an Integer PlayerPrefs (using GetInt).
If disabled, the value will be taken from a Float PlayerPrefs (using GetFloat)."
GamingIsLove.Makinom.FloatValue_Rad2DegType`1;Rad 2 Deg;Radians-to-degrees conversion constant.
GamingIsLove.Makinom.FloatValue_RadiusType`1;Radius;The radius of a game object ('Radius' component, NavMesh agent or collider bounds).
GamingIsLove.Makinom.FloatValue_RandomType`1;Random;A random value between two defined values.
GamingIsLove.Makinom.FloatValue_RandomType`1.value;Minimum Value;Define the minimum random value that will be used (inclusive).
GamingIsLove.Makinom.FloatValue_RandomType`1.value2;Maximum Value;Define the maximum random value that will be used (inclusive).
GamingIsLove.Makinom.FloatValue_SelectedDataCountType`1;Selected Data Count;The number of content stored in a selected data key.
GamingIsLove.Makinom.FloatValue_StringListCountType`1;String List Count;The number of values in a string variable list.
GamingIsLove.Makinom.FloatValue_TimeOfDayType`1;Time Of Day;The current real time since midnight in seconds.
GamingIsLove.Makinom.FloatValue_TimeOfDayType`1.offset;Time Offset (s);The offset time in seconds that will be added to the current time.
GamingIsLove.Makinom.FloatValue_TimeOfDayType`1.isUTC;Is UTC;"The time of day is in UTC format.
If disabled, the local time is used."
GamingIsLove.Makinom.FloatValue_TimeScaleType`1;Time Scale;The current time scale (Unity or Makinom).
GamingIsLove.Makinom.FloatValue_TimeScaleType`1.timeOrigin;Time Origin;"Select where the time value originates:
- Unity: The overall Unity time.
- Makinom: The Makinom time.
- Local: The local time. In schematics this is the schematic's time scale, otherwise the Makinom time scale."
GamingIsLove.Makinom.FloatValue_TimeType`1;Time;The current game time in seconds (time since application start).
GamingIsLove.Makinom.FloatValue_TimeType`1.offset;Time Offset (s);The offset time in seconds that will be added to the current time.
GamingIsLove.Makinom.FloatValue_UnityInputAxisType`1;Unity Input Axis;The axis of an Unity input.
GamingIsLove.Makinom.FloatValue_UnityInputAxisType`1.unityInputName;Input Name;"Define the name of the Unity input that will be used.
Must match the input's name in the Unity Input Manager."
GamingIsLove.Makinom.FloatValue_UnityInputAxisType`1.unityRawAxis;Use Raw Axis;Use the raw axis value, without smoothing filtering applied (Input.GetAxisRaw).
GamingIsLove.Makinom.FloatValue_ValueType`1;Value;A defined value.
GamingIsLove.Makinom.FloatValue_ValueType`1.value;Value;Define the value that will be used.
GamingIsLove.Makinom.FloatValue_Vector3DistanceType`1;Vector3 Distance;The distance between 2 Vector3 values.
GamingIsLove.Makinom.FloatValue_Vector3DistanceType`1.ignoreDistance;Ignore Distance;The distance along the enabled axes will be ignored, e.g. enabling Y will ignore the height difference.
GamingIsLove.Makinom.FloatValue_Vector3ListCountType`1;Vector3 List Count;The number of values in a Vector3 variable list.
GamingIsLove.Makinom.FloatValue_Vector3VariableMagnitudeType`1;Vector3 Variable Magnitude;The magnitude (length) of a Vector3 variable.
GamingIsLove.Makinom.FloatValue_Vector3VariableMagnitudeType`1.isSquareMagnitude;Square Magnitude;"Uses the square magnitude instead of the magnitude.
The square magnitude is the squared length of the Vector3 value."
GamingIsLove.Makinom.FloatValue_Vector3VariableType`1;Vector3 Variable;The axis of a Vector3 variable.
GamingIsLove.Makinom.FloatValue_Vector3VariableType`1.axisType;Axis;Select the axis of the Vector3 that will be used.
GamingIsLove.Makinom.StringValue`1.type;String Type;Select where the string value comes from:
GamingIsLove.Makinom.StringValue_CSVRowIndexColumnIndexType`1;CSV Row Index Column Index;The value of a CSV file in a defined row (index) and column (index).
GamingIsLove.Makinom.StringValue_CSVRowIndexColumnKeyType`1;CSV Row Index Column Key;The value of a CSV file in a defined row (index) and column (key).
GamingIsLove.Makinom.StringValue_CSVRowKeyColumnIndexType`1;CSV Row Key Column Index;The value of a CSV file in a defined row (key) and column (index).
GamingIsLove.Makinom.StringValue_CSVRowKeyColumnKeyType`1;CSV Row Key Column Key;The value of a CSV file in a defined row (key) and column (key).
GamingIsLove.Makinom.StringValue_DataPathType`1;Data Path;A path based on the game data folder (Application.dataPath + defined path).
GamingIsLove.Makinom.StringValue_DataPathType`1.value;Path;The path added to Application.dataPath.
GamingIsLove.Makinom.StringValue_DateAndTimeType`1;Date And Time;The current real date and time in a formatted string.
GamingIsLove.Makinom.StringValue_DateAndTimeType`1.offset;Time Offset (s);The offset time in seconds that will be added to the current time.
GamingIsLove.Makinom.StringValue_DateAndTimeType`1.format;Format;The format used to store the date+time.
GamingIsLove.Makinom.StringValue_DateAndTimeType`1.isUTC;Is UTC;"The date and time are in UTC format.
If disabled, the local date and time is used."
GamingIsLove.Makinom.StringValue_FloatValueType`1;Float Value;A float value (e.g. defined value, formula, etc.) formatted as a text.
GamingIsLove.Makinom.StringValue_FloatValueType`1.floatValue;Value;The float value that will be used as text.
GamingIsLove.Makinom.StringValue_FloatValueType`1.formatting;Formatting;"Define how the float value will be formatted.
E.g. '0' will display whole numbers (e.g. 5), '0.0' will display 1 decimal (e.g. 2.5), etc."
GamingIsLove.Makinom.StringValue_GameObjectNameType`1;Game Object Name;The name of a game object.
GamingIsLove.Makinom.StringValue_GameObjectTagType`1;Game Object Tag;The tag of a game object.
GamingIsLove.Makinom.StringValue_GUIDType`1;GUID;Creates a new, unique GUID.
GamingIsLove.Makinom.StringValue_PersistentDataPathType`1;Persistent Data Path;A path based on the persistent data folder (Application.persistentDataPath + defined path).
GamingIsLove.Makinom.StringValue_PersistentDataPathType`1.value;Path;The path added to Application.persistentDataPath.
GamingIsLove.Makinom.StringValue_PlayerPrefsType`1;Player Prefs;The string value of a PlayerPrefs variable.
GamingIsLove.Makinom.StringValue_PlayerPrefsType`1.value;PlayerPrefs Key;The key (name) of a string PlayerPrefs variable that holds the value that will be used.
GamingIsLove.Makinom.StringValue_SceneNameType`1;Scene Name;The name of the active scene.
GamingIsLove.Makinom.StringValue_StringVariableType`1;String Variable;The string value of a variable.
GamingIsLove.Makinom.StringValue_StringVariableType`1.value;Variable Key;Define the key of the variable.
GamingIsLove.Makinom.StringValue_ValueType`1;Value;A defined value.
GamingIsLove.Makinom.StringValue_ValueType`1.value;Value;The text will be used as value.
GamingIsLove.Makinom.Vector3Value`1.type;Vector3 Type;Select where the Vector3 value comes from:
GamingIsLove.Makinom.Vector3Value_CursorPositionScreenType`1;Cursor Position (Screen);The position of the cursor on the screen.
GamingIsLove.Makinom.Vector3Value_CursorPositionWorldType`1;Cursor Position (World);The position of the cursor in world space (uses a raycast).
GamingIsLove.Makinom.Vector3Value_CursorPositionWorldType`1.useRaycast;Use Raycast;"Uses a raycast to find the cursor position on the ground/scene architecture.
If disabled, translates the cursor position from screen space into world space."
GamingIsLove.Makinom.Vector3Value_CursorPositionWorldType`1.distance;Distance;"The distance the raycast will use.
If nothing is hit within this distance, no target will be found."
GamingIsLove.Makinom.Vector3Value_CursorPositionWorldType`1.layerMask;Layer Mask;The layer mask used for the raycast.
GamingIsLove.Makinom.Vector3Value_DirectionType`1;Direction;A direction (e.g. up).
GamingIsLove.Makinom.Vector3Value_DirectionType`1.direction;Direction;"Select the direction that will be used:
- Up: X=0, Y=1, Z=0.
- Down: X=0, Y=-1, Z=0.
- Forward: X=0, Y=0, Z=1.
- Back: X=0, Y=0, Z=-1.
- Right: X=1, Y=0, Z=0.
- Left: X=-1, Y=0, Z=0."
GamingIsLove.Makinom.Vector3Value_GameObjectDirectionType`1;Game Object Direction;The direction from one game object to another (i.e. subtracts the game object's position from the other object's position).
GamingIsLove.Makinom.Vector3Value_GameObjectType`1;Game Object;The position, rotation or scale of a game object.
GamingIsLove.Makinom.Vector3Value_GameObjectVelocityType`1;Game Object Velocity;"The velocity of a game object.
Uses 'Object Changes' components on the game object (added in 'Auto' mode if not already available) to get the current velocity."
GamingIsLove.Makinom.Vector3Value_Gravity2DType`1;Gravity 2D;The 2D physics gravity.
GamingIsLove.Makinom.Vector3Value_Gravity3DType`1;Gravity 3D;The 3D physics gravity.
GamingIsLove.Makinom.Vector3Value_GridCellPositionType`1;Grid Cell Position;The position of a grid cell in world space.
GamingIsLove.Makinom.Vector3Value_GridCellRotationType`1;Grid Cell Rotation;The rotation of a grid cell in world space.
GamingIsLove.Makinom.Vector3Value_GridMaxIndexType`1;Grid Max Index;The maximum (highest) index of a grid.
GamingIsLove.Makinom.Vector3Value_GridMaxIndexType`1.gridKey;Grid Key;"The key used to store the grid.
You can store multiple grids by using different keys."
GamingIsLove.Makinom.Vector3Value_GridObjectIndexType`1;Grid Object Index;The index of a grid cell assigned with a defined game object (if not found X=-1, Y=-1, Z=-1).
GamingIsLove.Makinom.Vector3Value_GridObjectIndexType`1.gridKey;Grid Key;"The key used to store the grid.
You can store multiple grids by using different keys."
GamingIsLove.Makinom.Vector3Value_GridSizeType`1;Grid Size;The size of a grid.
GamingIsLove.Makinom.Vector3Value_GridSizeType`1.gridKey;Grid Key;"The key used to store the grid.
You can store multiple grids by using different keys."
GamingIsLove.Makinom.Vector3Value_RandomInsideSphereType`1;Random Inside Sphere;A random point within a sphere with radius 1.
GamingIsLove.Makinom.Vector3Value_RandomInsideSphereType`1.multiply;Multiply By;Define the value the random value will be multiplied by.
GamingIsLove.Makinom.Vector3Value_RandomOnSphereType`1;Random On Sphere;A random point on the surface of a sphere with radius 1.
GamingIsLove.Makinom.Vector3Value_RandomOnSphereType`1.multiply;Multiply By;Define the value the random value will be multiplied by.
GamingIsLove.Makinom.Vector3Value_RandomRotationType`1;Random Rotation;A random rotation.
GamingIsLove.Makinom.Vector3Value_RandomRotationType`1.multiply;Multiply By;Define the value the random value will be multiplied by.
GamingIsLove.Makinom.Vector3Value_RandomRotationUniformType`1;Random Rotation Uniform;A random rotation with uniform distribution.
GamingIsLove.Makinom.Vector3Value_RandomRotationUniformType`1.multiply;Multiply By;Define the value the random value will be multiplied by.
GamingIsLove.Makinom.Vector3Value_RandomValueType`1;Random Value;A random value between a defined minimum and maximum value.
GamingIsLove.Makinom.Vector3Value_RandomValueType`1.minimumValue;Minimum Value;The Vector3 value that will be used as minimum.
GamingIsLove.Makinom.Vector3Value_RandomValueType`1.maximumValue;Maximum Value;The Vector3 value that will be used as maximum.
GamingIsLove.Makinom.Vector3Value_ScenePositionType`1;Scene Position;The stored scene position of the current scene or a defined scene name (or if not set: 0, 0, 0).
GamingIsLove.Makinom.Vector3Value_ScenePositionType`1.currentScene;Current Scene;"Use the stored scene position of the currently active scene.
If disabled, uses a defined scene name."
GamingIsLove.Makinom.Vector3Value_ScenePositionType`1.sceneName;Scene Name;Define the name of the scene.
GamingIsLove.Makinom.Vector3Value_SetAxisType`1;Set Axis;Define the separate axes as individual values.
GamingIsLove.Makinom.Vector3Value_SetAxisType`1.xAxis;X-Axis;The value of the vector's X-axis.
GamingIsLove.Makinom.Vector3Value_SetAxisType`1.yAxis;Y-Axis;The value of the vector's Y-axis.
GamingIsLove.Makinom.Vector3Value_SetAxisType`1.zAxis;Z-Axis;The value of the vector's Z-axis.
GamingIsLove.Makinom.Vector3Value_ShotVelocityType`1;Shot Velocity;Calculates the velocity needed for a shot from a position to a target.
GamingIsLove.Makinom.Vector3Value_ShotVelocityType`1.shotType;Shot Type;"Select which kind of shot velocity to calculate:
- Most Direct: The most direct velocity.
- Highest: The highest arc.
- Lowest: The lowest arc.
- Random: Random between lowest and highest arc."
GamingIsLove.Makinom.Vector3Value_ShotVelocityType`1.speed;Speed;The speed at which to move.
GamingIsLove.Makinom.Vector3Value_ValueType`1;Value;A defined value.
GamingIsLove.Makinom.Vector3Value_ValueType`1.value;Value;The Vector3 value that will be used.
GamingIsLove.Makinom.Vector3Value_Vector3VariableType`1;Vector3 Variable;The value of a Vector3 variable.
GamingIsLove.Makinom.StoreAnimationDuration`1.store;Store Duration;Store the duration of the animation into a float game variable.
GamingIsLove.Makinom.StoreAnimationDuration`1.normalizedTime;Normalized Time (0-1);"Define which amount of the animation's play time to store.
The value is defined between 0 and 1, 0 being no time and 1 being full time.
E.g. 0.5 will store half of the animation's duration."
GamingIsLove.Makinom.TransformVector3.valueOrigin;Value Origin;"Select the origin of the Vector3 value:
- Position: The position of the game object.
- Rotation: The rotation (euler angles) of the game object.
- Scale: The scale (local scale) of the game object.
- Up: The up direction of the game object in world space.
- Down: The down direction of the game object in world space.
- Forward: The forward direction of the game object in world space.
- Back: The back direction of the game object in world space.
- Right: The right direction of the game object in world space.
- Left: The left direction of the game object in world space.
- Velocity: The velocity of a 'Rigidbody' or 'Rigidbody2D' component attached to the game object.
- Local Position: The local position of the transform.
- Local Rotation: The local rotation (euler angles) of the transform.
- Last Move Direction: The last direction the transformed moved into."
GamingIsLove.Makinom.TransformVector3.useChange;Use Change;Use the change since the last frame.
GamingIsLove.Makinom.TransformVector3.useAverage;Use Average;Use the average position, rotation, scale or direction when multiple objects are used.
GamingIsLove.Makinom.TransformVector3.transformChange;Modify;"Select how the value will be modified:
- None: No change.
- Transform Point: Transforms the value as a position from local to world space.
- Transform Direction: Transforms the value as a direction from local to world space.
- Inverse Transform Point: Transforms the value as a position from world to local space.
- Inverse Transform Direction: Transforms the value as a direction from world to local space."
GamingIsLove.Makinom.ValueCheck`1.type;Check Type;"Select the used value check:
- Is Equal: The value is equal to the defined check value (==).
- Not Equal: The value is not equal to the defined check value (!=).
- Is Less: The value is less (smaller) than the defined check value (<).
- Is Less Equal: The value is equal or less (smaller) than the defined check value (<=).
- Is Greater: The value is greater (bigger) than the defined check value (>).
- Is Greater Equal: The value is equal or greater (bigger) than the defined check value (>=).
- Range Inclusive: The value is between the two defined check values, including the values (>= v1, <= v2).
- Range Exclusive: The value is between the two defined check values, excluding the values (> v1, < v2).
- Range Inclusive Lower: The value is between the two defined check values, including value 1, excluding value 2 (>= v1, < v2).
- Range Inclusive Upper: The value is between the two defined check values, excluding value 1, including value 2 (> v1, <= v2).
- Approximately: The value is approximately equal to the defined check value, best used for float value equality checks (==).
- Not Approximately: The value is not approximately equal to the defined check value, best used for float value inequality checks (!=)."
GamingIsLove.Makinom.ValueCheck`1.value;Check Value;"The value used for the check.
In range inclusive/exclusive checks, this is the lower limit."
GamingIsLove.Makinom.ValueCheck`1.value2;Check Value 2;The value used for the check (upper limit).
GamingIsLove.Makinom.ValueCheck.type;Check Type;"Select the used value check:
- Is Equal: The value is equal to the defined check value (==).
- Not Equal: The value is not equal to the defined check value (!=).
- Is Less: The value is less (smaller) than the defined check value (<).
- Is Less Equal: The value is equal or less (smaller) than the defined check value (<=).
- Is Greater: The value is greater (bigger) than the defined check value (>).
- Is Greater Equal: The value is equal or greater (bigger) than the defined check value (>=).
- Range Inclusive: The value is between the two defined check values, including the values (>= v1, <= v2).
- Range Exclusive: The value is between the two defined check values, excluding the values (> v1, < v2).
- Range Inclusive Lower: The value is between the two defined check values, including value 1, excluding value 2 (>= v1, < v2).
- Range Inclusive Upper: The value is between the two defined check values, excluding value 1, including value 2 (> v1, <= v2).
- Approximately: The value is approximately equal to the defined check value, best used for float value equality checks (==).
- Not Approximately: The value is not approximately equal to the defined check value, best used for float value inequality checks (!=)."
GamingIsLove.Makinom.ValueCheck.value;Check Value;"The value used for the check.
In range inclusive/exclusive checks, this is the lower limit."
GamingIsLove.Makinom.ValueCheck.value2;Check Value 2;The value used for the check (upper limit).
GamingIsLove.Makinom.ChangeVariable`1.changeType;Change Type;"Select what will be changed:
- Variable: A single variable will be changed.
- Template: A variable change template will be used."
GamingIsLove.Makinom.ChangeVariable`1.template;Template;Select the variable change template that will be used.
GamingIsLove.Makinom.ChangeVariableBase`1.remove;Remove;"The variable will be removed.
When removing from a list, the list change type 'Add' will remove the whole list instead of a single index.
When removing from a list, the list change type 'Insert' will remove the defined index."
GamingIsLove.Makinom.ChangeVariableBase`1.removeType;Type;"Select the type of the variable that will be removed:
- All: All types will be removed.
- String: A string variable will be removed.
- Bool: A bool variable will be removed.
- Int: An int variable will be removed.
- Float: A float variable will be removed.
- Vector3: A Vector3 variable will be removed."
GamingIsLove.Makinom.ChangeVariableBase`1.type;Type;"Select the type of the variable:
- String: A string variable.
- Bool: A bool variable.
- Int: An int variable.
- Float: A float variable.
- Vector3: A Vector3 variable.
- Axis Vector3: A single axis of a Vector3 variable."
GamingIsLove.Makinom.ChangeVariableBase`1.axisType;Axis;Select the axis of the Vector3 variable that will be used.
GamingIsLove.Makinom.ChangeVariableBase`1.stringValue;String Value;Define the value the variable will be set to.
GamingIsLove.Makinom.ChangeVariableBase`1.stringValue2;Replace Value;Define the text the 'String Value' text will be replaced with.
GamingIsLove.Makinom.ChangeVariableBase`1.floatValue;Float Value;The value that will be used to change the variable.
GamingIsLove.Makinom.ChangeVariableBase`1.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.RaycastOutputVariables`1.storeHitPoint;Store Hit Point;Store the hit point into a Vector3 variable.
GamingIsLove.Makinom.RaycastOutputVariables`1.hitPointKey;Hit Point Key;Define the key of the variable used to store the hit point.
GamingIsLove.Makinom.RaycastOutputVariables`1.vector3Normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.RaycastOutputVariables`1.storeDistance;Store Distance;Store the distance to the hit point into a float variable.
GamingIsLove.Makinom.RaycastOutputVariables`1.distanceKey;Distance Key;Define the key of the variable used to store the distance.
GamingIsLove.Makinom.RaycastOutputVariables`1.storeNormal;Store Normal;Store the normal of the surface that was hit into a Vector3 variable.
GamingIsLove.Makinom.RaycastOutputVariables`1.normalKey;Normal Key;Define the key of the variable used to store the normal.
GamingIsLove.Makinom.RaycastOutputVariables`1.normalNormalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.RaycastOutputVariables`1.storeBarycentricCoord;Store Barycentric Coord;Store the barycentric coordinate of the triangle that was hit into a Vector3 variable.
GamingIsLove.Makinom.RaycastOutputVariables`1.barycentricCoordKey;Barycentric Coord Key;Define the key of the variable used to store the barycentric coord.
GamingIsLove.Makinom.RaycastOutputVariables`1.barycentricCoordNormalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.RaycastOutputVariables`1.storeLightmapCoord;Store Lightmap Coord;Store the UV lightmap coordinate at the impact point into a Vector3 variable.
GamingIsLove.Makinom.RaycastOutputVariables`1.lightmapCoordKey;Lightmap Coord Key;Define the key of the variable used to store the lightmap coord.
GamingIsLove.Makinom.RaycastOutputVariables`1.lightmapCoordNormalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.RaycastOutputVariables`1.storeTextureCoord;Store Texture Coord;Store the UV texture coordinate at the impact point into a Vector3 variable.
GamingIsLove.Makinom.RaycastOutputVariables`1.textureCoordKey;Texture Coord Key;Define the key of the variable used to store the texture coord.
GamingIsLove.Makinom.RaycastOutputVariables`1.textureCoordNormalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.RaycastOutputVariables`1.storeTextureCoord2;Store 2nd Texture Coord;Store the secondary UV texture coordinate at the impact point into a Vector3 variable.
GamingIsLove.Makinom.RaycastOutputVariables`1.textureCoord2Key;2nd Texture Coord Key;Define the key of the variable used to store the 2nd texture coord.
GamingIsLove.Makinom.RaycastOutputVariables`1.textureCoord2Normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.RaycastOutputVariables`1.storeTriangleIndex;Store Triangle Index;Store the index of the triangle that was hit into an int variable.
GamingIsLove.Makinom.RaycastOutputVariables`1.triangleIndexKey;Triangle Index Key;Define the key of the variable used to store the triangle index.
GamingIsLove.Makinom.RaycastOutputVariables`1.storeCentroid;Store Centroid;Store the centroid of the primitive used to perform the cast into a Vector3 variable.
GamingIsLove.Makinom.RaycastOutputVariables`1.centroidKey;Centroid Key;Define the key of the variable used to store the centroid.
GamingIsLove.Makinom.RaycastOutputVariables`1.centroidNormalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.RaycastOutputVariables`1.storeFraction;Store Fraction;Store the fraction of the distance along the ray that the hit occurred into a float variable.
GamingIsLove.Makinom.RaycastOutputVariables`1.fractionKey;Fraction Key;Define the key of the variable used to store the fraction.
GamingIsLove.Makinom.SimpleChangeVariable`1.key;Variable Key;Define the key of the variable.
GamingIsLove.Makinom.SimpleChangeVariable`1.isList;Is Variable List;Change a variable list instead of a variable.
GamingIsLove.Makinom.SimpleChangeVariable`1.listChange;List Change;"Select how the list will be changed:
- Add: The value will be added at the end of the list. Removing will remove the whole list.
- Insert: The value will be inserted at a defined index. Removing will remove the index.
- Set: The value will be set to a defined index.
- Random: The value will be set to a random index in the list.
- Last: The value will be set to the last index of the list."
GamingIsLove.Makinom.SimpleChangeVariable`1.listIndex;List Index;"Define the index that will be used.
The minimum index is 0, an index exceeding the current list will fill it with empty values (e.g. 0, false)."
GamingIsLove.Makinom.SimpleChangeVariable`1.remove;Remove;"The variable will be removed.
When removing from a list, the list change type 'Add' will remove the whole list instead of a single index.
When removing from a list, the list change type 'Insert' will remove the defined index."
GamingIsLove.Makinom.SimpleChangeVariable`1.removeType;Type;"Select the type of the variable that will be removed:
- All: All types will be removed.
- String: A string variable will be removed.
- Bool: A bool variable will be removed.
- Int: An int variable will be removed.
- Float: A float variable will be removed.
- Vector3: A Vector3 variable will be removed."
GamingIsLove.Makinom.SimpleChangeVariable`1.type;Type;"Select the type of the variable:
- String: A string variable.
- Bool: A bool variable.
- Int: An int variable.
- Float: A float variable.
- Vector3: A Vector3 variable.
- Axis Vector3: A single axis of a Vector3 variable."
GamingIsLove.Makinom.SimpleChangeVariable`1.axisType;Axis;Select the axis of the Vector3 variable that will be used.
GamingIsLove.Makinom.SimpleChangeVariable`1.stringValue;String Value;Define the value the variable will be set to.
GamingIsLove.Makinom.SimpleChangeVariable`1.stringValue2;Replace Value;Define the text the 'String Value' text will be replaced with.
GamingIsLove.Makinom.SimpleChangeVariable`1.floatValue;Float Value;The value that will be used to change the variable.
GamingIsLove.Makinom.SimpleChangeVariable`1.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.VariableChangeTemplate.name;Name;The name of the variable change template.
GamingIsLove.Makinom.CheckVariable`1.conditionType;Condition Type;"Select what will be checked:
- Variable: A single variable will be checked.
- Conditions: Defined variable conditions will be checked, allows more complex conditions.
- Template: A variable condition template will be used."
GamingIsLove.Makinom.CheckVariable`1.template;Template;Select the variable condition template that will be used.
GamingIsLove.Makinom.CheckVariable`1.templateIsValid;Is Valid;"The template's condition check must be valid for this variable check to be valid.
If disabled, the template's condition check must be invalid for this variable check to be valid."
GamingIsLove.Makinom.CheckVariableBase`1.isValid;Is Valid;"The check must be valid.
If disabled, the check must be invalid."
GamingIsLove.Makinom.CheckVariableBase`1.exists;Exists;"The variable must exist for the check to be valid.
I.e. the variable has to already be set.
If disabled, also non-existing variables can result in a valid check, e.g. a not set float variable will be 0 and a not set bool variable will be false."
GamingIsLove.Makinom.CheckVariableBase`1.type;Type;"Select the type of the variable:
- String: A string variable.
- Bool: A bool variable.
- Int: An int variable.
- Float: A float variable.
- Vector3: A Vector3 variable.
- Axis Vector3: A single axis of a Vector3 variable."
GamingIsLove.Makinom.CheckVariableBase`1.axisType;Axis;Select the axis of the Vector3 variable that will be used.
GamingIsLove.Makinom.CheckVariableBase`1.stringCheck;Check Type;"The check is valid if:
- Is Equal: The current value equals the defined value.
- Starts With: The current value starts with the defined value.
- Ends With: The current value ends with the defined value.
- Contains: The current value contains the defined value."
GamingIsLove.Makinom.CheckVariableBase`1.stringValue;String Value;Define the value the variable will be checked with.
GamingIsLove.Makinom.CheckVariableBase`1.check;Check Type;"The check is valid if the current value is equal, not equal, less or greater than the defined value.
Range inclusive checks if the current value is between two defined values, including the values.
Range exclusive checks if the current value is between two defined values, excluding the values.
Approximately checks if the current value is similar to the defined value.
Vector3 uses the distance between the current Vector3 value and the defined Vector3 value."
GamingIsLove.Makinom.SimpleVariableCondition`1.needed;Needed;Either all or just one of the variable conditions needs to be valid.
GamingIsLove.Makinom.VariableCondition`1.needed;Needed;Either all or just one of the variable conditions needs to be valid.
GamingIsLove.Makinom.VariableConditionTemplate.name;Name;The name of the variable condition template.
GamingIsLove.Makinom.VariableConditionTemplate.needed;Needed;Either all or just one of the variable conditions needs to be true.
GamingIsLove.Makinom.VariableListContains`1.type;Type;"Select the type of the variable:
- String: A string variable.
- Bool: A bool variable.
- Int: An int variable.
- Float: A float variable.
- Vector3: A Vector3 variable.
- Axis Vector3: A single axis of a Vector3 variable.
Please note that 'Float', 'Vector3' and 'Axis Vector3' checks for the approximate value."
GamingIsLove.Makinom.VariableListContains`1.stringValue;String Value;The string value used for the check.
GamingIsLove.Makinom.VariableListContains`1.axisType;Axis;Select the axis of the Vector3 variable that will be checked.
GamingIsLove.Makinom.VariableListContains`1.floatValue;Check Value;The value used for the check.
GamingIsLove.Makinom.ObjectVariableSetting.isLocal;Local Variables;"Use the object variables as local variables.
Local variables are only available as long as the game object exists and aren't shared between multiple objects."
GamingIsLove.Makinom.ObjectVariableSetting.objectID;Object ID;Define the object ID used by the 'Object Variables' component.
GamingIsLove.Makinom.ObjectVariableSetting.alwaysInitialize;Always Initialize;"The object variables will be initialized each time the component is created.
If disabled, the object variables are only initialized the first time (i.e. if the variable handler doesn't exist yet)."
GamingIsLove.Makinom.VariableOrigin`1.origin;Variable Origin;"Select the origin of the variable:
- Local: Local variables are only used short-term, e.g. in a running schematic or while calculating a formula. The variables will be gone once the local source is done (e.g. schematic ended). Local variables can be shared, e.g. when a schematic calls a formula.
- Global: Global variables are persistent and available everywhere, everytime. They can be saved in save games.
- Object: Object variables are bound to objects in the scene by an object ID (uses a game object). They can be saved in save games.
- Object ID: Object variables are bound to objects in the scene by an object ID (uses an 'Object ID'). They can be saved in save games.
- Selected Data: Variable handlers stored in selected data."
GamingIsLove.Makinom.VariableOrigin`1.objectScope;Scope;"Select the scope of object variable components that will be used:
- Single: A single object variable component attached to the game object.
- In Children: A single object variable component attached to the game object or any child object.
- In Parent: A single object variable component attached to the game object or any parent object.
- From Root: A single object variable component attached to the game object's root or any child object (from the root).
- All: All object variable components attached to the game object.
- All In Children: All object variable components attached to the game object and child objects.
- All In Parent: All object variable components attached to the game object and parent objects.
- All From Root: All object variable components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.VariableOrigin`1.objectID;Object ID;"Define the object ID of the object variable.
If the object ID doesn't exist yet, it will be created."
GamingIsLove.Makinom.VariableOriginGet`1.origin;Variable Origin;"Select the origin of the variable:
- Local: A local variable, they are only used short-term, e.g. in a running schematic or a calculating formula.
- Global: A global variable, they are persistent and available everywhere, everytime.
- Object: An object variable, they are bound to objects in the scene by an object ID (uses a game object with an 'Object Variables' component).
- Object ID: An object variable, they are bound to objects in the scene by an object ID (uses an 'Object ID').
- Local List: A local variable list, they are only used short-term, e.g. in a running schematic or a calculating formula.
- Global List: A global variable, they are persistent and available everywhere, everytime.
- Object List: An object variable list, they are bound to objects in the scene by an object ID (uses a game object with an 'Object Variables' component).
- Object ID List: An object variable list, they are bound to objects in the scene by an object ID (uses an 'Object ID').
- Selected Data: Variable handlers stored in selected data.
- Selected Data List: Variable lists of variable handlers stored in selected data."
GamingIsLove.Makinom.VariableOriginGet`1.objectScope;Scope;"Select the scope of object variable components that will be used:
- Single: A single object variable component attached to the game object.
- In Children: A single object variable component attached to the game object or any child object.
- In Parent: A single object variable component attached to the game object or any parent object.
- From Root: A single object variable component attached to the game object's root or any child object (from the root).
- All: All object variable components attached to the game object.
- All In Children: All object variable components attached to the game object and child objects.
- All In Parent: All object variable components attached to the game object and parent objects.
- All From Root: All object variable components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.VariableOriginGet`1.objectID;Object ID;"Define the object ID of the object variable.
If the object ID doesn't exist yet, it will be created."
GamingIsLove.Makinom.VariableOriginGet`1.listOrigin;List Origin;"Select which list index will be used:
- Index: The value of a defined index.
- Random: The value of a random index in the list.
- Last: The last value of the list.
- Lowest: The lowest value (int/float), value with shortest distance to 0-vector (Vector3) or shortest text (string).
- Highest: The highest value (int/float), value with longest distance to 0-vector (Vector3) or longest text (string)."
GamingIsLove.Makinom.VariableOriginGet`1.listIndex;List Index;Define the index that will be used.
GamingIsLove.Makinom.VariableOriginGet`1.removeFromList;Remove From List;Removes the used value from the list.
GamingIsLove.Makinom.VariableOriginSet`1.origin;Variable Origin;"Select the origin of the variable:
- Local: A local variable, they are only used short-term, e.g. in a running schematic or a calculating formula.
- Global: A global variable, they are persistent and available everywhere, everytime.
- Object: An object variable, they are bound to objects in the scene by an object ID (uses a game object with an 'Object Variables' component).
- Object ID: An object variable, they are bound to objects in the scene by an object ID (uses an 'Object ID').
- Local List: A local variable list, they are only used short-term, e.g. in a running schematic or a calculating formula.
- Global List: A global variable list, they are persistent and available everywhere, everytime.
- Object List: An object variable list, they are bound to objects in the scene by an object ID (uses a game object with an 'Object Variables' component).
- Object ID List: An object variable list, they are bound to objects in the scene by an object ID (uses an 'Object ID').
- Selected Data: Variable handlers stored in selected data.
- Selected Data List: Variable lists of variable handlers stored in selected data."
GamingIsLove.Makinom.VariableOriginSet`1.objectScope;Scope;"Select the scope of object variable components that will be used:
- Single: A single object variable component attached to the game object.
- In Children: A single object variable component attached to the game object or any child object.
- In Parent: A single object variable component attached to the game object or any parent object.
- From Root: A single object variable component attached to the game object's root or any child object (from the root).
- All: All object variable components attached to the game object.
- All In Children: All object variable components attached to the game object and child objects.
- All In Parent: All object variable components attached to the game object and parent objects.
- All From Root: All object variable components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.VariableOriginSet`1.objectID;Object ID;"Define the object ID of the object variable.
If the object ID doesn't exist yet, it will be created."
GamingIsLove.Makinom.VariableOriginSet`1.listChange;List Change;"Select how the list will be changed:
- Add: The value will be added at the end of the list. Removing will remove the whole list.
- Insert: The value will be inserted at a defined index. Removing will remove the index.
- Set: The value will be set to a defined index.
- Random: The value will be set to a random index in the list.
- Last: The value will be set to the last index of the list."
GamingIsLove.Makinom.VariableOriginSet`1.listIndex;List Index;"Define the index that will be used.
The minimum index is 0, an index exceeding the current list will fill it with empty values (e.g. 0, false)."
GamingIsLove.Makinom.Variable`1.key;Variable Key;Define the key of the variable.
GamingIsLove.Makinom.VariableGet`1.key;Variable Key;Define the key of the variable.
GamingIsLove.Makinom.VariableSet`1.key;Variable Key;Define the key of the variable.
GamingIsLove.Makinom.CameraPosition.name;Name;The name of the camera position.
GamingIsLove.Makinom.CameraPosition.childObject;Target Child;"Use a child object of the targeted game object to position the camera.
If the child can't be found, the game object itself will be used."
GamingIsLove.Makinom.CameraPosition.setPosition;Set Position;Change the position of the camera.
GamingIsLove.Makinom.CameraPosition.localSpace;Local Space;"The position settings will be used in the local space of the target game object, otherwise world space is used.
When using local space, the game object will always be viewed from the same direction (e.g. front), regardless of its position and rotation in the game world."
GamingIsLove.Makinom.CameraPosition.ignoreScale;Ignore Scale;Ignore the target's scale when using local space.
GamingIsLove.Makinom.CameraPosition.position;Position Offset;"The offset added to the target game object position.
The camera will be placed at the position of the target plus the offset."
GamingIsLove.Makinom.CameraPosition.setRotation;Set Rotation;Change the rotation of the camera.
GamingIsLove.Makinom.CameraPosition.rotation;Rotation;The rotation of the camera.
GamingIsLove.Makinom.CameraPosition.rotationIsOffset;Rotation Is Offset;"The rotation is used as offset to the target game object rotation.
The camera will be rotated with the target's rotation plus the defined rotation."
GamingIsLove.Makinom.CameraPosition.lookAt;Look At;"The camera will look at the target game object.
Use the 'Ignore Rotation' settings to ignore an angle of the 'Look At' angle changes and use the angle used in 'Rotation'.
If disabled, the 'Ignore Rotation' settings work the other way - enabled 'Ignore Rotation' settings will ignore the angle defined in 'Rotation'."
GamingIsLove.Makinom.CameraPosition.ignoreRotation;Ignore Rotation;"The camera will ignore the rotation of the enabled axes.
When using 'Look At' this defines which axes will use the defined rotation instead of the 'Look At' rotation."
GamingIsLove.Makinom.CameraPosition.setFoV;Set Field of View;"Sets the field of view of the camera.
Only used by cameras with 'Perspective' projection."
GamingIsLove.Makinom.CameraPosition.fieldOfView;Field of View;The field of view value that will be set.
GamingIsLove.Makinom.CameraPosition.setOrthographicSize;Set Orthographic Size;"Sets the size of an orthographic camera.
Only used by cameras with 'Orthographic' projection."
GamingIsLove.Makinom.CameraPosition.orthographicSize;Orthographic Size;The size of an orthographic camera.
GamingIsLove.Makinom.NavigationMarker.markerType;Marker Type;"Define the type of the marker.
Navigation HUDs use marker types to distinguish between different markers and display them with different labels."
GamingIsLove.Makinom.NavigationMarker.sceneName;Scene Name;The name of the scene this marker will be in.
GamingIsLove.Makinom.NavigationMarker.isFindObject;Find Object;"Use the position of game objects in the scene.
If disabled, a fixed position is used."
GamingIsLove.Makinom.NavigationMarker.position;Position;The position of the marker in the scene.
GamingIsLove.Makinom.SceneConnection.sceneName;Scene Name;The name of the scene.
GamingIsLove.Makinom.SceneConnectionCondition.needed;Needed;Either all or just one of the conditions needs to be valid.
GamingIsLove.Makinom.SceneConnectionSceneChanger.position;Position;The scene changer's position in the scene.
GamingIsLove.Makinom.SceneObject.sceneObjectType;Type;Select the scene object type.
GamingIsLove.Makinom.SceneObject.noTooltip;No Tooltip;This scene object doesn't cause tooltips.
GamingIsLove.Makinom.SceneObject.useObjectVariableTextCodes;Object Variable Text Codes;"Variable text codes will use the values of object variables attached to the game object with the 'Scene Object' component.
If disabled, global variables will be used for variable text codes."
GamingIsLove.Makinom.SceneObject.ownCursorChange;Own Cursor Change;This scene object overrides the cursor change of the scene object type.
GamingIsLove.Makinom.SceneObject.ownObjectVariables;Own Object Variables;This scene object overrules it's scene object type's object variables.
GamingIsLove.Makinom.SceneObject.useObjectVariables;Use Object Variables;"Automatically adds an 'Object Variables' component to the scene object's game object.
Object variables are used to bind variables to game objects in the scene."
GamingIsLove.Makinom.SceneObjectType.useObjectVariableTextCodes;Object Variable Text Codes;"Variable text codes will use the values of object variables attached to the game object with the 'Scene Object' component.
If disabled, global variables will be used for variable text codes."
GamingIsLove.Makinom.SceneObjectType.useObjectVariables;Use Object Variables;"Automatically adds an 'Object Variables' component to the scene object's game object.
Object variables are used to bind variables to game objects in the scene.
Scene objects can overrule the type's object variables."
GamingIsLove.Makinom.SceneTarget`1.reloadScene;Reload Scene;Reloads the current scene.
GamingIsLove.Makinom.SceneTarget`1.sceneName;Target Scene;"The name of the scene the player will be teleported to.
The name of the scene must match the filename of the scene (without extension)."
GamingIsLove.Makinom.SceneTarget`1.positionType;Position Type;"Select how the position will be selected:
- None: The player will not be spawned.
- Spawn ID: Set the ID of the spawn point the player will be spawned at.
- Position: The player will be spawned at a defined position.
- Scene Position: The stored scene position of the scene (set via 'Set Scene Position' schematic node)."
GamingIsLove.Makinom.SceneTarget`1.loadType;Load Type;"Select how the scene is loaded:
- Load Level: Closes all current loaded scenes and loads a scene.
- Load Level Additive: Adds the scene to the current loaded scenes.
- Load Async: Closes all current loaded scenes and loads a scene asynchronously in the background.
- Load Async Additive: Adds the scene to the current loaded scenes and loads it asynchronously in the background."
GamingIsLove.Makinom.SceneTarget`1.spawnID;Spawn ID;"The spawn point's ID the player will be spawned at.
Use -1 if you don't want to spawn the player."
GamingIsLove.Makinom.AutoSaveSlotControl.box;UI Box;Select the UI box used to display the dialogue.
GamingIsLove.Makinom.AutoSaveSlotControl.useDeleteKey;Use Delete Key;Use the input key defined in the 'Delete File Settings' to delete the selected save file (choice).
GamingIsLove.Makinom.AutoSaveSlotControl.deleteCloseFiles;Close File List;"The UI box displaying save games will be closed during deletion (e.g. when displaying delete question dialogue).
The UI box opens again after deletion has finished."
GamingIsLove.Makinom.AutoSaveSlotControl.inPause;In Pause;"Select if the UI box can be controlled when the game is paused:
- Auto: Can be controlled if the game is paused when opening the UI box, otherwise not.
- No: Can't be controlled.
- Yes: Can be controlled."
GamingIsLove.Makinom.AutoSaveSlotControl.lockFocus;Lock Focus;Focus is locked on this UI box.
GamingIsLove.Makinom.AutoSaveSlotControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.AutoSaveSlotControl.title;Title Content;The title content of the box.
GamingIsLove.Makinom.AutoSaveSlotControl.message;Message Content;The content displayed in the dialogue.
GamingIsLove.Makinom.AutoSaveSlotControl.allowCancel;Allow Cancel;"Allow canceling the auto save slot dialogue.
Canceling will execute the 'Cancel' slot."
GamingIsLove.Makinom.AutoSaveSlotControl.showOverrideQuestion;Show Override Question;Show a question dialogue when an already used auto save slot is selected.
GamingIsLove.Makinom.AutoSaveSlotControl.ownUIBackgrounds;Own UI Backgrounds;Override the default save menu UI background settings.
GamingIsLove.Makinom.UIBoxLayoutSelection.box;UI Box;Select the UI box that will be used.
GamingIsLove.Makinom.UIBoxLayoutSelection.ownSchematics;Own UI Box Schematics;Override the schematics of the UI box with custom schematics.
GamingIsLove.Makinom.UIBoxSelection.box;UI Box;Select the UI box that will be used.
GamingIsLove.Makinom.UIBoxSelection.ownSchematics;Own UI Box Schematics;Override the schematics of the UI box with custom schematics.
GamingIsLove.Makinom.UIBoxSetting.name;Name;The name of this UI box.
GamingIsLove.Makinom.UIBoxSetting.layer;UI Layer;"Select the UI layer of this UI box.
You can use layers to organize displaying your menus, HUDs and other on-screen messages.
Higher index layers will be drawn after lower index layers, i.e. they will be displayed above them.
E.g. UI layer 0 will be displayed behind UI layer 1."
GamingIsLove.Makinom.UIBoxSetting.cursorOver;Cursor Over;"This UI box will be recognized by cursor over checks.
This is e.g. used by UI blocks in input keys or by mouse/touch controls to check if a click/touch happened over a UI box.
If disabled, cursor over will ignore this UI box.
Depending on the UI module this might require additional setup, e.g. the 'Unity UI' module uses the 'UI Receive Cursor Events' component."
GamingIsLove.Makinom.UIBoxSetting.useHoldAccept;Use Hold Accept;This UI box uses hold accept instead of regular accept.
GamingIsLove.Makinom.UIBoxSetting.blockFocusCursorOver;Block Focus Cursor Over;"This UI box blocks 'Focus Cursor Over' (defined in the general settings of UI boxes).
This UI box will not be focused automatically when the cursor is over it."
GamingIsLove.Makinom.UIBoxSetting.blockCursorOverSelection;Block Cursor Over Selection;"This UI box blocks 'Cursor Over Selection' (defined in the general settings of UI boxes).
Cursor over selection for inputs is not used by this UI box."
GamingIsLove.Makinom.UIBoxSetting.resetUnityInput;Reset Unity Input;"Accepting or canceling in this UI box will reset Unity inputs.
Disable this setting in case you want to skip through dialogues with a 'Hold' input key."
GamingIsLove.Makinom.UIBoxSetting.ownCursorTimeouts;Own Cursor Timeouts;This UI box overries the default cursor timeout settings.
GamingIsLove.Makinom.UIBoxSetting.cursorTimeout;Cursor Timeout (s);The time in seconds that has to pass between 2 cursor moves (e.g. input selection).
GamingIsLove.Makinom.UIBoxSetting.cursorHoldTimeout;Cursor Hold Timeout (s);The time in seconds that has to pass between consecutive cursor moves when the input is received without a break (e.g. holding a key).
GamingIsLove.Makinom.UIBoxSetting.ownScrollSpeed;Own Key Scroll Speed;This UI box overrides the default key scroll speed.
GamingIsLove.Makinom.UIBoxSetting.scrollSpeed;Key Scroll Speed;The amount of pixels the scrollbar is moved when using keys.
GamingIsLove.Makinom.UIBoxSetting.ownAutoScrollType;Own Auto Scroll;This UI box overrides the default auto scroll settings.
GamingIsLove.Makinom.UIBoxSetting.autoScrollType;Auto Scroll Type;"Select how scrolling is handled when the selected input changed:
- Enable: Automatically scroll each time the selected input is set (including setting to the same input, e.g. when the content is updated).
- Disable: Changing the selected input never changes the scrolling.
- On Index Change: Only scroll to the selected input when the selected index is changed. E.g. setting to the same input during content updates will not update scrolling."
GamingIsLove.Makinom.UIBoxSetting.ownControls;Own Controls;"This UI box overrides the default controls.
If disabled, the default controls will be used."
GamingIsLove.Makinom.UIBoxSetting.ownAudio;Own Audio;"This UI box overrides the default audio clips.
If disabled, the default clips will be used."
GamingIsLove.Makinom.UIBoxSetting.ownOkContent;Own Ok Button;Override the default 'Ok' button content.
GamingIsLove.Makinom.UIBoxSetting.ownCancelContent;Own Cancel Button;Override the default 'Cancel' button content.
GamingIsLove.Makinom.UIBoxSetting.ownPreviousTabContent;Own Previous Tab Button;Override the default previous tab button content.
GamingIsLove.Makinom.UIBoxSetting.ownNextTabContent;Own Next Tab Button;Override the default next tab button content.
GamingIsLove.Makinom.UIBoxSetting.ownInactive;Own Inactive Colors;"Overrides the default inactive color settings with the settings defined here.
If disabled, the default inactive color settings will be used."
GamingIsLove.Makinom.UIBoxSetting.ownTypewriter;Own Typewriter;"Overrides the default typewriter settings with the settings defined here.
If disabled, the default typewriter settings will be used."
GamingIsLove.Makinom.UIBoxSetting.ownSchematics;Own Schematics;"Overrides the default schematics settings with the settings defined here.
If disabled, the default schematics settings will be used."
GamingIsLove.Makinom.UIBoxSetting.ownDragNotification;Own Drag Notification;"Overrides the default drag notification settings defined in 'UI > UI Settings'.
If disabled, the default drag notification will be used."
GamingIsLove.Makinom.UILayerSetting.name;Name;"The name of the UI layer.
UI layers are used to create a separate canvas for each layer, displaying UI boxes on them."
GamingIsLove.Makinom.UILayerSetting.isScreenFader;Screen Fader;"The screen fader will be displayed on this UI layer.
If no UI layer is set to display the screen fader it will be displayed on the default UI layer (i.e. before all others)."
GamingIsLove.Makinom.UILayerSetting.isFlyingText;Flying Text;"Flying text notifications will be displayed on this UI layer.
If no UI layer is set to display the flying texts they will be displayed on the default UI layer (i.e. before all others)."
GamingIsLove.Makinom.FlyingTextObjectCreationSettings.type;Create Object Type;"Select if a game object is created to change the position of the flying text in world space.
- None: Doesn't create a game object in the scene, movement is only possible by moving the UI itself.
- Empty: Creates an empty game object.
- Prefab: Creates an instance of a defined prefab (e.g. to use physics)."
GamingIsLove.Makinom.FlyingTextObjectCreationSettings.followWorldPosition;Follow World Position;"Follow the world position the flying text is displayed on.
If disabled, the flying text will only be placed at the position, but stay at it's current screen position.
The UI itself can still be moved in any case (e.g. via schematics to animate it)."
GamingIsLove.Makinom.FlyingTextObjectCreationSettings.prefab;Prefab;"Select the prefab that will be used.
The instance of the prefab will be used by the flying text UI to position itself on screen."
GamingIsLove.Makinom.FlyingTextPosition.baseOffset;Base Offset;The base offset used on the game object's position.
GamingIsLove.Makinom.FlyingTextPosition.randomOffsetFrom;Random Offset From;"The random offset added to the base offset.
Will generate a random number for every axis based on the from-to values."
GamingIsLove.Makinom.FlyingTextPosition.randomOffsetTo;Random Offset To;"The random offset added to the base offset.
Will generate a random number for every axis based on the from-to values."
GamingIsLove.Makinom.FlyingTextPositionSettings.mountText;Mount Text;The text will be mounted to the game object they are displayed at (i.e. they'll follow the game object if it moves).
GamingIsLove.Makinom.FlyingTextPositionSettings.childObject;Use Child;The position of a child object of the game object is used when displaying the text.
GamingIsLove.Makinom.FlyingTextPositionSettings.usePositionOrder;Use In Order;"Use the added positions in the order they're added.
If disabled, a randomly selected position will be used."
GamingIsLove.Makinom.FlyingTextPositionSettings.resetOrder;Reset Order;Optionally reset the position order after a defined amount of time.
GamingIsLove.Makinom.FlyingTextPositionSettings.resetOrderTime;Reset After (s);The time in seconds after which the position will reset to using the 1st position.
GamingIsLove.Makinom.FlyingTextSettings.countToValue;Count to Value;"Texts representing numbers (using '') can optionally be counted to their final values over time.
If enabled, the value will start at a defined percent value of the final value and interpolate to its final value."
GamingIsLove.Makinom.FlyingTextSettings.startCountFrom;Start from (%);"The percent of the final value (i.e. the original value) the counting will begin.
E.g. 50 % from a value of 200 will result in start counting by 100."
GamingIsLove.Makinom.FlyingTextSettings.countNoZero;No Zero;"Counting doesn't start at 0, unless the final value is 0.
The minimum start count is 1 (or -1 for negative values)."
GamingIsLove.Makinom.FlyingTextSettings.countTime;Time (s);"The time in seconds used for counting.
The text will display the final (original) value after this time."
GamingIsLove.Makinom.FlyingTextSettings.schematicAsset;Schematic Asset;"Select a schematic asset that will be used to animate the text's game object in the scene.
E.g. you can fade and move the text.
The flying text's game object is available as 'Machine Object' the game object it's displayed/based on as 'Starting Object'.
The UI displaying the flying text is available as local selected data via the selected key 'ui' (e.g. to use in 'Change UI Color' or 'Change UI Offset' nodes).
Please note: Using a schematic asset will set the flying text's initial color to be fully transparent (A=0), i.e. you need to use a 'Change UI Color' node to set/fade the color."
GamingIsLove.Makinom.FlyingTextSettings.destroyTime;Destroy Time (s);"The time in seconds the until the text's game object will be destroyed.
This is only used if no schematic is used."
GamingIsLove.Makinom.FlyingTextSettings.ownObjectCreation;Own Object Creation;This flying text overrides the default object creation settings defined in 'UI > UI Settings'.
GamingIsLove.Makinom.FlyingTextSettings.ownPositionSettings;Own Position Settings;This flying text overrides the default position settings defined in 'UI > UI Settings'.
GamingIsLove.Makinom.FlyingTextSettings.useFlash;Use Flash;The game object will be flashed.
GamingIsLove.Makinom.FlyingTextSettings.flashChildren;Flash Children;All child game objects of the will be flashed.
GamingIsLove.Makinom.HUDSetting.name;Name;The name of the HUD.
GamingIsLove.Makinom.HUDSetting.type;HUD Type;Select the type of this HUD:
GamingIsLove.Makinom.HUDSetting.autoDisplay;Auto Display;"This HUD will be displayed automatically when the game is started or loaded.
If disabled, you can call this HUD in schematics."
GamingIsLove.Makinom.HUDSetting.ownSchematics;Own Schematics;"Overrides the default schematics settings with the settings defined here.
If disabled, the default schematics settings will be used."
GamingIsLove.Makinom.UILayoutSetting.name;Name;The name of the UI layout.
GamingIsLove.Makinom.UILayoutSetting.type;Layout Type;Select which type of layout is used:
GamingIsLove.Makinom.PortraitType.name;Name;The name of this portrait type.
GamingIsLove.Makinom.PortraitWithType.portraitType;Portrait Type;"Select the portrait type of this portrait.
This portrait will be displayed when the selected portrait type is used in a dialogue."
GamingIsLove.Makinom.UIDisplayRangeSettings.useRangeLimit;Limit Display Range;Only display if the game object is within a defined range of the player (or camera).
GamingIsLove.Makinom.UIDisplayRangeSettings.invertRange;Invert Range Check;Check for the game object being out of range instead of within range.
GamingIsLove.Makinom.UIDisplayRangeSettings.rangeToCamera;Distance To Camera;Check the game object's distance to the camera instead of the player.
GamingIsLove.Makinom.Math.AbsoluteMathFunction;Absolute;The absolute value (e.g. -1 will become 1).
GamingIsLove.Makinom.Math.AcosMathFunction;Acos;The arc-cosine of the value.
GamingIsLove.Makinom.Math.AddToValueMathFunction;Add To Value;Adds a defined value to the value.
GamingIsLove.Makinom.Math.AddToValueMathFunction.value;Value;Define the value that will be added.
GamingIsLove.Makinom.Math.AsinMathFunction;Asin;The arc-sine of the value.
GamingIsLove.Makinom.Math.AtanMathFunction;Atan;The arc-tangent of the value.
GamingIsLove.Makinom.Math.CeilMathFunction;Ceil;The smallest integer number greater to or equal to the value.
GamingIsLove.Makinom.Math.Clamp01MathFunction;Clamp 0-1;Clamps value between 0 and 1.
GamingIsLove.Makinom.Math.ClosestPowerOf2MathFunction;Closest Power Of 2;The closest power of two value.
GamingIsLove.Makinom.Math.CosMathFunction;Cos;The cosine of the value in radians.
GamingIsLove.Makinom.Math.Direction360MathFunction;Direction 360;Translates the value to a direction angle (0-360), e.g. 480 will become 120.
GamingIsLove.Makinom.Math.Direction4MathFunction;Direction 4;Translates the value to a 4-directional value (0-3, int), e.g. 180 will become 2.
GamingIsLove.Makinom.Math.Direction8MathFunction;Direction 8;Translates the value to an 8-directional value (0-7, int), e.g. 180 will become 4.
GamingIsLove.Makinom.Math.DivideByValueMathFunction;Divide By Value;Divide a defined value by the value.
GamingIsLove.Makinom.Math.DivideByValueMathFunction.value;Value;Define the value that will be divided by the value.
GamingIsLove.Makinom.Math.DivideMathFunction;Divide;Divide the value by a defined value.
GamingIsLove.Makinom.Math.DivideMathFunction.divisor;Divisor;Define the divisor the value will be divided by.
GamingIsLove.Makinom.Math.ExpMathFunction;Exp;e raised to the value.
GamingIsLove.Makinom.Math.FloorMathFunction;Floor;The largest integer smaller to or equal to the value.
GamingIsLove.Makinom.Math.GammaToLinearSpaceMathFunction;Gamma To Linear Space;Converts the value from gamma to linear color space.
GamingIsLove.Makinom.Math.LinearToGammaSpaceMathFunction;Linear To Gamma Space;Converts the value from linear to gamma color space.
GamingIsLove.Makinom.Math.Log10MathFunction;Log 10;The base 10 logarithm of a the value.
GamingIsLove.Makinom.Math.LogBaseMathFunction;Log Base;The logarithm of a the value for a defined base.
GamingIsLove.Makinom.Math.LogBaseMathFunction.logBase;Log Base;Define the base of the logarithm function.
GamingIsLove.Makinom.Math.LogMathFunction;Log;The natural (base e) logarithm of the value.
GamingIsLove.Makinom.Math.ModuloMathFunction;Modulo (%);Uses a modulo operation (the rest of a division), the value % a defined value.
GamingIsLove.Makinom.Math.ModuloMathFunction.divisor;Divisor;Define the divisor the value will be divided by (the rest is the result).
GamingIsLove.Makinom.Math.MultiplyMathFunction;Multiply;Multiply the value by a defined value.
GamingIsLove.Makinom.Math.MultiplyMathFunction.multiplicator;Multiplicator;Define the multiplicator the value will be multiplied by.
GamingIsLove.Makinom.Math.NegateMathFunction;Negate;The negated value (e.g. -1 will become 1, 1 will become -1).
GamingIsLove.Makinom.Math.NextPowerOf2MathFunction;Next Power Of 2;The next power of two value.
GamingIsLove.Makinom.Math.NoneMathFunction;None;No math function will be used.
GamingIsLove.Makinom.Math.RaisedToPowerMathFunction;Raised To Power;The value raised to a defined power (e.g. x ^ 3).
GamingIsLove.Makinom.Math.RaisedToPowerMathFunction.power;Power;Define the power the value will be raised to.
GamingIsLove.Makinom.Math.RaisedToValueMathFunction;Raised To Value;Raises a defined value to the power ofthe value (e.g. 3 ^ x).
GamingIsLove.Makinom.Math.RaisedToValueMathFunction.raiseValue;Raise Value;Define the raise value that will be raised to the power of the value.
GamingIsLove.Makinom.Math.RootByValueMathFunction;Root By Value;The value used as root of a defined value (e.g. 3 ^ 1/x).
GamingIsLove.Makinom.Math.RootByValueMathFunction.rootValue;Root Value;Define the root value that will be used.
GamingIsLove.Makinom.Math.RootOfValueMathFunction;Root Of Value;The nth root of the value (e.g. x ^ 1/3).
GamingIsLove.Makinom.Math.RootOfValueMathFunction.root;Root;"Define the root that will be found for the value.
Use 'Square Root' for a root of 2 for better performance."
GamingIsLove.Makinom.Math.RoundMathFunction;Round;The value rounded to the nearest integer.
GamingIsLove.Makinom.Math.SignMathFunction;Sign;The sign of the value (i.e. -1 when the value is negative, otherwise 1).
GamingIsLove.Makinom.Math.SinMathFunction;Sin;The sine of the value in radians.
GamingIsLove.Makinom.Math.SquareRootMathFunction;Square Root;The square root of the value.
GamingIsLove.Makinom.Math.SubtractFromValueMathFunction;Subtract From Value;Subtract a defined value from the value.
GamingIsLove.Makinom.Math.SubtractFromValueMathFunction.value;Value;Define the value that will be subtracted.
GamingIsLove.Makinom.Math.SubtractValueMathFunction;Subtract Value;Subtracts the value from a defined value.
GamingIsLove.Makinom.Math.SubtractValueMathFunction.value;Value;Define the value that will be subtracted from.
GamingIsLove.Makinom.Math.SumMathFunction;Sum;The value (as an integer) will be summed up, i.e. starting from 1 to (including) the value will be added to each other (e.g. 5 will become 1+2+3+4+5=15).
GamingIsLove.Makinom.Math.TanMathFunction;Tan;The tangent of the value in radians.
GamingIsLove.Makinom.Formulas.FormulaObjectSelection.type;Game Object;"Select the game object that will be used:
- User: The user of the formula.
- Target: The target of the formula.
- Player: The player. If there is no player, no object will be used.
- Selected Data: Game object(s) stored in selected data. If none is found, no object will be used.
- Selected Object: The currently selected object (see 'Base/Control > Game Controls > Object Selection' for details).
- Grid Root: The root game object of a grid.
- Grid Cell: The game object(s) of grid cells."
GamingIsLove.Makinom.Formulas.FormulaObjectSelection.selectedOnlyGameObjects;Only Game Objects;Only use actual stored game objects, e.g. game objects of stored components will not be used.
GamingIsLove.Makinom.Formulas.FormulaObjectSelection.gridKey;Grid Key;"The key used to store the grid.
You can store multiple grids by using different keys."
GamingIsLove.Makinom.Formulas.FormulaObjectSelection.useRoot;Use Root;"Use the root of the game object (i.e. the uppermost parent game object).
When using 'Child Object' they'll be searched from the root."
GamingIsLove.Makinom.Formulas.FormulaObjectSelection.childObject;Child Object;Use a child object of the selected object.
GamingIsLove.Makinom.Formulas.Nodes.FormulaSettings.name;Name;The name of the formula.
GamingIsLove.Makinom.Formulas.Nodes.FormulaSettings.formulaType;Type;"The type of the formula.
Formula types are only used to filter the formula list."
GamingIsLove.Makinom.Formulas.Nodes.FormulaSettings.useMinValue;Use Mininum Value;The formula result will have a minimum value.
GamingIsLove.Makinom.Formulas.Nodes.FormulaSettings.minValue;Minimum Value;If the formula result is below this value, it will be set to this value.
GamingIsLove.Makinom.Formulas.Nodes.FormulaSettings.useMaxValue;Use Maximum Value;The formula result will have a maximum value.
GamingIsLove.Makinom.Formulas.Nodes.FormulaSettings.maxValue;Maximum Value;If the formula result is above this value, it will be set to this value.
GamingIsLove.Makinom.Formulas.Nodes.FormulaSettings.startValue;Start Value;The start value of the formula.
GamingIsLove.Makinom.Formulas.Nodes.FormulaGateNode;Layer Gate;Connects two layers.
GamingIsLove.Makinom.Formulas.Nodes.BaseFormulaNode.active;Enabled;"This node is enabled and will be executed.
If disabled, the node won't execute and the next node ('Next') will be executed."
GamingIsLove.Makinom.Formulas.Nodes.EmptyNode;Empty;"This is an empty node.
This node being empty can be the result of a custom node script not being found (e.g. removed from the project)."
GamingIsLove.Makinom.Formulas.Nodes.RandomNode;Random;Randomly executes a next node out of a list of defined nodes.
GamingIsLove.Makinom.Formulas.Nodes.CommentNode;Comment;"Leave a comment in your formula.
This node does nothing and is only for commentary purposes."
GamingIsLove.Makinom.Formulas.Nodes.CommentNode.comment;Comment;The comment.
GamingIsLove.Makinom.Formulas.Nodes.ChanceNode;Chance;"Which node will be executed next is decided by chance.
The chance is checked against a random number between two values (default 0 and 100, you can change this in the game settings).
The next node of the first defined value range, that includes the chance, will be executed.
If no range contains the chance, 'Failed' will be executed."
GamingIsLove.Makinom.Formulas.Nodes.LoopNode;Loop;"Increases an int variable by one until it reaches a defined maximum value.
Use this node to easily loop nodes for a number of times before continuing with the rest of the formula.
If the loop finished (i.e. the int variable being max count or larger), 'Finished' will be executed next, otherwise 'Loop'."
GamingIsLove.Makinom.Formulas.Nodes.LoopNode.maxCount;Max Count;"The maximum the loop count can reach.
When the used variable reaches this value, the 'Finished' next slot will be used."
GamingIsLove.Makinom.Formulas.Nodes.LoopNode.reset;Reset;"Resets the variable to 0 when the loop finished (i.e. reached the max count).
This will make the loop ready for the next time in case it's reused."
GamingIsLove.Makinom.Formulas.Nodes.MathFunctionNode;Math Function;Uses a Mathf function on the current value of the formula.
GamingIsLove.Makinom.Formulas.Nodes.UnityConsoleNode;Unity Console;Prints a text to the Unity console using 'Debug.Log()'.
GamingIsLove.Makinom.Formulas.Nodes.UnityConsoleNode.type;Debug Type;"Select the debug type will be used:
- Log: Printed to 'Debug.Log'.
- Warning: Printed to 'Debug.LogWarning'.
- Error: Printed to 'Debug.LogError'."
GamingIsLove.Makinom.Formulas.Nodes.UnityConsoleNode.format;Value Format;Define the format the formula value will be printed with.
GamingIsLove.Makinom.Formulas.Nodes.UnityConsoleNode.text;Text;The text that will be printed to the Unity console.
GamingIsLove.Makinom.Formulas.Nodes.BeginSubCalculationNode;Begin Sub Calculation;"Starts a new calculation as part of the formula (i.e. used as 'left parenthesis').
Everything within a sub calculation will be calculated until it's corresponding 'End Sub Calculation' node and added to the previous formula value using the defined operator.
Any open sub calculation will be closed at the end of the formula's calculation, before using the formula's min/max value limits."
GamingIsLove.Makinom.Formulas.Nodes.BeginSubCalculationNode.value;Initial Value;The initial value of the sub calculation.
GamingIsLove.Makinom.Formulas.Nodes.EndSubCalculationNode;End Sub Calculation;"Closes the last opened sub calculation (i.e. used as 'right parenthesis').
The sub calculation's current value (result) will be used to change the previous formula value using it's corresponding 'Begin Sub Calculation' node's operator."
GamingIsLove.Makinom.Formulas.Nodes.FloatAtan2Node;Float Atan2;Uses the angle in radians whose Tan is y/x to change the current formula value or stores it into a float variable.
GamingIsLove.Makinom.Formulas.Nodes.FloatAtan2Node.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.FloatAtan2Node.valueY;Y Value;The y value.
GamingIsLove.Makinom.Formulas.Nodes.FloatAtan2Node.valueX;X Value;The x value.
GamingIsLove.Makinom.Formulas.Nodes.FloatClampNode;Float Clamp;Clamps a float value between a minimum and maximum and stores it into a float variable.
GamingIsLove.Makinom.Formulas.Nodes.FloatClampNode.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.FloatClampNode.value;Value;The value that will be clamped.
GamingIsLove.Makinom.Formulas.Nodes.FloatClampNode.minimum;Minimum Value;The minimum value (lower limit) the value can have.
GamingIsLove.Makinom.Formulas.Nodes.FloatClampNode.maximum;Maximum Value;The maximum value (upper limit) the value can have.
GamingIsLove.Makinom.Formulas.Nodes.FloatDeltaAngleNode;Float Delta Angle;Calculates the shortest difference between two angles and stores it into a float variable.
GamingIsLove.Makinom.Formulas.Nodes.FloatDeltaAngleNode.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.FloatDeltaAngleNode.current;Current Angle;The current angle value.
GamingIsLove.Makinom.Formulas.Nodes.FloatDeltaAngleNode.target;Target Angle;The target angle value.
GamingIsLove.Makinom.Formulas.Nodes.FloatInverseLerpNode;Float Inverse Lerp;Calculates the Lerp parameter between two values and stores it into a float variable.
GamingIsLove.Makinom.Formulas.Nodes.FloatInverseLerpNode.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.FloatInverseLerpNode.fromValue;From Value;The start value.
GamingIsLove.Makinom.Formulas.Nodes.FloatInverseLerpNode.toValue;To Value;The end value.
GamingIsLove.Makinom.Formulas.Nodes.FloatInverseLerpNode.value;Value;The value that is used.
GamingIsLove.Makinom.Formulas.Nodes.FloatLerpNode;Float Lerp;Interpolates between two values and stores it into a float variable.
GamingIsLove.Makinom.Formulas.Nodes.FloatLerpNode.useAngle;Use Angle;"Use LerpAngle instead of Lerp.
Makes sure the values interpolate correctly when they wrap around 360 degrees"
GamingIsLove.Makinom.Formulas.Nodes.FloatLerpNode.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.FloatLerpNode.fromValue;From Value;The start value.
GamingIsLove.Makinom.Formulas.Nodes.FloatLerpNode.toValue;To Value;The end value.
GamingIsLove.Makinom.Formulas.Nodes.FloatLerpNode.time;Time;The interpolation time, clamped between 0 and 1.
GamingIsLove.Makinom.Formulas.Nodes.FloatMoveTowardsNode;Float Move Towards;Moves a value current toward target and stores it into a float variable.
GamingIsLove.Makinom.Formulas.Nodes.FloatMoveTowardsNode.useAngle;Use Angle;"Use MoveTowardsAngle instead of MoveTowards.
Makes sure the values interpolate correctly when they wrap around 360 degrees"
GamingIsLove.Makinom.Formulas.Nodes.FloatMoveTowardsNode.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.FloatMoveTowardsNode.current;Current Value;The current value.
GamingIsLove.Makinom.Formulas.Nodes.FloatMoveTowardsNode.target;Target Value;The target value.
GamingIsLove.Makinom.Formulas.Nodes.FloatMoveTowardsNode.maxDelta;Maximum Delta;The maximum change possible.
GamingIsLove.Makinom.Formulas.Nodes.FloatPerlinNoiseNode;Float Perlin Noise;Generates 2D perlin noise and stores it into a float variable.
GamingIsLove.Makinom.Formulas.Nodes.FloatPerlinNoiseNode.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.FloatPerlinNoiseNode.valueX;X Value;The used x value.
GamingIsLove.Makinom.Formulas.Nodes.FloatPerlinNoiseNode.valueY;Y Value;The used y value.
GamingIsLove.Makinom.Formulas.Nodes.FloatPingPongNode;Float Ping Pong;PingPongs or loops (repeats) a value, so that it is never larger than length and never smaller than 0, and stores it into a float variable.
GamingIsLove.Makinom.Formulas.Nodes.FloatPingPongNode.useRepeat;Use Repeat;Use Mathf.Repeat instead of Mathf.PingPong.
GamingIsLove.Makinom.Formulas.Nodes.FloatPingPongNode.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.FloatPingPongNode.value;Value;The used value.
GamingIsLove.Makinom.Formulas.Nodes.FloatPingPongNode.length;Length;The used length.
GamingIsLove.Makinom.Formulas.Nodes.FloatSmoothStepNode;Float Smooth Step;Interpolates between two values with smoothing at the limits and stores it into a float variable.
GamingIsLove.Makinom.Formulas.Nodes.FloatSmoothStepNode.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.FloatSmoothStepNode.fromValue;From Value;The start value.
GamingIsLove.Makinom.Formulas.Nodes.FloatSmoothStepNode.toValue;To Value;The end value.
GamingIsLove.Makinom.Formulas.Nodes.FloatSmoothStepNode.time;Time;The interpolation time, clamped between 0 and 1.
GamingIsLove.Makinom.Formulas.Nodes.FloatToAngleNode;Float To Angle;"Changes a float value into an angle (i.e. between 0 and 360) and stores it into a float variable.
E.g. -90 will become 270, 480 will become 120."
GamingIsLove.Makinom.Formulas.Nodes.FloatToAngleNode.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.FloatToAngleNode.value;Value;The value that will be used.
GamingIsLove.Makinom.Formulas.Nodes.FloatIsPowerOf2Node;Float is Power of 2;"Checks if an int value is power of two.
If check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.FloatIsPowerOf2Node.value;Check Value;"The value used for the check.
The value will be used as an integer, e.g. 4.1 will become 4."
GamingIsLove.Makinom.Formulas.Nodes.DistanceNode;Distance;The distance between user and target is used.
GamingIsLove.Makinom.Formulas.Nodes.DistanceNode.ignoreDistance;Ignore Distance;The distance along the enabled axes will be ignored, e.g. enabling Y will ignore the height difference.
GamingIsLove.Makinom.Formulas.Nodes.DistanceNode.ignoreRadius;Ignore Radius;The radius of the game objects will be ignored.
GamingIsLove.Makinom.Formulas.Nodes.CheckDistanceNode;Check Distance;"The distance between user and target is checked with the current value of the formula or a defined value.
If the check is true, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckDistanceNode.ignoreDistance;Ignore Distance;The distance along the enabled axes will be ignored, e.g. enabling Y will ignore the height difference.
GamingIsLove.Makinom.Formulas.Nodes.CheckDistanceNode.ignoreRadius;Ignore Radius;The radius of the game objects will be ignored.
GamingIsLove.Makinom.Formulas.Nodes.CheckDistanceNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Formulas.Nodes.AngleNode;Angle;The angle between user and target (-180 - 180) is used.
GamingIsLove.Makinom.Formulas.Nodes.AngleNode.direction;Use Direction;"The angle between the forward directions of user and target will be calculated.
E.g. the result will be 0 if both are looking into the same direction, -180/180 if they look into opposite directions.
If disabled, the angle between the positions will be calculated.
E.g. the result will be 0 if the user looks directly at the target, -180/180 if he looks away from the target."
GamingIsLove.Makinom.Formulas.Nodes.AngleNode.fromTarget;From Target;"The angle is calculated from target to user.
If disabled, the angle is calculated from user to target."
GamingIsLove.Makinom.Formulas.Nodes.CheckAngleNode;Check Angle;"The angle between user and target is checked with the current value of the formula or a defined value.
If the check is true, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckAngleNode.direction;Use Direction;"The angle between the forward directions of user and target will be calculated.
E.g. the result will be 0 if both are looking into the same direction, -180/180 if they look into opposite directions.
If disabled, the angle between the positions will be calculated.
E.g. the result will be 0 if the user looks directly at the target, -180/180 if he looks away from the target."
GamingIsLove.Makinom.Formulas.Nodes.CheckAngleNode.fromTarget;From Target;"The angle is calculated from target to user.
If disabled, the angle is calculated from user to target."
GamingIsLove.Makinom.Formulas.Nodes.CheckAngleNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Formulas.Nodes.CheckOrientationNode;Check Orientation;"Checks the orientation from user to target (e.g. if the target is in front of the user).
If the check is true, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckOrientationNode.orientation;Orientation;"Select the orientation that'll be checked for:
- None: The orientation is ignored.
- Front: The target has to be in front of the user.
- Back: The target has to be in the back of the user.
- Left: The target has to be left of the user.
- Right: The target has to be right of the user."
GamingIsLove.Makinom.Formulas.Nodes.CheckOrientationNode.fromTarget;From Target;"The orientation is checked from target to user.
If disabled, the orientation is checked from user to target."
GamingIsLove.Makinom.Formulas.Nodes.CheckHeightDifferencesNode;Check Height Differences;"Checks if the target is above or below the user.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.ClearSelectedDataNode;Clear Selected Data;"Clears/removes selected data.
Either removes all data of a defined data key, or removes all data."
GamingIsLove.Makinom.Formulas.Nodes.ClearSelectedDataNode.all;Clear All;"Clears/removes all data.
If disabled, only the selected data of a defined key is cleared/removed."
GamingIsLove.Makinom.Formulas.Nodes.SelectedDataCountNode;Selected Data Count;"Checks how many data is stored in a selected data list or uses the count to change the formula value.
When checking and if the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.SelectedDataCountNode.useAsValue;Use As Value;Use the selected data count as a value to change the formula value instead of checking the count.
GamingIsLove.Makinom.Formulas.Nodes.SelectedDataCountNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Formulas.Nodes.SelectedDataContainsNode;Selected Data Contains;"Checks if data stored in a selected data list contains something stored in another selected data list.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.SelectedDataContainsNode.needed;Needed;Either all or only one of the data must be stored in the checked selected data.
GamingIsLove.Makinom.Formulas.Nodes.SelectSelectedDataNode;Select Selected Data;"Uses the first, last, a random or all content from another selected data as selected data.
E.g. select a random content from a list of data.
If something was stored, 'Success' will be executed, otherwise (i.e. nothing left to store) 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.SelectSelectedDataNode.selectionType;Select Type;"Define which content of the selected data will be stored:
- First: The first content in the selected data.
- Last: The last content in the selected data.
- Random: A random content from the selected data.
- All: All content from the selected data."
GamingIsLove.Makinom.Formulas.Nodes.SelectSelectedDataNode.remove;Remove;Removes the content from the selected data.
GamingIsLove.Makinom.Formulas.Nodes.SelectVariableHandlersNode;Select Variable Handlers;"Uses variable handlers to change selected data.
A variable handler stores all variables of an origin, e.g. the global variables or object variables of a game object."
GamingIsLove.Makinom.Formulas.Nodes.SelectComponentsNode;Select Components;Uses components to change selected data.
GamingIsLove.Makinom.Formulas.Nodes.SelectComponentsNode.componentName;Component Name;The name of the component that will be used.
GamingIsLove.Makinom.Formulas.Nodes.SelectComponentsNode.scope;Scope;"Select the scope of components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Formulas.Nodes.SelectGameObjectsNode;Select Game Objects;Uses game objects to change selected data.
GamingIsLove.Makinom.Formulas.Nodes.ValueNode;Value;A single value is used.
GamingIsLove.Makinom.Formulas.Nodes.ValueNode.value;Value;The value that will be used.
GamingIsLove.Makinom.Formulas.Nodes.RandomValueNode;Random Value;A random value between two values is used.
GamingIsLove.Makinom.Formulas.Nodes.RandomValueNode.asInt;As Int;"The random value will be used as an integer (i.e. whole number).
When generating a random integer, 'Value 2' will be used exclusive.
If disabled, the random value will be a float."
GamingIsLove.Makinom.Formulas.Nodes.RandomValueNode.min;Minimum Value;The minimum value that will be used.
GamingIsLove.Makinom.Formulas.Nodes.RandomValueNode.max;Maximum Value;The maximum value that will be used.
GamingIsLove.Makinom.Formulas.Nodes.MinimumValueNode;Minimum Value;The smaller value of two values is used.
GamingIsLove.Makinom.Formulas.Nodes.MinimumValueNode.min;Value 1;The first value that will be used.
GamingIsLove.Makinom.Formulas.Nodes.MinimumValueNode.max;Value 2;The 2nd value that will be used.
GamingIsLove.Makinom.Formulas.Nodes.MaximumValueNode;Maximum Value;The bigger value of two values is used.
GamingIsLove.Makinom.Formulas.Nodes.MaximumValueNode.min;Value 1;The first value that will be used.
GamingIsLove.Makinom.Formulas.Nodes.MaximumValueNode.max;Value 2;The 2nd value that will be used.
GamingIsLove.Makinom.Formulas.Nodes.CheckValueNode;Check Value;"A value (e.g. the current value of the formula will be checked with a defined value.
If the check is true, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckValueNode.value;Value;The value that will be checked.
GamingIsLove.Makinom.Formulas.Nodes.CheckValueNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Formulas.Nodes.LimitValueNode;Limit Value;The current value of the formula will be limited.
GamingIsLove.Makinom.Formulas.Nodes.LimitValueNode.useMin;Use Minimum;The current value will be limited by a minimum value.
GamingIsLove.Makinom.Formulas.Nodes.LimitValueNode.minValue;Minimum Value;The value will have at least this value.
GamingIsLove.Makinom.Formulas.Nodes.LimitValueNode.useMax;Use Maximum;The current value will be limited by a maximum value.
GamingIsLove.Makinom.Formulas.Nodes.LimitValueNode.maxValue;Maximum Value;The value will have this value at most.
GamingIsLove.Makinom.Formulas.Nodes.StoreFormulaValueNode;Store Formula Value;Stores the current value of the formula into a float variable.
GamingIsLove.Makinom.Formulas.Nodes.FunctionValueNode;Function Value;"The return value of a called function is used.
Requires a function that takes a 'FormulaCall' as parameter, which gives you access to the user/target of the formula, current value and local variables/selected data, e.g.:
public float YourFunction(FormulaCall call)"
GamingIsLove.Makinom.Formulas.Nodes.FunctionValueNode.classOrigin;Class Origin;"Select where the defined function comes from:
- Component: A component on a defined combatant's game object.
- Static: A static function of the class.
- Selected Data: A class instance stored in selected data."
GamingIsLove.Makinom.Formulas.Nodes.FunctionValueNode.className;Class Name;The name of the class that contains the static function.
GamingIsLove.Makinom.Formulas.Nodes.FunctionValueNode.functionName;Function Name;"The name of the static function that will be called.
Requires a function that takes a 'FormulaCall' as parameter, which gives you access to the user/target of the formula, current value and local variables/selected data, e.g.:
public float YourFunction(FormulaCall call)
Or for static functions:
public static float YourFunction(FormulaCall call)"
GamingIsLove.Makinom.Formulas.Nodes.FieldValueNode;Field Value;The value of an int or float field/property is used.
GamingIsLove.Makinom.Formulas.Nodes.FieldValueNode.classOrigin;Class Origin;"Select where the defined function comes from:
- Component: A component on a defined combatant's game object.
- Static: A static function of the class.
- Selected Data: A class instance stored in selected data."
GamingIsLove.Makinom.Formulas.Nodes.ChangeVariablesNode;Change Variables;Changes variables.
GamingIsLove.Makinom.Formulas.Nodes.CheckVariablesNode;Check Variables;"Checks if variables have certain values.
If the check is true, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.VariableForkNode;Variable Fork;"Checks if a single variable for certain values.
If a variable condition is valid, it's next node will be executed.
If no variable condition is valid, 'Failed' will be executed."
GamingIsLove.Makinom.Formulas.Nodes.ClearVariablesNode;Clear Variables;Removes all variables and variable lists.
GamingIsLove.Makinom.Formulas.Nodes.StoreFunctionResultNode;Store Function Result;"Stores the return value of a function into a variable.
Supports string, bool, int/float and Vector3 return values.
If a variable is changed, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.StoreFunctionResultNode.classOrigin;Class Origin;"Select where the defined class/function comes from:
- Component: A component on a defined game object.
- Static: A static function of the class.
- Selected Data: A class instance stored in selected data."
GamingIsLove.Makinom.Formulas.Nodes.StoreFieldNode;Store Field;"Stores the value of a field or property into a variable.
Supports string, bool, int/float and Vector2/Vector3 values.
If a variable is changed, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.StoreFieldNode.classOrigin;Class Origin;"Select where the defined class/field/property comes from:
- Component: A component on a defined game object.
- Static: A static field/property of the class.
- Selected Data: A class instance stored in selected data."
GamingIsLove.Makinom.Formulas.Nodes.VariableTransferNode;Variable Transfer;Transfers all variables and variable lists from one origin to another (local, global and object).
GamingIsLove.Makinom.Formulas.Nodes.VariableTransferNode.clearSource;Clear Source;Remove all variables in the source after transfering them to the target.
GamingIsLove.Makinom.Formulas.Nodes.VariableTransferNode.clearTarget;Clear Target;Remove all variables in the target before transfering.
GamingIsLove.Makinom.Formulas.Nodes.VariableExistsNode;Variable Exists;"Checks if a variable exists (i.e it has been set).
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.VariableExistsNode.isList;Is List;Checks if a variable list exists.
GamingIsLove.Makinom.Formulas.Nodes.VariableExistsNode.type;Type;"Select the type of the variable:
- String: A string variable.
- Bool: A bool variable.
- Float: A float variable.
- Vector3: A Vector3 variable.
- Axis Vector3: A single axis of a Vector3 variable."
GamingIsLove.Makinom.Formulas.Nodes.Vector3TransformValueNode;Vector3 Transform Value;Transforms a Vector3 value between local and world space of a game object and stores the result into a variable
GamingIsLove.Makinom.Formulas.Nodes.Vector3TransformValueNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Formulas.Nodes.Vector3TransformValueNode.transformChange;Modify;"Select how the value will be modified:
- None: No change.
- Transform Point: Transforms the value as a position from local to world space.
- Transform Direction: Transforms the value as a direction from local to world space.
- Inverse Transform Point: Transforms the value as a position from world to local space.
- Inverse Transform Direction: Transforms the value as a direction from world to local space."
GamingIsLove.Makinom.Formulas.Nodes.Vector3AngleNode;Vector3 Angle;Uses the angle in degree between two Vector3 to change the current formula value or stores it into a float variable.
GamingIsLove.Makinom.Formulas.Nodes.Vector3AngleNode.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.Vector3MagnitudeNode;Vector3 Magnitude;Uses the magnitude (length) or square magnitude (squared length) of a Vector3 to change the current formula value or stores it into a float variable..
GamingIsLove.Makinom.Formulas.Nodes.Vector3MagnitudeNode.sqrMagnitude;Use Square Magnitude;Use the square magnitude (squared length) of the Vector3 instead of the magnitude (length).
GamingIsLove.Makinom.Formulas.Nodes.Vector3MagnitudeNode.storeVariable;Store in Variable;"Store the result into a float variable.
If disabled, the result will be used to change the current value of the formula."
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampNode;Vector3 Clamp;Store a Vector3 with it's axes clamped between two values into a variable.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampNode.clampX;Clamp X-Axis;The X-axis of the Vector3 will be clamped.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampNode.xMin;X-Axis Minimum;The minimum value the X-axis will have.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampNode.xMax;X-Axis Maximum;The maximum value the X-axis will have.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampNode.clampY;Clamp Y-Axis;The Y-axis of the Vector3 will be clamped.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampNode.yMin;Y-Axis Minimum;The minimum value the Y-axis will have.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampNode.yMax;Y-Axis Maximum;The maximum value the Y-axis will have.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampNode.clampZ;Clamp Z-Axis;The Z-axis of the Vector3 will be clamped.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampNode.zMin;Z-Axis Minimum;The minimum value the Z-axis will have.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampNode.zMax;Z-Axis Maximum;The maximum value the Z-axis will have.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampMagnitudeNode;Vector3 Clamp Magnitude;Store a Vector3 with it's magnitude clamped to a max length into a variable.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampMagnitudeNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ClampMagnitudeNode.maxLength;Maximum Length;The maximum length the magnitude will be clamped to.
GamingIsLove.Makinom.Formulas.Nodes.Vector3LerpNode;Vector3 Lerp;Store the linear or spherical interpolation between two Vector3 into a variable.
GamingIsLove.Makinom.Formulas.Nodes.Vector3LerpNode.useSlerp;Use Slerp;"Use spherical interpolation (i.e. Vector3.Slerp).
If disabled, linear interpolation is used (i.e. Vector3.Lerp)."
GamingIsLove.Makinom.Formulas.Nodes.Vector3LerpNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Formulas.Nodes.Vector3LerpNode.deltaTime;Delta Time;Multiply the fraction value by Time.deltaTime.
GamingIsLove.Makinom.Formulas.Nodes.Vector3LerpNode.fraction;Fraction;"The fraction of the interpolation.
Clamped between 0 and 1."
GamingIsLove.Makinom.Formulas.Nodes.Vector3MoveTowardsNode;Vector3 Move Towards;Moves the Vector3 current in a straight line towards a target and stores it into a variable.
GamingIsLove.Makinom.Formulas.Nodes.Vector3MoveTowardsNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Formulas.Nodes.Vector3MoveTowardsNode.deltaTime;Delta Time;Multiply the maximum distance delta value by Time.deltaTime.
GamingIsLove.Makinom.Formulas.Nodes.Vector3MoveTowardsNode.maxDistance;Max Distance Delta;The maximum distance delta the Vector3 will be moved.
GamingIsLove.Makinom.Formulas.Nodes.Vector3RotateTowardsNode;Vector3 Rotate Towards;Rotates the Vector3 current towards a target and stores it into a variable.
GamingIsLove.Makinom.Formulas.Nodes.Vector3RotateTowardsNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Formulas.Nodes.Vector3RotateTowardsNode.deltaTime;Delta Time;Multiply the maximum radians delta value by Time.deltaTime.
GamingIsLove.Makinom.Formulas.Nodes.Vector3RotateTowardsNode.maxRadians;Max Radians Delta;The maximum radians delta used when rotating.
GamingIsLove.Makinom.Formulas.Nodes.Vector3RotateTowardsNode.deltaTimeMagnitude;Delta Time;Multiply the maximum magnitude delta value by Time.deltaTime.
GamingIsLove.Makinom.Formulas.Nodes.Vector3RotateTowardsNode.maxMagnitude;Max Magnitude Delta;The maximum magnitude delta used when rotating.
GamingIsLove.Makinom.Formulas.Nodes.Vector3OrthoNormalizeNode;Vector3 Ortho Normalize;Make two or three Vector3 variables normalized and orthogonal to each other.
GamingIsLove.Makinom.Formulas.Nodes.Vector3OrthoNormalizeNode.useBinormal;Use Binormal;Use a binormal Vector3 as well, i.e. three Vector3 variables will be used instead of two.
GamingIsLove.Makinom.Formulas.Nodes.Vector3MultiplyNode;Vector3 Multiply;Multiplies a Vector3 with a float and stores it into a variable.
GamingIsLove.Makinom.Formulas.Nodes.Vector3MultiplyNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Formulas.Nodes.Vector3MultiplyNode.floatValue;Multiply By;The value the Vector3 will be multiplied with.
GamingIsLove.Makinom.Formulas.Nodes.Vector3DivideNode;Vector3 Divide;Divides a Vector3 by a float and stores it into a variable.
GamingIsLove.Makinom.Formulas.Nodes.Vector3DivideNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Formulas.Nodes.Vector3DivideNode.floatValue;Divide By;The value the Vector3 will be divided by.
GamingIsLove.Makinom.Formulas.Nodes.Vector3RotateNode;Vector3 Rotate;Rotates a Vector3 and stores it into a variable.
GamingIsLove.Makinom.Formulas.Nodes.Vector3RotateNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Formulas.Nodes.Vector3ToAngleNode;Vector3 To Angle;"Changes all axes of a Vector3 value into a angles (i.e. between 0 and 360) and stores it into a Vector3 variable.
E.g. -90 will become 270, 480 will become 120."
GamingIsLove.Makinom.Formulas.Nodes.Vector3ToAngleNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.UI.MenuAudioClips.channel;Sound Channel;"Define the sound channel that will used.
The default channel is 0."
GamingIsLove.Makinom.UI.MenuAudioClips.cursorMoveAudio;Cursor Move;Played when input keys are used to change the selected input.
GamingIsLove.Makinom.UI.MenuAudioClips.cursorMoveVolume;Cursor Move Volume;The volume (0-1) used to play the cursor move clip.
GamingIsLove.Makinom.UI.MenuAudioClips.acceptAudio;Accept;Played when something is accepted (e.g. ok button or accepting an input button).
GamingIsLove.Makinom.UI.MenuAudioClips.acceptVolume;Accept Volume;The volume (0-1) used to play the accept clip.
GamingIsLove.Makinom.UI.MenuAudioClips.cancelAudio;Cancel;Played when a something is canceled (e.g. cancel button).
GamingIsLove.Makinom.UI.MenuAudioClips.cancelVolume;Cancel Volume;The volume (0-1) used to play the cancel clip.
GamingIsLove.Makinom.UI.MenuAudioClips.failAudio;Fail;Played when something fails (e.g. accepting an inactive input button).
GamingIsLove.Makinom.UI.MenuAudioClips.failVolume;Fail Volume;The volume (0-1) used to play the fail clip.
GamingIsLove.Makinom.UI.MenuAudioClips.valueInputAudio;Value Input;Played when the player changes a value input (e.g. typing in a text field, changing a slider).
GamingIsLove.Makinom.UI.MenuAudioClips.valueInputVolume;Value Input Volume;The volume (0-1) used to play the value input clip.
GamingIsLove.Makinom.UI.MenuAudioClips.valueInputInterval;Value Input Timeout;The time in seconds between playing the value input clip twice.
GamingIsLove.Makinom.UI.MenuAudioClips.changeAudio;Change;Can be played when something is changed.
GamingIsLove.Makinom.UI.MenuAudioClips.changeVolume;Change Volume;The volume (0-1) used to play the change clip.
GamingIsLove.Makinom.UI.MenuAudioClips.tabChangeAudio;Tab Change;Played when input keys are used to change the selected tab.
GamingIsLove.Makinom.UI.MenuAudioClips.tabChangeAudioVolume;Tab Change Volume;The volume (0-1) used to play the tab change clip.
GamingIsLove.Makinom.UI.MenuAudioClips.pageChangeAudio;Page Change;Played when input keys are used to change the page.
GamingIsLove.Makinom.UI.MenuAudioClips.pageChangeAudioVolume;Page Change Volume;The volume (0-1) used to play the page change clip.
GamingIsLove.Makinom.UI.AdditionalHUDContent.hud;Content HUD;HUD added to the additional content.
GamingIsLove.Makinom.UI.HUDContent.addHUD;Add HUD Content;Add HUDs to the displayed content.
GamingIsLove.Makinom.UI.HUDContent.mainContent;Main Content HUD;"HUD added to the main content.
Select no HUD to only use the displaying UI's HUD."
GamingIsLove.Makinom.UI.ContentInput.addTooltip;Add Tooltip;"Hovering the cursor over this input will show a tooltip.
The tooltip will use the content and description defined here."
GamingIsLove.Makinom.UI.ContentInput.addDescription;Add Description;Add a description to the input.
GamingIsLove.Makinom.UI.ContentInput.description;Description Content;The description content of this input.
GamingIsLove.Makinom.UI.ContentLayout.type;Content Type;"Select the content type:
- Text: Only texts will be displayed.
- Icon: Only icons will be displayed.
- Text And Icon: Text and icons will be displayed.
- Custom: Define the layout in a text area using text codes."
GamingIsLove.Makinom.UI.ContentLayout.useContentVariables;Use Content Variables;"Variable text codes use the variables of the displayed content.
If the content doesn't have variables, the variable text codes will be replaced by default values (e.g. int/float '0', bool 'false', etc.)."
GamingIsLove.Makinom.UI.ContentLayout.customAddIcon;Add Icon;Add the content's icon, i.e. like 'Text And Icon' with custom text.
GamingIsLove.Makinom.UI.ContentLayout.removeEmptyLines;Remove Empty Lines;Remove empty lines from the text.
GamingIsLove.Makinom.UI.ContentLayout.customContent;Content Text;The text used to display the content.
GamingIsLove.Makinom.UI.DialogueControl.type;Dialogue Type;"Select the type of the dialogue:
- Message: Displays a message.
- Choice: Displays a message and a list of choices.
- Auto Close: Displays a message and closes it after time.
- Notification: Displays a message and closes it after time, the schematic continues immediately. If another notification is currently displayed, this notification either replaces the current notification or will be displayed after all previous notifications are close."
GamingIsLove.Makinom.UI.DialogueControl.waitClose;Wait;"The schematic waits until the dialogue is closed.
If disabled, the schematic will continue without waiting for the dialogue."
GamingIsLove.Makinom.UI.DialogueControl.waitCloseKeepOpen;Keep Open;"The schematic continues after accepting the dialogue.
The dialogue will remain opened and not close.
Use a 'Close All Dialogues' node or the 'Close All Dialogues' setting in the 'Settings' node to close still open dialogues."
GamingIsLove.Makinom.UI.DialogueControl.waitCloseNotControlable;Not Controlable;"The dialogue can't be closed by the player (e.g. through accept/cancel input or buttons).
The dialogue has to be closed using a 'Close All Dialogues' node."
GamingIsLove.Makinom.UI.DialogueControl.box;UI Box;"The UI box used to display the dialogue.
UI box schematics will use the speaker as 'Starting Object' (if a speaker is used)."
GamingIsLove.Makinom.UI.DialogueControl.inPause;In Pause;"Select if the UI box can be controlled when the game is paused:
- Auto: Can be controlled if the game is paused when opening the UI box, otherwise not.
- No: Can't be controlled.
- Yes: Can be controlled."
GamingIsLove.Makinom.UI.DialogueControl.lockFocus;Lock Focus;Focus is locked on this GUI box.
GamingIsLove.Makinom.UI.DialogueControl.useUpdate;Auto Update Text;"Check the text of the dialogue for changes (e.g. when using variable text codes) in defined intervals.
The content of the UI box will be updated in regular intervals, use this to e.g. update the text when displaying a countdown."
GamingIsLove.Makinom.UI.DialogueControl.updateInterval;Update Interval (s);The time in seconds between text update checks.
GamingIsLove.Makinom.UI.DialogueControl.notificationQueue;Queue Notification;"Select how the notification will be displayed:
- Add: Displayed immediately while previous notifications are still displayed.
- Replace: Displayed immediately, closing the previous notification.
- Queue: Displaying them after previous notifications where closed.
Only notifications of the same 'Notification Key' will be replaced/queued."
GamingIsLove.Makinom.UI.DialogueControl.notificationQueueMaxDisplayCount;Max Display Count;The number of notifications that can be displayed at the same time before being queued.
GamingIsLove.Makinom.UI.DialogueControl.notificationKey;Notification Key;Separate notifications by using different keys.
GamingIsLove.Makinom.UI.DialogueControl.blockAccept;Block Accept Button;The accept button is blocked - the dialogue will only close after it's time ran up.
GamingIsLove.Makinom.UI.DialogueControl.afterAudio;After Audio;The dialogue closes after the audio clip finished playing once.
GamingIsLove.Makinom.UI.DialogueControl.time;Close After (s);The time in seconds until the dialogue closes automatially.
GamingIsLove.Makinom.UI.DialogueControl.wait;Wait;Wait until the dialogue closed before the next node is executed.
GamingIsLove.Makinom.UI.DialogueControl.ignoreHiddenAutoclose;Ignore Hidden;Ignores the hidden autoclose dialogue options and always displays this dialogue.
GamingIsLove.Makinom.UI.DialogueControl.allowCancel;Allow Cancel;The dialogue can be canceled using the cancel key/button.
GamingIsLove.Makinom.UI.DialogueControl.useSpeaker;Use Speaker;"A selected actor will be used as speaker.
You can display the name of the speaker. The speaker's game object can be used to play an audio clip."
GamingIsLove.Makinom.UI.DialogueControl.actorID;Actor;Select the actor that will be used as speaker.
GamingIsLove.Makinom.UI.DialogueControl.atActorPosition;Display At Actor;"The UI box will be displayed at the position of the actor.
If disabled or the actor has no game object, the UI box is placed as defined by the prefab."
GamingIsLove.Makinom.UI.DialogueControl.childObject;Child Object;The UI box is positioned at a child object of the actor.
GamingIsLove.Makinom.UI.DialogueControl.posOff;Offset;Offset added to the object's position.
GamingIsLove.Makinom.UI.DialogueControl.speakerName;Show Name;Show the name of the speaker in the title content of the UI box.
GamingIsLove.Makinom.UI.DialogueControl.useTitle;Show Title;Display a title in the title content of the used UI box.
GamingIsLove.Makinom.UI.DialogueControl.title;Title Content;The title content of the box.
GamingIsLove.Makinom.UI.DialogueControl.message;Message Content;The content displayed in the dialogue.
GamingIsLove.Makinom.UI.DialogueControl.showPortraits;Show Portraits;Show portraits when displaying the dialogue.
GamingIsLove.Makinom.UI.DialogueControl.useAudio;Play Audio;Play an audio clip when displaying the dialogue.
GamingIsLove.Makinom.UI.DialogueControl.audioClip;Audio Clip;Select the audio clip that will be played.
GamingIsLove.Makinom.UI.DialogueControl.stopAudio;Stop On Close;Closing the dialogue will stop the playback.
GamingIsLove.Makinom.UI.DialogueControl.onSpeaker;On Speaker;"The audio clip will be played on the object of the speaker.
If disabled, the audio clip will be played at the Makinom game object (e.g. like the cursor/accept sounds - use non 3D audio clips if you don't hear anything)."
GamingIsLove.Makinom.UI.DialogueControl.audioChildObject;Child Object;A child object of the speaker is used for to play the audio clip.
GamingIsLove.Makinom.UI.DialogueControl.channel;Sound Channel (No Speaker);"Define the sound channel that will used when not using a speaker or no speaker is found.
The default channel is 0."
GamingIsLove.Makinom.UI.DialogueControl.repeatChoiceConditionChecks;Repeat Condition Checks;"Check the choice conditions repeatedly while displaying the dialogue.
This will only update the active/inactive state of already displayed choices, i.e. when they initially had valid conditions or have 'Show Inactive' enabled.
If disabled, the conditions are only checked when initially showing the dialogue."
GamingIsLove.Makinom.UI.DialogueControl.storeSelection;Store Selection;Store/load the selection using an 'Int' variable.
GamingIsLove.Makinom.UI.DialogueControl.selectionVariable;Variable Key;Define the key of the variable used to store the selection.
GamingIsLove.Makinom.UI.DialogueControl.useDefaultSelection;Use Default Selection;"Define a default selection.
If disabled, either selects the first choice or no choice, based on the settings of the 'UI Box'."
GamingIsLove.Makinom.UI.DialogueControl.defaultSelection;Default Selection;Define the index of the choice that will be selected when showing the dialogue.
GamingIsLove.Makinom.UI.InformationControl.box;UI Box;The UI box used to display the dialogue.
GamingIsLove.Makinom.UI.InformationControl.lockFocus;Lock Focus;Focus is locked on this UI box.
GamingIsLove.Makinom.UI.InformationControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.InformationControl.title;Title Content;The title content of the box.
GamingIsLove.Makinom.UI.InformationControl.message;Message Content;The content displayed in the dialogue.
GamingIsLove.Makinom.UI.LanguageControl.box;UI Box;The UI box used to display the dialogue.
GamingIsLove.Makinom.UI.LanguageControl.inPause;In Pause;"Select if the UI box can be controlled when the game is paused:
- Auto: Can be controlled if the game is paused when opening the UI box, otherwise not.
- No: Can't be controlled.
- Yes: Can be controlled."
GamingIsLove.Makinom.UI.LanguageControl.lockFocus;Lock Focus;Focus is locked on this UI box.
GamingIsLove.Makinom.UI.LanguageControl.selectCurrentLanguage;Select Current Language;Select the choice represeting the current language.
GamingIsLove.Makinom.UI.LanguageControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.LanguageControl.title;Title Content;The title content of the box.
GamingIsLove.Makinom.UI.LanguageControl.message;Message Content;The content displayed in the dialogue.
GamingIsLove.Makinom.UI.LanguageControl.allowCancel;Allow Cancel;The language selection can be canceled using the cancel button.
GamingIsLove.Makinom.UI.QuestionControl.box;UI Box;The UI box used to display the question dialogue.
GamingIsLove.Makinom.UI.QuestionControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.QuestionControl.title;Title Content;The title content of the box.
GamingIsLove.Makinom.UI.QuestionControl.message;Message Content;The content displayed in the question dialogue.
GamingIsLove.Makinom.UI.LoadGameControl.box;UI Box;The UI box used to display the load game dialogue.
GamingIsLove.Makinom.UI.LoadGameControl.selectLatest;Select Latest;The latest save game that was saved to will automatically be selected when opening the load game menu.
GamingIsLove.Makinom.UI.LoadGameControl.useDeleteKey;Use Delete Key;Use the input key defined in the 'Delete File Settings' to delete the selected save file (choice).
GamingIsLove.Makinom.UI.LoadGameControl.deleteCloseFiles;Close File List;"The UI box displaying save games will be closed during deletion (e.g. when displaying delete question dialogue).
The UI box opens again after deletion has finished."
GamingIsLove.Makinom.UI.LoadGameControl.oneBox;One Box;"Only one box is displayed at a time, i.e. question/info box will be displayed after the load box was closed.
If disabled, the question/info box will be displayed while still showing the load box (and block it)."
GamingIsLove.Makinom.UI.LoadGameControl.allAutoSaveSlots;All Auto Save Slots;"Shows all auto save slots in the load game menu (unused slots will be inactive, displaying an empty slot).
If disabled, only used auto save slots will be displayed."
GamingIsLove.Makinom.UI.LoadGameControl.separateAutoSaveSlots;Separate Auto Save Slots;Normal and auto save slots are displayed separately using tabs.
GamingIsLove.Makinom.UI.LoadGameControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.LoadGameControl.title;Title Content;The title content of the box.
GamingIsLove.Makinom.UI.LoadGameControl.message;Message Content;The content displayed in the load dialogue.
GamingIsLove.Makinom.UI.LoadGameControl.useQuestion;Show Question;Display a question dialogue before loading a selected save game file.
GamingIsLove.Makinom.UI.LoadGameControl.questionBox;UI Box;The UI box used to display the load game question.
GamingIsLove.Makinom.UI.LoadGameControl.useQTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.LoadGameControl.qTitle;Title Content;The title content of the question box.
GamingIsLove.Makinom.UI.LoadGameControl.qMessage;Message Content;The content displayed in the load question dialogue.
GamingIsLove.Makinom.UI.LoadGameControl.useLoadingInfo;Show Loading Info;Display an information dialogue while loading.
GamingIsLove.Makinom.UI.LoadGameControl.loadingBox;UI Box;The UI box used to display the loading info.
GamingIsLove.Makinom.UI.LoadGameControl.useLoadingTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.LoadGameControl.loadingTitle;Title Content;The title content of the info box.
GamingIsLove.Makinom.UI.LoadGameControl.loadingMessage;Message Content;The content displayed in the loading dialogue.
GamingIsLove.Makinom.UI.LoadGameControl.useInfo;Show Loaded Info;Display a information dialogue after the save game has been loaded.
GamingIsLove.Makinom.UI.LoadGameControl.infoBox;UI Box;The UI box used to display the game loaded info.
GamingIsLove.Makinom.UI.LoadGameControl.iAutoClose;Auto Close;Automatically close the loaded info after a defined time.
GamingIsLove.Makinom.UI.LoadGameControl.iCloseAfter;Close After (s);The time in seconds until the dialogue closes automatially.
GamingIsLove.Makinom.UI.LoadGameControl.iBlockAccept;Block Accept Button;The accept button is blocked - the dialogue will only close after it's time ran up.
GamingIsLove.Makinom.UI.LoadGameControl.useITitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.LoadGameControl.iTitle;Title Content;The title content of the info box.
GamingIsLove.Makinom.UI.LoadGameControl.iMessage;Message Content;The content displayed in the game loaded dialogue.
GamingIsLove.Makinom.UI.LoadGameControl.ownUIBackgrounds;Own UI Backgrounds;Override the default save menu UI background settings.
GamingIsLove.Makinom.UI.SaveGameControl.box;UI Box;The UI box used to display the save game dialogue.
GamingIsLove.Makinom.UI.SaveGameControl.selectLatest;Select Latest;The latest save game that was saved to will automatically be selected when opening the save game menu.
GamingIsLove.Makinom.UI.SaveGameControl.useDeleteKey;Use Delete Key;Use the input key defined in the 'Delete File Settings' to delete the selected save file (choice).
GamingIsLove.Makinom.UI.SaveGameControl.deleteCloseFiles;Close File List;"The UI box displaying save games will be closed during deletion (e.g. when displaying delete question dialogue).
The UI box opens again after deletion has finished."
GamingIsLove.Makinom.UI.SaveGameControl.exitAfterSave;Exit After Save;Stop the game after saving.
GamingIsLove.Makinom.UI.SaveGameControl.showExitQuestion;Show Exit Question;"Show the 'Exit Game Question' defined in 'UI > UI Settings' before exiting the game.
If disabled, the game will exit without asking the player."
GamingIsLove.Makinom.UI.SaveGameControl.oneBox;One Box;"Only one box is displayed at a time, i.e. question/info box will be displayed after the save box was closed.
If disabled, the question/info box will be displayed while still showing the save box (and block it)."
GamingIsLove.Makinom.UI.SaveGameControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.SaveGameControl.title;Title Content;The title content of the box.
GamingIsLove.Makinom.UI.SaveGameControl.message;Message Content;The content displayed in the save dialogue.
GamingIsLove.Makinom.UI.SaveGameControl.useQuestion;Show Question;Display a question dialogue before saving a selected save game file.
GamingIsLove.Makinom.UI.SaveGameControl.saveConfirmationDefault;Save Confirmation Option;"Define the default value of the 'Save Confirmation' option.
The 'Save Confirmation' option defines if the save question dialogue is displayed or not and can be toggled on/off by the player."
GamingIsLove.Makinom.UI.SaveGameControl.questionOnlyForOverride;Only For Override;"Only display the save question dialogue when overriding an existing save game.
If disabled, the save question dialogue is displayed when saving in empty and existing save game slots."
GamingIsLove.Makinom.UI.SaveGameControl.questionBox;UI Box;The UI box used to display the save game question.
GamingIsLove.Makinom.UI.SaveGameControl.useQTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.SaveGameControl.qTitle;Title Content;The title content of the question box.
GamingIsLove.Makinom.UI.SaveGameControl.qMessage;Message Content;The content displayed in the save question dialogue.
GamingIsLove.Makinom.UI.SaveGameControl.useSavingInfo;Show Saving Info;Display an information dialogue while saving.
GamingIsLove.Makinom.UI.SaveGameControl.savingBox;UI Box;The UI box used to display the saving info.
GamingIsLove.Makinom.UI.SaveGameControl.useSavingTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.SaveGameControl.savingTitle;Title Content;The title content of the info box.
GamingIsLove.Makinom.UI.SaveGameControl.savingMessage;Message Content;The content displayed in the saving dialogue.
GamingIsLove.Makinom.UI.SaveGameControl.useInfo;Show Saved Info;Display an information dialogue after the save game has been saved.
GamingIsLove.Makinom.UI.SaveGameControl.infoBox;UI Box;The UI box used to display the game saved info.
GamingIsLove.Makinom.UI.SaveGameControl.iAutoClose;Auto Close;Automatically close the saved info after a defined time.
GamingIsLove.Makinom.UI.SaveGameControl.iCloseAfter;Close After (s);The time in seconds until the dialogue closes automatially.
GamingIsLove.Makinom.UI.SaveGameControl.iBlockAccept;Block Accept Button;The accept button is blocked - the dialogue will only close after it's time ran up.
GamingIsLove.Makinom.UI.SaveGameControl.useITitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.SaveGameControl.iTitle;Title Content;The title content of the info box.
GamingIsLove.Makinom.UI.SaveGameControl.iMessage;Message Content;The content displayed in the game saved dialogue.
GamingIsLove.Makinom.UI.SaveGameControl.ownUIBackgrounds;Own UI Backgrounds;Override the default save menu UI background settings.
GamingIsLove.Makinom.UI.SavePointControl.box;UI Box;The UI box used to display the save point dialogue.
GamingIsLove.Makinom.UI.SavePointControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.Makinom.UI.SavePointControl.title;Title Content;The title content of the box.
GamingIsLove.Makinom.UI.SavePointControl.message;Message Content;The content displayed in the save point dialogue.
GamingIsLove.Makinom.UI.SavePointControl.showSave;Show Save;A save option is available in the save point dialogue.
GamingIsLove.Makinom.UI.SavePointControl.closeAfterSave;Close After Save;"The save point is closed after saving the game.
If disabled, saving the game returns to the save point choice."
GamingIsLove.Makinom.UI.SavePointControl.showLoad;Show Load;A load option is available in the save point dialogue.
GamingIsLove.Makinom.UI.SavePointControl.cancelButton;Show Cancel;A cancel option is available in the save point dialogue.
GamingIsLove.Makinom.UI.SavePointControl.ownUIBackgrounds;Own UI Background;Override the default save menu UI background settings.
GamingIsLove.Makinom.UI.ValueOptionControl`1.box;UI Box;The UI box used to display the dialogue.
GamingIsLove.Makinom.UI.ValueOptionControl`1.inPause;In Pause;"Select if the UI box can be controlled when the game is paused:
- Auto: Can be controlled if the game is paused when opening the UI box, otherwise not.
- No: Can't be controlled.
- Yes: Can be controlled."
GamingIsLove.Makinom.UI.ValueOptionControl`1.lockFocus;Lock Focus;Focus is locked on this UI box.
GamingIsLove.Makinom.UI.ValueOptionControl`1.useTitle;Show Title;Display a title in the title content of the used UI box.
GamingIsLove.Makinom.UI.ValueOptionControl`1.title;Title Content;The title content of the box.
GamingIsLove.Makinom.UI.ValueOptionControl`1.message;Message Content;The content displayed in the dialogue.
GamingIsLove.Makinom.UI.ValueOptionControl`1.allowCancel;Allow Cancel;The input can be canceled using the cancel button.
GamingIsLove.Makinom.UI.UIBackgroundSchematics.beforeOpenSchematicAsset;Before Open Schematic;Select a schematic asset that will be started before opening the background (i.e. before using 'Open State Change').
GamingIsLove.Makinom.UI.UIBackgroundSchematics.beforeOpenWait;Wait;"Wait for the schematic to finish before actually opening the background ('Open State Change').
If disabled, the schematic will play while the background opens."
GamingIsLove.Makinom.UI.UIBackgroundSchematics.afterOpenSchematicAsset;After Open Schematic;Select a schematic asset that will be started after opening the background (i.e. 'Open State Change' finished).
GamingIsLove.Makinom.UI.UIBackgroundSchematics.afterOpenWait;Wait;"Wait for the schematic to finish before actually determining the background as open (allowing controls).
If disabled, the schematic will play while the background can be controlled."
GamingIsLove.Makinom.UI.UIBackgroundSchematics.beforeCloseSchematicAsset;Before Close Schematic;Select a schematic asset that will be started before closing the background (i.e. before using 'Close State Change').
GamingIsLove.Makinom.UI.UIBackgroundSchematics.beforeCloseWait;Wait;"Wait for the schematic to finish before actually closing the background ('Close State Change').
If disabled, the schematic will play while the background closes."
GamingIsLove.Makinom.UI.UIBackgroundSchematics.afterCloseSchematicAsset;After Close Schematic;Select a schematic asset that will be started after closing the background (i.e. 'Close State Change' finished).
GamingIsLove.Makinom.UI.UIBackgroundSchematics.afterCloseWait;Wait;"Wait for the schematic to finish before actually determining the background as closed.
If disabled, the schematic will play while the background reports as closed."
GamingIsLove.Makinom.UI.UIBackgroundSettings.layer;UI Layer;"Select the UI layer of this prefab.
You can use layers to organize displaying your menus, HUDs and other on-screen messages.
Higher index layers will be drawn after lower index layers, i.e. they will be displayed above them.
E.g. UI layer 0 will be displayed behind UI layer 1."
GamingIsLove.Makinom.UI.UIBackgroundSettings.closeWhenClosed;Close When Closed;"Close the UI prefab when the parent UI content (e.g. save game menu) finished closing.
If disabled, the UI prefab will be closed when the parent UI content is closed."
GamingIsLove.Makinom.UI.TypewriterSettings.useTypewriter;Use Typewriter;"The content text will be displayed letter by letter, creating a typewriter effect.
If disabled, the whole text will be displayed immediately."
GamingIsLove.Makinom.UI.TypewriterSettings.indexIncrease;Index Increase;The index of the currently displayed text increases by this number every defined interval.
GamingIsLove.Makinom.UI.TypewriterSettings.interval;Interval (s);"The interval in seconds between index increases.
Set to 0 to increase every frame."
GamingIsLove.Makinom.UI.TypewriterSettings.typingClip;Typing Clip;The selected audio clip will be played while typing.
GamingIsLove.Makinom.UI.TypewriterSettings.channel;Sound Channel;"Define the sound channel that will used.
The default channel is 0."
GamingIsLove.Makinom.UI.TypewriterSettings.audioInterval;Audio Interval (s);The interval in seconds between playing the audio clip.
GamingIsLove.Makinom.UI.TypewriterSettings.volume;Typing Volume;The volume used to play the typing clip.
GamingIsLove.Makinom.UI.UIBoxInputKeySchematic.schematicAsset;Schematic;"Select a schematic asset that will be started when using the input key.
Only used when the UI box is fully opened, focused, controlable and not typing (typewriter)."
GamingIsLove.Makinom.UI.UIBoxInputKeySchematic.contextOnly;Input Contex Only;Only use the schematic if the currently selected input has a schematic context available.
GamingIsLove.Makinom.UI.UIBoxInputSchematics.inputSelectedSchematicAsset;Input Selected Schematic;Select a schematic asset that will be started when an input of the UI box has been selected.
GamingIsLove.Makinom.UI.UIBoxInputSchematics.inputSelectedContextOnly;Input Contex Only;Only use the schematic if the currently selected input has a schematic context available.
GamingIsLove.Makinom.UI.UIBoxInputSchematics.inputAcceptedSchematicAsset;Input Accepted Schematic;Select a schematic asset that will be started when an input of the UI box has been accepted.
GamingIsLove.Makinom.UI.UIBoxInputSchematics.inputAcceptedContextOnly;Input Contex Only;Only use the schematic if the currently selected input has a schematic context available.
GamingIsLove.Makinom.UI.UIBoxSchematics.beforeOpenSchematicAsset;Before Open Schematic;Select a schematic asset that will be started before opening the UI box (i.e. before using 'Open State Change').
GamingIsLove.Makinom.UI.UIBoxSchematics.beforeOpenContextOnly;Input Contex Only;Only use the schematic if the currently selected input has a schematic context available.
GamingIsLove.Makinom.UI.UIBoxSchematics.beforeOpenWait;Wait;"Wait for the schematic to finish before actually opening the UI box ('Open State Change').
If disabled, the schematic will play while the UI box opens."
GamingIsLove.Makinom.UI.UIBoxSchematics.afterOpenSchematicAsset;After Open Schematic;Select a schematic asset that will be started after opening the UI box (i.e. 'Open State Change' finished).
GamingIsLove.Makinom.UI.UIBoxSchematics.afterOpenContextOnly;Input Contex Only;Only use the schematic if the currently selected input has a schematic context available.
GamingIsLove.Makinom.UI.UIBoxSchematics.afterOpenWait;Wait;"Wait for the schematic to finish before actually determining the UI box as open (allowing controls).
If disabled, the schematic will play while the UI box can be controlled."
GamingIsLove.Makinom.UI.UIBoxSchematics.beforeCloseSchematicAsset;Before Close Schematic;Select a schematic asset that will be started before closing the UI box (i.e. before using 'Close State Change').
GamingIsLove.Makinom.UI.UIBoxSchematics.beforeCloseContextOnly;Input Contex Only;Only use the schematic if the currently selected input has a schematic context available.
GamingIsLove.Makinom.UI.UIBoxSchematics.beforeCloseWait;Wait;"Wait for the schematic to finish before actually closing the UI box ('Close State Change').
If disabled, the schematic will play while the UI box closes."
GamingIsLove.Makinom.UI.UIBoxSchematics.afterCloseSchematicAsset;After Close Schematic;Select a schematic asset that will be started after closing the UI box (i.e. 'Close State Change' finished).
GamingIsLove.Makinom.UI.UIBoxSchematics.afterCloseContextOnly;Input Contex Only;Only use the schematic if the currently selected input has a schematic context available.
GamingIsLove.Makinom.UI.UIBoxSchematics.afterCloseWait;Wait;"Wait for the schematic to finish before actually determining the UI box as closed.
If disabled, the schematic will play while the UI box reports as closed (e.g. continuing the schematic that displayed a dialogue).
Please note that the UI box could already be reused while the schematic is playing when not waiting."
GamingIsLove.Makinom.UI.UIBoxSchematics.focusGainedSchematicAsset;Focus Gained Schematic;Select a schematic asset that will be started when the UI box is focused.
GamingIsLove.Makinom.UI.UIBoxSchematics.focusGainedContextOnly;Input Contex Only;Only use the schematic if the currently selected input has a schematic context available.
GamingIsLove.Makinom.UI.UIBoxSchematics.focusLostSchematicAsset;Focus Lost Schematic;Select a schematic asset that will be started when the UI box is unfocused.
GamingIsLove.Makinom.UI.UIBoxSchematics.focusLostContextOnly;Input Contex Only;Only use the schematic if the currently selected input has a schematic context available.
GamingIsLove.Makinom.UI.AddCancelButton.type;Add Cancel Button;"Select if a cancel button will be added:
- None: No back button will be used.
- First: The cancel button will be the first button in the list.
- Last: The cancel button will be the last button in the list."
GamingIsLove.Makinom.UI.AddCancelButton.useCustomButton;Use Custom Cancel Button;Use a custom cancel button instead of the default cancel button.
GamingIsLove.Makinom.UI.YesNoChoiceButtons.useChoice;Use Choice;"Use a choice to accept or cancel, the 'Yes' and 'No' options of the choice will be defined here.
If disabled, the 'Ok' and 'Cancel' buttons of the UI box will be used."
GamingIsLove.Makinom.UI.Headers.useHeaders;Use Headers;"Display headers for the choices.
The used UI box must have header content set up."
GamingIsLove.Makinom.UI.HUDClickAction.type;Click Type;Select what happens if this HUD element is clicked:
GamingIsLove.Makinom.UI.HUDClickAction.clickCount;Click Count;Define the number of clicks needed to use this click action.
GamingIsLove.Makinom.UI.HUDClickAction.leftClick;Left Click;Clicking with the left mouse button will use this click action.
GamingIsLove.Makinom.UI.HUDClickAction.middleClick;Middle Click;Clicking with the middle mouse button will use this click action.
GamingIsLove.Makinom.UI.HUDClickAction.rightClick;Right Click;Clicking with the right mouse button will use this click action.
GamingIsLove.Makinom.UI.HUDClickAction.releaseAfter;Released After (s);The time in seconds the player must wait before releasing the click/touch to start the click action.
GamingIsLove.Makinom.UI.HUDClickAction.consumeClick;Consume Click;"The click will be consumed by the click action.
E.g. following click actions will not be performed."
GamingIsLove.Makinom.UI.HUDClickAction.clickClip;Click Clip;"Select the audio clip that will be played when clicking this HUD element.
Select none to not play an audio clip."
GamingIsLove.Makinom.UI.HUDClickAction.channel;Sound Channel;"Define the sound channel that will used.
The default channel is 0."
GamingIsLove.Makinom.UI.HUDClickAction.clickVolume;Volume;The volume used to play the click clip (between 0 and 1).
GamingIsLove.Makinom.UI.GlobalMachineHUDClickAction;Global Machine;A global machine is started, using the HUD's user as machine object and the player as starting object.
GamingIsLove.Makinom.UI.GlobalMachineHUDClickAction.globalMachine;Global Machine;Select the global machine that will be called.
GamingIsLove.Makinom.UI.SchematicHUDClickAction;Schematic;A schematic is started, using the HUD's user as machine object and the player as starting object.
GamingIsLove.Makinom.UI.SchematicHUDClickAction.schematicAsset;Schematic Asset;"Select a schematic asset that will be used.
The HUD's user is available as 'Machine Object' and the player as starting object.
The HUD's user is also available as local selected data using the data key 'action'."
GamingIsLove.Makinom.UI.SchematicHUDClickAction.updateType;Update Type;Select in which frame update function the machine will be updated.
GamingIsLove.Makinom.UI.SchematicHUDClickAction.inPause;In Pause;The machine will also be upated when the game is paused.
GamingIsLove.Makinom.UI.TaggedMachineHUDClickAction;Tagged Machine;A tagged machine is started, either on the HUD's user or all tagged machines in the scene.
GamingIsLove.Makinom.UI.TaggedMachineHUDClickAction.allTaggedMachines;All Machines;"All available 'Tagged Machine' components in the scene will be used.
If disabled, 'Tagged Machine' components on the user will be used."
GamingIsLove.Makinom.UI.TaggedMachineHUDClickAction.scope;Scope;"Select the scope of tagged machines that will be used:
- Single: A single tagged machine attached to the game object.
- In Children: A single tagged machine attached to the game object or any child object.
- In Parent: A single tagged machine attached to the game object or any parent object.
- From Root: A single tagged machine attached to the game object's root or any child object (from the root).
- All: All tagged machines attached to the game object.
- All In Children: All tagged machines attached to the game object and child objects.
- All In Parent: All tagged machines attached to the game object and parent objects.
- All From Root: All tagged machines attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.UI.TaggedMachineHUDClickAction.neededTags;Needed Tags;Either all or only one of the tags must match.
GamingIsLove.Makinom.UI.TaggedMachineHUDClickAction.tag;Tag;"Define the tag that will be used to start 'Tagged Machine' components.
If the tags of the machine match this tag (and its variable conditions are valid), it will be started."
GamingIsLove.Makinom.UI.ToggleHUDClickAction;Toggle HUDs;Toggles other HUDs on/off.
GamingIsLove.Makinom.UI.ToggleHUDClickAction.hudToggle;HUD;Select the HUD that will be toggled on or off.
GamingIsLove.Makinom.UI.HUDCondition.type;Condition Type;Select the condition that will be checked:
GamingIsLove.Makinom.UI.HUDConditionSettings.needed;Needed;Either all or just one of the conditions needs to be valid.
GamingIsLove.Makinom.UI.GameStateHUDCondition;Game State;Check if game states are active or inactive.
GamingIsLove.Makinom.UI.GeneralConditionTemplateHUDCondition;General Condition Template;Check a general condition template.
GamingIsLove.Makinom.UI.GeneralConditionTemplateHUDCondition.template;Template;Select the general condition template that will be used.
GamingIsLove.Makinom.UI.HasTaggedMachineHUDCondition;Has Tagged Machine;Check if the HUD's user has a tagged machine with defined tags.
GamingIsLove.Makinom.UI.HasTaggedMachineHUDCondition.neededTags;Needed Tags;Either all or only one of the tags must match.
GamingIsLove.Makinom.UI.HasTaggedMachineHUDCondition.tag;Tag;Define the tag that will be checked.
GamingIsLove.Makinom.UI.HUDUserHUDCondition;HUD User;"Check if the HUD's user being a defined content/thing.
Uses 'Tooltip' type HUD checks, but doesn't require a tooltip HUD."
GamingIsLove.Makinom.UI.HUDUserHUDCondition.needed;Needed;Either all or only one user checks must be valid.
GamingIsLove.Makinom.UI.VariableHUDCondition;Variable;Check variable conditions.
GamingIsLove.Makinom.UI.HUDIconBarSettings.iconValue;Icon Value;The value one icon will represent - minimum value is 1.
GamingIsLove.Makinom.UI.HUDIconBarSettings.fromZero;From Zero;"Display the icons from a value of 0 to maximum.
If disabled, icons are displayed from minimum to maximum value.
E.g. 1 icon is 1 value, the current value 4 would display 4 icons from zero, but 3 from a minimum value of 1."
GamingIsLove.Makinom.UI.HUDIconBarSettings.inPercent;In Percent;"The icon value is defined in percent of the maximum value (i.e. full bar).
If disabled, the icon value is defined as is (i.e. each icon represents the defined value)."
GamingIsLove.Makinom.UI.HUDTextSettings.text;Text;The text that will be displayed.
GamingIsLove.Makinom.UI.HUDTextSettings.useContentIcon;Use Content Icon;"Use the icon (texture/sprite) of the content/scene object information.
E.g. uses the HUD's user or the interaction displayed by the HUD."
GamingIsLove.Makinom.UI.HUDTextSettings.useTimeUpdate;Use Time Update;"Automatically update the content in regular intervals.
E.g. enable this to update displayed game time via text code."
GamingIsLove.Makinom.UI.HUDTextSettings.updateEvery;Update Every (s);The time in seconds between updates to the content.
GamingIsLove.Makinom.UI.EastNavigationBarPoint;East;The cardinal direction 'East'.
GamingIsLove.Makinom.UI.BaseNavigationBarPoint.offset;Offset;The offset added to this point's position.
GamingIsLove.Makinom.UI.InteractionNavigationBarPoint;Interaction;Displays interactions.
GamingIsLove.Makinom.UI.InteractionNavigationBarPoint.keepAtEdge;Keep At Edge;Keep the point at the edge of the navigation bar when it's outside the display range.
GamingIsLove.Makinom.UI.InteractionNavigationBarPoint.useObjectContent;Use Object Content;Use the content attached to the game object (e.g. from a 'Scene Object Component').
GamingIsLove.Makinom.UI.NavigationMarkerNavigationBarPoint;Navigation Marker;Displays set navigation markers.
GamingIsLove.Makinom.UI.NavigationMarkerNavigationBarPoint.keepAtEdge;Keep At Edge;Keep the point at the edge of the navigation bar when it's outside the display range.
GamingIsLove.Makinom.UI.NavigationMarkerNavigationBarPoint.markerType;Marker Type;"The type of markers that will be displayed.
This navigation element will only display navigation markers of a matching type."
GamingIsLove.Makinom.UI.NorthNavigationBarPoint;North;The cardinal direction 'North'.
GamingIsLove.Makinom.UI.SeparationNavigationBarPoint;Separation;Displays separations between cardinal directions.
GamingIsLove.Makinom.UI.SeparationNavigationBarPoint.separations;Separations;The number of separations between two cardinal directions.
GamingIsLove.Makinom.UI.SouthNavigationBarPoint;South;The cardinal direction 'South'.
GamingIsLove.Makinom.UI.WestNavigationBarPoint;West;The cardinal direction 'West'.
GamingIsLove.Makinom.UI.AcceptHoldTimeHUDValueBarSettings;Accept Hold Time;Displays the time accept has been held down (both input key and click accept).
GamingIsLove.Makinom.UI.HUDValueBarSettings.type;Value Type;Select which value will be displayed by the value bar:
GamingIsLove.Makinom.UI.InputHoldTimeHUDValueBarSettings;Input Hold Time;Displays the time an input key has been held down (only for input keys using a hold time).
GamingIsLove.Makinom.UI.InputHoldTimeHUDValueBarSettings.inputKey;Input Key;"Select the input key that will be used.
The input key's current hold time will be used.
If the input key isn't held down (or doesn't use hold time), the value bar will remain empty."
GamingIsLove.Makinom.UI.ValueHUDValueBarSettings;Value;Displays a defined value.
GamingIsLove.Makinom.UI.ValueHUDValueBarSettings.value;Value;The current value the bar represents.
GamingIsLove.Makinom.UI.ValueHUDValueBarSettings.useDisplayValue;Use Display Value;"Use a different value as displayed value.
This allows displaying positive and negative changes to the actual value ('Value' setting)."
GamingIsLove.Makinom.UI.ValueHUDValueBarSettings.displayValue;Display Value;The displayed value of the bar.
GamingIsLove.Makinom.UI.ValueHUDValueBarSettings.minValue;Minimum Value;The minimum value (lower limit) of the value bar.
GamingIsLove.Makinom.UI.ValueHUDValueBarSettings.maxValue;Maximum Value;The maximum value (upper limit) of the value bar.
GamingIsLove.Makinom.UI.HUDConditionalSchematic.validSchematicAsset;Valid Schematic;"Select a schematic asset that will be started when the conditions are valid.
Will also be used when the conditions are valid after opening the HUD."
GamingIsLove.Makinom.UI.HUDConditionalSchematic.validAutoStop;Auto Stop;Automatically stop a running 'Valid Schematic' when the condition is no longer valid.
GamingIsLove.Makinom.UI.HUDConditionalSchematic.invalidSchematicAsset;Invalid Schematic;"Select a schematic asset that will be started when the conditions are invalid.
Will also be used when the conditions are invalid after opening the HUD."
GamingIsLove.Makinom.UI.HUDConditionalSchematic.invalidAutoStop;Auto Stop;Automatically stop a running 'Invalid Schematic' when the condition is no longer valid.
GamingIsLove.Makinom.UI.HUDSchematics.beforeOpenSchematicAsset;Before Open Schematic;Select a schematic asset that will be started before opening the HUD (i.e. before using 'Open State Change').
GamingIsLove.Makinom.UI.HUDSchematics.beforeOpenWait;Wait;"Wait for the schematic to finish before actually opening the HUD ('Open State Change').
If disabled, the schematic will play while the HUD opens."
GamingIsLove.Makinom.UI.HUDSchematics.afterOpenSchematicAsset;After Open Schematic;Select a schematic asset that will be started after opening the HUD (i.e. 'Open State Change' finished).
GamingIsLove.Makinom.UI.HUDSchematics.afterOpenWait;Wait;"Wait for the schematic to finish before actually determining the HUD as open (allowing controls).
If disabled, the schematic will play while the HUD can be controlled."
GamingIsLove.Makinom.UI.HUDSchematics.beforeCloseSchematicAsset;Before Close Schematic;Select a schematic asset that will be started before closing the HUD (i.e. before using 'Close State Change').
GamingIsLove.Makinom.UI.HUDSchematics.beforeCloseWait;Wait;"Wait for the schematic to finish before actually closing the HUD ('Close State Change').
If disabled, the schematic will play while the HUD closes."
GamingIsLove.Makinom.UI.HUDSchematics.afterCloseSchematicAsset;After Close Schematic;Select a schematic asset that will be started after closing the HUD (i.e. 'Close State Change' finished).
GamingIsLove.Makinom.UI.HUDSchematics.afterCloseWait;Wait;"Wait for the schematic to finish before actually determining the HUD as closed.
If disabled, the schematic will play while the HUD reports as closed.
Please note that the HUD could already be reused while the schematic is playing when not waiting."
GamingIsLove.Makinom.UI.HUDToggle.hud;HUD;Select the HUD that will be toggled.
GamingIsLove.Makinom.UI.HUDToggle.type;Toggle;"Select how the HUD will be toggled:
- Toggle: The current toggle state will be reversed (i.e. on to off, off to on).
- On: The HUD will be toggled on.
- Off: The HUD will be toggled off."
GamingIsLove.Makinom.UI.CustomTooltipCheck;Custom;Tooltips from custom tooltips will be displayed.
GamingIsLove.Makinom.UI.CustomTooltipCheck.allKeys;All Keys;"All custom tooltip keys will be used.
If disabled, only defined keys will be used."
GamingIsLove.Makinom.UI.CustomTooltipCheck.key;Custom Tooltip Key;Define the custom tooltip key that will be used.
GamingIsLove.Makinom.UI.BaseTooltipCheck.isValid;Is Valid;"The checked tooltip/content must be of the defined type.
If disabled, the tooltip/content mustn't be of the defined type."
GamingIsLove.Makinom.UI.InputsTooltipCheck;Inputs;Tooltips from inputs (e.g. choice buttons) will be displayed.
GamingIsLove.Makinom.UI.SceneObjectTooltipCheck;Scene Object;Tooltips from scene objects will be displayed.
GamingIsLove.Makinom.UI.SceneObjectTooltipCheck.allSceneObjectTypes;All Scene Object Types;"All scene object types will be used.
If disabled, only defined scene object types will be used."
GamingIsLove.Makinom.UI.SceneObjectTooltipCheck.sceneObjectType;Scene Object Type;Select the scene object type that will be used.
GamingIsLove.Makinom.UI.TooltipCheck.type;Tooltip Type;Select which type of tooltip will used:
GamingIsLove.Makinom.UI.ControlHUDSetting;Control;Displays control elements for click and touch input.
GamingIsLove.Makinom.UI.InformationHUDSetting;Information;Displays information, e.g. game time, variables, etc.
GamingIsLove.Makinom.UI.InformationHUDSetting.user;User;"Select which game object is the user of this HUD:
- None: No user.
- Player: The player.
- Selected Data: Game objects stored in the global selected data.
- Selected Object: The currently selected object.
- Find Objects: Search for game objects, range is based on the player's position.
The HUD will be displayed for each user game object."
GamingIsLove.Makinom.UI.InformationHUDSetting.displayWithoutUser;Display Without User;"Show a HUD without a user.
If disabled, this HUD will only be displayed if a user is added (e.g. via an 'Add HUD' component)."
GamingIsLove.Makinom.UI.InformationHUDSetting.dataKey;Data Key;"The key used to store the game objects in the global selected data.
You can store multiple sets of different data by using different keys."
GamingIsLove.Makinom.UI.InformationHUDSetting.searchTimeout;Search Timeout (s);The time in seconds between searching game objects.
GamingIsLove.Makinom.UI.InformationHUDSetting.atObject;Display at Object;Display the HUD at the position of the user's game object.
GamingIsLove.Makinom.UI.InformationHUDSetting.childObject;Child Object;A child object of the user's game object is used.
GamingIsLove.Makinom.UI.InformationHUDSetting.cursorOver;Cursor Over;The HUD is only displayed when the cursor is over the user's game object.
GamingIsLove.Makinom.UI.InformationHUDSetting.offset;Offset;The offset to the position of the user's game object (in screen space).
GamingIsLove.Makinom.UI.InteractionHUDSetting;Interaction;Display available interactions (i.e. an interactable object is inside the trigger of the interaction controller of the player).
GamingIsLove.Makinom.UI.InteractionHUDSetting.placement;HUD Placement;"Select where the HUD is displayed:
- Default: Using the default placement (e.g. when using the 'Unity UI' system, using the defined prefab's position).
- UI Layout: Using a UI layout.
- Interaction: At the position of the interaction's game object.
- Player: At the position of the player's game object."
GamingIsLove.Makinom.UI.InteractionHUDSetting.childObject;Child Object;The HUD is positioned at a child object of the game object.
GamingIsLove.Makinom.UI.InteractionHUDSetting.offset;Offset;Offset added to the game object's position.
GamingIsLove.Makinom.UI.InteractionHUDSetting.interactionSource;Interaction Source;"Select where the interaction is coming from:
- Interaction Control: Only from the selected interaction control of the player.
- Cursor: Only from the game object the cursor is currently placed above.
- Interaction Control First: Uses both IC and cursor, checking the IC first.
- Cursor First: Uses both IC and cursor, checking the cursor first."
GamingIsLove.Makinom.UI.NavigationBarHUDSetting;Navigation Bar;Displays a navigation bar, e.g. cardinal directions, nearby interactions, etc.
GamingIsLove.Makinom.UI.TooltipHUDSetting;Tooltip;Displays information about something the cursor hovers over, e.g. scene objects.
GamingIsLove.Makinom.UI.TooltipHUDSetting.needed;Needed;Either all or only one tooltip checks must be valid.
GamingIsLove.Makinom.UI.InactiveColor.setColor;Set Color;Set the tinting color.
GamingIsLove.Makinom.UI.InactiveColor.color;Color;Select the tinting color.
GamingIsLove.Makinom.UI.NoneUIInputFilterType;None;"Doesn't filter anything and disables all other filters (i.e. shows all inputs).
Uses a bool value input."
GamingIsLove.Makinom.UI.BaseUIInputFilterType.addTooltip;Add Tooltip;"Hovering the cursor over this button will show a tooltip.
The tooltip will use the content and description defined here."
GamingIsLove.Makinom.UI.BaseUIInputFilterType.addDescription;Add Description;Add a description to the input.
GamingIsLove.Makinom.UI.BaseUIInputFilterType.description;Description Content;The description content of this input.
GamingIsLove.Makinom.UI.TextSearchUIInputFilterType;Text Search;"Filters by the input's main content text using a search field to enter text.
Uses a string value input."
GamingIsLove.Makinom.UI.TextSearchUIInputFilterType.isSingleFilter;Single Filter;"This filter can only be used alone.
Other filters will be disabled if this filter is enabled and this filter will be disabled if any other is enabled."
GamingIsLove.Makinom.UI.TextSearchUIInputFilterType.check;Check Type;"The check is valid if:
- Is Equal: The input's content equals the search text.
- Starts With: The input's content starts with the search text.
- Ends With: The input's content ends with the search text.
- Contains: The input's content contains the search text."
GamingIsLove.Makinom.UI.TextSearchUIInputFilterType.ignoreCase;Ignore Case;Ignore upper and lower case lettering.
GamingIsLove.Makinom.UI.TextUIInputFilterType;Text;"Filters by the input's main content text.
Uses a bool value input."
GamingIsLove.Makinom.UI.TextUIInputFilterType.isSingleFilter;Single Filter;"This filter can only be used alone.
Other filters will be disabled if this filter is enabled and this filter will be disabled if any other is enabled."
GamingIsLove.Makinom.UI.TextUIInputFilterType.checkUnavailable;Check Unavailable;"The inputs will be checked if this filter is available.
If no input would be available for this filter, the filter will be unavailable (i.e. can't be used)."
GamingIsLove.Makinom.UI.TextUIInputFilterType.text;Text;The text used to filter the inputs.
GamingIsLove.Makinom.UI.TextUIInputFilterType.check;Check Type;"The check is valid if:
- Is Equal: The input's content equals the defined value.
- Starts With: The input's content starts with the defined value.
- Ends With: The input's content ends with the defined value.
- Contains: The input's content contains the defined value."
GamingIsLove.Makinom.UI.TextUIInputFilterType.ignoreCase;Ignore Case;Ignore upper and lower case lettering.
GamingIsLove.Makinom.UI.UIInputFilter.type;Filter Type;Select how the inputs will be filtered:
GamingIsLove.Makinom.UI.UIInputFilterControlSettings.loop;Loop;The filter selection will loop, e.g. if you press previous at the first filter, the last filter will be selected.
GamingIsLove.Makinom.UI.UIInputFilterControlSettings.nextFilterKey;Next Filter Key;The key used to change to the next filter.
GamingIsLove.Makinom.UI.UIInputFilterControlSettings.previousFilterKey;Previous Filter Key;The key used to change to the previous filter.
GamingIsLove.Makinom.UI.UIInputFilterControlSettings.useFilterKey;Use Filter Key;The key used to use the selected filter.E.g. for bool input filters, the key will toggle the filter on/off.
GamingIsLove.Makinom.UI.VariableUIInputFilterType;Variable;"Filters by the input's variables (from input's schematic context content).
Uses a bool value input."
GamingIsLove.Makinom.UI.VariableUIInputFilterType.isSingleFilter;Single Filter;"This filter can only be used alone.
Other filters will be disabled if this filter is enabled and this filter will be disabled if any other is enabled."
GamingIsLove.Makinom.UI.VariableUIInputFilterType.checkUnavailable;Check Unavailable;"The inputs will be checked if this filter is available.
If no input would be available for this filter, the filter will be unavailable (i.e. can't be used)."
GamingIsLove.Makinom.UI.AcceptInputOption`1;Accept;A button to accept the changes.
GamingIsLove.Makinom.UI.AcceptInputOption`1.acceptOnlyHere;Accept Here Only;"Accepting can only be done using this button.
If disabled, the 'Accept' input key can be used on other inputs to accept the dialogue."
GamingIsLove.Makinom.UI.BaseInputOption`1.addTooltip;Add Tooltip;"Hovering the cursor over this button will show a tooltip.
The tooltip will use the content and description defined here."
GamingIsLove.Makinom.UI.BaseInputOption`1.addDescription;Add Description;Add a description to the input.
GamingIsLove.Makinom.UI.BaseInputOption`1.description;Description Content;The description content of this input.
GamingIsLove.Makinom.UI.CancelInputOption`1;Cancel;A button to cancel the changes.
GamingIsLove.Makinom.UI.CancelInputOption`1.cancelOnlyHere;Cancel Here Only;"Canceling can only be done using this button.
If disabled, the 'Cancel' input key can be used on other inputs to cancel the dialogue."
GamingIsLove.Makinom.UI.CustomDropdownInputOption`1;Custom Dropdown;"A custom dropdown option, changes int variables or int PlayerPrefs.
A dropdown shows a list of options, the selected option's index will be used."
GamingIsLove.Makinom.UI.CustomDropdownInputOption`1.isPlayerPrefs;Is PlayerPrefs;Use PlayerPrefs instead of variables.
GamingIsLove.Makinom.UI.CustomDropdownInputOption`1.playerPrefsKey;PlayerPrefs Key;Define the key of the int variable.
GamingIsLove.Makinom.UI.CustomDropdownInputOption`1.variable;Variable Key;Define the key of the int variable.
GamingIsLove.Makinom.UI.CustomInputOption`1;Custom;A custom option, changes variables or PlayerPrefs.
GamingIsLove.Makinom.UI.CustomInputOption`1.isPlayerPrefs;Is PlayerPrefs;Use PlayerPrefs instead of variables.
GamingIsLove.Makinom.UI.CustomInputOption`1.playerPrefsKey;PlayerPrefs Key;Define the key of the variable.
GamingIsLove.Makinom.UI.CustomInputOption`1.variable;Variable Key;Define the key of the variable.
GamingIsLove.Makinom.UI.CustomInputOption`1.inputType;Input Type;"Select the type of the input value (variable):
- String: A string variable.
- Bool: A bool variable.
- Float: A float variable.
- Int: An int variable (uses float for PlayerPrefs).
The initial value of the input will be taken from the used variable."
GamingIsLove.Makinom.UI.CustomInputOption`1.loop;Loop;"Loop the value input.
Decreasing at the minimum value will set to maximum value, increasing at the maximum value will set to minimum value."
GamingIsLove.Makinom.UI.CustomInputOption`1.minValue;Minimum Value;The minimum value (lower limit) of the field.
GamingIsLove.Makinom.UI.CustomInputOption`1.maxValue;Maximum Value;The maximum value (upper limit) of the field.
GamingIsLove.Makinom.UI.CustomInputOption`1.valueChange;Value Change;The value that will be added/subtracted from the field per input.
GamingIsLove.Makinom.UI.CustomInputOption`1.formatting;Formatting;"Define how float values will be formatted when using text codes (, , , , ).
E.g. '0' will display whole numbers (e.g. 5), '0.0' will display 1 decimal (e.g. 2.5), etc."
GamingIsLove.Makinom.UI.GlobalVolumeInputOption`1;Global Volume;Changes the global volume (0-1).
GamingIsLove.Makinom.UI.GlobalVolumeInputOption`1.volumeAsInt;Int Volume;"Display the volume as an integer, i.e. a value from 0 to 10.
If disabled, the volume will be displayed as a float, i.e. 0 to 1."
GamingIsLove.Makinom.UI.GlobalVolumeInputOption`1.loop;Loop;"Loop the value input.
Decreasing at the minimum value will set to maximum value, increasing at the maximum value will set to minimum value."
GamingIsLove.Makinom.UI.GlobalVolumeInputOption`1.formatting;Formatting;"Define how float values will be formatted when using text codes (, , , , ).
E.g. '0' will display whole numbers (e.g. 5), '0.0' will display 1 decimal (e.g. 2.5), etc."
GamingIsLove.Makinom.UI.InputOption`1.type;Option Type;Select the type of the option:
GamingIsLove.Makinom.UI.InputOption`1.isLiveUpdate;Live Update;"Update the real value when changing the input's value.
Canceling the dialogue will reset to the original value.
If disabled, the value will only be updated when accepting the dialogue."
GamingIsLove.Makinom.UI.InputOption`1.keepLiveUpdateValue;Keep Value;"The value will not be reset when leaving without accepting the changes.
I.e. the live value will be used in any case."
GamingIsLove.Makinom.UI.MusicVolumeInputOption`1;Music Volume;Changes the music volume (0-1).
GamingIsLove.Makinom.UI.MusicVolumeInputOption`1.volumeAsInt;Int Volume;"Display the volume as an integer, i.e. a value from 0 to 10.
If disabled, the volume will be displayed as a float, i.e. 0 to 1."
GamingIsLove.Makinom.UI.MusicVolumeInputOption`1.loop;Loop;"Loop the value input.
Decreasing at the minimum value will set to maximum value, increasing at the maximum value will set to minimum value."
GamingIsLove.Makinom.UI.MusicVolumeInputOption`1.useMusicChannel;Use Music Channel;"Change the volume of a music channel.
If disabled, the master music volume (affecting all music channels) will be used."
GamingIsLove.Makinom.UI.MusicVolumeInputOption`1.musicChannel;Music Channel;Define the music channel that will be changed.
GamingIsLove.Makinom.UI.MusicVolumeInputOption`1.formatting;Formatting;"Define how float values will be formatted when using text codes (, , , , ).
E.g. '0' will display whole numbers (e.g. 5), '0.0' will display 1 decimal (e.g. 2.5), etc."
GamingIsLove.Makinom.UI.MuteGlobalVolumeInputOption`1;Mute Global Volume;Mutes or unmutes the global volume.
GamingIsLove.Makinom.UI.MuteMusicVolumeInputOption`1;Mute Music Volume;Mutes or unmutes the music volume.
GamingIsLove.Makinom.UI.MuteMusicVolumeInputOption`1.useMusicChannel;Use Music Channel;"Change the volume of a music channel.
If disabled, the master music volume (affecting all music channels) will be used."
GamingIsLove.Makinom.UI.MuteMusicVolumeInputOption`1.musicChannel;Music Channel;Define the music channel that will be changed.
GamingIsLove.Makinom.UI.MuteSoundVolumeInputOption`1;Mute Sound Volume;Mutes or unmutes the sound volume.
GamingIsLove.Makinom.UI.MuteSoundVolumeInputOption`1.useSoundChannel;Use Sound Channel;"Change the volume of a sound channel.
If disabled, the master sound volume (affecting all sound channels) will be used."
GamingIsLove.Makinom.UI.MuteSoundVolumeInputOption`1.soundChannel;Sound Channel;Define the sound channel that will be changed.
GamingIsLove.Makinom.UI.SaveConfirmationInputOption`1;Save Confirmation;"Show the save question dialogue to confirm saving.
Only used if using the save question dialogue is enabled."
GamingIsLove.Makinom.UI.SchematicInputOption`1;Schematic;A button to start a schematic.
GamingIsLove.Makinom.UI.SchematicInputOption`1.schematic;Schematic;Select a schematic asset that will be started.
GamingIsLove.Makinom.UI.SoundVolumeInputOption`1;Sound Volume;Changes the sound volume (0-1).
GamingIsLove.Makinom.UI.SoundVolumeInputOption`1.volumeAsInt;Int Volume;"Display the volume as an integer, i.e. a value from 0 to 10.
If disabled, the volume will be displayed as a float, i.e. 0 to 1."
GamingIsLove.Makinom.UI.SoundVolumeInputOption`1.loop;Loop;"Loop the value input.
Decreasing at the minimum value will set to maximum value, increasing at the maximum value will set to minimum value."
GamingIsLove.Makinom.UI.SoundVolumeInputOption`1.useSoundChannel;Use Sound Channel;"Change the volume of a sound channel.
If disabled, the master sound volume (affecting all sound channels) will be used."
GamingIsLove.Makinom.UI.SoundVolumeInputOption`1.soundChannel;Sound Channel;Define the sound channel that will be changed.
GamingIsLove.Makinom.UI.SoundVolumeInputOption`1.formatting;Formatting;"Define how float values will be formatted when using text codes (, , , , ).
E.g. '0' will display whole numbers (e.g. 5), '0.0' will display 1 decimal (e.g. 2.5), etc."
GamingIsLove.Makinom.UI.TextSpeedInputOption`1;Text Speed;Changes the speed of text typing in UI boxes.
GamingIsLove.Makinom.UI.TextSpeedInputOption`1.minTextSpeed;Minimum Text Speed;"The minimum text speed that can be set.
The text speed defined in UI boxes will be divided by the text speed option.
If the text speed is set to 0, text typing will be deactivated."
GamingIsLove.Makinom.UI.TextSpeedInputOption`1.maxTextSpeed;Maximum Text Speed;"The maximum text speed that can be set.
The text speed defined in UI boxes will be divided by the text speed option.
If the text speed is set to 0, text typing will be deactivated."
GamingIsLove.Makinom.UI.UICircleLayoutSettings;Circle;Arranges content by placing it in a circle.
GamingIsLove.Makinom.UI.UICircleLayoutSettings.anchor;Anchor;"Select the anchor for placing the content within the available bounds.
The anchor defines the center of the circle, e.g. 'Middle Center' will place the center of the circle in the center of the available bounds."
GamingIsLove.Makinom.UI.UICircleLayoutSettings.padding;Padding;The padding added at the borders of the available bounds - left (x), top (y), right (z) and bottom (w).
GamingIsLove.Makinom.UI.UICircleLayoutSettings.radius;Circle Radius;Define the radius of the circle.
GamingIsLove.Makinom.UI.UICircleLayoutSettings.degree;Circle Degree;"Define the degree of the circle that will be used.
360 is a full circle, 180 is a half circle, etc."
GamingIsLove.Makinom.UI.UICircleLayoutSettings.firstOffset;First Content Offset;"The offset in degrees the first content will be placed at on the circle.
The offset will be added clockwise to the top point of the circle, i.e. 0 will be at the top, 90 will be at the right side, 180 will be at the bottom and 270 will be at the left side."
GamingIsLove.Makinom.UI.UICircleLayoutSettings.useFixedOffset;Use Fixed Offset;"Use a fixed offset between content.
If disabled, the offset between content is determined by the number of content and the 'Circle Degree'."
GamingIsLove.Makinom.UI.UICircleLayoutSettings.fixedOffset;Fixed Offset;The offset in degrees between content.
GamingIsLove.Makinom.UI.UICircleLayoutSettings.contentAnchor;Content Anchor;"Select the anchor for placing content in relation to its position on the circle.
This defines which corner of the content will be placed on its circle position."
GamingIsLove.Makinom.UI.UICircleLayoutSettings.invert;Invert;The list will be reversed.
GamingIsLove.Makinom.UI.UIBaseLayoutSettings.useMove;Use Move;"UI boxes will be moved to their new positions.
A UI box will not be moved when setting it to its initial position in the layout."
GamingIsLove.Makinom.UI.UIBaseLayoutSettings.moveTime;Time (s);The time in seconds used to move.
GamingIsLove.Makinom.UI.UIColumnLayoutSettings;Column;Arranges content in columns.
GamingIsLove.Makinom.UI.UIColumnLayoutSettings.anchor;Anchor;Select the anchor for placing the content within the available bounds.
GamingIsLove.Makinom.UI.UIColumnLayoutSettings.padding;Padding;The padding added at the borders of the available bounds - left (x), top (y), right (z) and bottom (w).
GamingIsLove.Makinom.UI.UIColumnLayoutSettings.spacing;Spacing;"The space between added content.
X = horizontal space
Y = vertical space"
GamingIsLove.Makinom.UI.UIColumnLayoutSettings.filling;Filling;"Defines how the content will be filled into the column layout.
Either 'Vertical' or 'Horizontal'."
GamingIsLove.Makinom.UI.UIColumnLayoutSettings.fillCount;Fill Count;"Define the number of content per column/row.
Vertical: The number of content per column.
Horizontal: The number of content per row."
GamingIsLove.Makinom.UI.UIColumnLayoutSettings.invertHorizontal;Invert Horizontal;Horizontal filling of a row will be reversed.
GamingIsLove.Makinom.UI.UIColumnLayoutSettings.invertVertical;Invert Vertical;Vertical filling of a column will be reversed.
GamingIsLove.Makinom.UI.UIColumnLayoutSettings.contentAnchor;Content Anchor;Select the anchor for placing content in relation to other content in the same column.
GamingIsLove.Makinom.UI.UIColumnLayoutSettings.columnAlignment;Column Alignment;"Select how columns of content will be aligned.
Columns will be aligned using the column with the highest height."
GamingIsLove.Makinom.UI.UIColumnLayoutSettings.alignRowHeight;Align Row Height;The height of all rows will be aligned to the highest row height.
GamingIsLove.Makinom.UI.UIColumnLayoutSettings.alignColumnWidth;Align Column Width;The width of all columns will be aligned to the highest column width.
GamingIsLove.Makinom.UI.UIGridLayoutSettings;Grid;Arranges content in a grid.
GamingIsLove.Makinom.UI.UIGridLayoutSettings.anchor;Anchor;Select the anchor for placing the content within the available bounds.
GamingIsLove.Makinom.UI.UIGridLayoutSettings.padding;Padding;The padding added at the borders of the available bounds - left (x), top (y), right (z) and bottom (w).
GamingIsLove.Makinom.UI.UIGridLayoutSettings.spacing;Spacing;"The space between added content.
X = horizontal space
Y = vertical space"
GamingIsLove.Makinom.UI.UIGridLayoutSettings.filling;Filling;"Defines how the content will be filled into the grid layout.
Either 'Vertical' or 'Horizontal'."
GamingIsLove.Makinom.UI.UIGridLayoutSettings.fillCount;Fill Count;"Define the number of content per column/row.
Vertical: The number of content per column.
Horizontal: The number of content per row."
GamingIsLove.Makinom.UI.UIGridLayoutSettings.invertHorizontal;Invert Horizontal;Horizontal filling of a row will be reversed.
GamingIsLove.Makinom.UI.UIGridLayoutSettings.invertVertical;Invert Vertical;Vertical filling of a column will be reversed.
GamingIsLove.Makinom.UI.UIGridLayoutSettings.contentAnchor;Content Anchor;Select the anchor for placing content in relation to other content in the same row/column.
GamingIsLove.Makinom.UI.UIListLayoutSettings;List;Arranges content in a vertical or horizontal.
GamingIsLove.Makinom.UI.UIListLayoutSettings.anchor;Anchor;Select the anchor for placing the content within the available bounds.
GamingIsLove.Makinom.UI.UIListLayoutSettings.padding;Padding;The padding added at the borders of the available bounds - left (x), top (y), right (z) and bottom (w).
GamingIsLove.Makinom.UI.UIListLayoutSettings.spacing;Spacing;The space between added content.
GamingIsLove.Makinom.UI.UIListLayoutSettings.fill;List Fill;"Defines how the content will be filled into the list.
Either 'Vertical' or 'Horizontal'."
GamingIsLove.Makinom.UI.UIListLayoutSettings.fillAnchor;Fill Anchor;Select the anchor for placing content in relation to other content in the list.
GamingIsLove.Makinom.UI.UIListLayoutSettings.alignSize;Align Size;"Vertical: The height for placing content will be aligned to the highest content height.
Horizontal: The width for placing content will be aligned to the highest content width."
GamingIsLove.Makinom.UI.UIListLayoutSettings.invert;Invert;The list will be reversed.
GamingIsLove.Makinom.UI.MultiBoxLayoutSettings.type;Multi-Box Layout;"Select how multiple UI boxes will be placed:
- Offset: Adds an offset to each UI box.
- Relative Offset: Adds an offset based on the position of the previous UI box.
- UI Layout: Uses a defined UI layout to place the UI boxes, ignores the position and anchor of the added UI boxes.
- None: No layout changes, uses the UI boxes as they are defined."
GamingIsLove.Makinom.UI.MultiBoxLayoutSettings.offset;Offset;The offset added to the position per UI box.
GamingIsLove.Makinom.UI.MultiBoxLayoutSettings.relativeTo;Relative To;Select the corner of the UI box an additional box's position will be relative to.
GamingIsLove.Makinom.UI.UIOffsetLayoutSettings;Offset;Arranges content by adding an offset between each added content's position.
GamingIsLove.Makinom.UI.UIOffsetLayoutSettings.anchor;Anchor;Select the anchor for placing the content within the available bounds.
GamingIsLove.Makinom.UI.UIOffsetLayoutSettings.padding;Padding;The padding added at the borders of the available bounds - left (x), top (y), right (z) and bottom (w).
GamingIsLove.Makinom.UI.UIOffsetLayoutSettings.offset;Offset;The offset between added content.
GamingIsLove.Makinom.UI.UIOffsetLayoutSettings.relativeTo;Relative To;Select the corner of the previous content the next content's position will be relative to.
GamingIsLove.Makinom.UI.UIOffsetLayoutSettings.invert;Invert;The content will be reversed.
GamingIsLove.Makinom.UI.UIRowLayoutSettings;Row;Arranges content in rows.
GamingIsLove.Makinom.UI.UIRowLayoutSettings.anchor;Anchor;Select the anchor for placing the content within the available bounds.
GamingIsLove.Makinom.UI.UIRowLayoutSettings.padding;Padding;The padding added at the borders of the available bounds - left (x), top (y), right (z) and bottom (w).
GamingIsLove.Makinom.UI.UIRowLayoutSettings.spacing;Spacing;"The space between added content.
X = horizontal space
Y = vertical space"
GamingIsLove.Makinom.UI.UIRowLayoutSettings.filling;Filling;"Defines how the content will be filled into the row layout.
Either 'Vertical' or 'Horizontal'."
GamingIsLove.Makinom.UI.UIRowLayoutSettings.fillCount;Fill Count;"Define the number of content per column/row.
Vertical: The number of content per column.
Horizontal: The number of content per row."
GamingIsLove.Makinom.UI.UIRowLayoutSettings.invertHorizontal;Invert Horizontal;Horizontal filling of a row will be reversed.
GamingIsLove.Makinom.UI.UIRowLayoutSettings.invertVertical;Invert Vertical;Vertical filling of a column will be reversed.
GamingIsLove.Makinom.UI.UIRowLayoutSettings.contentAnchor;Content Anchor;Select the anchor for placing content in relation to other content in the same row.
GamingIsLove.Makinom.UI.UIRowLayoutSettings.rowAlignment;Row Alignment;"Select how rows of content will be aligned.
Rows will be aligned using the row with the highest width."
GamingIsLove.Makinom.UI.UIRowLayoutSettings.alignRowHeight;Align Row Height;The height of all rows will be aligned to the highest row height.
GamingIsLove.Makinom.UI.UIRowLayoutSettings.alignColumnWidth;Align Column Width;The width of all columns will be aligned to the highest column width.
GamingIsLove.Makinom.UI.UILayoutSelection.layout;UI Layout;Select the UI layout that will be used.
GamingIsLove.Makinom.UI.UILayoutSelection.sharedLayout;Shared Layout;"Use the shared layout.
If disabled, creates a new instance of the selected layout."
GamingIsLove.Makinom.UI.ActorPortraitSelection.actorID;Actor;Select the actor who's portrait will be used.
GamingIsLove.Makinom.UI.ActorPortraitSelection.portraitType;Portrait Type;"Select the portrait type that will be displayed.
If the actor doesn't have the selected portrait type, no portrait will be displayed."
GamingIsLove.Makinom.UI.PortraitSelection.portraitType;Portrait Type;"Select the portrait type that will be displayed.
If the content doesn't have the selected portrait type, no portrait will be displayed."
GamingIsLove.Makinom.UI.UIAudioSelection.type;Audio Type;"Select which audio clip will be played.
You can use UI audio clips (e.g. accept) or a custom audio clip."
GamingIsLove.Makinom.UI.UIAudioSelection.audioClip;Audio Clip;Select the audio clip that will be played.
GamingIsLove.Makinom.UI.UIAudioSelection.channel;Sound Channel;"Define the sound channel that will used.
The default channel is 0."
GamingIsLove.Makinom.UI.UIAudioSelection.volume;Volume;The volume used to play the audio clip (between 0 and 1).
GamingIsLove.Makinom.UI.UICustomInputSettings.useHoldAccept;Use Hold Accept;"Select if input overrides the UI box's hold accept setting:
- Default: Uses the UI box's hold accept setting.
- Yes: This input uses hold accept.
- No: This input doesn't use hold accept."
GamingIsLove.Makinom.UI.UICustomInputSettings.highlightInput;Highlight Input;Highlight the input with a defined color.
GamingIsLove.Makinom.UI.UICustomInputSettings.highlightColor;Color;Select the color used to highlight the input.
GamingIsLove.Makinom.UI.UIMatrixSettings.padding;UI Padding;The padding added to UI at the borders of the screen - left (x), top (y), right (z) and bottom (w).
GamingIsLove.Makinom.UI.UIMatrixSettings.scaleMode;UI Scale Mode;"Select how the UI will be changed to match different screen resolutions:
- Stretch To Fill: The UI will be stretched to fill the complete screen. The UI always fits the screen, but can be distorted.
- Scale And Crop: The UI will be scaled to match the biggest value (width or height) of the screen. Some parts of the UI can be placed outside of the screen.
- Scale To Fit: The UI will be scaled to match the smallest value (width or height) of the screen. The UI always fits the screen.
- No Scale: The UI won't be scaled. Some parts of the UI can be placed outside of the screen."
GamingIsLove.Makinom.UI.UIMatrixSettings.anchor;UI Anchor;Select the anchor of the UI when scaling/placing for different resolutions and aspect ratios.
GamingIsLove.Makinom.UI.DragDropSettings.dropLayerMask;Layer Mask;"Select the layer the raycast will use.
Only objects on this layer can be hit by the raycast."
GamingIsLove.Makinom.UI.DragDropSettings.dropRayDistance;Distance;The distance the raycast will use (from the camera).
GamingIsLove.Makinom.UI.DragDropSettings.dropInteractionUse;Find Interaction;"Select how interaction components are found on the hit game object:
- Only Hit: Only on the hit game object.
- In Children: On the hit game object and it's child objects.
- In Parent: On the hit game object and it's parent objects.
- In Children First: First checks 'In Children', of nothing was found, checks 'In Parent'.
- In Parent First: First checks 'In Parent', of nothing was found, checks 'In Children'.
- All: Uses both 'In Children' and 'In Parent'."
GamingIsLove.Makinom.UI.DragDropSettings.dropInteractionFromRoot;From Root;Interactions will be taken from the root game object of the hit game object.
GamingIsLove.Makinom.UI.DragDropSettings.dragSetSelection;Drag Set Selection;Dragging a choice button will select it.
GamingIsLove.Makinom.UI.DragDropSettings.dropSetSelection;Drop Set Selection;Dropping a drag on a choice button will select it.
GamingIsLove.Makinom.UI.DragDropSettings.dragBlockTooltips;Block Tooltips;Block tooltips while dragging.
GamingIsLove.Makinom.UI.DragDropSettings.dragEndTimeout;Drag End Timeout (s);The time in seconds after a drag (or click drag) ends and still prevents clicks on UI buttons.
GamingIsLove.Makinom.UI.DragDropSettings.dragCancelKey;Cancel Drag Key;Select the input key used to cancel dragging.
GamingIsLove.Makinom.UI.DragNotificationSettings.showDrag;Show Drag;Display a UI box while dragging, showing the dragged content information.
GamingIsLove.Makinom.UI.DragNotificationSettings.dragBoxSettings;Drag Box;Select the GUI box used to display drag information (e.g. name of an ability).
GamingIsLove.Makinom.UI.DragNotificationSettings.useContentIcon;Use Content Icon;Use the icon (texture/sprite) of the dragged content.
GamingIsLove.Makinom.UI.DragNotificationSettings.useTitle;Show Title;Display a title in the title content of the used UI box.
GamingIsLove.Makinom.UI.DragNotificationSettings.title;Title Content;The title content of the box.
GamingIsLove.Makinom.UI.DragNotificationSettings.message;Message Content;The content displayed in the drag notification.
GamingIsLove.Makinom.UI.DragNotificationSettings.showPortraits;Show Portraits;Show portraits when displaying the drag notification.
GamingIsLove.Makinom.UI.NoneUISystem;None;No UI system is used.
GamingIsLove.Makinom.Schematics.SchematicLegacyAnimation.nameValue;Animation Name;Set the name of the animation clip.
GamingIsLove.Makinom.Schematics.SchematicLegacyAnimation.setLayer;Set Layer;Set the layer of the animation.
GamingIsLove.Makinom.Schematics.SchematicLegacyAnimation.layerValue;Animation Layer;Set the animation layer for this animation clip.
GamingIsLove.Makinom.Schematics.SchematicLegacyAnimation.setSpeed;Set Speed;"Set the playback speed of the animation based on a formula, e.g.:
- 1 results in the normal playback speed.
- 2 results in double playback speed, i.e. the animations will be twice as fast.
- 0.5 results in halve playback speed, i.e. the animation will be halve as slow.
Everything below 0 results in playing animations backwards."
GamingIsLove.Makinom.Schematics.SchematicLegacyAnimation.speedValue;Speed Value;"Define the playback speed.
1 is the normal playback speed, above 1 will play faster, below 1 will play slower."
GamingIsLove.Makinom.Schematics.SchematicLegacyAnimation.playType;Play Type;"Select how the animation will be played:
- Play: Plays animation without any blending.
- Cross Fade: Fades the animation in over a period of time and fades other animations out.
- Blend: Blends the animation towards a target weight over time.
- Play Queued: Plays an animation after previous animations finished playing.
- Cross Fade Queued: Cross fades an animation after previous animations finished playing.
- Stop: Stops the animation (or all animations).
- Sample: Samples the animation at the current state."
GamingIsLove.Makinom.Schematics.SchematicLegacyAnimation.playMode;Play Mode;Select how other animations will be handled, either StopSameLayer or StopAll.
GamingIsLove.Makinom.Schematics.SchematicLegacyAnimation.fadeValue;Fade Length;The time in seconds used to fade from the previous animation to the new one.
GamingIsLove.Makinom.Schematics.SchematicLegacyAnimation.weightValue;Target Weight;The target weight to blend to.
GamingIsLove.Makinom.Schematics.SchematicLegacyAnimation.queueMode;Queue Mode;Select how other animations will be handled, either CompleteOthers or PlayNow.
GamingIsLove.Makinom.Schematics.SchematicLegacyAnimation.stopAll;Stop All;"Stop all animations.
If disabled, only the defined animation will be stopped."
GamingIsLove.Makinom.Schematics.SchematicMecanimParameter.name;Parameter Name;The name of the parameter.
GamingIsLove.Makinom.Schematics.SchematicMecanimParameter.type;Parameter Type;Select the type of the value that will be set.
GamingIsLove.Makinom.Schematics.SchematicMecanimParameter.bToggle;Toggle;"Toggle the current bool value.
If disabled, the bool value will be set to the defined value."
GamingIsLove.Makinom.Schematics.SchematicMecanimParameter.bVal;Bool Value;The value the parameter that will be set to.
GamingIsLove.Makinom.Schematics.SchematicMecanimParameter.add;Add;Add the value to the current value.
GamingIsLove.Makinom.Schematics.SchematicMecanimParameter.value;Value;The value the parameter will be set to.
GamingIsLove.Makinom.Schematics.SchematicMecanimParameter.resetTrigger;Reset Trigger;Reset the trigger to false.
GamingIsLove.Makinom.Schematics.AnimationStateMachineAssetSetting.schematicAsset;Schematic Asset;Select the schematic asset that will be used.
GamingIsLove.Makinom.Schematics.AnimationStateMachineAssetSetting.executionType;Execution Type;"Select how this machine will be executed:
- Single: The machine can be executed once at the same time, i.e. it can't be executed again while it's already running.
- Multi: The machine can be executed multiple times at the same time.
- Blocking: The machine can be executed once at the same time, other 'Blocking' machines can't be executed while this machine is running."
GamingIsLove.Makinom.Schematics.AnimationStateMachineAssetSetting.updateType;Update Type;Select in which frame update function this machine will be updated.
GamingIsLove.Makinom.Schematics.AnimationStateMachineAssetSetting.inPause;In Pause;The machine will also be upated when the game is paused.
GamingIsLove.Makinom.Schematics.AnimationStateMachineAssetSetting.setPriority;Set Priority;Set a priority for this machine.
GamingIsLove.Makinom.Schematics.AnimationStateMachineAssetSetting.priority;Priority;"TThe priority of this machine.
The priority of machines decides which machine will be performed before other machines.
Priority machines are sorted descending by their priority, i.e. the highest priority number will be the first machine to execute."
GamingIsLove.Makinom.Schematics.AnimationStateMachineAssetSetting.machineType;Machine Type;"Select the type of the machine.
The machine type can be used to display different 'Interaction' HUDs or allow interaction with different 'Interaction Controller' components."
GamingIsLove.Makinom.Schematics.AnimationStateMachineAssetSetting.startDelayTime;Start Delay Time (s);The time in seconds before starting the machine.
GamingIsLove.Makinom.Schematics.AnimationStateMachineAssetSetting.endDelayTime;End Delay Time (s);The time in seconds before ending the machine.
GamingIsLove.Makinom.Schematics.AnimationStateMachineAssetSetting.autoStop;Auto Stop;Automatically stop the machine if the start requirements (e.g. game state conditions) aren't valid any longer.
GamingIsLove.Makinom.Schematics.AnimationStateMachineAssetSetting.autoStopCheckTime;Check Time (s);"The time in seconds between auto stop checks.
A check time of 0 will check each frame."
GamingIsLove.Makinom.Schematics.AnimationStateMachineConditionSetting.checkVariables;Check Variables;Use variable conditions to determine if the machine can start.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.schematicAsset;Schematic Asset;Select the schematic asset that will be used.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.executionType;Execution Type;"Select how this machine will be executed:
- Single: The machine can be executed once at the same time, i.e. it can't be executed again while it's already running.
- Multi: The machine can be executed multiple times at the same time.
- Blocking: The machine can be executed once at the same time, other 'Blocking' machines can't be executed while this machine is running."
GamingIsLove.Makinom.Schematics.MachineAssetSetting.updateType;Update Type;Select in which frame update function the machine will be updated.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.inPause;In Pause;The machine will also be upated when the game is paused.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.setPriority;Set Priority;Set a priority for this machine.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.priority;Priority;"The priority of this machine.
The priority of machines decides which machine will be performed before other machines.
Priority machines are sorted descending by their priority, i.e. the highest priority number will be the first machine to execute."
GamingIsLove.Makinom.Schematics.MachineAssetSetting.machineType;Machine Type;"Select the machine type of this machine.
The machine type can be used to display different 'Interaction' HUDs or allow interaction with different 'Interaction Controller' components."
GamingIsLove.Makinom.Schematics.MachineAssetSetting.stopOnDestroy;Stop On Destroy;The game object's running schematic will be stopped when the machine's game object is destroyed.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.endAction;Machine End Action;"Select the action that will be performed when the machine finished executing:
- None: Nothing happens.
- Disable: The game object will be disabled.
- Destroy: The game object will be destroyed."
GamingIsLove.Makinom.Schematics.MachineAssetSetting.startDelayTime;Start Delay Time (s);The time in seconds before starting the machine.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.endDelayTime;End Delay Time (s);The time in seconds before ending the machine.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.turnStartingObject;Turn Starting Object;Turn the starting game object to face the machine's game object.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.turnMachineObject;Turn Machine Object;Turn the machine's game object to face the starting game object.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.turnRestoreMachineObject;Reset Rotation;Reset the machine object's rotation after the interaction finished.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.autoStop;Auto Stop;Automatically stop the machine if the start requirements (e.g. game state conditions) aren't valid any longer.
GamingIsLove.Makinom.Schematics.MachineAssetSetting.autoStopCheckTime;Check Time (s);"The time in seconds between auto stop checks.
A check time of 0 will check each frame."
GamingIsLove.Makinom.Schematics.MachineChangeAfterSetting.setVariables;Set Variables;Set variables after the machine finished executing.
GamingIsLove.Makinom.Schematics.MachineComponentSetup.type;Component Type;Select the machine component that will be used:
GamingIsLove.Makinom.Schematics.MachineStartVariableSetting.setStartVariables;Set Start Variables;"Change local variables of the machine when starting it.
You can use this to reuse schematics and do different things based on the start variables, e.g. a machine loading a new scene can have the scene defined as a start variable."
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting;Animation;Starts upon animation callbacks, e.g. mecanim root motion.
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.isAnimatorIK;Animator IK;Starts before updating the internal IK system of an animator (OnAnimatorIK).
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.isAnimatorMove;Animator Move;Starts each frame after state machines and animations have been evaluated, but before 'Animator IK' (OnAnimatorMove).
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.isJointBreak;Joint Break;Starts when a joint attached to the game object breaks (OnJointBreak).
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.isAnimationEvent;Animation Event;"Starts when receiving an animation event without any parameter.
Can also be used by UI components when firing UnityEvents."
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.isAnimationEventInt;Animation Event (int);"Starts when receiving an animation event with an int parameter.
The parameter is available as local int variable via the variable key 'parameter'.
Can also be used by UI components when firing UnityEvents."
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.isAnimationEventFloat;Animation Event (float);"Starts when receiving an animation event with a float parameter.
The parameter is available as local float variable via the variable key 'parameter'.
Can also be used by UI components when firing UnityEvents."
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.isAnimationEventString;Animation Event (string);"Starts when receiving an animation event with a string parameter.
The parameter is available as local string variable via the variable key 'parameter'.
Can also be used by UI components when firing UnityEvents."
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.isUIGameObject;UI Game Object;"Starts when used by UI components firing UnityEvents with a game object parameter.
The used game object will be the starting object of the machine."
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.checkLayerIndex;Check Layer Index;Check the index of the layer the animation state.
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.layerCheck;Check Type;"The check is valid if the layer index is equal, not equal, less or greater than the defined value.
Range inclusive checks if the layer index is between two defined values, including the values.
Range exclusive checks if the layer index is between two defined values, excluding the values.
Approximately checks if the layer index is similar to the defined value."
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.checkBreakForce;Check Break Force;Check the break force that was applied to the joint.
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.breakForceCheck;Check Type;"The check is valid if the break force is equal, not equal, less or greater than the defined value.
Range inclusive checks if the break force is between two defined values, including the values.
Range exclusive checks if the break force is between two defined values, excluding the values.
Approximately checks if the break force is similar to the defined value."
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.checkParameter;Check Parameter;Check the int/float parameter of the animation event.
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.parameterCheck;Check Type;"The check is valid if the parameter is equal, not equal, less or greater than the defined value.
Range inclusive checks if the parameter is between two defined values, including the values.
Range exclusive checks if the parameter is between two defined values, excluding the values.
Approximately checks if the parameter is similar to the defined value."
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.checkStringParameter;Check Parameter;Check the string parameter of the animation event.
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.stringParameterCheck;Check Type;"The check is valid if:
- Is Equal: The current value equals the defined value.
- Starts With: The current value starts with the defined value.
- Ends With: The current value ends with the defined value.
- Contains: The current value contains the defined value."
GamingIsLove.Makinom.Schematics.AnimationMachineStartSetting.stringParameterValue;String Value;Define the value that will be used.
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.isStateMachineEnter;State Machine Enter;Starts when first transitioning into the state's state machine (OnStateMachineEnter).
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.isStateMachineExit;State Machine Exit;Starts when transitioning into another state machine, i.e. leaving the state's state machine (OnStateMachineExit).
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.isStateEnter;State Enter;Starts when first entering this state (OnStateEnter).
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.isStateExit;State Exit;Starts when exiting this state (OnStateExit).
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.isStateIK;State IK;Starts before updating the internal IK system of an animator (OnStateIK).
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.isStateMove;State Move;Starts each frame after state machines and animations have been evaluated, but before IK (OnStateMove).
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.isStateUpdate;State Update;Starts each update frame while playing the state, except first and last frame (OnStateUpdate).
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.checkPathHash;Check Path Hash;Check the state machine's full path hash.
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.pathHashCheck;Check Type;"The check is valid if the path hash is equal, not equal, less or greater than the defined value.
Range inclusive checks if the path hash is between two defined values, including the values.
Range exclusive checks if the path hash is between two defined values, excluding the values.
Approximately checks if the path hash is similar to the defined value."
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.checkLayerIndex;Check Layer Index;"Check the index of the layer the animation state.
If 'State Machine Enter' or 'State Machine Exit' start type is used, this will check the state machine path hash."
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.layerCheck;Check Type;"The check is valid if the layer index is equal, not equal, less or greater than the defined value.
Range inclusive checks if the layer index is between two defined values, including the values.
Range exclusive checks if the layer index is between two defined values, excluding the values.
Approximately checks if the layer index is similar to the defined value."
GamingIsLove.Makinom.Schematics.AnimationStateMachineStartSetting.checkGameStates;Check Game States;Check if game states are active or inactive.
GamingIsLove.Makinom.Schematics.ApplicationMachineStartSetting;Application;Starts upon application events, e.g. when gaining focus or pausing the game.
GamingIsLove.Makinom.Schematics.ApplicationMachineStartSetting.isFocusGained;Focus Gained;Starts when the application gets focus (OnApplicationFocus true).
GamingIsLove.Makinom.Schematics.ApplicationMachineStartSetting.isFocusLost;Focus Lost;Starts when the application loses focus (OnApplicationFocus false).
GamingIsLove.Makinom.Schematics.ApplicationMachineStartSetting.isPaused;Paused;Starts when the application is paused (OnApplicationPause true).
GamingIsLove.Makinom.Schematics.ApplicationMachineStartSetting.isUnpaused;Unpaused;Starts when the application is unpaused (OnApplicationPause false).
GamingIsLove.Makinom.Schematics.ApplicationMachineStartSetting.isQuit;Quit;Starts before the application is closed (OnApplicationQuit).
GamingIsLove.Makinom.Schematics.AutoMachineStartSetting;Auto;Starts automatically, e.g. when the scene is loaded or an object is disabled.
GamingIsLove.Makinom.Schematics.AutoMachineStartSetting.isStart;Start;Starts when the game object/component is added to the scene (Start).
GamingIsLove.Makinom.Schematics.AutoMachineStartSetting.isEnable;Enable;Starts when the game object/component is enabled (OnEnable).
GamingIsLove.Makinom.Schematics.AutoMachineStartSetting.isDisable;Disable;Starts when the game object/component is disabled (OnDisable).
GamingIsLove.Makinom.Schematics.AutoMachineStartSetting.isDestroy;Destroy;Starts when the game object/component is destroyed (OnDestroy).
GamingIsLove.Makinom.Schematics.AutoMachineStartSetting.isLevelWasLoaded;Level Was Loaded;Starts when a new scene was loaded (SceneManager.sceneLoaded).
GamingIsLove.Makinom.Schematics.AutoMachineStartSetting.autoStartDelay;Start Delay (s);"The time in seconds before trying the start.
I.e. the delay will be before checking the start conditions."
GamingIsLove.Makinom.Schematics.AutoMachineStartSetting.repeatExecution;Repeat Execution;Repeat the machine's execution after it finished or the start conditions failed.
GamingIsLove.Makinom.Schematics.AutoMachineStartSetting.repeatDelay;Repeat Delay (s);The time in seconds before repeating the machine's start.
GamingIsLove.Makinom.Schematics.CollisionMachineStartSetting;Collision;Starts upon collision, e.g. when the player collides with the machine's game object.
GamingIsLove.Makinom.Schematics.CollisionMachineStartSetting.isCollisionEnter;Collision Enter;Starts when a game object starts colliding with the machine's game object (OnCollisionEnter, OnCollisionEnter2D).
GamingIsLove.Makinom.Schematics.CollisionMachineStartSetting.isCollisionStay;Collision Stay;Starts while a game object is colliding with the machine's game object (OnCollisionStay, OnCollisionStay2D).
GamingIsLove.Makinom.Schematics.CollisionMachineStartSetting.isCollisionExit;Collision Exit;Starts when a game object stops colliding with the machine's game object (OnCollisionExit, OnCollisionExit2D).
GamingIsLove.Makinom.Schematics.CollisionMachineStartSetting.isParticleCollision;Particle Collision;Starts when a particle collides with the machine's game object (OnParticleCollision).
GamingIsLove.Makinom.Schematics.CollisionMachineStartSetting.isControllerColliderHit;Controller Collider Hit;Starts when a CharacterController collides with the machine's game object (OnControllerColliderHit).
GamingIsLove.Makinom.Schematics.CollisionMachineStartSetting.startByRoot;Start By Root;This machine will only be started when the root object of the starting object causes the collision event.
GamingIsLove.Makinom.Schematics.CollisionMachineStartSetting.startByOther;Start By Other;The machine can be started by other objects than the player.
GamingIsLove.Makinom.Schematics.CollisionMachineStartSetting.needed;Needed;Either all or only one check must be valid.
GamingIsLove.Makinom.Schematics.CollisionMachineStartSetting.limitLayers;Limit Layers;Limit the layers that can start the machine.
GamingIsLove.Makinom.Schematics.CollisionMachineStartSetting.layerMask;Layer Mask;Select the layers that can interact with the machine.
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting;Interaction;Starts when the player interacts with the object, e.g. pressing a key or mouse.
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.isInteract;Interact;Starts on player interaction.
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.isKeyPress;Key Press;Starts when the player presses a key.
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.isDrop;Drop;"Starts when the player drops something (from UI) on the machine's game object.
Requires a collider and the game object being on a layer that can be hit by the raycast set up in 'UI Settings > Drag/Drop Settings'."
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.isMouseDown;Mouse Down;Starts when a mouse button is pressed down on the machine's game object (OnMouseDown).
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.isMouseDrag;Mouse Drag;Starts when a mouse drag is performed on the machine's game object (OnMouseDrag).
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.isMouseUp;Mouse Up;Starts when a mouse button has been released after being pressed down on the machine's game object (OnMouseUp).
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.isMouseUpAsButton;Mouse Up As Button;Starts when a mouse button has been released over the machine's game object it has been pressed down (OnMouseUpAsButton).
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.isMouseEnter;Mouse Enter;Starts when the mouse cursor enters the machine's game object (OnMouseEnter).
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.isMouseOver;Mouse Over;Starts while the mouse cursor is over the machine's game object (OnMouseOver).
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.isMouseExit;Mouse Exit;Starts when the mouse cursor leaves the machine's game object (OnMouseExit).
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.setInteractionDistance;Set Interaction Distance;Override the default interaction distance setting defined in the 'Game Controls'.
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.maxInteractionDistance;Max Interaction Distance;"The maximum distance in world units to allow starting an interaction by pressing the 'Interact Key'.
Set to -1 to allow interaction without checking the distance.
This setting can be overridden by the individual interactions."
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.setMouseDistance;Set Mouse Distance;Override the default mouse distance setting defined in the 'Game Controls'.
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.maxMouseDistance;Max Mouse Distance;"The maximum distance in world units to allow starting an interaction by mouse/touch (used by 'Interaction' and all 'Mouse' start types).
Set to 0 to not allow clicking.
Set to -1 to allow clicking without checking the distance."
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.inputKey;Input Key;Select the input key that will start this machine.
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.keyPressInTrigger;In Trigger;The player has to be inside a trigger of the machine's game object when pressing the key.
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.keyPressWhileColliding;While Colliding;The player has to be colliding with the machine's game object when pressing the key.
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.startByRoot;Start By Root;This machine will only be started when the root object of the starting object is in the trigger/colliding.
GamingIsLove.Makinom.Schematics.InteractionMachineStartSetting.needed;Needed;Either all or just one of the drop conditions needs to be valid.
GamingIsLove.Makinom.Schematics.RenderMachineStartSetting;Render;Starts upon render events, e.g. when an object becomes invisible to cameras or before culling the scene.
GamingIsLove.Makinom.Schematics.RenderMachineStartSetting.isBecameInvisible;Became Invisible;Starts when the machine's game object is no longer visible by any camera (OnBecameInvisible).
GamingIsLove.Makinom.Schematics.RenderMachineStartSetting.isBecameVisible;Became Visible;Starts when the machine's game object became visible by any camera (OnBecameVisible).
GamingIsLove.Makinom.Schematics.RenderMachineStartSetting.isPreRender;Pre Render;Starts before a camera starts rendering the scene (OnPreRender, only on cameras).
GamingIsLove.Makinom.Schematics.RenderMachineStartSetting.isPostRender;Post Render;Starts after a camera finished rendering the scene (OnPostRender, only on cameras).
GamingIsLove.Makinom.Schematics.RenderMachineStartSetting.isPreCull;Pre Cull;Starts before the camera culls the scene (OnPreCull).
GamingIsLove.Makinom.Schematics.RenderMachineStartSetting.isWillRenderObject;Will Render Object;Starts once for each camera the object is visible in during culling (OnWillRenderObject).
GamingIsLove.Makinom.Schematics.RenderMachineStartSetting.isRenderObject;Render Object;"Starts after the camera has rendered the scene (OnRenderObject).
This is similar to 'Post Render', but is called on all game objects, not only the camera"
GamingIsLove.Makinom.Schematics.TaggedMachineStartSetting;Tagged;Starts using the 'Start Tagged Machine' node.
GamingIsLove.Makinom.Schematics.TaggedMachineStartSetting.startTag;Starting Tag;Define the tag that can start this machine.
GamingIsLove.Makinom.Schematics.TickMachineStartSetting;Tick;Starts each update tick, e.g. on update or fixed update.
GamingIsLove.Makinom.Schematics.TickMachineStartSetting.isUpdate;Update;Starts every frame (Update).
GamingIsLove.Makinom.Schematics.TickMachineStartSetting.isLateUpdate;Late Update;"Starts every frame after all 'Update' have been started (LateUpdate).
Best used for game mechanics like camera controls, since the player position should already be updated at this point."
GamingIsLove.Makinom.Schematics.TickMachineStartSetting.isFixedUpdate;Fixed Update;"Starts every fixed framerate frame (FixedUpdate).
Best used for physic related game mechanics, e.g. moving game objects using rigidbody components"
GamingIsLove.Makinom.Schematics.TriggerMachineStartSetting;Trigger;Starts based on the machine game object's trigger, e.g. when the player enters the trigger.
GamingIsLove.Makinom.Schematics.TriggerMachineStartSetting.isTriggerEnter;Trigger Enter;Starts when a game object enters the machine's trigger (OnTriggerEnter, OnTriggerEnter2D).
GamingIsLove.Makinom.Schematics.TriggerMachineStartSetting.isTriggerStay;Trigger Stay;Starts while a game object stays in the machine's trigger (OnTriggerStay, OnTriggerStay2D).
GamingIsLove.Makinom.Schematics.TriggerMachineStartSetting.isTriggerExit;Trigger Exit;Starts when an object leaves the machine's trigger (OnTriggerExit, OnTriggerExit2D).
GamingIsLove.Makinom.Schematics.TriggerMachineStartSetting.startByCollider;Start By Collider;This machine can be started by colliders (i.e. collider component with 'Is Trigger' disabled).
GamingIsLove.Makinom.Schematics.TriggerMachineStartSetting.startByTrigger;Start By Trigger;This machine can be started by triggers (i.e. collider component with 'Is Trigger' enabled).
GamingIsLove.Makinom.Schematics.TriggerMachineStartSetting.startByRoot;Start By Root;This machine will only be started when the root object of the starting object causes the trigger event.
GamingIsLove.Makinom.Schematics.TriggerMachineStartSetting.startByOther;Start By Other;This machine can be started by other objects than the player.
GamingIsLove.Makinom.Schematics.TriggerMachineStartSetting.needed;Needed;Either all or only one check must be valid.
GamingIsLove.Makinom.Schematics.TriggerMachineStartSetting.limitLayers;Limit Layers;Limit the layers that can start this machine.
GamingIsLove.Makinom.Schematics.TriggerMachineStartSetting.layerMask;Layer Mask;Select the layers that can interact with this machine.
GamingIsLove.Makinom.Schematics.SchematicLocalStartVariable.key;Variable Key;Define the key of the local start variable.
GamingIsLove.Makinom.Schematics.SchematicLocalStartVariable.type;Type;"Select the type of the variable:
- String: A string variable.
- Bool: A bool variable.
- Int: An int variable.
- Float: A float variable.
- Vector3: A Vector3 variable."
GamingIsLove.Makinom.Schematics.SchematicLocalStartVariable.stringValue;Default Value;The default value that will be set for this local start variable when loading the schematic in a machine component (inspector) the first time.
GamingIsLove.Makinom.Schematics.SchematicLocalStartVariable.boolValue;Default Value;The default value that will be set for this local start variable when loading the schematic in a machine component (inspector) the first time.
GamingIsLove.Makinom.Schematics.SchematicLocalStartVariable.intValue;Default Value;The default value that will be set for this local start variable when loading the schematic in a machine component (inspector) the first time.
GamingIsLove.Makinom.Schematics.SchematicLocalStartVariable.floatValue;Default Value;The default value that will be set for this local start variable when loading the schematic in a machine component (inspector) the first time.
GamingIsLove.Makinom.Schematics.SchematicLocalStartVariable.vector3Value;Default Value;The default value that will be set for this local start variable when loading the schematic in a machine component (inspector) the first time.
GamingIsLove.Makinom.Schematics.FindObjectActorType;Find Object;The actor will search for a game object in the scene when starting the schematic.
GamingIsLove.Makinom.Schematics.BaseActorType.childObject;Child Object;A child object of the game object is used as actor object.
GamingIsLove.Makinom.Schematics.GameObjectActorType;Game Object;The actor is a game object in the scene, selected in the machine component using this schematic.
GamingIsLove.Makinom.Schematics.MachineObjectActorType;Machine Object;The actor is the machine's game object itself.
GamingIsLove.Makinom.Schematics.PlayerActorType;Player;The actor is the player.
GamingIsLove.Makinom.Schematics.SelectedDataActorType;Selected Data;The actor is stored in selected data.
GamingIsLove.Makinom.Schematics.SelectedDataActorType.onlyGameObjects;Only Game Objects;Only use actual stored game objects, e.g. game objects of stored components will not be used.
GamingIsLove.Makinom.Schematics.SelectedObjectActorType;Selected Object;The actor is the currently selected object.
GamingIsLove.Makinom.Schematics.StartingObjectActorType;Starting Object;The actor is the object that started the machine (e.g. stepped into the trigger).
GamingIsLove.Makinom.Schematics.ChoiceOption.enableDrag;Enable Drag;This button's content can be dragged.
GamingIsLove.Makinom.Schematics.ChoiceOption.enableClickDrag;Enable Click Drag;This button's content can be dragged by clicking on it.
GamingIsLove.Makinom.Schematics.ChoiceOption.clickDragCount;Click Count;The number of clicks needed to start the click drag.
GamingIsLove.Makinom.Schematics.ChoiceOption.useCondition;Use Condition;Conditions are used to decide if this choice is available.
GamingIsLove.Makinom.Schematics.ChoiceOption.showInactive;Show Inactive;"Show the inactive choice button if it isn't available due to the defined conditions.
If disabled, the inactive choice will not be displayed."
GamingIsLove.Makinom.Schematics.ChoiceOption.addSchematicContext;Add Schematic Context;"Add selected data as schematic context of the input.
It'll be available in the UI box's schematics via the selected key 'action'."
GamingIsLove.Makinom.Schematics.SchematicActor.type;Actor Type;Select the type of the actor:
GamingIsLove.Makinom.Schematics.SchematicActor.useSceneObject;Use Scene Object;"Use the content of a scene object for this actor, if available.
If the actor's object has a 'Scene Object' component, the name and portraits of the scene object will be used."
GamingIsLove.Makinom.Schematics.SchematicActor.setName;Set Name;"Set the name of this actor.
If enabled, this overrides the name of a used 'Scene Object' component."
GamingIsLove.Makinom.Schematics.SchematicActor.actorName;Name;The name of the actor.
GamingIsLove.Makinom.Schematics.SchematicAudioClip.name;Name;"The name of this audio clip.
Will only be displayed in the editor."
GamingIsLove.Makinom.Schematics.SchematicAudioClip.useOrder;Use Order;"Select the order in which the audio clips will be used:
- In Sequence: Starting with the first (0) and ending with the last.
- In Reversed Sequence: Starting with the last and ending with the first (0).
- Random: Randomly selects an audio clip."
GamingIsLove.Makinom.Schematics.SchematicAudioClipSingle.clip;Audio Clip;Select the audio clip you want to use.
GamingIsLove.Makinom.Schematics.SchematicAudioMixer.name;Name;"The name of this audio mixer.
Will only be displayed in the editor."
GamingIsLove.Makinom.Schematics.SchematicAudioMixer.useOrder;Use Order;"Select the order in which the audio mixers will be used:
- In Sequence: Starting with the first (0) and ending with the last.
- In Reversed Sequence: Starting with the last and ending with the first (0).
- Random: Randomly selects an audio mixer."
GamingIsLove.Makinom.Schematics.SchematicAudioMixerGroup.name;Name;"The name of this audio mixer group.
Will only be displayed in the editor."
GamingIsLove.Makinom.Schematics.SchematicAudioMixerGroup.useOrder;Use Order;"Select the order in which the audio mixer groups will be used:
- In Sequence: Starting with the first (0) and ending with the last.
- In Reversed Sequence: Starting with the last and ending with the first (0).
- Random: Randomly selects an audio mixer group."
GamingIsLove.Makinom.Schematics.SchematicAudioMixerGroupSingle.mixerGroup;Audio Mixer Group;Select the audio mixer group you want to use.
GamingIsLove.Makinom.Schematics.SchematicAudioMixerSingle.mixer;Audio Mixer;Select the audio mixer you want to use.
GamingIsLove.Makinom.Schematics.SchematicMaterial.name;Name;"The name of this material.
Will only be displayed in the editor."
GamingIsLove.Makinom.Schematics.SchematicMaterial.useOrder;Use Order;"Select the order in which the materials will be used:
- In Sequence: Starting with the first (0) and ending with the last.
- In Reversed Sequence: Starting with the last and ending with the first (0).
- Random: Randomly selects a material."
GamingIsLove.Makinom.Schematics.SchematicMaterialSingle.material;Material;Select the material you want to use.
GamingIsLove.Makinom.Schematics.SchematicPhysicMaterial.name;Name;"The name of this physic material.
Will only be displayed in the editor."
GamingIsLove.Makinom.Schematics.SchematicPhysicMaterial.useOrder;Use Order;"Select the order in which the physic materials will be used:
- In Sequence: Starting with the first (0) and ending with the last.
- In Reversed Sequence: Starting with the last and ending with the first (0).
- Random: Randomly selects a physic material."
GamingIsLove.Makinom.Schematics.SchematicPhysicMaterialSingle.material;Physic Material;Select the physic material you want to use.
GamingIsLove.Makinom.Schematics.SchematicPhysicsMaterial2D.name;Name;"The name of this physics material 2D.
Will only be displayed in the editor."
GamingIsLove.Makinom.Schematics.SchematicPhysicsMaterial2D.useOrder;Use Order;"Select the order in which the physics material 2Ds will be used:
- In Sequence: Starting with the first (0) and ending with the last.
- In Reversed Sequence: Starting with the last and ending with the first (0).
- Random: Randomly selects a physics material 2D."
GamingIsLove.Makinom.Schematics.SchematicPhysicsMaterial2DSingle.material;Physic Material 2D;Select the physic material 2D you want to use.
GamingIsLove.Makinom.Schematics.SchematicPrefab.name;Name;"The name of this prefab.
Will only be displayed in the editor."
GamingIsLove.Makinom.Schematics.SchematicPrefab.useOrder;Use Order;"Select the order in which the prefabs will be used:
- In Sequence: Starting with the first (0) and ending with the last.
- In Reversed Sequence: Starting with the last and ending with the first (0).
- Random: Randomly selects a prefab."
GamingIsLove.Makinom.Schematics.SchematicPrefab.autoDestroyAfterTime;Auto Destroy After Time;Automatically destroy the spawned prefab after a defined amount of time.
GamingIsLove.Makinom.Schematics.SchematicPrefab.destroyAfterTime;Time (s);The time in seconds before the spawned prefab is destroyed.
GamingIsLove.Makinom.Schematics.SchematicPrefab.removePrefabSaver;Remove Prefab Saver;"Remove the spawned prefab from being saved by prefab savers.
If disabled and the prefab was spawned via a saved prefab, destroying it will save the game object's data and respawn it when loading the scene again."
GamingIsLove.Makinom.Schematics.SchematicPrefabSingle.prefab;Prefab;Select the prefab you want to use.
GamingIsLove.Makinom.Schematics.SchematicPrefabSingle.usePooling;Use Pooling;"This prefab will try to get an instance from the game object pool.
If the prefab is added to the pooling settings (found in 'Game Settings'), an already created game object from the object pool will be used.
If the prefab isn't added to the pooling settings or no pooled object is free, a new object will be created.
When using pooling, the game object will only be disabled when using 'Destroy Prefab' nodes - using 'Destroy Object' will destroy the game object."
GamingIsLove.Makinom.Schematics.SchematicSprite.name;Name;"The name of this sprite.
Will only be displayed in the editor."
GamingIsLove.Makinom.Schematics.SchematicSprite.useOrder;Use Order;"Select the order in which the sprites will be used:
- In Sequence: Starting with the first (0) and ending with the last.
- In Reversed Sequence: Starting with the last and ending with the first (0).
- Random: Randomly selects a sprite."
GamingIsLove.Makinom.Schematics.SchematicSpriteSingle.sprite;Sprite;Select the sprite you want to use.
GamingIsLove.Makinom.Schematics.SchematicTexture.name;Name;"The name of this texture.
Will only be displayed in the editor."
GamingIsLove.Makinom.Schematics.SchematicTexture.useOrder;Use Order;"Select the order in which the textures will be used:
- In Sequence: Starting with the first (0) and ending with the last.
- In Reversed Sequence: Starting with the last and ending with the first (0).
- Random: Randomly selects a texture."
GamingIsLove.Makinom.Schematics.SchematicTextureSingle.texture;Texture;Select the texture you want to use.
GamingIsLove.Makinom.Schematics.SchematicSettings.limitNodes;Limit Nodes per Tick;"Limit the maximum number of nodes per tick.
If enabled, only a defined number of nodes can be executed in a single tick.
Use this setting if your schematic is causing frame rate drops or crashes, e.g. through a lot of loops in your schematic."
GamingIsLove.Makinom.Schematics.SchematicSettings.maxNodes;Maximum Node Count;The maximum number of nodes executed in a single tick.
GamingIsLove.Makinom.Schematics.SchematicSettings.closeAllDialogues;Close All Dialogues;Closes all dialogues opened by this schematic when the schematic ends.
GamingIsLove.Makinom.Schematics.SchematicSettings.blockPlayer;Block Player Control;"The control of the player will be blocked while playing this schematic.
If disabled, the player can still be controlled - this can interfere with some of the nodes, e.g. movement."
GamingIsLove.Makinom.Schematics.SchematicSettings.blockCamera;Block Camera Control;"The control of the camera will be blocked while playing this schematic.
If disabled, the camera can still be controlled - this can interfere with some of the nodes, e.g. camera changes, etc.."
GamingIsLove.Makinom.Schematics.SchematicSettings.clearBlocks;Clear Block Nodes;"All nodes blocking player/camera control will be cleared at the end of the schematic, i.e. each 'block' without an 'unblock' will be unblocked at the end.
E.g.: the player control is blocked 2 times, but only unblocked 1 time - so 1 block is still remaining and will be removed."
GamingIsLove.Makinom.Schematics.SchematicSettings.storeInitialCameraPosition;Store Initial Position;"Stores the camera's position, rotation and field of view at the start of this schematic.
The same can be achieved by using a 'Store Initial Camera Position' node."
GamingIsLove.Makinom.Schematics.SchematicSettings.mainCamera;Use Main Camera;"This schematic uses the main camera.
If disabled, you can specify another camera to be used."
GamingIsLove.Makinom.Schematics.SchematicSettings.cameraTag;Find With Tag;The camera is searched using it's tag instead of name.
GamingIsLove.Makinom.Schematics.SchematicSettings.cameraName;Camera Name;The name (or tag) of the camera that will be used by this schematic.
GamingIsLove.Makinom.Schematics.SchematicSettings.clearActors;Clear Actors;"Reset/clear actors before running the schematic.
This will reset the data from previous runs."
GamingIsLove.Makinom.Schematics.SchematicSettings.clearPrefabs;Clear Prefabs;"Reset/clear prefabs before running the schematic.
This will reset the data from previous runs."
GamingIsLove.Makinom.Schematics.SchematicSettings.clearVariables;Clear Local Variables;"Reset/clear local variables before running the schematic.
This will reset the data from previous runs."
GamingIsLove.Makinom.Schematics.SchematicSettings.clearSelectedData;Clear Local Selected Data;"Reset/clear local selected data before running the schematic.
This will reset the data from previous runs."
GamingIsLove.Makinom.Schematics.SchematicSettings.useUnityTimeScale;Unity Time Scale;This schematic's delta time is influenced by the Unity time scale.
GamingIsLove.Makinom.Schematics.SchematicSettings.useMakinomTimeScale;Makinom Time Scale;This schematic's delta time is influenced by the Makinom time scale.
GamingIsLove.Makinom.Schematics.SchematicSettings.initVarsEachRun;Initialize Each Run;"The initial variables will be set each time this schematic runs.
If disabled, the variables will only be set the first time the schematic runs."
GamingIsLove.Makinom.Schematics.SchematicSettings.destroyPrefabs;Destroy Prefabs;All spawned prefabs will be destroyed at the end of this schematic.
GamingIsLove.Makinom.Schematics.SchematicSettings.removePrefabSaver;Remove Prefab Saver;"Remove the spawned prefab from being saved by prefab savers.
If disabled and the prefab was spawned via a saved prefab, destroying it will save the game object's data and respawn it when loading the scene again."
GamingIsLove.Makinom.Schematics.SchematicSettings.useEndSlots;Use End Slots;"Adds 2 additional slots to the 'Settings' node.
The connected nodes will be executed when stopping the schematic/machine ('Stop' slot) or at the end of the schematic ('End' slot)."
GamingIsLove.Makinom.Schematics.SchematicAudioClipSelection.clipID;Audio Clip;Select the audio clip that will be used.
GamingIsLove.Makinom.Schematics.SchematicAudioClipSelection.clip;Audio Clip Asset;Select the audio clip asset that will be used.
GamingIsLove.Makinom.Schematics.SchematicAudioMixerGroupSelection.mixerGroupID;Audio Mixer Group;Select the audio mixer groupthat will be used.
GamingIsLove.Makinom.Schematics.SchematicAudioMixerGroupSelection.mixerGroup;Audio Mixer Group Asset;Select the audio mixer group asset that will be used.
GamingIsLove.Makinom.Schematics.SchematicAudioMixerSelection.mixerID;Audio Mixer;Select the audio mixer that will be used.
GamingIsLove.Makinom.Schematics.SchematicAudioMixerSelection.mixer;Audio Mixer Asset;Select the audio mixer asset that will be used.
GamingIsLove.Makinom.Schematics.SchematicComponentSelection.useSelectedData;Use Selected Data;Use components stored in selected data.
GamingIsLove.Makinom.Schematics.SchematicComponentSelection.componentName;Component Name;The name of the component that will be used.
GamingIsLove.Makinom.Schematics.SchematicComponentSelection.scope;Scope;"Select the scope of components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.SchematicConstraintComponentSelection.type;Constraint;"Select which kind of constraint component will be used:
- All: Uses all constraint components.
- Aim: Uses 'Aim Constraint' components.
- Look At: Uses 'Look At Constraint' components.
- Parent: Uses 'Parent Constraint' components.
- Position: Uses 'Position Constraint' components.
- Rotation: Uses 'Rotation Constraint' components.
- Scale: Uses 'Scale Constraint' components.
- Selected Data: Uses constraint components stored in selected data."
GamingIsLove.Makinom.Schematics.SchematicConstraintComponentSelection.scope;Scope;"Select the scope of components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.SchematicMaterialSelection.materialID;Material;Select the material that will be used.
GamingIsLove.Makinom.Schematics.SchematicMaterialSelection.material;Material Asset;Select the material asset that will be used.
GamingIsLove.Makinom.Schematics.SchematicObjectSelection.type;Object;"Select the type of object that will be used:
- Actors: An actor will be used.
- Prefabs: A prefab spawned by the schematic will be used.
- Player: The player's game object.
- Machine Object: The machine's game object.
- Starting Object: The game object that started the machine.
- Camera: The camera used by the schematic.
- Selected Data: Game object(s) stored in selected data. If none is found, no object will be used.
- Selected Object: The currently selected object (see 'Base/Control > Game Controls > Object Selection' for details).
- Grid Root: The root game object of a grid.
- Grid Cell: The game object(s) of grid cells."
GamingIsLove.Makinom.Schematics.SchematicObjectSelection.prefabID2;Spawned Prefab ID;"Set the id of the spawned prefab.
Each prefab keeps track of it's spawned instances - the first spawned instance will have ID 0, the second ID 1, etc.
Use -1 for all spawned instances of the selected prefab.
Use -2 for the last spawned instance of the selected prefab."
GamingIsLove.Makinom.Schematics.SchematicObjectSelection.selectedOnlyGameObjects;Only Game Objects;Only use actual stored game objects, e.g. game objects of stored components will not be used.
GamingIsLove.Makinom.Schematics.SchematicObjectSelection.gridKey;Grid Key;"The key used to store the grid.
You can store multiple grids by using different keys."
GamingIsLove.Makinom.Schematics.SchematicObjectSelection.useRoot;Use Root;"Use the root of the game object (i.e. the uppermost parent game object).
When using 'Child Object' they'll be searched from the root."
GamingIsLove.Makinom.Schematics.SchematicObjectSelection.childObject;Child Object;Use a child object of the selected object.
GamingIsLove.Makinom.Schematics.SchematicPhysicMaterialSelection.materialID;Physic Material;Select the physic material that will be used.
GamingIsLove.Makinom.Schematics.SchematicPhysicMaterialSelection.material;Physic Material Asset;Select the physic material asset that will be used.
GamingIsLove.Makinom.Schematics.SchematicPhysicsMaterial2DSelection.materialID;Physics Material 2D;Select the physics material 2D that will be used.
GamingIsLove.Makinom.Schematics.SchematicPhysicsMaterial2DSelection.material;Physics Material 2D Asset;Select the physics material 2D asset that will be used.
GamingIsLove.Makinom.Schematics.SchematicSpriteSelection.spriteID;Sprite;Select the sprite that will be used.
GamingIsLove.Makinom.Schematics.SchematicSpriteSelection.sprite;Sprite Asset;Select the sprite asset that will be used.
GamingIsLove.Makinom.Schematics.SchematicTextureSelection.textureID;Texture;Select the texture that will be used.
GamingIsLove.Makinom.Schematics.SchematicTextureSelection.texture;Texture Asset;Select the texture asset that will be used.
GamingIsLove.Makinom.Schematics.AudioMixerSnapshotTransition.name;Snapshot Name;Define the name of the snapshot.
GamingIsLove.Makinom.Schematics.AudioMixerSnapshotTransition.weight;Weight;"The weight of the snapshot will have (0-1).
The weight weill be ignored if only one snapshot is found/used."
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.setOutputMixerGroup;Set Output Mixer Group;Set the output audio mixer group of the audio source.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.outputMixerGroup;Audio Mixer Group;Select the audio mixer group that will be used.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.setDistance;Set Distance;Set the min/max distance and rolloff mode of the audio source.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.minDistance;Minimum Distance;Within the minimum distance the audio source will cease to grow louder in volume.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.maxDistance;Maximum Distance;(Logarithmic rolloff) Maximum distance is the distance a sound stops attenuating at.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.rolloff;Rolloff Mode;Sets how the audio source attenuates over distance.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.setPitch;Set Pitch;Set the pitch of the audio source.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.randomPitch;Random Pitch;The pitch will be set to a random value between two values.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.pitch;Pitch;The pitch of the audio source.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.pitch2;Pitch 2;The pitch of the audio source (upper limit).
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.setSpatialBlend;Set Spatial Blend;Set the spatial blend setting of the audio source.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.spatialBlend;Spatial Blend;"Sets how much this audio source is affected by 3D spatialisation calculations (attenuation, doppler etc).
0.0 makes the sound full 2D, 1.0 makes it full 3D."
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.setPanStereo;Set Pan Stereo;Set the pan stereo setting of the audio source.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.panStereo;Pan Stereo;"Pans a playing sound in a stereo way (left or right).
This only applies to sounds that are Mono or Stereo.
-1.0 = Full left, 0.0 = center, 1.0 = full right."
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.setLoop;Set Loop;Set the loop setting of the audio source.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.loop;Loop;The audio clip will loop.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.setIgnoreLV;Set Ignore Listener Volume;Set the ignore listener volume setting of the audio source.
GamingIsLove.Makinom.Schematics.BaseSchematicAudioSettings.ignoreLV;Ignore Listener Volume;This makes the audio source not take into account the volume of the audio listener.
GamingIsLove.Makinom.Schematics.ChangeAudioSettings.setVolume;Set Volume;Set the volume of the audio source.
GamingIsLove.Makinom.Schematics.ChangeAudioSettings.volume;Volume;The volume the audio clip will be played with.
GamingIsLove.Makinom.Schematics.CheckGameObjectAngle.isFrom;From This Object;"Calculate the angle from this object.
If disabled, the angle will be calculated to this object."
GamingIsLove.Makinom.Schematics.CheckGameObjectAngle.needed;Needed;Either all or only one of the objects must match the defined check.
GamingIsLove.Makinom.Schematics.CheckGameObjectAngle.direction;Use Direction;"The angle between the forward directions of the objects will be checked.
E.g. the angle will be 0 if both are looking into the same direction, -180/180 if they look into opposite directions.
If disabled, the angle between the positions will be checked.
E.g. the result will be 0 if 'from' looks directly at the 'to', -180/180 if he looks away from the 'to'."
GamingIsLove.Makinom.Schematics.CheckGameObjectAngle.useAbs;Use Absolute Value;Use the absolute value of the angle, e.g. -90 will become 90.
GamingIsLove.Makinom.Schematics.CheckGameObjectAngle.check;Check Type;"Checks if the angle is equal, not equal, less or greater than the defined distance.
Range inclusive checks if the angle is between two defined values, including the values.
Range exclusive checks if the angle is between two defined values, excluding the values.
Approximately checks if the angle is similar to the defined value."
GamingIsLove.Makinom.Schematics.CheckGameObjectDistance.needed;Needed;Either all or only one of the objects must match the defined check.
GamingIsLove.Makinom.Schematics.CheckGameObjectDistance.ignoreDistance;Ignore Distance;The distance along the enabled axes will be ignored, e.g. enabling Y will ignore the height difference.
GamingIsLove.Makinom.Schematics.CheckGameObjectDistance.ignoreRadius;Ignore Radius;The radius of the game objects will be ignored.
GamingIsLove.Makinom.Schematics.CheckGameObjectDistance.check;Check Type;"Checks if the distance is equal, not equal, less or greater than the defined distance.
Range inclusive checks if the distance is between two defined values, including the values.
Range exclusive checks if the distance is between two defined values, excluding the values.
Approximately checks if the distance is similar to the defined value."
GamingIsLove.Makinom.Schematics.CheckGameObjectName.type;Check Type;"Select how the object will be checked:
- Name: The object's name will be checked.
- Tag: The object's tag will be checked.
- Component: The object is checked for an attached component."
GamingIsLove.Makinom.Schematics.CheckGameObjectName.name;Name;The name or tag of the object, or the name of the component.
GamingIsLove.Makinom.Schematics.CheckGameObjectName.check;Check Type;"The check is valid if:
- Is Equal: The game object's name/tag equals the defined value.
- Starts With: The game object's name/tag starts with the defined value.
- Ends With: The game object's name/tag ends with the defined value.
- Contains: The game object's name/tag contains the defined value."
GamingIsLove.Makinom.Schematics.CheckGameObjectName.isValid;Is Valid;"The check must be valid to use the game object.
If disabled, the check must be invalid (e.g. name doesn't contain the defined value)."
GamingIsLove.Makinom.Schematics.GameObjectFilter.needed;Needed;Either all or just one of the object checks needs to be valid.
GamingIsLove.Makinom.Schematics.GameObjectFilter.neededDistance;Needed;Either all or just one of the distance checks needs to be valid.
GamingIsLove.Makinom.Schematics.GameObjectFilter.neededAngle;Needed;Either all or just one of the angle checks needs to be valid.
GamingIsLove.Makinom.Schematics.PlaySchematicAudioSettings.oneShot;Play One Shot;Uses the PlayOneShot function of the audio source component to play the audio clip.
GamingIsLove.Makinom.Schematics.PlaySchematicAudioSettings.setVolume;Set Volume;Set the volume of the audio source.
GamingIsLove.Makinom.Schematics.PlaySchematicAudioSettings.volume;Volume;The volume the audio clip will be played with.
GamingIsLove.Makinom.Schematics.SchematicFadeColorSettings.time;Time (s);The time in seconds used for fading.
GamingIsLove.Makinom.Schematics.SchematicFadeColorSettings.alpha;Fade Alpha;The alpha value of the color will fade.
GamingIsLove.Makinom.Schematics.SchematicFadeColorSettings.red;Fade Red;The red value of the color will fade.
GamingIsLove.Makinom.Schematics.SchematicFadeColorSettings.green;Fade Green;The green value of the color will fade.
GamingIsLove.Makinom.Schematics.SchematicFadeColorSettings.blue;Fade Blue;The blue value of the color will fade.
GamingIsLove.Makinom.Schematics.SchematicFadeColorSettings.fromCurrent;From Current;"The current color values will be used as start value.
If disabled, a selected color is used."
GamingIsLove.Makinom.Schematics.SchematicFadeColorSettings.startColor;Start Color;Select the color that will be faded from.
GamingIsLove.Makinom.Schematics.SchematicFadeColorSettings.endColor;End Color;Select the color that will be faded to.
GamingIsLove.Makinom.Schematics.SchematicFindObjectSetting.type;Search Type;"Select how the game object will be searched:
- Name: Using the game object's name.
- Tag: Using the game object's tag.
- Component: Using the name of a component attached to the game object.
- Filter: Using advanced filter options."
GamingIsLove.Makinom.Schematics.SchematicFindObjectSetting.multiple;Find All;"Find all objects with the defined name, tag or component.
If disabled, the first object found will be used."
GamingIsLove.Makinom.Schematics.SchematicFindObjectSetting.name;Search Name;"The name, tag or component to search for.
When searching for a name, you can use '/' to traverse hierarchies like a path to get child objects."
GamingIsLove.Makinom.Schematics.SchematicFindObjectSetting.nameCheck;Check Type;"The check is valid if:
- Is Equal: The game object's name/tag equals the defined value.
- Starts With: The game object's name/tag starts with the defined value.
- Ends With: The game object's name/tag ends with the defined value.
- Contains: The game object's name/tag contains the defined value."
GamingIsLove.Makinom.Schematics.SchematicFindObjectSetting.nameIsValid;Is Valid;"The check must be valid to use the game object.
If disabled, the check must be invalid (e.g. name doesn't contain the defined value)."
GamingIsLove.Makinom.Schematics.SchematicFindObjectSetting.rangeCheck;Check Range;"Check the game object's distance to a defined position:
- None: Don't check the distance.
- In Range: The game object must be within a defined range (i.e. range - threshold).
- Out Of Range: The game object must be outside a defined range (i.e. range + threshold)."
GamingIsLove.Makinom.Schematics.SchematicFindObjectSetting.useNearest;Nearest Object;"Find the nearest object in range.
If disabled, the first object in range will be used."
GamingIsLove.Makinom.Schematics.SchematicInputID.overrideID;Override Input ID;"Override the input ID of the schematic.
If disabled, the schematic's input ID will be used."
GamingIsLove.Makinom.Schematics.SchematicInputID.inputID;Input ID;"Define the input ID that will be used.
The minimum input ID is 0, the value will be used as an integer (i.e. only whole numbers)."
GamingIsLove.Makinom.Schematics.SchematicInputKeyCheck.inputKey;Input Key;Select the input key that will be checked.
GamingIsLove.Makinom.Schematics.SchematicInputKeyCheck.checkAxis;Check Axis;"Check the axis value of the input key.
If disabled, a simple button press will be checked."
GamingIsLove.Makinom.Schematics.SchematicInputKeyCheck.check;Check Type;"Checks if the value is equal, not equal, less or greater than the defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Schematics.SchematicMachineStart.schematicAsset;Schematic Asset;Select the schematic asset that will be used.
GamingIsLove.Makinom.Schematics.SchematicMachineStart.executionType;Execution Type;"Select how the machine will be executed:
- Single: The machine can be executed once at the same time, i.e. it can't be executed again while it's already running.
- Multi: The machine can be executed multiple times at the same time.
- Blocking: The machine can be executed once at the same time, other 'Blocking' machines can't be executed while the machine is running."
GamingIsLove.Makinom.Schematics.SchematicMachineStart.updateType;Update Type;Select in which frame update function the machine will be updated.
GamingIsLove.Makinom.Schematics.SchematicMachineStart.inPause;In Pause;The machine will also be upated when the game is paused.
GamingIsLove.Makinom.Schematics.SchematicMachineStart.setPriority;Set Priority;Set a priority for the started machine.
GamingIsLove.Makinom.Schematics.SchematicMachineStart.priority;Priority;"The priority of the started machine.
The priority of machines decides which machine will be performed before other machines.
Machines are sorted descending by their priority, i.e. the highest priority number will be the first machine to execute."
GamingIsLove.Makinom.Schematics.SchematicMachineStart.shareVariables;Share Local Variables;The started machine will share the local variables with this schematic.
GamingIsLove.Makinom.Schematics.SchematicMachineStart.copyVariables;Copy Variables;"The called machine will copy the variables, not use the same set.
If disabled, the actual variables will be shared - changing the variable in the called machine will also change it in this schematic."
GamingIsLove.Makinom.Schematics.SchematicMachineStart.shareSelectedData;Share Selected Data;The started machine will share the local selected data with this schematic.
GamingIsLove.Makinom.Schematics.SchematicTextureCheck.texture;Texture;Select the texture used for the check.
GamingIsLove.Makinom.Schematics.SchematicTextureCheck.any;Any Texture;"When using a texture resource, any of the defined textures can match.
If disabled, only the current texture (based on the 'Use Order') will be checked."
GamingIsLove.Makinom.Schematics.Nodes.PlayLegacyAnimationNode;Play Legacy Animation;Plays or stops a legacy animation on a game object.
GamingIsLove.Makinom.Schematics.Nodes.PlayLegacyAnimationNode.timeBetweenValue;Time Between (s);"The time in seconds between animating two objects.
Only used if greater than 0 and more than one object will be animated."
GamingIsLove.Makinom.Schematics.Nodes.PlayLegacyAnimationNode.waitBetween;Wait Between;"Wait for all objects to start animating before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.PlayLegacyAnimationNode.wait;Wait;Wait until the animation has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.PlayLegacyAnimationNode.waitNormalizedTime;Normalized Time (0-1);"Define for which amount of the animation's play time to wait.
The value is defined between 0 and 1, 0 being no wait time and 1 being full wait time.
E.g. 0.5 will wait for half of the animation's duration."
GamingIsLove.Makinom.Schematics.Nodes.LegacyRewindAnimationNode;Rewind Animation;Rewinds an animation clip or all animations of a game object.
GamingIsLove.Makinom.Schematics.Nodes.LegacyRewindAnimationNode.all;All;Rewind all animations of the game object.
GamingIsLove.Makinom.Schematics.Nodes.LegacyRewindAnimationNode.name;Animation Name;Define the name of the animation clip that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyRewindAnimationNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LegacyIsAnimationPlayingNode;Is Animation Playing;"Checks if a defined animation clip is playing.
If the animation clip is playing, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.LegacyIsAnimationPlayingNode.any;Any;Checks if any animation is playing.
GamingIsLove.Makinom.Schematics.Nodes.LegacyIsAnimationPlayingNode.name;Animation Name;Define the name of the animation clip that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyIsAnimationPlayingNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationCullingTypeNode;Animation Culling Type;Changes the culling type of the animation component.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationCullingTypeNode.cullingType;Culling Type;Select the culling type that will be used.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationCullingTypeNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationLayerNode;Animation Layer;Changes the layer of an animation clip.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationLayerNode.name;Animation Name;Define the name of the animation clip that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationLayerNode.layer;Animation Layer;"Define the animation layer that will be used.
The value will be converted to an integer value."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationLayerNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationSpeedNode;Animation Speed;Changes the speed of an animation clip.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationSpeedNode.name;Animation Name;Define the name of the animation clip that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationSpeedNode.normalized;Set Normalized Speed;Set the normalized speed instead of the speed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationSpeedNode.speed;Animation Speed;Define the speed that will be used.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationSpeedNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationTimeNode;Animation Time;Changes the time of an animation clip.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationTimeNode.name;Animation Name;Define the name of the animation clip that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationTimeNode.normalized;Set Normalized Time;"Set the normalized time instead of the time.
The normalized time is a value between 0 and 1, where 0 is the start and 1 is the end of the animation."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationTimeNode.time;Animation Time;"Define the time that will be used.
0 is the start of the animation."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationTimeNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationWeightNode;Animation Weight;Changes the weight of an animation clip.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationWeightNode.name;Animation Name;Define the name of the animation clip that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationWeightNode.weight;Animation Weight;Define the weight that will be used (between 0 and 1).
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationWeightNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationWrapModeNode;Animation Wrap Mode;Changes the wrap mode of an animation clip or animation component.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationWrapModeNode.setComponent;Set Component;Set the wrap mode of the animation component instead of an animation clip.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationWrapModeNode.name;Animation Name;Define the name of the animation clip that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationWrapModeNode.wrapMode;Wrap Mode;Select the wrap mode that will be used.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationWrapModeNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationBlendModeNode;Animation Blend Mode;Changes the blend mode of an animation clip.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationBlendModeNode.name;Animation Name;Define the name of the animation clip that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationBlendModeNode.blendMode;Blend Mode;Select the blend mode that will be used.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAnimationBlendModeNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAddMixingTransformNode;Add Mixing Transform;Adds a transform that should be animated to an animation clip.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAddMixingTransformNode.name;Animation Name;Define the name of the animation clip that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyAddMixingTransformNode.childObject;Child Object;"Define the child object of the animated object that will be used.
Define the child as Path/To/Child, use / to separate game objects in the hierarchy."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAddMixingTransformNode.recursive;Recursive;"All children of the object will also be animated.
If disabled, only the object itself will be animated."
GamingIsLove.Makinom.Schematics.Nodes.LegacyAddMixingTransformNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LegacyRemoveMixingTransformNode;Remove Mixing Transform;Removes a transform that shouldn't be animated from an animation clip.
GamingIsLove.Makinom.Schematics.Nodes.LegacyRemoveMixingTransformNode.name;Animation Name;Define the name of the animation clip that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyRemoveMixingTransformNode.childObject;Child Object;"Define the child object of the animated object that will be used.
Define the child as Path/To/Child, use / to separate game objects in the hierarchy."
GamingIsLove.Makinom.Schematics.Nodes.LegacyRemoveMixingTransformNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LegacyStoreAnimationValueNode;Store Animation Value;Stores a value of an animation clip into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.LegacyStoreAnimationValueNode.name;Animation Name;Define the name of the animation clip that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.LegacyStoreAnimationValueNode.valueType;Value Type;Select the value that will be used.
GamingIsLove.Makinom.Schematics.Nodes.LegacyStoreAnimationValueNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode;Play Mecanim Animation;Changes parameters of a mecanim animator on a game object.
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.timeBetweenValue;Time Between (s);"The time in seconds between animating two objects.
Only used if greater than 0 and more than one object will be animated."
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.waitBetween;Wait Between;"Wait for all objects to start animating before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.wait;Wait;Wait until the animation has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.waitNormalizedTime;Normalized Time (0-1);"Define for which amount of the animation's play time to wait.
The value is defined between 0 and 1, 0 being no wait time and 1 being full wait time.
E.g. 0.5 will wait for half of the animation's duration."
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.durationType;Duration Type;"Select how the animation's duration will be determind:
- Fixed: By a defined duration time.
- Animation Clip: By a defined animation clip's name. This will search for the clip in the animator's controller and use the clip's length (if found)."
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.duration;Duration (s);The duration of the state's animation clip.
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.durationUseState;Use State Name;"Use the defined 'State Name' as animation clip name.
If disabled, you can define the name of the animation clip that will be used."
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.durationClipName;Animation Clip Name;Set the name of the animation clip that will be searched for.
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.playMode;Play Mode;"Select the play mode that will be used:
- None: No play mode, you can use parameters to start or stop animations.
- Play: Use Animator.Play function to play the animation directly.
- Cross Fade: Uses Animator.CrossFade to fade from the current animation to a a defined animation."
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.name;State Name;The name of the animation state (without layer name).
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.layer;Layer Index;The index of the AnimatorController layer the animation state is on.
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.transitionDurationValue;Transition Duration (s);The time in seconds used to transition from the current state to the next state.
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.setNormalizedTime;Set Normalized Time;Set the normalized time of the animation state when playing it.
GamingIsLove.Makinom.Schematics.Nodes.PlayMecanimAnimationNode.normalizedTimeValue;Normalized Time;"The normalized time the animation state will be set to when playing (0-1).
E.g. 1 will be the end of the animation, 0.5 in the middle of the animation."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorSpeedNode;Animator Speed;Changes the speed of the animator of a game object.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorSpeedNode.speed;Animator Speed;"Define the speed that will be used.
1 is normal playback speed."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorSpeedNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorCullingModeNode;Animator Culling Mode;Changes the culling mode of the animator of a game object.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorCullingModeNode.cullingMode;Culling Mode;Select the culling mode that will be used.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorCullingModeNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorUpdateModeNode;Animator Update Mode;Changes the update mode of the animator of a game object.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorUpdateModeNode.updateMode;Update Mode;Select the update mode that will be used.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorUpdateModeNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorFeetPivotNode;Animator Feet Pivot;Changes the feet pivot of the animator of a game object.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorFeetPivotNode.feetPivot;Feet Pivot;Define the value the feet pivot will be set to.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorFeetPivotNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorLayerWeightNode;Animator Weight;Changes the a weight value of the animator of a game object.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorLayerWeightNode.type;Weight Type;Select which weight value will be changed
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorLayerWeightNode.layer;Layer;"Define the layer that will be used.
The value will be converted to an integer value."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorLayerWeightNode.goal;Goal;Select the goal that will be used.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorLayerWeightNode.setPartWeights;Set Part Weights;Set weight values for different body parts.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorLayerWeightNode.weight;Weight;Define the weight that will be used (between 0 and 1).
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorLayerWeightNode.bodyWeight;Body Weight;"Define the weight that will be used (between 0 and 1).
Determines how much the body is involved in the LookAt."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorLayerWeightNode.headWeight;Head Weight;"Define the weight that will be used (between 0 and 1).
Determines how much the head is involved in the LookAt."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorLayerWeightNode.eyesWeight;Eyes Weight;"Define the weight that will be used (between 0 and 1).
Determines how much the eyes is involved in the LookAt."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorLayerWeightNode.clampWeight;Clamp Weight;"Define the weight that will be used (between 0 and 1).
0 means the character is completely unrestrained in motion.
1 means he's completely clamped (look at becomes impossible).
0.5 means he'll be able to move on half of the possible range (180 degrees)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorLayerWeightNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorSetVector3Node;Animator Set Vector3;Changes the position or rotation of the body or root of the animator of a game object.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorSetVector3Node.type;Value Type;Select which value will be changed.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorSetVector3Node.goal;Goal;Select the goal that will be used.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorSetVector3Node.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorGetVector3Node;Animator Get Vector3;Stores a Vector3 value of an animator into a Vector3 variable (e.g. the position of an IK goal).
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorGetVector3Node.type;Value Type;Select which value will be changed.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorGetVector3Node.goal;Goal;Select the goal that will be used.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorGetVector3Node.vector3Normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorGetVector3Node.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorRebindNode;Animator Rebind;Rebinds all the animated properties and mesh data with the animator of a game object.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorRebindNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorUpdateNode;Animator Update;Evaluates the animator of a game object based on delta time.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorUpdateNode.delta;Delta Time;The value that will be used as delta time.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorUpdateNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorTargetNode;Animator Target;Sets the target of the animator of a game object.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorTargetNode.target;Avatar Target;Select the avatar target that will be used.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorTargetNode.time;Target Normalized Time;The normalized time of the target.
GamingIsLove.Makinom.Schematics.Nodes.MecanimAnimatorTargetNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimGetBoneTransformNode;Get Bone Transform;"Uses a bone transform of an animator and uses it to change selected data.
Selected data can be used to store different data, e.g. a game object or a list of game objects."
GamingIsLove.Makinom.Schematics.Nodes.MecanimGetBoneTransformNode.bone;Bone;Select the bone that will be used.
GamingIsLove.Makinom.Schematics.Nodes.MecanimGetBoneTransformNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MecanimStoreParameterNode;Store Parameter;Stores a parameter of an animator into a variable.
GamingIsLove.Makinom.Schematics.Nodes.MecanimStoreParameterNode.name;Parameter Name;The name of the parameter.
GamingIsLove.Makinom.Schematics.Nodes.MecanimStoreParameterNode.type;Parameter Type;"Select the type of the value that will be used:
- Bool: Sets a bool variable.
- Int: Sets an int variable.
- Float: Sets a float variable."
GamingIsLove.Makinom.Schematics.Nodes.MecanimStoreParameterNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeAnimatorControllerNode;Change Animator Controller;"Change the animator controller used by a game object's 'Animator' component.
Supports animator controllers and animator override controllers."
GamingIsLove.Makinom.Schematics.Nodes.ChangeAnimatorControllerNode.controller;Animator Controller;Select the animator controller or animator override controller that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeAnimatorControllerNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ApplyBuiltinRootMotionNode;Apply Builtin Root Motion;"Apply an 'Animator' component's built-in root motion.
Use this in schematics started by the 'Animator Move' start type of 'Animation Machine' components or the 'State Move' start type of 'Animator State Machine' components to use the default root motion."
GamingIsLove.Makinom.Schematics.Nodes.ApplyBuiltinRootMotionNode.componentScope;Scope;"Select the scope of the 'Animator' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.AnimationTemplateNode;Animation Template;Plays or stops an animation template on a game object.
GamingIsLove.Makinom.Schematics.Nodes.AnimationTemplateNode.timeBetweenValue;Time Between (s);"The time in seconds between animating two objects.
Only used if greater than 0 and more than one object will be animated."
GamingIsLove.Makinom.Schematics.Nodes.AnimationTemplateNode.waitBetween;Wait Between;"Wait for all objects to start animating before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.AnimationTemplateNode.template;Animation Template;Select the animation template that will be played.
GamingIsLove.Makinom.Schematics.Nodes.AnimationTemplateNode.play;Play/Stop;"If enabled, the animation will be played.
If disabled, the animation will be stopped."
GamingIsLove.Makinom.Schematics.Nodes.AnimationTemplateNode.wait;Wait;Wait until the animation has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.AnimationTemplateNode.waitNormalizedTime;Normalized Time (0-1);"Define for which amount of the animation's play time to wait.
The value is defined between 0 and 1, 0 being no wait time and 1 being full wait time.
E.g. 0.5 will wait for half of the animation's duration."
GamingIsLove.Makinom.Schematics.Nodes.FadeScreenNode;Fade Screen;Fades the screen.
GamingIsLove.Makinom.Schematics.Nodes.FadeScreenNode.wait;Wait;Wait until fading has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.FadeScreenNode.flash;Flash Screen;The screen will be flashed, not faded - i.e. half of the time is used to fade to the set color values, half of the time to fade back.
GamingIsLove.Makinom.Schematics.Nodes.SetScreenColorNode;Set Screen Color;Set's the screen fade color, canceling all ongoing screen fades.
GamingIsLove.Makinom.Schematics.Nodes.SetScreenColorNode.color;Color;Select the color that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode;Change Color;"Changes or fades the color of renderers, lights or color fields/properties.
Fading can either fade to a color, flash to a color and back, start blinking to a color and back or stop all fading."
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.type;Color Type;"Select what will be changed:
- Renderer: The color or property of 'Renderer' components.
- Light: The color of 'Light' components.
- Field: A color field or property of a component."
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.setProp;Set Property;"Define the name of the property that will be faded.
If disabled, the '_Color' property for fading the color is used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.prop;Property Name;The name of the property that will be faded.
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.isFloat;Is Float;"The property that will be faded is a float value instead of a color.
Only the alpha value of the fade settings is used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.shared;Shared Material;"The shared material is changed instead of the renderer's material.
Using shared materials will change this material in the project!
All objects using this material will be changed."
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.fadeType;Fade;"Select if and how the color/float value will be faded over time:
- None: The color/value is set directly.
- Stop: The color/value stops fading.
- Fade: The color/value is faded to the value.
- Flash: The color/value is flashed, i.e. half of the time it'll fade to the color/value, half ot the time it will fade back.
- Blink: The color/value starts blinking."
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.wait;Wait;Wait until fading has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.color;Color;The color that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.resetColor;Reset Color;Reset the color back to the starting color.
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.scope;Scope;"Select the scope of components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two game objects.
Only used if greater than 0 and more than one game objects will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.waitBetween;Wait Between;"Wait for all game objects to start changing before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.useAudio;Play Audio;"Play an audio clip when changing a game object.
The clip will be played on the game object and only if it is used (i.e. has the used component)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.useSoundType;Use Sound Type;"The assigned audio clip of a selected sound type will be used.
If the object doesn't have a 'Sound Assignment' component, no audio clip will be played and the next node will be executed immediately."
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.soundType;Sound Type;Select the sound type that will be played.
GamingIsLove.Makinom.Schematics.Nodes.ChangeColorNode.audioClip;Audio Clip;Select the audio clip that will be played.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorStateNode;Change Director State;"Changes the state of 'Playable Director' components.
Plays, pauses, resumes or stops playback of a director."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorStateNode.type;State;"Select the state that will be used:
- Play: Instantiates a playable and starts playback.
- Pause: Pauses playback.
- Resume: Resumes playing a paused playable.
- Stop: Stops playback and destroys the corresponding graph."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorStateNode.setPlayableAsset;Set Playable Asset;Set the playable asset that should be played.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorStateNode.playableAsset;Playable Asset;Select the playable asset that will be played.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorStateNode.scope;Scope;"Select the scope of 'Playable Director' components that will be used:
- Single: A single director attached to the game object.
- In Children: A single director attached to the game object or any child object.
- In Parent: A single director attached to the game object or any parent object.
- From Root: A single director attached to the game object's root or any child object (from the root).
- All: All directors attached to the game object.
- All In Children: All directors attached to the game object and child objects.
- All In Parent: All directors attached to the game object and parent objects.
- All From Root: All directors attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorStateNode.timeBetweenValue;Time Between (s);"The time in seconds between activating two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorStateNode.waitBetween;Wait Between;"Wait for all objects to activate before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorAssetNode;Change Director Asset;Changes the playable asset of 'Playable Director' components.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorAssetNode.playableAsset;Playable Asset;Select the playable asset that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorAssetNode.scope;Scope;"Select the scope of 'Playable Director' components that will be used:
- Single: A single director attached to the game object.
- In Children: A single director attached to the game object or any child object.
- In Parent: A single director attached to the game object or any parent object.
- From Root: A single director attached to the game object's root or any child object (from the root).
- All: All directors attached to the game object.
- All In Children: All directors attached to the game object and child objects.
- All In Parent: All directors attached to the game object and parent objects.
- All From Root: All directors attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorAssetNode.timeBetweenValue;Time Between (s);"The time in seconds between activating two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorAssetNode.waitBetween;Wait Between;"Wait for all objects to activate before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.IsPlayableDirectorPlayingNode;Is Director Playing;"Checks if 'Playable Director' components are playing.
If a director is playing, 'Is Playing' will be executed, otherwise 'Not Playing'."
GamingIsLove.Makinom.Schematics.Nodes.IsPlayableDirectorPlayingNode.scope;Scope;"Select the scope of 'Playable Director' components that will be used:
- Single: A single director attached to the game object.
- In Children: A single director attached to the game object or any child object.
- In Parent: A single director attached to the game object or any parent object.
- From Root: A single director attached to the game object's root or any child object (from the root).
- All: All directors attached to the game object.
- All In Children: All directors attached to the game object and child objects.
- All In Parent: All directors attached to the game object and parent objects.
- All From Root: All directors attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.IsPlayableDirectorPlayingNode.needed;Needed;Either all or only one of the 'Playable Director' components must be playing.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorTimeNode;Change Director Time;Changes the state of 'Playable Director' components.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorTimeNode.setInitialTime;Set Initial Time;"Set the initial time of the director, i.e. the time the playable should start at when first playing.
If disabled, the current time of the director is set."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorTimeNode.value;Time (s);The time in seconds.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorTimeNode.scope;Scope;"Select the scope of 'Playable Director' components that will be used:
- Single: A single director attached to the game object.
- In Children: A single director attached to the game object or any child object.
- In Parent: A single director attached to the game object or any parent object.
- From Root: A single director attached to the game object's root or any child object (from the root).
- All: All directors attached to the game object.
- All In Children: All directors attached to the game object and child objects.
- All In Parent: All directors attached to the game object and parent objects.
- All From Root: All directors attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorTimeNode.timeBetweenValue;Time Between (s);"The time in seconds between activating two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorTimeNode.waitBetween;Wait Between;"Wait for all objects to activate before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.StoreDirectorTimeNode;Store Director Time;Stores a time value of a 'Playable Director' component into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.StoreDirectorTimeNode.timeType;Time Type;"Select which time value will be stored:
- Time: The current time.
- Duration: The duration of the playable.
- Initial Time: The time the playable should start at when first playing."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorUpdateModeNode;Change Director Update Mode;Changes the time update mode of 'Playable Director' components.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorUpdateModeNode.mode;Update Mode;"Select the time update mode that will be used.
Controls how time is incremented when playing back."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorUpdateModeNode.scope;Scope;"Select the scope of 'Playable Director' components that will be used:
- Single: A single director attached to the game object.
- In Children: A single director attached to the game object or any child object.
- In Parent: A single director attached to the game object or any parent object.
- From Root: A single director attached to the game object's root or any child object (from the root).
- All: All directors attached to the game object.
- All In Children: All directors attached to the game object and child objects.
- All In Parent: All directors attached to the game object and parent objects.
- All From Root: All directors attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorUpdateModeNode.timeBetweenValue;Time Between (s);"The time in seconds between activating two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorUpdateModeNode.waitBetween;Wait Between;"Wait for all objects to activate before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorWrapModeNode;Change Director Wrap Mode;Changes the wrap mode of 'Playable Director' components.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorWrapModeNode.mode;Update Mode;"Select the wrap mode that will be used.
Controls how the time is incremented when it goes beyond the duration of the playable."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorWrapModeNode.scope;Scope;"Select the scope of 'Playable Director' components that will be used:
- Single: A single director attached to the game object.
- In Children: A single director attached to the game object or any child object.
- In Parent: A single director attached to the game object or any parent object.
- From Root: A single director attached to the game object's root or any child object (from the root).
- All: All directors attached to the game object.
- All In Children: All directors attached to the game object and child objects.
- All In Parent: All directors attached to the game object and parent objects.
- All From Root: All directors attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorWrapModeNode.timeBetweenValue;Time Between (s);"The time in seconds between activating two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlayableDirectorWrapModeNode.waitBetween;Wait Between;"Wait for all objects to activate before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode;Audio Chorus Filter;"Changes settings of an audio chorus filter component on a game object.
If the component isn't added, a new component will be added (requires an audio source or audio listener attached to the game object)."
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.setDelay;Set Delay;Change the chorus delay of the audio chorus filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.delay;Delay (ms);"The chorus delay in milliseconds (0.1 to 100).
Default value: 40.0"
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.setDepth;Set Depth;Change the chorus modulation depth of the audio chorus filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.depth;Depth;"The chorus modulation detph (0 to 1).
Default value: 0.03"
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.setDryMix;Set Dry Mix;Change the dry mix of the audio chorus filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.dryMix;Dry Mix;"The volume of original signal to pass to output (0 to 1).
Default value: 0.5"
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.setRate;Set Rate;Change the chorus modulation rate of the audio chorus filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.rate;Rate (hz);"The chorus modulation rate in hertz (0 to 20).
Default value: 0.8"
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.setWetMix1;Set Wet Mix 1;Change the wet mix 1 of the audio chorus filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.wetMix1;Wet Mix 1;"The volume of 1st chorus tap (0 to 1).
Default value: 0.5"
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.setWetMix2;Set Wet Mix 2;Change the wet mix 2 of the audio chorus filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.wetMix2;Wet Mix 2;"The volume of 2nd chorus tap (0 to 1).
This tap is 90 degrees out of phase of the first tap.
Default value: 0.5"
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.setWetMix3;Set Wet Mix 3;Change the wet mix 3 of the audio chorus filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioChorusFilterNode.wetMix3;Wet Mix 3;"The volume of 3rd chorus tap (0 to 1).
This tap is 90 degrees out of phase of the second tap.
Default value: 0.5"
GamingIsLove.Makinom.Schematics.Nodes.AudioDistortionFilterNode;Audio Distortion Filter;"Changes settings of an audio distortion filter component on a game object.
If the component isn't added, a new component will be added (requires an audio source or audio listener attached to the game object)."
GamingIsLove.Makinom.Schematics.Nodes.AudioDistortionFilterNode.setDistortion;Set Distortion Level;Change the distortion level of the audio distortion filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioDistortionFilterNode.distortionLevel;Distortion Level;"The distortion value (0 to 1).
Default value: 0.5"
GamingIsLove.Makinom.Schematics.Nodes.AudioEchoFilterNode;Audio Echo Filter;"Changes settings of an audio echo filter component on a game object.
If the component isn't added, a new component will be added (requires an audio source or audio listener attached to the game object)."
GamingIsLove.Makinom.Schematics.Nodes.AudioEchoFilterNode.setDedayRatio;Set Decay Ratio;Change the decay ratio of the audio echo filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioEchoFilterNode.decayRatio;Decay Ratio;"The echo decay per delay (0 to 1).
1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay).
Default value: 0.5"
GamingIsLove.Makinom.Schematics.Nodes.AudioEchoFilterNode.setDelay;Set Delay;Change the delay of the audio echo filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioEchoFilterNode.delay;Delay (ms);"The echo delay in milliseconds (10 to 5000).
1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay).
Default value: 500"
GamingIsLove.Makinom.Schematics.Nodes.AudioEchoFilterNode.setDryMix;Set Dry Mix;Change the dry mix of the audio echo filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioEchoFilterNode.dryMix;Dry Mix;"The volume of original signal to pass to output (0 to 1).
Default value: 1.0"
GamingIsLove.Makinom.Schematics.Nodes.AudioEchoFilterNode.setWetMix;Set Wet Mix;Change the dry mix of the audio echo filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioEchoFilterNode.wetMix;Wet Mix;"The volume of echo signal to pass to output (0 to 1).
Default value: 1.0"
GamingIsLove.Makinom.Schematics.Nodes.AudioHighPassFilterNode;Audio High Pass Filter;"Changes settings of an audio high pass filter component on a game object.
If the component isn't added, a new component will be added (requires an audio source or audio listener attached to the game object)."
GamingIsLove.Makinom.Schematics.Nodes.AudioHighPassFilterNode.setCutoffFrequency;Set Cutoff Frequency;Change the cutoff frequency of the audio high pass filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioHighPassFilterNode.cutoffFrequency;Cutoff Frequency (hz);"Highpass cutoff frequency in hertz (10 to 22000).
Default value: 5000"
GamingIsLove.Makinom.Schematics.Nodes.AudioHighPassFilterNode.setHighpassResonanceQ;Set Highpass Resonance Q;Change the highpass resonance Q of the audio high pass filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioHighPassFilterNode.highpassResonanceQ;Highpass Resonance Q;"Determines how much the filter's self-resonance is dampened (1 to 10).
Higher Highpass resonance Q indicates a lower rate of energy loss i.e. the oscillations die out more slowly.
Default value: 1.0"
GamingIsLove.Makinom.Schematics.Nodes.AudioLowPassFilterNode;Audio Low Pass Filter;"Changes settings of an audio low pass filter component on a game object.
If the component isn't added, a new component will be added (requires an audio source or audio listener attached to the game object)."
GamingIsLove.Makinom.Schematics.Nodes.AudioLowPassFilterNode.setCutoffFrequency;Set Cutoff Frequency;Change the cutoff frequency of the audio low pass filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioLowPassFilterNode.cutoffFrequency;Cutoff Frequency (hz);"Lowpass cutoff frequency in hertz (10 to 22000).
Default value: 5000"
GamingIsLove.Makinom.Schematics.Nodes.AudioLowPassFilterNode.setLowpassResonanceQ;Set Lowpass Resonance Q;Change the lowpass resonance Q of the low high pass filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioLowPassFilterNode.lowpassResonanceQ;Lowpass Resonance Q;"Determines how much the filter's self-resonance is dampened (1 to 10).
Higher Lowpass Resonance Q indicates a lower rate of energy loss i.e. the oscillations die out more slowly.
Default value: 1.0"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode;Audio Reverb Filter;"Changes settings of an audio reverb filter component on a game object.
If the component isn't added, a new component will be added (requires an audio source or audio listener attached to the game object)."
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setDecayHFRatio;Set Decay HF Ratio;Change the decay HF ratio of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.decayHFRatio;Decay HF Ratio;"The high-frequency to low-frequency decay time ratio (0.1 to 2).
Default value: 0.5"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setDecayTime;Set Decay Time;Change the decay time of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.decayTime;Decay Time;"The reverberation decay time at low-frequencies in seconds (1 to 20).
Default value: 1"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setDensity;Set Density;Change the density of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.density;Density;"The reverberation density (modal density) in percent (0 to 100).
Default value: 100"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setDiffusion;Set Diffusion;Change the diffusion of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.diffusion;Diffusion;"The reverberation diffusion (echo density) in percent (0 to 100).
Default value: 100"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setDryLevel;Set Dry Level;Change the dry level of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.dryLevel;Dry Level (mB);"The mix level of dry signal in output in mB (-10000 to 0).
Default value: 0"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setHfReference;Set HF Reference;Change the HF reference of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.hfReference;HF Reference (hz);"The reference high frequency in hertz (20 to 20000).
Default value: 5000"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setLfReference;Set LF Reference;Change the LF reference of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.lfReference;LF Reference (hz);"The reference low-frequency in hertz (20 to 1000).
Default value: 250"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setReflectionsDelay;Set Reflections Delay;Change the reflections delay of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.reflectionsDelay;Reflections Delay (mB);"The late reverberation level relative to room effect in mB (-10000 to 2000).
Default value: 0"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setReflectionsLevel;Set Reflections Level;Change the reflections level of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.reflectionsLevel;Reflections Level (mB);"The early reflections level relative to room effect in mB (-10000 to 1000).
Default value: -10000"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setReverbDelay;Set Reverb Delay;Change the reverb delay of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.reverbDelay;Reverb Delay (s);"The late reverberation delay time relative to first reflection in seconds (0 to 1).
Default value: 0.04"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setReverbLevel;Set Reverb Level;Change the reverb level of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.reverbLevel;Reverb Level (mB);"The late reverberation level relative to room effect in mB (-10000 to 2000).
Default value: 0"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setRoom;Set Room;Change the room effect level of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.room;Room (mB);"The room effect level at low frequencies in mB (-10000 to 0).
Default value: 0"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setRoomHF;Set Room HF;Change the room HF effect level of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.roomHF;Room HF (mB);"The room effect high-frequency level in mB (-10000 to 0).
Default value: 0"
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.setRoomLF;Set Room LF;Change the room LF effect level of the audio reverb filter.
GamingIsLove.Makinom.Schematics.Nodes.AudioReverbFilterNode.roomLF;Room LF (mB);"The room effect low-frequency level in mB (-10000 to 0).
Default value: 0"
GamingIsLove.Makinom.Schematics.Nodes.TransitionToSnapshotNode;Transition To Snapshots;"Transitions an audio mixer to a weighted mixture of snapshots.
The weight weill be ignored if only one snapshot is found/used."
GamingIsLove.Makinom.Schematics.Nodes.TransitionToSnapshotNode.audioMixer;Audio Mixer;Select the audio mixer that will be used.
GamingIsLove.Makinom.Schematics.Nodes.TransitionToSnapshotNode.wait;Wait;Wait for the transition to finish.
GamingIsLove.Makinom.Schematics.Nodes.TransitionToSnapshotNode.time;Time to Reach (s);The relative time in seconds after which the snapshots should be reached from any current state.
GamingIsLove.Makinom.Schematics.Nodes.SetOutputMixerGroupNode;Set Output Mixer Group;Set the output audio mixer group of an audio mixer.
GamingIsLove.Makinom.Schematics.Nodes.SetOutputMixerGroupNode.audioMixer;Audio Mixer;Select the audio mixer that will be used.
GamingIsLove.Makinom.Schematics.Nodes.SetOutputMixerGroupNode.outputMixerGroup;Output Mixer Group;Select the audio mixer group that will be used as output.
GamingIsLove.Makinom.Schematics.Nodes.SetAudioSourceOutputNode;Set Audio Source Output;Set the output of an audio source to a defined audio mixer group.
GamingIsLove.Makinom.Schematics.Nodes.SetAudioSourceOutputNode.scope;Scope;"Select the scope of audio sources that will be used:
- Single: A single audio source attached to the game object.
- In Children: A single audio source attached to the game object or any child object.
- In Parent: A single audio source attached to the game object or any parent object.
- From Root: A single audio source attached to the game object's root or any child object (from the root).
- All: All audio sources attached to the game object.
- All In Children: All audio sources attached to the game object and child objects.
- All In Parent: All audio sources attached to the game object and parent objects.
- All From Root: All audio sources attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.SetAudioSourceOutputNode.outputMixerGroup;Output Mixer Group;Select the audio mixer group that will be used as output.
GamingIsLove.Makinom.Schematics.Nodes.SetMusicChannelOutputNode;Set Music Channel Output;Set the output of a music channel to a defined audio mixer group.
GamingIsLove.Makinom.Schematics.Nodes.SetMusicChannelOutputNode.channel;Music Channel;"Define the music channel that will be used.
The default channel is 0."
GamingIsLove.Makinom.Schematics.Nodes.SetMusicChannelOutputNode.outputMixerGroup;Output Mixer Group;Select the audio mixer group that will be used as output.
GamingIsLove.Makinom.Schematics.Nodes.AudioMixerChangeFloatNode;Audio Mixer Change Float;"Sets or resets the value of an exposed float parameter of an audio mixer.
If the parameter was set, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.AudioMixerChangeFloatNode.audioMixer;Audio Mixer;Select the audio mixer that will be used.
GamingIsLove.Makinom.Schematics.Nodes.AudioMixerChangeFloatNode.clear;Clear Value;Resets the parameter to it's initial value.
GamingIsLove.Makinom.Schematics.Nodes.AudioMixerChangeFloatNode.name;Parameter Name;Define the name of the parameter.
GamingIsLove.Makinom.Schematics.Nodes.AudioMixerChangeFloatNode.value;Parameter Value;The value the parameter will be set to.
GamingIsLove.Makinom.Schematics.Nodes.AudioMixerStoreFloatNode;Audio Mixer Store Float;"Stores the value of an exposed float parameter of an audio mixer into a float variable.
If the parameter exists, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.AudioMixerStoreFloatNode.audioMixer;Audio Mixer;Select the audio mixer that will be used.
GamingIsLove.Makinom.Schematics.Nodes.AudioMixerStoreFloatNode.name;Parameter Name;Define the name of the parameter.
GamingIsLove.Makinom.Schematics.Nodes.PauseAudioListenersNode;Pause Audio Listeners;"Pauses or unpauses all audio listeners in the scene.
Uses 'AudioListener.pause' to pause/unpause audio listener components."
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundNode;Play Sound;"Plays a sound.
If no AudioSource component is added to the game object, a new one will be added automatically."
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundNode.timeBetweenValue;Time Between (s);"The time in seconds between playing a sound on two objects.
Only used if greater than 0 and more than one object will play a sound."
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundNode.waitBetween;Wait Between;"Wait for all objects to start playing before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundNode.useSoundType;Use Sound Type;"The assigned audio clip of a selected sound type will be used.
If the object doesn't have a 'Sound Assignment' component, no audio clip will be played and the next node will be executed immediately."
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundNode.soundType;Sound Type;Select the sound type that will be played.
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundNode.audioClip;Audio Clip;Select the audio clip that will be played.
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundNode.wait;Wait;Wait until the audio clip has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundAtPointNode;Play Sound At Point;"Plays a sound at a defined position.
This will create an audio source at the position and disposes of it afterwards."
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundAtPointNode.audioClip;Audio Clip;Select the audio clip that will be played.
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundAtPointNode.wait;Wait;Wait until the audio clip has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundAtPointNode.volume;Volume;The volume the audio clip will be played with.
GamingIsLove.Makinom.Schematics.Nodes.StopSoundNode;Stop Sound;Stops a sound.
GamingIsLove.Makinom.Schematics.Nodes.StopSoundNode.timeBetweenValue;Time Between (s);"The time in seconds between playing a sound on two objects.
Only used if greater than 0 and more than one object will play a sound."
GamingIsLove.Makinom.Schematics.Nodes.StopSoundNode.waitBetween;Wait Between;"Wait for all objects to start playing before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.StopSoundNode.pause;Pause;"The audio clip is paused/unpaused and not stopped.
If the clip currently is playing, it will be paused - if it isn't playing, it will be played."
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundChannelNode;Play Sound (Channel);Plays a sound on a sound channel.
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundChannelNode.audioClip;Audio Clip;Select the audio clip that will be played.
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundChannelNode.channel;Sound Channel;"Define the sound channel that will used.
The default channel is 0."
GamingIsLove.Makinom.Schematics.Nodes.PlaySoundChannelNode.wait;Wait;Wait until the audio clip has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.StopSoundChannelNode;Stop Sound (Channel);"Stops a sound on a sound channel.
Please note that sounds played with 'Play One Shot' can't be stopped."
GamingIsLove.Makinom.Schematics.Nodes.StopSoundChannelNode.channel;Sound Channel;"Define the sound channel that will used.
The default channel is 0."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlaybackPositionNode;Change Playback Position;Changes the playback position of the currently playing music clip or an audio clip on a sound channel or game object's audio source.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlaybackPositionNode.usePCM;Use PCM;Use PCM instead of time to set the playback position.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlaybackPositionNode.value;Time/PCM Position;"The time/PCM the music clip will be set to.
Values below 0 will reset the position to 0."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlaybackPositionNode.origin;Audio Source Origin;"Select which audio source's playback position will be changed:
- Music Channel: A music channel.
- Sound Channel: A sound channel.
- Game Object: A game object's audio source."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlaybackPositionNode.musicChannel;Music Channel;"Define the music channel that will be used.
The default channel is 0."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlaybackPositionNode.soundChannel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.Makinom.Schematics.Nodes.ChangePlaybackPositionNode.usedObject;Audio Object;Select the game object that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangePlaybackPositionNode.scope;Scope;"Select the scope of audio sources that will be used:
- Single: A single audio source attached to the game object.
- In Children: A single audio source attached to the game object or any child object.
- In Parent: A single audio source attached to the game object or any parent object.
- From Root: A single audio source attached to the game object's root or any child object (from the root).
- All: All audio sources attached to the game object.
- All In Children: All audio sources attached to the game object and child objects.
- All In Parent: All audio sources attached to the game object and parent objects.
- All From Root: All audio sources attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.AudioSourceSettingsNode;Audio Source Settings;Changes the settings of a music channel's, sound channel's or game object's audio source component.
GamingIsLove.Makinom.Schematics.Nodes.AudioSourceSettingsNode.origin;Audio Source Origin;"Select which audio source will be changed:
- Music Channel: A music channel.
- Sound Channel: A sound channel.
- Game Object: A game object's audio source."
GamingIsLove.Makinom.Schematics.Nodes.AudioSourceSettingsNode.musicChannel;Music Channel;"Define the music channel that will be used.
The default channel is 0."
GamingIsLove.Makinom.Schematics.Nodes.AudioSourceSettingsNode.soundChannel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.Makinom.Schematics.Nodes.AudioSourceSettingsNode.usedObject;Audio Object;Select the game object that will be used.
GamingIsLove.Makinom.Schematics.Nodes.AudioSourceSettingsNode.scope;Scope;"Select the scope of audio sources that will be used:
- Single: A single audio source attached to the game object.
- In Children: A single audio source attached to the game object or any child object.
- In Parent: A single audio source attached to the game object or any parent object.
- From Root: A single audio source attached to the game object's root or any child object (from the root).
- All: All audio sources attached to the game object.
- All In Children: All audio sources attached to the game object and child objects.
- All In Parent: All audio sources attached to the game object and parent objects.
- All From Root: All audio sources attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSoundVolumeNode;Change Sound Volume;"Changes the sound volume - either sets or fades the volume.
Already playing audio clips will not be updated by this."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSoundVolumeNode.type;Change Type;"Select how the volume will be changed:
- Set: Sets directly to the new volume.
- Fade: Fades from the current volume to the new volume.
- Mute: Mutes the volume without changing it.
- Unmute: Unmutes the volume."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSoundVolumeNode.volume;New Volume;The new volume that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSoundVolumeNode.useChannel;Use Channel;"Change the volume of a sound channel.
If disabled, the master sound volume (affecting all sound channels) will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSoundVolumeNode.channel;Sound Channel;Define the sound channel that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSoundVolumeNode.time;Fade Time (s);The time in seconds used to fade the volume.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSoundVolumeNode.wait;Wait;Wait until fading the volume is done before executing the next step.
GamingIsLove.Makinom.Schematics.Nodes.ChangeGlobalVolumeNode;Change Global Volume;"Changes the global volume - either sets or fades the volume.
The global volume is used to scale both music and sound volume.
Already playing audio clips will not be updated by this."
GamingIsLove.Makinom.Schematics.Nodes.ChangeGlobalVolumeNode.type;Change Type;"Select how the volume will be changed:
- Set: Sets directly to the new volume.
- Fade: Fades from the current volume to the new volume.
- Mute: Mutes the volume without changing it.
- Unmute: Unmutes the volume."
GamingIsLove.Makinom.Schematics.Nodes.ChangeGlobalVolumeNode.volume;New Volume;The new volume that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeGlobalVolumeNode.time;Fade Time (s);The time in seconds used to fade the volume.
GamingIsLove.Makinom.Schematics.Nodes.ChangeGlobalVolumeNode.wait;Wait;Wait until fading the volume is done before executing the next step.
GamingIsLove.Makinom.Schematics.Nodes.ChangeMusicNode;Change Music;Plays or stops a music clip.
GamingIsLove.Makinom.Schematics.Nodes.StoreMusicNode;Store Music;Stores a music channel's currently playing music clip and its time position, or only store the time position of the music clip without storing the playing clip on the channel.
GamingIsLove.Makinom.Schematics.Nodes.StoreMusicNode.channel;Music Channel;"Define the music channel that will be stored.
The default channel is 0."
GamingIsLove.Makinom.Schematics.Nodes.StoreMusicNode.onlyStoreTimePosition;Only Store Time Position;"Only store the time position of the channel's currently playing music clip.
This doesn't store the channel's playing music clip, only remembering the last stored time position of the music clip.
If disabled, the channel's music clip and time position is stored."
GamingIsLove.Makinom.Schematics.Nodes.StoreMusicNode.storedID;Stored ID;"Define the ID used to store the clip.
You can store multiple clips by using different IDs.
The default ID is 0."
GamingIsLove.Makinom.Schematics.Nodes.ChangeMusicVolumeNode;Change Music Volume;"Changes the music volume - either sets or fades the volume.
This changes the overall music volume, not the volume of the playing clip."
GamingIsLove.Makinom.Schematics.Nodes.ChangeMusicVolumeNode.type;Change Type;"Select how the volume will be changed:
- Set: Sets directly to the new volume.
- Fade: Fades from the current volume to the new volume.
- Mute: Mutes the volume without changing it.
- Unmute: Unmutes the volume."
GamingIsLove.Makinom.Schematics.Nodes.ChangeMusicVolumeNode.volume;New Volume;The new volume that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeMusicVolumeNode.useChannel;Use Channel;"Change the volume of a music channel.
If disabled, the master music volume (affecting all music channels) will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeMusicVolumeNode.channel;Music Channel;Define the music channel that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.ChangeMusicVolumeNode.time;Fade Time (s);The time in seconds used to fade the volume.
GamingIsLove.Makinom.Schematics.Nodes.ChangeMusicVolumeNode.wait;Wait;Wait until fading the volume is done before executing the next step.
GamingIsLove.Makinom.Schematics.Nodes.IsMusicPlayingNode;Is Music Playing;Checks if a defined music channel or any channel is currently playing music or a defined music clip.
GamingIsLove.Makinom.Schematics.Nodes.IsMusicPlayingNode.any;Any Channel;"Checks if music is played on any channel.
If disabled, only the defined channel will be checked."
GamingIsLove.Makinom.Schematics.Nodes.IsMusicPlayingNode.channel;Music Channel;"Define the music channel that will be stored.
The default channel is 0."
GamingIsLove.Makinom.Schematics.Nodes.IsMusicPlayingNode.checkClip;Check Clip;"Check if a defined music clip is playing.
If disabled, any currently playing clip will be valid."
GamingIsLove.Makinom.Schematics.Nodes.IsMusicPlayingNode.musicClip;Music Clip;Select the music clip that will be checked for.
GamingIsLove.Makinom.Schematics.Nodes.SchematicGateNode;Layer Gate;Connects two layers.
GamingIsLove.Makinom.Schematics.Nodes.EmptyNode;Empty;"This is an empty node.
This node being empty can be the result of a custom node script not being found (e.g. removed from the project).
This node will remember the data previously stored in it in case the script is added to the project again at a later time."
GamingIsLove.Makinom.Schematics.Nodes.WaitNode;Wait;Waits for a defined time.
GamingIsLove.Makinom.Schematics.Nodes.WaitNode.random;Random;"Wait for a random amount of time between two defined values ('Time' and 'Time 2').
If disabled, the node waits for the time defined in 'Time'."
GamingIsLove.Makinom.Schematics.Nodes.WaitNode.time;Time (s);"The time in second that will be waited.
When using 'Random', this is the lower limit of the random time."
GamingIsLove.Makinom.Schematics.Nodes.WaitNode.time2;Time 2 (s);The upper limit of the random time in seconds.
GamingIsLove.Makinom.Schematics.Nodes.RandomNode;Random;Randomly executes a next node out of a list of defined nodes.
GamingIsLove.Makinom.Schematics.Nodes.CommentNode;Comment;"Leave a comment in your schematic.
This node does nothing and is only for commentary purposes."
GamingIsLove.Makinom.Schematics.Nodes.CommentNode.comment;Comment;The comment.
GamingIsLove.Makinom.Schematics.Nodes.ChanceNode;Chance;"Which node will be executed next is decided by chance.
The chance is checked against a random number between two values (default 0 and 100, you can change this in the game settings).
The next node of the first defined value range, that includes the chance, will be executed.
If no range contains the chance, 'Failed' will be executed."
GamingIsLove.Makinom.Schematics.Nodes.CheckValueNode;Check Value;"A value (e.g. result of a formula) will be checked with a defined value.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckValueNode.value;Value;The value that will be checked.
GamingIsLove.Makinom.Schematics.Nodes.CheckValueNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.LoopNode;Loop;"Increases an int variable by one until it reaches a defined maximum value.
Use this node to easily loop nodes for a number of times before continuing with the rest of the schematic.
If the loop finished (i.e. the int variable being max count or larger), 'Finished' will be executed next, otherwise 'Loop'."
GamingIsLove.Makinom.Schematics.Nodes.LoopNode.maxCount;Max Count;"The maximum the loop count can reach.
When the used variable reaches this value, the 'Finished' next slot will be used."
GamingIsLove.Makinom.Schematics.Nodes.LoopNode.reset;Reset;"Resets the variable to 0 when the loop finished (i.e. reached the max count).
This will make the loop ready for the next time in case it's reused."
GamingIsLove.Makinom.Schematics.Nodes.SendMessageNode;Send Message;Uses Unity's SendMessage or BroadcastMessage functionality to call a defined function (method) with a defined value in every component of a game object or any of it's children (broadcast).
GamingIsLove.Makinom.Schematics.Nodes.SendMessageNode.name;Function Name;"The name of the function that will be called.
The name has to be exactly as in the code!"
GamingIsLove.Makinom.Schematics.Nodes.SendMessageNode.type;Send Type;"Select which send message function will be used:
- Send Message: Calls the function on every MonoBehaviour on the game object.
- Send Message Upwards: Calls the function on every MonoBehaviour on the game object and on every ancestor of the behaviour.
- Broadcast Message: Calls the function on every MonoBehaviour on the game object or any of its children."
GamingIsLove.Makinom.Schematics.Nodes.SendMessageNode.addParameter;Add Parameter;The function is called using a parameter.
GamingIsLove.Makinom.Schematics.Nodes.SendMessageNode.timeBetweenValue;Time Between (s);"The time in seconds between sending a message to two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.SendMessageNode.waitBetween;Wait Between;"Wait for all objects to send a message before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.CallFunctionNode;Call Function;Uses reflection to call a function in a component.
GamingIsLove.Makinom.Schematics.Nodes.CallFunctionNode.classOrigin;Class Origin;"Select where the defined class/function comes from:
- Component: A component on a defined game object.
- Static: A static function of the class.
- Selected Data: A class instance stored in selected data."
GamingIsLove.Makinom.Schematics.Nodes.CallFunctionNode.timeBetweenValue;Time Between (s);"The time in seconds between adding a component to two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.CallFunctionNode.waitBetween;Wait Between;"Wait for all objects to add a component before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.CheckFunctionNode;Check Function;"Uses reflection to call a function in a component and check the return value.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckFunctionNode.classOrigin;Class Origin;"Select where the defined class/function comes from:
- Component: A component on a defined game object.
- Static: A static function of the class.
- Selected Data: A class instance stored in selected data."
GamingIsLove.Makinom.Schematics.Nodes.ChangeFieldsNode;Change Fields;Uses reflection to change fields or properties of a component.
GamingIsLove.Makinom.Schematics.Nodes.ChangeFieldsNode.classOrigin;Class Origin;"Select where the defined class/field/property comes from:
- Component: A component on a defined game object.
- Static: A static field/property of the class.
- Selected Data: A class instance stored in selected data."
GamingIsLove.Makinom.Schematics.Nodes.ChangeFieldsNode.timeBetweenValue;Time Between (s);"The time in seconds between adding a component to two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeFieldsNode.waitBetween;Wait Between;"Wait for all objects to add a component before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.CheckFieldsNode;Check Fields;"Uses reflection to check the value of fields or properties of a component.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckFieldsNode.classOrigin;Class Origin;"Select where the defined class/field/property comes from:
- Component: A component on a defined game object.
- Static: A static field/property of the class.
- Selected Data: A class instance stored in selected data."
GamingIsLove.Makinom.Schematics.Nodes.ChangeTimeScaleNode;Change Time Scale;"Changes the time scale.
The time scale influences the speed of everything in the game - you can use this to create slow motion effects."
GamingIsLove.Makinom.Schematics.Nodes.ChangeTimeScaleNode.reset;Reset;Reset the time scale to the previous value.
GamingIsLove.Makinom.Schematics.Nodes.ChangeTimeScaleNode.scaleValue;Time Scale;"The time scale that will be used.
E.g.:
- 1 is normal time.
- 0.5 is slows down time by halve.
- 2 quickens time by double."
GamingIsLove.Makinom.Schematics.Nodes.ChangeTimeScaleNode.origin;Time Origin;"Select which time scale will be changed:
- Unity: The Unity time scale will be changed, affecting everything in the game.
- Makinom: The Makinom time scale will be changed, affecting only things related to Makinom (e.g. machines/schematics).
- Local: The running schematic's time scale will be changed, affecting only this schematic."
GamingIsLove.Makinom.Schematics.Nodes.CallPluginNode;Call Plugin;"Calls the 'Call' function of a selected plugin.
If the plugin was called successfully, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CallPluginNode.plugin;Plugin;Select the plugin that will be called.
GamingIsLove.Makinom.Schematics.Nodes.CallPluginNode.info;Call Information;"The information text that will be passed to the plugin's 'Call' function.
You can use this text to trigger different things in the plugin."
GamingIsLove.Makinom.Schematics.Nodes.StoreFunctionResultNode;Store Function Result;"Stores the return value of a function into a variable.
Supports string, bool, int/float and Vector2/Vector3 return values.
If a variable is changed, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.StoreFunctionResultNode.classOrigin;Class Origin;"Select where the defined class/function comes from:
- Component: A component on a defined game object.
- Static: A static function of the class.
- Selected Data: A class instance stored in selected data."
GamingIsLove.Makinom.Schematics.Nodes.StoreFieldNode;Store Field;"Stores the value of a field or property into a variable.
Supports string, bool, int/float and Vector2/Vector3 values.
If a variable is changed, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.StoreFieldNode.classOrigin;Class Origin;"Select where the defined class/field/property comes from:
- Component: A component on a defined game object.
- Static: A static field/property of the class.
- Selected Data: A class instance stored in selected data."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode;Change Camera Position;"Sets or fades the camera position, rotation and field of view.
If all spawned instances of a prefab are used, the first prefab will be used to change the camera."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.useObject;Use Target Position;Use the target game object's position instead of a camera position.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.setPosition;Set Position;The position of the camera is set to the position of the target object.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.pOffset;Position Offset;The offset added to the position of the target object.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.setRotation;Set Rotation;The rotation of the camera is set to the rotation of the target object.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.rOffset;Rotation Offset;Offset added to the target's rotation.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.setFoV;Set Field of View;"The field of view of the camera is changed.
Only used by cameras with 'Perspective' projection."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.fieldOfView;Field of View;The field of view of the camera will be set to this value.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.setOrthographicSize;Set Orthographic Size;"Sets the size of an orthographic camera.
Only used by cameras with 'Orthographic' projection."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.orthographicSize;Orthographic Size;The size of an orthographic camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.cameraPosition;Camera Position;Select the camera position that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.useCenter;Use Center;"The center of all target objects will be used.
If disabled, either the first target object or all target objects will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.useAll;Use All;"The camera will be placed at all target objects in sequence.
If disabled, the camera will be placed at the first target object."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.timeBetweenValue;Time Between (s);"The time in seconds between placing the camera on two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.waitBetween;Wait Between;"Wait for the camera to be placed using all objects before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.fade;Fade Position;"The camera position is changed over time to the new position.
If disabled, the camera is set to the new position immediately."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.timeValue;Time (s);The time in seconds used to fade the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraPositionNode.wait;Wait;Wait until the fading is done before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.StopCameraPositionFadeNode;Stop Camera Position Fade;Stops a currently fading camera position change.
GamingIsLove.Makinom.Schematics.Nodes.SetSchematicCameraNode;Set Schematic Camera;Sets the camera used by the schematic ('Camera' object selection).
GamingIsLove.Makinom.Schematics.Nodes.SetSchematicCameraNode.componentScope;Scope;"Select the scope of the camera component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.StoreInitialCameraPositionNode;Store Initial Camera Position;"Stores the camera's current position, rotation and field of view as initial camera position of the schematic.
You can use the 'Initial Camera Position' to reset or fade the camera to the stored position."
GamingIsLove.Makinom.Schematics.Nodes.InitialCameraPositionNode;Initial Camera Position;"Resets or fades the camera to the position, rotation and field of view it had when 'Store Initial Camera Position' was used in this schematic.
This node will unmount the camera from it's parent object."
GamingIsLove.Makinom.Schematics.Nodes.InitialCameraPositionNode.fade;Fade Position;"The camera position is changed over time to the initial position.
If disabled, the camera is set to the initial position immediately."
GamingIsLove.Makinom.Schematics.Nodes.InitialCameraPositionNode.timeValue;Time (s);The time in seconds used to fade the camera.
GamingIsLove.Makinom.Schematics.Nodes.InitialCameraPositionNode.wait;Wait;Wait until the fading is done before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ShakeCameraNode;Shake Camera;Shakes the camera.
GamingIsLove.Makinom.Schematics.Nodes.ShakeCameraNode.timeValue;Time (s);The time in seconds the camera will shake.
GamingIsLove.Makinom.Schematics.Nodes.ShakeCameraNode.wait;Wait;Wait until the shaking is done before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ShakeCameraNode.shakeRotation;Shake Rotation;Shake the rotation instead of the position.
GamingIsLove.Makinom.Schematics.Nodes.ShakeCameraNode.speedValue;Speed;The speed at which the camera will shake.
GamingIsLove.Makinom.Schematics.Nodes.ShakeCameraNode.xShake;Shake X-Axis;Shake the camera along the X-axis.
GamingIsLove.Makinom.Schematics.Nodes.ShakeCameraNode.xIntensityValue;Intensity X;"How hard the camera will shake on the X-axis.
Best use a value between 0 and 1."
GamingIsLove.Makinom.Schematics.Nodes.ShakeCameraNode.yShake;Shake Y-Axis;Shake the camera along the Y-axis.
GamingIsLove.Makinom.Schematics.Nodes.ShakeCameraNode.yIntensityValue;Intensity Y;"How hard the camera will shake on the Y-axis.
Best use a value between 0 and 1."
GamingIsLove.Makinom.Schematics.Nodes.ShakeCameraNode.zShake;Shake Z-Axis;Shake the camera along the Z-axis.
GamingIsLove.Makinom.Schematics.Nodes.ShakeCameraNode.zIntensityValue;Intensity Z;"How hard the camera will shake on the Z-axis.
Best use a value between 0 and 1."
GamingIsLove.Makinom.Schematics.Nodes.RotateCameraAroundNode;Rotate Camera Around;Rotates the camera around a game object.
GamingIsLove.Makinom.Schematics.Nodes.RotateCameraAroundNode.useCenter;Use Center;"The center of all target objects will be used.
If disabled, either the first target object or all target objects will be used."
GamingIsLove.Makinom.Schematics.Nodes.RotateCameraAroundNode.useAll;Use All;"The camera will rotate around all target objects in sequence.
If disabled, the camera will rotate around the first target object."
GamingIsLove.Makinom.Schematics.Nodes.RotateCameraAroundNode.timeBetweenValue;Time Between (s);"The time in seconds between rotating around objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.RotateCameraAroundNode.waitBetween;Wait Between;"Wait for the camera to start rotating around all objects before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RotateCameraAroundNode.timeValue;Time (s);The time in seconds the camera will shake.
GamingIsLove.Makinom.Schematics.Nodes.RotateCameraAroundNode.wait;Wait;Wait until the rotation is done before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.RotateCameraAroundNode.speedValue;Speed;The speed at which the camera will rotate.
GamingIsLove.Makinom.Schematics.Nodes.RotateCameraAroundNode.angles;Rotation Axes;"The camera rotates around axes that aren't 0.
A value of 1 will let the camera rotate along this axis, e.g. X=0, Y=1, Z=0 will rotate the camera around the Y-axis.
Use negative values to invert the rotation."
GamingIsLove.Makinom.Schematics.Nodes.OrthographicCameraNode;Orthographic Camera;Sets the camera to be orthographic or perspective.
GamingIsLove.Makinom.Schematics.Nodes.OrthographicCameraNode.orthographic;Orthographic;"If enabled, the camera will be set orthographic.
If disabled, the camera will be set perspective."
GamingIsLove.Makinom.Schematics.Nodes.OrthographicCameraNode.orthographicSize;Orthographic Size;"Camera's half-size when in orthographic mode.
The smaller the size, the nearer the camera will be to the player."
GamingIsLove.Makinom.Schematics.Nodes.IsCameraOrthographicNode;Is Camera Orthographic;If the camera is orthographic, 'Orthographic' is executed, otherwise 'Perspective'.
GamingIsLove.Makinom.Schematics.Nodes.MountCameraNode;Mount Camera;Mounts or unmounts the camera to a game object.
GamingIsLove.Makinom.Schematics.Nodes.MountCameraNode.mount;Mount;"If enabled, the camera will be mounted to a game object.
If disabled, the camera will be unmounted from it's current parent object."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode;Change Camera Options;Change various settings on a camera, e.g. culling mask, depth, etc.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.changeFoV;Change Field of View;Change the field of view of the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.fieldOfView;Field of View;Define the field of view of the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.changeBGColor;Change BG Color;Change the background color of the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.bgColor;Background Color;Select the background color that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.changeClearFlags;Change Clear Flags;Change the clear flags of the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.clearFlags;Clear Flags;Select how the camera clears the background.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.changeCullingMask;Change Culling Mask;Change the culling mask of the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.cullingMask;Culling Mask;Select the layers that will be displayed by the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.changeDepthTextureMode;Change Texture Mode;Change the depth texture generation mode of the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.depthTextureMode;Depth Texture Mode;Select the depth texture mode that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.changeEventMask;Change Event Mask;Change the event mask of the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.eventMask;Event Mask;Select the layers that can trigger events on the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.changeRenderingPath;Change Rendering Path;Change the rendering path of the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.renderingPath;Rendering Path;Select the rendering path that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.changeTransparencySortMode;Change Transparency Sort Mode;Change the transparency sort mode of the camera.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCameraOptionsNode.transparencySortMode;Rendering Path;Select the transparency sort mode that will be used.
GamingIsLove.Makinom.Schematics.Nodes.CameraTargetTextureNode;Camera Target Texture;"Set the 'RenderTexture' used as target for a camera - the camera will render into the defined texture.
You must select a 'RenderTexture' asset.
Select no texture to remove the target texture and render to the screen again."
GamingIsLove.Makinom.Schematics.Nodes.CameraTargetTextureNode.scope;Scope;"Select the scope of cameras that will be used:
- Single: A single camera attached to the game object.
- In Children: A single camera attached to the game object or any child object.
- In Parent: A single camera attached to the game object or any parent object.
- From Root: A single camera attached to the game object's root or any child object (from the root).
- All: All cameras attached to the game object.
- All In Children: All cameras attached to the game object and child objects.
- All In Parent: All cameras attached to the game object and parent objects.
- All From Root: All cameras attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.CollisionCameraNode;Collision Camera;Enable or disable the collision camera - can only be used when a 'Collision Camera' component is attached to the camera.
GamingIsLove.Makinom.Schematics.Nodes.CollisionCameraNode.enable;Enable/Disable;"If enabled, the collision camera will be enabled.
If disabled, the collision camera will be disabled.
Please note that a 'Collision Camera' component has to be attached to the camera, i.e. either manually or automatically using the collision camera settings."
GamingIsLove.Makinom.Schematics.Nodes.InColliderBoundsNode;In Collider Bounds;"Checks if a collider's bounds contain a game object's position or a Vector3 value.
If the position/value is within a collider's bounds, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.InColliderBoundsNode.is2D;Use 2D;"The collider is a 2D collider.
If disabled, a 3D collider will be checked."
GamingIsLove.Makinom.Schematics.Nodes.InColliderBoundsNode.scope;Scope;"Select the scope of the collider that will be used:
- In Object: A collider attached to the game object.
- In Children: A collider attached to the game object or any child object.
- In Parent: A collider attached to the game object or any parent object.
- From Root: A collider attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.InColliderBoundsNode.useObject;Use Object;"Use the position of a game object.
If disabled, a Vector3 value will be used."
GamingIsLove.Makinom.Schematics.Nodes.InColliderBoundsNode.needed;Needed;Either all or only one of the game objects must be within the collider's bounds.
GamingIsLove.Makinom.Schematics.Nodes.StoreColliderBoundsNode;Store Collider Bounds;Stores a value of the collider's bounds into a Vector3 variable.
GamingIsLove.Makinom.Schematics.Nodes.StoreColliderBoundsNode.vector3Normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.StoreColliderBoundsNode.is2D;Use 2D;"The collider is a 2D collider.
If disabled, a 3D collider will be used."
GamingIsLove.Makinom.Schematics.Nodes.StoreColliderBoundsNode.scope;Scope;"Select the scope of the collider that will be used:
- In Object: A collider attached to the game object.
- In Children: A collider attached to the game object or any child object.
- In Parent: A collider attached to the game object or any parent object.
- From Root: A collider attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.StoreColliderBoundsNode.type;Bounds Value;"Select the value of the collider's bounds that will be stored.
'Random Position' uses a random position within the bounds."
GamingIsLove.Makinom.Schematics.Nodes.StoreSquaredDistanceNode;Store Squared Distance;Stores the smallest squared distance between a collider's bounds and a position (Vector3) into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.StoreSquaredDistanceNode.is2D;Use 2D;"The collider is a 2D collider.
If disabled, a 3D collider will be used."
GamingIsLove.Makinom.Schematics.Nodes.StoreSquaredDistanceNode.scope;Scope;"Select the scope of the collider that will be used:
- In Object: A collider attached to the game object.
- In Children: A collider attached to the game object or any child object.
- In Parent: A collider attached to the game object or any parent object.
- From Root: A collider attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ColliderExpandNode;Collider Expand;"Expands a collider's bounds by increasing it's size.
Changes bounds.size and doesn't use the bounds.Expand function."
GamingIsLove.Makinom.Schematics.Nodes.ColliderExpandNode.is2D;Use 2D;"The collider is a 2D collider.
If disabled, a 3D collider will be used."
GamingIsLove.Makinom.Schematics.Nodes.ColliderExpandNode.scope;Scope;"Select the scope of colliders that will be used:
- Single: A single collider attached to the game object.
- In Children: A single collider attached to the game object or any child object.
- In Parent: A single collider attached to the game object or any parent object.
- From Root: A single collider attached to the game object's root or any child object (from the root).
- All: All colliders attached to the game object.
- All In Children: All colliders attached to the game object and child objects.
- All In Parent: All colliders attached to the game object and parent objects.
- All From Root: All colliders attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ColliderExpandNode.type;Expansion Type;"Select how the collider will be expanded:
- Once: The expansion happens only once.
- Time: The expansion will run for a defined amount of time.
- Start: Start expanding (no time limit, i.e. expands until stopped).
- Stop: Stop expanding."
GamingIsLove.Makinom.Schematics.Nodes.ColliderExpandNode.useDeltaTime;Use Delta Time;"Use delta time when expanding the collider's bounds.
I.e. the value will be multiplied with the delta time."
GamingIsLove.Makinom.Schematics.Nodes.ColliderExpandNode.timeValue;Time (s);The time in seconds used to expand the collider's bounds.
GamingIsLove.Makinom.Schematics.Nodes.ColliderExpandNode.timeBetweenValue;Time Between (s);"The time in seconds between expanding two colliders.
Only used if greater than 0 and more than one collider will be expanded."
GamingIsLove.Makinom.Schematics.Nodes.ColliderExpandNode.waitBetween;Wait Between;"Wait for all colliders to start expanding before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ColliderExpandNode.wait;Wait;Wait until the expansion has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ColliderIntersectRayNode;Collider Intersect Ray;"Checks if a collider's bounds intersect a ray (line).
If the bounds intersect the line, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.ColliderIntersectRayNode.is2D;Use 2D;"The collider is a 2D collider.
If disabled, a 3D collider will be checked."
GamingIsLove.Makinom.Schematics.Nodes.ColliderIntersectRayNode.scope;Scope;"Select the scope of colliders that will be used:
- Single: A single collider attached to the game object.
- In Children: A single collider attached to the game object or any child object.
- In Parent: A single collider attached to the game object or any parent object.
- From Root: A single collider attached to the game object's root or any child object (from the root).
- All: All colliders attached to the game object.
- All In Children: All colliders attached to the game object and child objects.
- All In Parent: All colliders attached to the game object and parent objects.
- All From Root: All colliders attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ColliderIntersectRayNode.needed;Needed;Either all or only one of the colliders must intersetct the ray.
GamingIsLove.Makinom.Schematics.Nodes.ColliderIntersectRayNode.useAsPosition;Use as Position;"The Vector3 value will be used as a position in space.
If disabled, the value will be used as direction."
GamingIsLove.Makinom.Schematics.Nodes.ColliderIntersectBoundsNode;Collider Intersect Bounds;"Checks if a collider's bounds intersect another collider's bounds.
If the bounds intersect other bounds, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.ColliderIntersectBoundsNode.is2D;Use 2D;"The collider is a 2D collider.
If disabled, a 3D collider will be checked."
GamingIsLove.Makinom.Schematics.Nodes.ColliderIntersectBoundsNode.scope;Scope;"Select the scope of colliders that will be used:
- Single: A single collider attached to the game object.
- In Children: A single collider attached to the game object or any child object.
- In Parent: A single collider attached to the game object or any parent object.
- From Root: A single collider attached to the game object's root or any child object (from the root).
- All: All colliders attached to the game object.
- All In Children: All colliders attached to the game object and child objects.
- All In Parent: All colliders attached to the game object and parent objects.
- All From Root: All colliders attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ColliderIntersectBoundsNode.needed;Needed;Either all or only one of the colliders must intersetct the ray.
GamingIsLove.Makinom.Schematics.Nodes.ColliderIntersectBoundsNode.boundsScope;Scope;"Select the scope of colliders that will be used:
- Single: A single collider attached to the game object.
- In Children: A single collider attached to the game object or any child object.
- In Parent: A single collider attached to the game object or any parent object.
- From Root: A single collider attached to the game object's root or any child object (from the root).
- All: All colliders attached to the game object.
- All In Children: All colliders attached to the game object and child objects.
- All In Parent: All colliders attached to the game object and parent objects.
- All From Root: All colliders attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ColliderChangeTriggerNode;Collider Change Trigger;Changes if a collider's is a trigger or not.
GamingIsLove.Makinom.Schematics.Nodes.ColliderChangeTriggerNode.is2D;Use 2D;"The collider is a 2D collider.
If disabled, a 3D collider will be checked."
GamingIsLove.Makinom.Schematics.Nodes.ColliderChangeTriggerNode.scope;Scope;"Select the scope of colliders that will be used:
- Single: A single collider attached to the game object.
- In Children: A single collider attached to the game object or any child object.
- In Parent: A single collider attached to the game object or any parent object.
- From Root: A single collider attached to the game object's root or any child object (from the root).
- All: All colliders attached to the game object.
- All In Children: All colliders attached to the game object and child objects.
- All In Parent: All colliders attached to the game object and parent objects.
- All From Root: All colliders attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ColliderCheckTriggerNode;Collider Check Trigger;"Checks if a collider is a trigger.
If the collider is a trigger, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.ColliderCheckTriggerNode.is2D;Use 2D;"The collider is a 2D collider.
If disabled, a 3D collider will be checked."
GamingIsLove.Makinom.Schematics.Nodes.ColliderCheckTriggerNode.scope;Scope;"Select the scope of colliders that will be used:
- Single: A single collider attached to the game object.
- In Children: A single collider attached to the game object or any child object.
- In Parent: A single collider attached to the game object or any parent object.
- From Root: A single collider attached to the game object's root or any child object (from the root).
- All: All colliders attached to the game object.
- All In Children: All colliders attached to the game object and child objects.
- All In Parent: All colliders attached to the game object and parent objects.
- All From Root: All colliders attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ColliderCheckTriggerNode.needed;Needed;Either all or only one of the colliders must be a trigger.
GamingIsLove.Makinom.Schematics.Nodes.IgnoreCollisionNode;Ignore Collision;"Enables or disables ignoring collision between two colliders.
If collisions are ignored, collision and trigger events won't be received between the used colliders.
Please note that the ignore collision state isn't persistant and can be lost, e.g. when deactivating the game object or collider, or adding a rigidbody component."
GamingIsLove.Makinom.Schematics.Nodes.IgnoreCollisionNode.is2D;Use 2D;"Use 2D colliders.
If disabled, 3D colliders will be used."
GamingIsLove.Makinom.Schematics.Nodes.IgnoreCollisionNode.scope;Scope;"Select the scope of colliders that will be used:
- Single: A single collider attached to the game object.
- In Children: A single collider attached to the game object or any child object.
- In Parent: A single collider attached to the game object or any parent object.
- From Root: A single collider attached to the game object's root or any child object (from the root).
- All: All colliders attached to the game object.
- All In Children: All colliders attached to the game object and child objects.
- All In Parent: All colliders attached to the game object and parent objects.
- All From Root: All colliders attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.IgnoreCollisionNode.scope2;Scope;"Select the scope of colliders that will be used:
- Single: A single collider attached to the game object.
- In Children: A single collider attached to the game object or any child object.
- In Parent: A single collider attached to the game object or any parent object.
- From Root: A single collider attached to the game object's root or any child object (from the root).
- All: All colliders attached to the game object.
- All In Children: All colliders attached to the game object and child objects.
- All In Parent: All colliders attached to the game object and parent objects.
- All From Root: All colliders attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.IgnoreLayerCollisionNode;Ignore Layer Collision;"Enables or disables ignoring collision between colliders on two layers.
If collisions are ignored, collision and trigger events won't be received between all affected colliders."
GamingIsLove.Makinom.Schematics.Nodes.IgnoreLayerCollisionNode.is2D;Use 2D;"Use 2D colliders.
If disabled, 3D colliders will be used."
GamingIsLove.Makinom.Schematics.Nodes.IgnoreLayerCollisionNode.layer;Layer;The used layer.
GamingIsLove.Makinom.Schematics.Nodes.IgnoreLayerCollisionNode.layer2;Layer 2;The used layer.
GamingIsLove.Makinom.Schematics.Nodes.CheckIgnoreLayerCollisionNode;Check Ignore Layer Collision;"Checks if collisions between two layers are ignored.
If collisions are ignored, 'Ignored' will be executed, otherwise 'Not Ignored'."
GamingIsLove.Makinom.Schematics.Nodes.CheckIgnoreLayerCollisionNode.is2D;Use 2D;"Use 2D colliders.
If disabled, 3D colliders will be used."
GamingIsLove.Makinom.Schematics.Nodes.CheckIgnoreLayerCollisionNode.layer;Layer;The used layer.
GamingIsLove.Makinom.Schematics.Nodes.CheckIgnoreLayerCollisionNode.layer2;Layer 2;The used layer.
GamingIsLove.Makinom.Schematics.Nodes.CheckIgnoreLayerCollisionNode.store;Store Into Variable;Stores if collision between two layers is ignored into a bool variable.
GamingIsLove.Makinom.Schematics.Nodes.AddComponentNode;Add Component;Adds a defined component to a game object.
GamingIsLove.Makinom.Schematics.Nodes.AddComponentNode.componentName;Component Name;The name of the component that will be added.
GamingIsLove.Makinom.Schematics.Nodes.AddComponentNode.timeBetweenValue;Time Between (s);"The time in seconds between adding a component to two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.AddComponentNode.waitBetween;Wait Between;"Wait for all objects to add a component before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RemoveComponentNode;Remove Component;Removes a defined component from a game object.
GamingIsLove.Makinom.Schematics.Nodes.RemoveComponentNode.timeBetweenValue;Time Between (s);"The time in seconds between removing a component from two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.RemoveComponentNode.waitBetween;Wait Between;"Wait for all objects to remove a component before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.EnableComponentNode;Enable Component;Enables or disables a defined component from a game object.
GamingIsLove.Makinom.Schematics.Nodes.EnableComponentNode.enable;Enable/Disable;"If enabled, the component will be enabled.
If disabled, the component will be disabled."
GamingIsLove.Makinom.Schematics.Nodes.EnableComponentNode.timeBetweenValue;Time Between (s);"The time in seconds between enabling/disabling components.
Only used if greater than 0 and more than one component will be used."
GamingIsLove.Makinom.Schematics.Nodes.EnableComponentNode.waitBetween;Wait Between;"Wait for all components to enable/disable before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.IsComponentEnableNode;Is Component Enabled;"Checks if a defined component of a game object is enabled.
If the component is enabled, 'Success' will be executed, otherwise (or if not found) 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.IsComponentEnableNode.needed;Needed;Either all or only one of the components must be enabled.
GamingIsLove.Makinom.Schematics.Nodes.EmitParticlesNode;Emit Particles;"Start or stop emitting particles on a game object.
For particles to start/stop emitting, the game object requires a 'ParticleSystem' or 'VisualEffect' component."
GamingIsLove.Makinom.Schematics.Nodes.EmitParticlesNode.emit;Emit;"If enabled, the game object will start emitting particles.
If disabled, the game object will stop emitting particles."
GamingIsLove.Makinom.Schematics.Nodes.EmitParticlesNode.stopBeforeStart;Stop Before Start;Stop emitting particles before starting.
GamingIsLove.Makinom.Schematics.Nodes.EmitParticlesNode.scope;Scope;"Select the scope of particle emitters that will be used:
- Single: A single emitter attached to the game object.
- In Children: A single emitter attached to the game object or any child object.
- In Parent: A single emitter attached to the game object or any parent object.
- From Root: A single emitter attached to the game object's root or any child object (from the root).
- All: All emitters attached to the game object.
- All In Children: All emitters attached to the game object and child objects.
- All In Parent: All emitters attached to the game object and parent objects.
- All From Root: All emitters attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.EmitParticlesNode.timeBetweenValue;Time Between (s);"The time in seconds between emitting particles on two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.EmitParticlesNode.waitBetween;Wait Between;"Wait for all objects to emit particles before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSceneObjectNode;Change Scene Object;Changes the scene object used by a 'Scene Object' component.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSceneObjectNode.reset;Reset;Reset the scene object to it's original setup.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSceneObjectNode.custom;Custom Scene Object;"Create a custom scene object and define it's content.
If disabled, uses a scene object set up in the editor."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSceneObjectNode.sceneObject;Scene Object;Select the scene object that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSceneObjectNode.scope;Scope;"Select the scope of scene object components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSceneObjectNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two scene object components.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSceneObjectNode.waitBetween;Wait Between;"Wait for all objects to change before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.AddInteractionControllerNode;Add Interaction Controller;"Adds the interaction controller prefab to a game object (if no 'Interaction Controller' component is found on it) and registers the game object's interaction controllers with the system.
Please note that the interaction controllers will be gone when the game object is destroyed (e.g. changing scenes)."
GamingIsLove.Makinom.Schematics.Nodes.RemoveInteractionControllerNode;Remove Interaction Controller;"Disables all 'Interaction Controller' components on a game object an unregisters them from the system.
Please note that the interaction controllers will be gone when the game object is destroyed (e.g. changing scenes)."
GamingIsLove.Makinom.Schematics.Nodes.AddPlayerComponentsNode;Add Player Components;Adds the player components, control machines and control behaviours that are set up in 'Base/Control > Game Controls' to a game object.
GamingIsLove.Makinom.Schematics.Nodes.RemovePlayerComponentsNode;Remove Player Components;Removes the player components, control machines and control behaviours that are set up in 'Base/Control > Game Controls' from a game object.
GamingIsLove.Makinom.Schematics.Nodes.ActivateConstraintNode;Activate Constraint;Activates or deactivates defined constraint components.
GamingIsLove.Makinom.Schematics.Nodes.ActivateConstraintNode.activate;Activate/Deactivate;"If enabled, the constraint will be activated.
If disabled, the constraint will be deactivated."
GamingIsLove.Makinom.Schematics.Nodes.IsConstraintActiveNode;Is Constraint Active;"Checks if defined constraint components are active.
If the component is active, 'Success' will be executed, otherwise (or if not found) 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.IsConstraintActiveNode.needed;Needed;Either all or only one of the components must be active.
GamingIsLove.Makinom.Schematics.Nodes.LockConstraintNode;Lock Constraint;Locks or unlocks defined constraint components.
GamingIsLove.Makinom.Schematics.Nodes.LockConstraintNode.locked;Lock/Unlock;"If enabled, the constraint will be locked.
If disabled, the constraint will be unlocked."
GamingIsLove.Makinom.Schematics.Nodes.IsConstraintLockedNode;Is Constraint Locked;"Checks if defined constraint components are locked.
If the component is locked, 'Success' will be executed, otherwise (or if not found) 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.IsConstraintLockedNode.needed;Needed;Either all or only one of the components must be locked.
GamingIsLove.Makinom.Schematics.Nodes.SetConstraintWeightNode;Set Constraint Weight;Sets the weight of defined constraint components.
GamingIsLove.Makinom.Schematics.Nodes.SetConstraintWeightNode.weight;Weight;The weight that will be set on the constraint component.
GamingIsLove.Makinom.Schematics.Nodes.CheckConstraintWeightNode;Check Constraint Weight;"Checks the weight of defined constraint components.
If the check is valid, 'Success' will be executed, otherwise (or if not found) 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckConstraintWeightNode.needed;Needed;Either all or only one of the components must be locked.
GamingIsLove.Makinom.Schematics.Nodes.CheckConstraintWeightNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.AddConstraintSourceNode;Add Constraint Source;Adds a transform source to defined constraint components.
GamingIsLove.Makinom.Schematics.Nodes.AddConstraintSourceNode.sourceWeight;Weight;The weight of the source in the evaluation of the constraint.
GamingIsLove.Makinom.Schematics.Nodes.RemoveConstraintSourceNode;Remove Constraint Source;Removes a transform source from defined constraint components.
GamingIsLove.Makinom.Schematics.Nodes.RemoveConstraintSourceNode.clear;Clear;Clear the constraint component's sources, removing all.
GamingIsLove.Makinom.Schematics.Nodes.ActivateObjectNode;Activate Object;Sets a game object active (enabled) or inactive (disabled).
GamingIsLove.Makinom.Schematics.Nodes.ActivateObjectNode.setActive;Set Active;"If enabled, the game object will be set activate.
If disabled, the game object will be deactivated."
GamingIsLove.Makinom.Schematics.Nodes.ActivateObjectNode.timeBetweenValue;Time Between (s);"The time in seconds between activating two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ActivateObjectNode.waitBetween;Wait Between;"Wait for all objects to activate before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.IsObjectActiveNode;Is Object Active;"Checks if a game object is active (enabled) or inactive (disabled).
If the object is active, 'Active' will be executed, otherwise 'Inactive'."
GamingIsLove.Makinom.Schematics.Nodes.IsObjectActiveNode.needed;Needed;Either all or only one of the game objects must be active.
GamingIsLove.Makinom.Schematics.Nodes.IsObjectActiveNode.checkActiveSelf;Check Active Self;"Checks if the game object itself is active.
If disabled, checks if the game object is active in the hierarchy (e.g. the game object is active, but a parent object is inactive, making the game object not active in the scene)."
GamingIsLove.Makinom.Schematics.Nodes.MountObjectNode;Mount Object;"Mounts or unmounts a game object to another game object.
This will set the parent of the game object's transform."
GamingIsLove.Makinom.Schematics.Nodes.MountObjectNode.mount;Mount;"If enabled, the game object will be mounted to another game object.
If disabled, the game object will be unmounted from it's current parent object."
GamingIsLove.Makinom.Schematics.Nodes.MountObjectNode.timeBetweenValue;Time Between (s);"The time in seconds between mounting two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.MountObjectNode.waitBetween;Wait Between;"Wait for all objects to mount before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.MountObjectNode.placeObject;Place Object;"The game object will also be placed at the parent object when mounting it.
If disabled, the object will only be made a child object of the parent."
GamingIsLove.Makinom.Schematics.Nodes.DontDestroyOnLoadNode;Don't Destroy On Load;"Marks an object to not be destroyed when loading a new scene.
Calls 'DontDestroyOnLoad' using a selected object."
GamingIsLove.Makinom.Schematics.Nodes.DestroyObjectNode;Destroy Object;"Destroys a game object.
When destroying the machine's game object, the machine might be stopped (due to it's settings).
Please note that game objects are not destroyed immediately and will be destroyed by Unity at the end of the frame. Use the 'Continue Next Frame' option (or 'Destroy After Time') to continue with the schematic after the game object has been destroyed by Unity."
GamingIsLove.Makinom.Schematics.Nodes.DestroyObjectNode.removePrefabSaver;Remove Prefab Saver;"Remove the game object from being saved by prefab savers.
If disabled and the game object was spawned via a saved prefab, destroying it will save the game object's data and respawn it when loading the scene again."
GamingIsLove.Makinom.Schematics.Nodes.DestroyObjectNode.destroyAfter;Destroy After Time;"The prefab will be destroyed after a defined amount of time.
If disabled, the prefab is destroyed immediately.
You can use this setting to destroy prefabs after the schematic has ended."
GamingIsLove.Makinom.Schematics.Nodes.DestroyObjectNode.timeValue;Time (s);The time in seconds before the prefab is destroyed.
GamingIsLove.Makinom.Schematics.Nodes.DestroyObjectNode.wait;Wait;Wait until the prefab is destroyed before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.DestroyObjectNode.nextFrame;Continue Next Frame;
GamingIsLove.Makinom.Schematics.Nodes.ObjectExistsNode;Object Exists;"Checks if a game object exists.
If the object exists, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.ObjectExistsNode.needed;Needed;Either all or only one of the game objects must exist.
GamingIsLove.Makinom.Schematics.Nodes.IsObjectNode;Is Object;"Checks if 2 game objects are the same.
If the objects are the same, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.IsObjectNode.needed;Needed;Either all or only one of the game objects must match.
GamingIsLove.Makinom.Schematics.Nodes.SetObjectNameNode;Set Object Name;Sets an object's name or tag.
GamingIsLove.Makinom.Schematics.Nodes.SetObjectNameNode.setTag;Set Tag;"Set the tag of the object.
If disabled, the name will be set."
GamingIsLove.Makinom.Schematics.Nodes.SetObjectNameNode.value;Value;The string value the name or tag will be set tp.
GamingIsLove.Makinom.Schematics.Nodes.CheckObjectNameNode;Check Object Name;"Checks an object's name or tag.
If check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckObjectNameNode.checkTag;Check Tag;"Check the tag of the object.
If disabled, the name will be checked."
GamingIsLove.Makinom.Schematics.Nodes.CheckObjectNameNode.value;Check Value;The string value the name or tag will be checked with.
GamingIsLove.Makinom.Schematics.Nodes.CheckObjectNameNode.check;Check Type;"The check is valid if:
- Is Equal: The game object's name/tag equals the defined value.
- Starts With: The game object's name/tag starts with the defined value.
- Ends With: The game object's name/tag ends with the defined value.
- Contains: The game object's name/tag contains the defined value."
GamingIsLove.Makinom.Schematics.Nodes.CheckObjectNameNode.needed;Needed;Either all or only one of the objects must match the defined name or tag.
GamingIsLove.Makinom.Schematics.Nodes.SetObjectLayerNode;Set Object Layer;Sets an object's layer.
GamingIsLove.Makinom.Schematics.Nodes.SetObjectLayerNode.layer;Layer;The layer the game object will be set to.
GamingIsLove.Makinom.Schematics.Nodes.SetObjectLayerNode.setChilObjects;Set Child Objects;"Sets the layer of child objects of the selected game object.
If disabled, only the selected object will be set."
GamingIsLove.Makinom.Schematics.Nodes.CheckObjectLayerNode;Check Object Layer;"Checks an object's layer.
If check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckObjectLayerNode.layer;Layer;The layer the game object must be on.
GamingIsLove.Makinom.Schematics.Nodes.CheckObjectLayerNode.needed;Needed;Either all or only one of the objects must be on the defined layer.
GamingIsLove.Makinom.Schematics.Nodes.SearchObjectsNode;Search Objects;"Searches for game objects in the scene and uses them to change selected data.
Selected data can be used to store different data, e.g. a game object or a list of game objects."
GamingIsLove.Makinom.Schematics.Nodes.CreateEmptyObjectNode;Create Empty Object;Creates an empty game object.
GamingIsLove.Makinom.Schematics.Nodes.CreateEmptyObjectNode.name;Object Name;The name of the new game object.
GamingIsLove.Makinom.Schematics.Nodes.CreateEmptyObjectNode.layer;Layer;The layer the game object will be set to.
GamingIsLove.Makinom.Schematics.Nodes.CreateEmptyObjectNode.setSelected;Select Object;"The new game object will be set as selected object.
This will add a 'SelectableObject' component to the game object."
GamingIsLove.Makinom.Schematics.Nodes.CreateEmptyObjectNode.changeSelectedData;Change Selected Data;Use the new game object to change selected data.
GamingIsLove.Makinom.Schematics.Nodes.ChangeRadiusNode;Change Radius;"Changes the radius of a game object.
Adds a 'Radius' component if none is added yet.
The radius is e.g. used when using 'Move To Interaction' to determine the movement destination."
GamingIsLove.Makinom.Schematics.Nodes.ChangeRadiusNode.reset;Reset;"Resets the game object's radius to it's original value.
If the 'Radius' component was attached and set up previously, it resets to that value.
If the 'Radius' component was attached through a schematic, it'll remove the component."
GamingIsLove.Makinom.Schematics.Nodes.ChangeRadiusNode.radius;Radius;Define the radius of the game object.
GamingIsLove.Makinom.Schematics.Nodes.CheckObjectHierarchyNode;Check Object Hierarchy;"Checks if a game object has a parent or child object (or both).
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckObjectHierarchyNode.checkType;Check;"Select what will be checked for:
- Parent: The game object must have a parent object.
- Child: The game object must have a child object.
- Parent And Child: The game object must have a parent object and a child object."
GamingIsLove.Makinom.Schematics.Nodes.CheckObjectHierarchyNode.needed;Needed;Either all or only one of the game object's checks must be valid.
GamingIsLove.Makinom.Schematics.Nodes.CreateGridNode;Create Grid;Creates a game object grid.
GamingIsLove.Makinom.Schematics.Nodes.CreateGridNode.gridKey;Grid Key;"The key used to store the grid.
You can store multiple grids by using different keys."
GamingIsLove.Makinom.Schematics.Nodes.ChangeGridNode;Change Grid Size;Changes the size of a grid and optionally destroys game objects of removed grid cells.
GamingIsLove.Makinom.Schematics.Nodes.ChangeGridNode.gridKey;Grid Key;"The key used to store the grid.
You can store multiple grids by using different keys."
GamingIsLove.Makinom.Schematics.Nodes.ChangeGridNode.destroyCells;Destroy Cells;"Destroy the game objects of removed grid cells.
If disabled, the grid objects will be unmounted (if mounted to the grid's root object) and not destroyed."
GamingIsLove.Makinom.Schematics.Nodes.RemoveGridNode;Remove Grid;Removes a grid and optionally destroys all game objects of the grid cells.
GamingIsLove.Makinom.Schematics.Nodes.RemoveGridNode.gridKey;Grid Key;"The key used to store the grid.
You can store multiple grids by using different keys."
GamingIsLove.Makinom.Schematics.Nodes.RemoveGridNode.destroyCells;Destroy Cells;"Destroy the game objects of the grid cells.
If disabled, the grid objects will be unmounted (if mounted to the grid's root object) and not destroyed."
GamingIsLove.Makinom.Schematics.Nodes.RemoveGridCellNode;Remove Grid Cell;Removes the game objects of grid cells and optionally destroys them.
GamingIsLove.Makinom.Schematics.Nodes.RemoveGridCellNode.destroyCells;Destroy Cells;"Destroy the game objects of the grid cells.
If disabled, the grid objects will be unmounted (if mounted to the grid's root object) and not destroyed."
GamingIsLove.Makinom.Schematics.Nodes.RemoveGridCellNode.timeBetweenValue;Time Between (s);"The time in seconds between removing two cells.
Only used if greater than 0 and more than one cell will be used."
GamingIsLove.Makinom.Schematics.Nodes.RemoveGridCellNode.waitBetween;Wait Between;"Wait for all cells to be removed before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.GridExistsNode;Grid Exists;"Checks if a game object grid exists for a defined key.
If the grid exists, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.GridExistsNode.gridKey;Grid Key;"The key used to store the grid.
You can store multiple grids by using different keys."
GamingIsLove.Makinom.Schematics.Nodes.FillGridCellsNode;Fill Grid Cells;Fills grid cells with prefab instances.
GamingIsLove.Makinom.Schematics.Nodes.FillGridCellsNode.id;Prefab;"Select the prefab that will be spawned.
Each prefab can optionally keep track of it's spawned instances - the first spawned instance will have ID 0, the second ID 1, etc.
You can use spawned prefabs individually or all at once in other nodes."
GamingIsLove.Makinom.Schematics.Nodes.FillGridCellsNode.addPrefabSaver;Add Prefab Saver;"Add the spawned prefab instance to it's matching prefab saver.
If a prefab saver is set up for the used prefab, the prefab's data (e.g. position) will be saved when changing scenes, respawning the prefab when returning to the scene.
Prefab savers are set up in 'Base/Control > Prefab Savers'."
GamingIsLove.Makinom.Schematics.Nodes.FillGridCellsNode.keepReference;Keep Reference;"The prefab will keep track of the spawned instance.
The spawned instance can be used in later nodes using it's 'Spawned Prefab ID', the first spawned instance will have ID 0, the second ID 1, etc."
GamingIsLove.Makinom.Schematics.Nodes.FillGridCellsNode.fillMode;Fill Mode;"Select the fill mode:
- All: All used cells will be filled.
- Empty: Only empty cells will be filled.
- Assigned: Only assigned cells will be filled (i.e. cells that already have a game object).
Blocked cells will not be filled."
GamingIsLove.Makinom.Schematics.Nodes.FillGridCellsNode.mount;Mount;The spawned prefab instances will be mounted to the grid's root game object.
GamingIsLove.Makinom.Schematics.Nodes.FillGridCellsNode.destroy;Destroy;"Destroy game objects that are currently assigned to grid cells that will be filled.
If disabled, the grid objects will be unmounted (if mounted to the grid's root object) and not destroyed."
GamingIsLove.Makinom.Schematics.Nodes.FillGridCellsNode.timeBetweenValue;Time Between (s);"The time in seconds between filling two cells.
Only used if greater than 0 and more than one cell will be used."
GamingIsLove.Makinom.Schematics.Nodes.FillGridCellsNode.waitBetween;Wait Between;"Wait for all cells to be filled before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.SetGridCellNode;Set Grid Cell;Assigns game objects to grid cells.
GamingIsLove.Makinom.Schematics.Nodes.SetGridCellNode.setPosition;Set Position;Set the position of the game object to the grid cell's position.
GamingIsLove.Makinom.Schematics.Nodes.SetGridCellNode.setRotation;Set Rotation;Set the rotation of the game object to the grid cell's rotation.
GamingIsLove.Makinom.Schematics.Nodes.SetGridCellNode.mount;Mount;Mount the game object to the grid's root object.
GamingIsLove.Makinom.Schematics.Nodes.SetGridCellNode.destroy;Destroy Current;"Destroy the current game object assigned to the grid cell.
If disabled, the grid objects will be unmounted (if mounted to the grid's root object) and not destroyed."
GamingIsLove.Makinom.Schematics.Nodes.SetGridCellNode.timeBetweenValue;Time Between (s);"The time in seconds between setting two cells.
Only used if greater than 0 and more than one cell will be used."
GamingIsLove.Makinom.Schematics.Nodes.SetGridCellNode.waitBetween;Wait Between;"Wait for all cells to be set before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode;Swap Grid Cell;"Swaps game objects assigned to grid cells between 2 defined grids.
If the defined cells of one grid exceed the other in number, the smaller number of cells will be swapped.
You can also swap cells within the same grid by using the same grid twice."
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.setPosition;Set Position;Set the position of the game object to the grid cell's position.
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.setRotation;Set Rotation;Set the rotation of the game object to the grid cell's rotation.
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.mount;Mount;Mount the game object to the grid's root object.
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.timeBetweenValue;Time Between (s);"The time in seconds between swapping two cells.
Only used if greater than 0 and more than one cell will be used."
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.waitBetween;Wait Between;"Wait for all cells to be swapped before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.animate;Animate Swapping;"Select if swapping the game objects should be animated:
- None: No animation.
- Interpolate: Interpolate between the current position and rotation and target position and rotation of the game objects. Requires 'Set Position' or 'Set Rotation' to be enabled to allow interpolating.
- Machine: Start a machine using the moving game objects. Grid 1 cells will be used as machine object, grid 2 cells as starting object."
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.moveTimeValue;Move Time (s);The time in seconds used to move the objects.
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.waitMove;Wait;Wait until the movement has finished before the next swap starts.
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.machineStoreCells;Store Cell Indexes;Store the indexes of the used cells into Vector3 variables.
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.machineCellKey;Cell 1 Key;Define the variable key used to store the used cell of grid 1 into a Vector3 variable.
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.machineCellKey2;Cell 2 Key;Define the variable key used to store the used cell of grid 2 into a Vector3 variable.
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.changeSelectedData;Change Selected Data;Use the swapping game objects to change selected data.
GamingIsLove.Makinom.Schematics.Nodes.SwapGridCellNode.objectChangeUseHiddenCells;Use Hidden Cells;"Game objects of hidden cells will be used to change the selected data.
If disabled, only game objects of visible cells will be used."
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode;Move Grid Cell;"Moves game objects of grid cells within the grid.
E.g. move game objects down by one index on the Y axis."
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.movingCell;Moving Cells;"Select which grid cells are moved:
- All: All cells will be moved.
- Empty: Only empty cells will be moved.
- Assigned: Only assigned cells will be moved (i.e. cells that already have a game object).
Blocked cells will not be moved."
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.targetCell;Target Cells;"Select which grid cells can be moved to:
- All: All cells.
- Empty: Only empty cells.
- Assigned: Only assigned cells (i.e. cells that already have a game object).
Blocked cells can't be moved to."
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.loop;Loop;"Enable the axes that should loop the grid index.
Indexes below 0 will restart at the highest index, indexes above the highest index will restart at 0."
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.jumpBlocked;Jump Over Blocked;The next cell will be used if the target cell is blocked.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.jumpHidden;Jump Over Hidden;The next cell will be used if the target cell is hidden.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.setPosition;Set Position;Set the position of the game object to the grid cell's position.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.setRotation;Set Rotation;Set the rotation of the game object to the grid cell's rotation.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.mount;Mount;Mount the game object to the grid's root object.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.destroy;Destroy Current;"Destroy the current game object assigned to the grid cell.
If disabled, the grid objects will be unmounted (if mounted to the grid's root object) and not destroyed."
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.repeat;Repeat Move;"Select if moving the same grid cells should be repeated:
- No: Don't repeat.
- Yes: Define the number of times the grid cells will be moved.
- Until One Unmovable: Repeat until one cell can't move.
- Until All Unmovable: Repeat until all cells can't move."
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.repeatTimeValue;Repeat Time (s);The time in seconds before repeating the movement.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.repeatNumber;Repeat Number;Define the number of times the movement should be repeated.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.timeBetweenValue;Time Between (s);"The time in seconds between moving two cells.
Only used if greater than 0 and more than one cell will be used."
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.waitBetween;Wait Between;"Wait for all cells to be set before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.animate;Animate Swapping;"Select if swapping the game objects should be animated:
- None: No animation.
- Interpolate: Interpolate between the current position and rotation and target position and rotation of the game objects. Requires 'Set Position' or 'Set Rotation' to be enabled to allow interpolating.
- Machine: Start a machine using the moving game objects. Grid 1 cells will be used as machine object, grid 2 cells as starting object."
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.moveTimeValue;Move Time (s);The time in seconds used to move the objects.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.waitMove;Wait;Wait until the movement has finished before the next move starts.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.machineStoreCells;Store Cell Indexes;Store the indexes of the used cells into Vector3 variables.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.machineCellKey;Cell 1 Key;Define the variable key used to store the used cell of grid 1 into a Vector3 variable.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.machineCellKey2;Cell 2 Key;Define the variable key used to store the used cell of grid 2 into a Vector3 variable.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.changeSelectedData;Change Selected Data;Use the moving game objects to change selected data.
GamingIsLove.Makinom.Schematics.Nodes.MoveGridCellNode.objectChangeUseHiddenCells;Use Hidden Cells;"Game objects of hidden cells will be used to change the selected data.
If disabled, only game objects of visible cells will be used."
GamingIsLove.Makinom.Schematics.Nodes.CanMoveGridCellNode;Can Move Grid Cell;"Checks if game objects of grid cells can be moved within the grid.
If the game objects can be moved, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CanMoveGridCellNode.needed;Needed;Either all or only one of the game objects must be able to move.
GamingIsLove.Makinom.Schematics.Nodes.CanMoveGridCellNode.movingCell;Moving Cells;"Select which grid cells are moved:
- All: All cells will be moved.
- Empty: Only empty cells will be moved.
- Assigned: Only assigned cells will be moved (i.e. cells that already have a game object).
Blocked cells will not be moved."
GamingIsLove.Makinom.Schematics.Nodes.CanMoveGridCellNode.targetCell;Target Cells;"Select which grid cells can be moved to:
- All: All cells.
- Empty: Only empty cells.
- Assigned: Only assigned cells (i.e. cells that already have a game object).
Blocked cells can't be moved to."
GamingIsLove.Makinom.Schematics.Nodes.CanMoveGridCellNode.loop;Loop;"Enable the axes that should loop the grid index.
Indexes below 0 will restart at the highest index, indexes above the highest index will restart at 0."
GamingIsLove.Makinom.Schematics.Nodes.CanMoveGridCellNode.jumpBlocked;Jump Over Blocked;The next cell will be used if the target cell is blocked.
GamingIsLove.Makinom.Schematics.Nodes.CanMoveGridCellNode.jumpHidden;Jump Over Hidden;The next cell will be used if the target cell is hidden.
GamingIsLove.Makinom.Schematics.Nodes.BlockGridCellsNode;Block Grid Cells;"Blocks or unblocks cells of a grid.
Blocked grid cells can't be changed (e.g. set to a different game object)."
GamingIsLove.Makinom.Schematics.Nodes.BlockGridCellsNode.blocked;Block/Unblock;"If enabled, the grid cell(s) will be blocked.
If disabled, the grid cell(s) will be unblocked."
GamingIsLove.Makinom.Schematics.Nodes.IsGridCellBlockedNode;Is Grid Cell Blocked;"Checks if a grid cell is blocked.
If the cell is blocked, 'Blocked' will be executed, otherwise 'Not Blocked'."
GamingIsLove.Makinom.Schematics.Nodes.IsGridCellBlockedNode.needed;Needed;Either all or only one of the grid cells must be blocked.
GamingIsLove.Makinom.Schematics.Nodes.HideGridCellsNode;Hide Grid Cells;"Hides or unhides cells of a grid.
Game objects of hidden grid cells are disabled."
GamingIsLove.Makinom.Schematics.Nodes.HideGridCellsNode.hide;Hide/Unhide;"If enabled, the grid cell(s) will be hidden.
If disabled, the grid cell(s) will be unhidden."
GamingIsLove.Makinom.Schematics.Nodes.IsGridCellHiddenNode;Is Grid Cell Hidden;"Checks if a grid cell is hidden.
If the cell is hidden, 'Hidden' will be executed, otherwise 'Not Hidden'."
GamingIsLove.Makinom.Schematics.Nodes.IsGridCellHiddenNode.needed;Needed;Either all or only one of the grid cells must be hidden.
GamingIsLove.Makinom.Schematics.Nodes.IsGridCellEmptyNode;Is Grid Cell Empty;"Checks if a grid cell is empty (i.e. no game object is assigned to the cell).
If the cell is empty, 'Empty' will be executed, otherwise 'Not Empty'."
GamingIsLove.Makinom.Schematics.Nodes.IsGridCellEmptyNode.needed;Needed;Either all or only one of the grid cells must be empty.
GamingIsLove.Makinom.Schematics.Nodes.IsGridCellObjectNode;Is Grid Cell Object;"Checks if game objects are part of a grid.
If the game objects are part of the grid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.IsGridCellObjectNode.needed;Needed;Either all or only one of the game objects must be grid cell objects.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightFloatNode;Change Light Float;Changes or fades a float value of a light, e.g. intensity or spot angle.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightFloatNode.type;Float Type;"Select the float value of light that will be changed:
- Bounce Intensity: The multiplier that defines the strength of the bounce lighting.
- Cookie Size: The size of the directional light's cookie.
- Intensity: The intensity of a light is multiplied with the light color.
- Range: The range of the light.
- Shadow Bias: Shadow mapping constant bias.
- Shadow Custom Resolution: The custom resolution of the shadow map.
- Shadow Near Plane: Near plane value to use for shadow frustums.
- Shadow Normal Bias: Shadow mapping normal-based bias.
- Shadow Strength: Strength of light's shadows.
- Spot Angle: The angle of the light's spotlight cone in degrees."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightFloatNode.fadeType;Fade;"Select if and how the float value will be faded over time:
- None: The value is set directly.
- Stop: The value stops fading.
- Fade: The value is faded to the value.
- Flash: The value is flashed, i.e. half of the time it'll fade to the value, half ot the time it will fade back.
- Blink: The value starts blinking."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightFloatNode.wait;Wait;Wait until fading has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightFloatNode.value;Value;The value that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightFloatNode.scope;Scope;"Select the scope of components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightFloatNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two lights.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightFloatNode.waitBetween;Wait Between;"Wait for all lighs to be changed before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.LightCullingMaskNode;Light Culling Mask;Changes the culling mask of a light.
GamingIsLove.Makinom.Schematics.Nodes.LightCullingMaskNode.cullingMask;Culling Mask;The layers the light's culling mask will be set to.
GamingIsLove.Makinom.Schematics.Nodes.LightCullingMaskNode.scope;Scope;"Select the scope of components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.LightCullingMaskNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two lights.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.LightCullingMaskNode.waitBetween;Wait Between;"Wait for all lighs to be changed before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightModeNode;Change Light Mode;"Changes the mode of a light.
You can change the light type, lightmapping mode, render mode, shadow resolution and shadows."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightModeNode.type;Change Mode;"Select what will be changed:
- Light Type: The type of the light.
- Lightmap Bake Type: The lightmap bake type of the light.
- Render Mode: How the light is rendered.
- Shadow Resolution: The resolution of the shadow map.
- Light Shadows: How the light casts shadows."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightModeNode.lightType;Light Type;Select the type of light that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightModeNode.lightmapBakeType;Lightmap Bake Type;Select the lightmap bake type that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightModeNode.renderMode;Render Mode;Select the render mode that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightModeNode.shadowresolution;Shadow Resolution;Select the shadow resolution mode that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightModeNode.lightShadows;Light Shadows;Select the shadow mode that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightModeNode.scope;Scope;"Select the scope of components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightModeNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two lights.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightModeNode.waitBetween;Wait Between;"Wait for all lighs to be changed before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightCookieNode;Change Light Cookie;Changes the cookie texture of a light.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightCookieNode.scope;Scope;"Select the scope of components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightCookieNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two lights.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLightCookieNode.waitBetween;Wait Between;"Wait for all lighs to be changed before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode;Spawn Prefab;Spawns a prefab.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.id;Prefab;"Select the prefab that will be spawned.
Each prefab can optionally keep track of it's spawned instances - the first spawned instance will have ID 0, the second ID 1, etc.
You can use spawned prefabs individually or all at once in other nodes."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.addPrefabSaver;Add Prefab Saver;"Add the spawned prefab instance to it's matching prefab saver.
If a prefab saver is set up for the used prefab, the prefab's data (e.g. position) will be saved when changing scenes, respawning the prefab when returning to the scene.
Prefab savers are set up in 'Base/Control > Prefab Savers'."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.keepReference;Keep Reference;"The prefab will keep track of the spawned instance.
The spawned instance can be used in later nodes using it's 'Spawned Prefab ID', the first spawned instance will have ID 0, the second ID 1, etc."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.usePrefabPosition;Use Prefab Position;Adds the position defined in the prefab to the spawn position.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.usePrefabRotation;Use Prefab Rotation;Adds the rotation defined in the prefab to the spawn rotation.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.targetType;Target Type;"Select the target used to spawn the prefab:
- Object: A game object (e.g. an actor) is used.
- Spawn Point: A spawn point is used.
- Position: A defined position is used."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.spawnID;Spawn Point ID;"The ID of the spawn point the prefab will be spawned at.
There must be a game object with a 'Spawn Point' component with the defined ID in the scene when the schematic is executed."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.objectType;Spawn At;"Select on which available target object the prefab will be spawned:
- First: At the first available object (i.e. spawned one time).
- All: At all available objects (i.e. spawned multiple times).
- Center: At the center of all available objects (i.e. spawned one time).
- Random: At a randomly selected available object (i.e. spawned one time)."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.timeBetweenValue;Time Between (s);"The time in seconds between spawning two prefabs.
Only used if greater than 0 and more than one prefab will be spawned."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.waitBetween;Wait Between;"Wait for all prefabs to spawn before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.setScale;Set Scale;Set the scale when placing the object.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.scale;Scale;The scale the object will be set to.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.mount;Mount;"The prefab will be mounted on the object it spawns at.
If disabled, the prefab will only be set to the object's position."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.setName;Set Name;Set the name of the spawned prefab.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.name;Name;The name used for the spawned prefab.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.useAudio;Play Audio;"Play an audio clip when spawning the prefab.
The clip will be played on the prefab."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.useSoundType;Use Sound Type;"The assigned audio clip of a selected sound type will be used.
If the object doesn't have a 'Sound Assignment' component, no audio clip will be played and the next node will be executed immediately."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.soundType;Sound Type;Select the sound type that will be played.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.audioClip;Audio Clip;Select the audio clip that will be played.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPrefabNode.useObjectChange;Use Spawned Object;"Define what the spawned game object will be used for:
- None: Nothing.
- Selected Data: The game object will be used to change selected data.
- Selected Object: The game object will be the new selected object."
GamingIsLove.Makinom.Schematics.Nodes.DestroyPrefabNode;Destroy Prefab;Destroy prefabs.
GamingIsLove.Makinom.Schematics.Nodes.DestroyPrefabNode.id;Prefab;Select the prefab that will be destroyed.
GamingIsLove.Makinom.Schematics.Nodes.DestroyPrefabNode.id2;Spawned Prefab ID;"The ID of the spawned prefab.
Each prefab keeps track of it's spawned instances - the first spawned instance will have ID 0, the second ID 1, etc.
Use -1 for all spawned instances of the selected prefab.
Use -2 for the last spawned instance of the selected prefab."
GamingIsLove.Makinom.Schematics.Nodes.DestroyPrefabNode.removePrefabSaver;Remove Prefab Saver;"Remove the game object from being saved by prefab savers.
If disabled and the game object was spawned via a saved prefab, destroying it will save the game object's data and respawn it when loading the scene again."
GamingIsLove.Makinom.Schematics.Nodes.DestroyPrefabNode.destroyAfter;Destroy After Time;"The prefab will be destroyed after a defined amount of time.
If disabled, the prefab is destroyed immediately.
You can use this setting to destroy prefabs after the schematic has ended."
GamingIsLove.Makinom.Schematics.Nodes.DestroyPrefabNode.timeValue;Time (s);The time in seconds before the prefab is destroyed.
GamingIsLove.Makinom.Schematics.Nodes.DestroyPrefabNode.wait;Wait;Wait until the prefab is destroyed before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ClearSpawnedPrefabsNode;Clear Spawned Prefabs;"Removes references to spawned instances of a prefab.
The game object(s) will no longer be accessible through the 'Spawned Prefab ID'."
GamingIsLove.Makinom.Schematics.Nodes.ClearSpawnedPrefabsNode.id;Prefab;Select the prefab that will be cleared.
GamingIsLove.Makinom.Schematics.Nodes.ClearSpawnedPrefabsNode.id2;Spawned Prefab ID;"The ID of the spawned prefab.
Each prefab keeps track of it's spawned instances - the first spawned instance will have ID 0, the second ID 1, etc.
Use -1 for all spawned instances of the selected prefab.
Use -2 for the last spawned instance of the selected prefab."
GamingIsLove.Makinom.Schematics.Nodes.RemoveFromPrefabSaverNode;Remove From Prefab Saver;"Remove a game object from being saved by prefab savers.
If the game object was spawned and added to a prefab saver, this'll prevent the game object's data from being saved when changing scenes or saving the game."
GamingIsLove.Makinom.Schematics.Nodes.RemoveFromPrefabSaverNode.type;Remove;"Select which game objects will be removed:
- All: All game objects in the current scene.
- Prefab Saver: All game objects in the current scene of a defined prefab saver.
- Game Object: A defined game object."
GamingIsLove.Makinom.Schematics.Nodes.RemoveFromPrefabSaverNode.prefabSaver;Prefab Saver;Select the prefab saver which's game objects will be removed (current scene only).
GamingIsLove.Makinom.Schematics.Nodes.ClearPrefabSaversNode;Clear Prefab Savers;Remove stored data from prefab savers.
GamingIsLove.Makinom.Schematics.Nodes.ClearPrefabSaversNode.all;All Scenes;Removes the data from all scenes.
GamingIsLove.Makinom.Schematics.Nodes.ClearPrefabSaversNode.name;Scene Name;Define the name of the scene that will be used.
GamingIsLove.Makinom.Schematics.Nodes.RaycastNode;Raycast;"Fires a raycast into the scene, optionally uses the hit object or stores hit values into variables.
If something was hit, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.RaycastNode.all;Raycast All;"Use all game objects hit by the raycast.
If disabled, only the first game object hit by the raycast will be used."
GamingIsLove.Makinom.Schematics.Nodes.RaycastNode.singleObjects;Single Objects;"Game objects will only be used once, i.e. if they're found multiple times due to having multiple colliders, only the first appearance will be used.
If disabled, game objects can be found multiple times."
GamingIsLove.Makinom.Schematics.Nodes.RaycastNode.wait;Wait;"The schematic will wait for a set amount of time for the mouse/touch input.
If disabled, the schematic will wait until the mouse/touch input has been received."
GamingIsLove.Makinom.Schematics.Nodes.RaycastNode.timeValue;Time (s);The time in seconds to wait for the mouse/touch input.
GamingIsLove.Makinom.Schematics.Nodes.RaycastNode.useFilter;Use Filter;"Filter the game objects that where found.
You can filter them by name, tag and attached components, and you can optionally exclude defined game objects."
GamingIsLove.Makinom.Schematics.Nodes.RaycastNode.useObjectChange;Use Hit Object;"Select what the hit game object will be used for:
- None: Nothing.
- Selected Data: The hit game object will be used to change selected data.
- Selected Object: The hit game object will be the new selected object."
GamingIsLove.Makinom.Schematics.Nodes.RaycastNode.useRoot;Use Root;"The hit game object's root will be used.
If 'Path to Child' is used, the child will be searched from the root."
GamingIsLove.Makinom.Schematics.Nodes.RaycastNode.childObject;Child Object;A child object of the hit game object is used.
GamingIsLove.Makinom.Schematics.Nodes.RaycastNode.storeOnHitObject;Store On Hit Object;Store the variables into object variables of the game object that was hit by the raycast.
GamingIsLove.Makinom.Schematics.Nodes.ShapecastNode;Shapecast;"Casts a shape into the scene, optionally uses the hit object or stores hit values into variables.
If something was hit, 'Success' will be executed, otherwise 'Failed'.
Capsule and sphere shapes will use 'Collider' components. Box and circle shapes will use 'Collider2D'."
GamingIsLove.Makinom.Schematics.Nodes.ShapecastNode.all;Cast All;"Use all game objects hit by the raycast.
If disabled, only the first game object hit by the raycast will be used."
GamingIsLove.Makinom.Schematics.Nodes.ShapecastNode.singleObjects;Single Objects;"Game objects will only be used once, i.e. if they're found multiple times due to having multiple colliders, only the first appearance will be used.
If disabled, game objects can be found multiple times."
GamingIsLove.Makinom.Schematics.Nodes.ShapecastNode.useFilter;Use Filter;"Filter the game objects that where found.
You can filter them by name, tag and attached components, and you can optionally exclude defined game objects."
GamingIsLove.Makinom.Schematics.Nodes.ShapecastNode.useObjectChange;Use Hit Object;"Select what the hit game object will be used for:
- None: Nothing.
- Selected Data: The hit game object will be used to change selected data.
- Selected Object: The hit game object will be the new selected object."
GamingIsLove.Makinom.Schematics.Nodes.ShapecastNode.useRoot;Use Root;"The hit game object's root will be used.
If 'Path to Child' is used, the child will be searched from the root."
GamingIsLove.Makinom.Schematics.Nodes.ShapecastNode.childObject;Child Object;A child object of the hit game object is used.
GamingIsLove.Makinom.Schematics.Nodes.ShapecastNode.storeOnHitObject;Store On Hit Object;Store the variables into object variables of the game object that was hit by the raycast.
GamingIsLove.Makinom.Schematics.Nodes.CheckShapeNode;Check Shape;"Checks if any colliders overlap a shape.
The overlapped game objects can also be used as the selected object, or change selected data (except when using a capsule shape).
If a collider overlaps the shape, 'Success' will be executed, otherwise 'Failed'.
Capsule and sphere shapes use 'Collider' components. Area, circle and point shapes use 'Collider2D'."
GamingIsLove.Makinom.Schematics.Nodes.CheckShapeNode.all;Check All;"Use all game objects overlapping the shape.
If disabled, only the first game object overlapping the shape will be used."
GamingIsLove.Makinom.Schematics.Nodes.CheckShapeNode.singleObjects;Single Objects;"Game objects will only be used once, i.e. if they're found multiple times due to having multiple colliders, only the first appearance will be used.
If disabled, game objects can be found multiple times."
GamingIsLove.Makinom.Schematics.Nodes.CheckShapeNode.useFilter;Use Filter;"Filter the game objects that where found.
You can filter them by name, tag and attached components, and you can optionally exclude defined game objects."
GamingIsLove.Makinom.Schematics.Nodes.CheckShapeNode.useObjectChange;Use Hit Object;"Select what the hit game object will be used for:
- None: Nothing.
- Selected Data: The hit game object will be used to change selected data.
- Selected Object: The hit game object will be the new selected object."
GamingIsLove.Makinom.Schematics.Nodes.CheckShapeNode.useRoot;Use Root;"The hit game object's root will be used.
If 'Path to Child' is used, the child will be searched from the root."
GamingIsLove.Makinom.Schematics.Nodes.CheckShapeNode.childObject;Child Object;A child object of the hit game object is used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSortingLayerNode;Change Sorting Layer;Changes a renderer's sorting layer ID, name or order.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSortingLayerNode.changeLayer;Change Sorting Layer;Change the renderer's sorting layer.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSortingLayerNode.changeName;Change Layer Name;"Change the renderer's sorting layer name.
If disabled, the renderer's sorting layer ID will be changed."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSortingLayerNode.layerName;Layer Name;The name that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSortingLayerNode.layerID;Layer ID;The layer ID that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSortingLayerNode.changeOrder;Change Sorting Order;Change the renderer's order within a sorting layer.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSortingLayerNode.order;Sorting Order;The sorting order that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSortingLayerNode.scope;Scope;"Select the scope of renderers that will be used:
- Single: A single renderer attached to the game object.
- In Children: A single renderer attached to the game object or any child object.
- In Parent: A single renderer attached to the game object or any parent object.
- From Root: A single renderer attached to the game object's root or any child object (from the root).
- All: All renderers attached to the game object.
- All In Children: All renderers attached to the game object and child objects.
- All In Parent: All renderers attached to the game object and parent objects.
- All From Root: All renderers attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSortingLayerNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two game objects.
Only used if greater than 0 and more than one game object will be changed."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSortingLayerNode.waitBetween;Wait Between;"Wait for all game objects to change before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangeMaterialNode;Change Material;Changes a renderer's material or indexed material.
GamingIsLove.Makinom.Schematics.Nodes.ChangeMaterialNode.material;Material;Select the material that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeMaterialNode.useIndexed;Change Indexed Material;"Change a material of the renderer's material array (renderer.materials).
If disabled, the renderer's main material will be changed (renderer.material)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeMaterialNode.materialIndex;Material Index;The index of the material.
GamingIsLove.Makinom.Schematics.Nodes.ChangeMaterialNode.scope;Scope;"Select the scope of renderers that will be used:
- Single: A single renderer attached to the game object.
- In Children: A single renderer attached to the game object or any child object.
- In Parent: A single renderer attached to the game object or any parent object.
- From Root: A single renderer attached to the game object's root or any child object (from the root).
- All: All renderers attached to the game object.
- All In Children: All renderers attached to the game object and child objects.
- All In Parent: All renderers attached to the game object and parent objects.
- All From Root: All renderers attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeMaterialNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two game objects.
Only used if greater than 0 and more than one game object will be changed."
GamingIsLove.Makinom.Schematics.Nodes.ChangeMaterialNode.waitBetween;Wait Between;"Wait for all game objects to change before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.MaterialColorNode;Material Color;"Changes the color of a renderer's material or indexed material.
If the renderer is a SpriteRenderer, the renderer's color will be changed instead."
GamingIsLove.Makinom.Schematics.Nodes.MaterialColorNode.color;Color;Select the color that will be used.
GamingIsLove.Makinom.Schematics.Nodes.MaterialColorNode.propertyName;Property Name;"Define the property name of the color, e.g.:
- _Color: The main color.
- _SpecColor: The specular color.
- _Emission: The emission color.
- _ReflectColor: The reflection color.
If the renderer is a SpriteRenderer, this setting won't be used."
GamingIsLove.Makinom.Schematics.Nodes.MaterialColorNode.useIndexed;Change Indexed Material;"Change a material color of the renderer's material array (renderer.materials).
If disabled, the renderer's main material color will be changed (renderer.material).
Note that this setting isn't used when the renderer is a SpriteRenderer."
GamingIsLove.Makinom.Schematics.Nodes.MaterialColorNode.materialIndex;Material Index;The index of the material.
GamingIsLove.Makinom.Schematics.Nodes.MaterialColorNode.scope;Scope;"Select the scope of renderers that will be used:
- Single: A single renderer attached to the game object.
- In Children: A single renderer attached to the game object or any child object.
- In Parent: A single renderer attached to the game object or any parent object.
- From Root: A single renderer attached to the game object's root or any child object (from the root).
- All: All renderers attached to the game object.
- All In Children: All renderers attached to the game object and child objects.
- All In Parent: All renderers attached to the game object and parent objects.
- All From Root: All renderers attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MaterialColorNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two game objects.
Only used if greater than 0 and more than one game object will be changed."
GamingIsLove.Makinom.Schematics.Nodes.MaterialColorNode.waitBetween;Wait Between;"Wait for all game objects to change before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureNode;Material Texture;Changes a texture of a renderer's material or indexed material.
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureNode.texture;Texture;Select the texture that will be used.
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureNode.propertyName;Property Name;"Define the property name of the texture, e.g.:
- _MainTex: The main texture.
- _BumpMap: The normal map.
- _Cube: The reflection cubemap."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureNode.useIndexed;Change Indexed Material;"Change a material texture of the renderer's material array (renderer.materials).
If disabled, the renderer's main material texture will be changed (renderer.material)."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureNode.materialIndex;Material Index;The index of the material.
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureNode.scope;Scope;"Select the scope of renderers that will be used:
- Single: A single renderer attached to the game object.
- In Children: A single renderer attached to the game object or any child object.
- In Parent: A single renderer attached to the game object or any parent object.
- From Root: A single renderer attached to the game object's root or any child object (from the root).
- All: All renderers attached to the game object.
- All In Children: All renderers attached to the game object and child objects.
- All In Parent: All renderers attached to the game object and parent objects.
- All From Root: All renderers attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two game objects.
Only used if greater than 0 and more than one game object will be changed."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureNode.waitBetween;Wait Between;"Wait for all game objects to change before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureOffsetNode;Material Texture Offset;Changes a texture offset of a renderer's material or indexed material.
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureOffsetNode.propertyName;Property Name;"Define the property name of the texture, e.g.:
- _MainTex: The main texture.
- _BumpMap: The normal map.
- _Cube: The reflection cubemap."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureOffsetNode.useIndexed;Change Indexed Material;"Change a material texture of the renderer's material array (renderer.materials).
If disabled, the renderer's main material texture will be changed (renderer.material)."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureOffsetNode.materialIndex;Material Index;The index of the material.
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureOffsetNode.scope;Scope;"Select the scope of renderers that will be used:
- Single: A single renderer attached to the game object.
- In Children: A single renderer attached to the game object or any child object.
- In Parent: A single renderer attached to the game object or any parent object.
- From Root: A single renderer attached to the game object's root or any child object (from the root).
- All: All renderers attached to the game object.
- All In Children: All renderers attached to the game object and child objects.
- All In Parent: All renderers attached to the game object and parent objects.
- All From Root: All renderers attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureOffsetNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two game objects.
Only used if greater than 0 and more than one game object will be changed."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureOffsetNode.waitBetween;Wait Between;"Wait for all game objects to change before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureScaleNode;Material Texture Scale;Changes a texture scale of a renderer's material or indexed material.
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureScaleNode.propertyName;Property Name;"Define the property name of the texture, e.g.:
- _MainTex: The main texture.
- _BumpMap: The normal map.
- _Cube: The reflection cubemap."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureScaleNode.useIndexed;Change Indexed Material;"Change a material texture of the renderer's material array (renderer.materials).
If disabled, the renderer's main material texture will be changed (renderer.material)."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureScaleNode.materialIndex;Material Index;The index of the material.
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureScaleNode.scope;Scope;"Select the scope of renderers that will be used:
- Single: A single renderer attached to the game object.
- In Children: A single renderer attached to the game object or any child object.
- In Parent: A single renderer attached to the game object or any parent object.
- From Root: A single renderer attached to the game object's root or any child object (from the root).
- All: All renderers attached to the game object.
- All In Children: All renderers attached to the game object and child objects.
- All In Parent: All renderers attached to the game object and parent objects.
- All From Root: All renderers attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureScaleNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two game objects.
Only used if greater than 0 and more than one game object will be changed."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureScaleNode.waitBetween;Wait Between;"Wait for all game objects to change before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureForkNode;Material Texture Fork;"Checks the texture of a renderer's material.
If a texture matches, it's next node will be executed.
If no texture matches, 'Failed' will be executed."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureForkNode.propertyName;Property Name;"Define the property name of the texture, e.g.:
- _MainTex: The main texture.
- _BumpMap: The normal map.
- _Cube: The reflection cubemap."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureForkNode.useIndexed;Check Indexed Material;"Check a material texture of the renderer's material array (renderer.materials).
If disabled, the renderer's main material texture will be checked (renderer.material)."
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureForkNode.materialIndex;Material Index;The index of the material.
GamingIsLove.Makinom.Schematics.Nodes.MaterialTextureForkNode.scope;Scope;"Select the scope of renderers that will be used:
- Single: A single renderer attached to the game object.
- In Children: A single renderer attached to the game object or any child object.
- In Parent: A single renderer attached to the game object or any parent object.
- From Root: A single renderer attached to the game object's root or any child object (from the root).
- All: All renderers attached to the game object.
- All In Children: All renderers attached to the game object and child objects.
- All In Parent: All renderers attached to the game object and parent objects.
- All From Root: All renderers attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSpriteNode;Change Sprite;Changes a SpriteRenderer's sprite.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSpriteNode.sprite;Sprite;Select the sprite that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeSpriteNode.scope;Scope;"Select the scope of renderers that will be used:
- Single: A single renderer attached to the game object.
- In Children: A single renderer attached to the game object or any child object.
- In Parent: A single renderer attached to the game object or any parent object.
- From Root: A single renderer attached to the game object's root or any child object (from the root).
- All: All renderers attached to the game object.
- All In Children: All renderers attached to the game object and child objects.
- All In Parent: All renderers attached to the game object and parent objects.
- All From Root: All renderers attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSpriteNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two game objects.
Only used if greater than 0 and more than one game object will be changed."
GamingIsLove.Makinom.Schematics.Nodes.ChangeSpriteNode.waitBetween;Wait Between;"Wait for all game objects to change before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ObjectVisibleNode;Object Visible;"Sets a game object visible or invisible.
This is done by setting every Renderer and Projector component of the game object (and all of it's children) active or inactive."
GamingIsLove.Makinom.Schematics.Nodes.ObjectVisibleNode.setVisible;Set Visible;"If enabled, the game object will be set visible.
If disabled, the game object will be set invisible."
GamingIsLove.Makinom.Schematics.Nodes.ObjectVisibleNode.timeBetweenValue;Time Between (s);"The time in seconds between activating two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ObjectVisibleNode.waitBetween;Wait Between;"Wait for all objects to activate before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ObjectBlinkVisibleNode;Object Blink Visible;"Blinks a game object visible and invisible a defined amount of times.
This is done by setting every Renderer and Projector component of the game object (and all of it's children) active or inactive."
GamingIsLove.Makinom.Schematics.Nodes.ObjectBlinkVisibleNode.startVisible;Start Visible;"If enabled, the game object will start blinking visible.
If disabled, the game object will start blinking invisible."
GamingIsLove.Makinom.Schematics.Nodes.ObjectBlinkVisibleNode.scope;Scope;"Select the scope of renderers that will be used:
- Single: A single renderer attached to the game object.
- In Children: A single renderer attached to the game object or any child object.
- In Parent: A single renderer attached to the game object or any parent object.
- From Root: A single renderer attached to the game object's root or any child object (from the root).
- All: All renderers attached to the game object.
- All In Children: All renderers attached to the game object and child objects.
- All In Parent: All renderers attached to the game object and parent objects.
- All From Root: All renderers attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ObjectBlinkVisibleNode.timeBetweenValue;Time Between (s);"The time in seconds between activating two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ObjectBlinkVisibleNode.waitBetween;Wait Between;"Wait for all objects to activate before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ObjectBlinkVisibleNode.wait;Wait;Wait for the game object to finish blinking before executing the next node.
GamingIsLove.Makinom.Schematics.Nodes.ObjectBlinkVisibleNode.blinkCount;Blink Count;"The number of times the object will blink.
One blink is changing from one state to another (i.e. visible to invisible or invisible to visible)."
GamingIsLove.Makinom.Schematics.Nodes.ObjectBlinkVisibleNode.visibleTime;Visible Time (s);The time in seconds the game object will be visible.
GamingIsLove.Makinom.Schematics.Nodes.ObjectBlinkVisibleNode.invisibleTime;Invisible Time (s);The time in seconds the game object will be invisible.
GamingIsLove.Makinom.Schematics.Nodes.IsVisibleNode;Is Visible;"Checks if a game object's renderer is visible by any camera.
If the object is visible, 'Visible' will be executed, otherwise 'Not Visible'."
GamingIsLove.Makinom.Schematics.Nodes.IsVisibleNode.customCheck;Custom Check;"Use a custom visibility check.
If disabled, the 'Visibility Settings' defined in 'Game > Game Settings' will be used."
GamingIsLove.Makinom.Schematics.Nodes.IsVisibleNode.needed;Needed;Either all or only one of the game objects must be visible.
GamingIsLove.Makinom.Schematics.Nodes.IsVisibleNode.scope;Scope;"Select the scope of renderers that will be used:
- Single: A single renderer attached to the game object.
- In Children: A single renderer attached to the game object or any child object.
- In Parent: A single renderer attached to the game object or any parent object.
- From Root: A single renderer attached to the game object's root or any child object (from the root).
- All: All renderers attached to the game object.
- All In Children: All renderers attached to the game object and child objects.
- All In Parent: All renderers attached to the game object and parent objects.
- All From Root: All renderers attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLineRendererPositionsNode;Change Line Renderer Positions;Sets the positions of a 'Line Renderer' component using a Vector 3 variable list.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLineRendererPositionsNode.scope;Scope;"Select the scope of renderers that will be used:
- Single: A single renderer attached to the game object.
- In Children: A single renderer attached to the game object or any child object.
- In Parent: A single renderer attached to the game object or any parent object.
- From Root: A single renderer attached to the game object's root or any child object (from the root).
- All: All renderers attached to the game object.
- All In Children: All renderers attached to the game object and child objects.
- All In Parent: All renderers attached to the game object and parent objects.
- All From Root: All renderers attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLineRendererPositionsNode.timeBetweenValue;Time Between (s);"The time in seconds between activating two objects.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLineRendererPositionsNode.waitBetween;Wait Between;"Wait for all objects to activate before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyMovePositionNode;Rigidbody Move Position;Moves a rigidbody to a position using Rigidbody.MovePosition.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyMovePositionNode.timeBetweenValue;Time Between (s);"The time in seconds between adding force to two objects.
Only used if greater than 0 and more than one object will add force."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyMovePositionNode.waitBetween;Wait Between;"Wait for all objects to start adding force before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyMovePositionNode.is2D;Use 2D;"Uses a Rigidbody2D component - only X and Y axis of the position vector will be used.
If disabled, a normal Rigidbody (3D) component will be used."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyMoveRotationNode;Rigidbody Move Rotation;Rotates a rigidbody using Rigidbody.MoveRotation.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyMoveRotationNode.timeBetweenValue;Time Between (s);"The time in seconds between adding force to two objects.
Only used if greater than 0 and more than one object will add force."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyMoveRotationNode.waitBetween;Wait Between;"Wait for all objects to start adding force before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyMoveRotationNode.is2D;Use 2D;"Uses a Rigidbody2D component.
If disabled, a normal Rigidbody (3D) component will be used."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyMoveRotationNode.rotation2D;Rotation;The value used for the rotation.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode;Rigidbody Add Force;Adds a force to a rigidbody.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode.timeBetweenValue;Time Between (s);"The time in seconds between adding force to two objects.
Only used if greater than 0 and more than one object will add force."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode.waitBetween;Wait Between;"Wait for all objects to start adding force before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode.is2D;Use 2D;"Uses a Rigidbody2D component - only X and Y axis of the force vector will be used.
If disabled, a normal Rigidbody (3D) component will be used."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode.relativeForce;Relative Force;"The force is added relative to the object's coordinate system.
Uses 'Rigidbody.AddRelativeForce' instead of 'Rigidbody.AddForce'."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode.continueForce;Continue Force;"Continue adding the force.
If disabled, the force is only added this frame."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode.limitTime;Limit Time;"Limit the time the force is added.
If disabled, the force will be added to the object until it's stopped or changed from somewhere else (e.g. other schematic)"
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode.timeValue;Time (s);The time in seconds used to add force.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode.wait;Wait;Wait until adding force has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode.forceMultiply;Force Multiply;Multiply the force vector by this value.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode.forceMode;Force Mode;Select the force mode.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddForceNode.forceMode2D;Force Mode;Select the force mode.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode;Rigidbody Add Torque;Adds a torque to a rigidbody.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode.timeBetweenValue;Time Between (s);"The time in seconds between adding torque to two objects.
Only used if greater than 0 and more than one object will add torque."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode.waitBetween;Wait Between;"Wait for all objects to start adding torque before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode.is2D;Use 2D;"Uses a Rigidbody2D component.
If disabled, a normal Rigidbody (3D) component will be used."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode.continueTorque;Continue Torque;"Continue adding the torque.
If disabled, the torque is only added this frame."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode.limitTime;Limit Time;"Limit the time the torque is added.
If disabled, the torque will be added to the object until it's stopped or changed from somewhere else (e.g. other schematic)"
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode.timeValue;Time (s);The time in seconds used to add torque.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode.wait;Wait;Wait until adding torque has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode.forceMultiply;Force Multiply;Multiply the force vector by this value.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode.forceMode;Force Mode;Select the force mode.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode.torque2D;Torque 2D;The value the torque will be set to.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyAddTorqueNode.forceMode2D;Force Mode;Select the force mode.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode;Rigidbody Position Force;Adds a force at a position and applies force and torque to a rigidbody.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.timeBetweenValue;Time Between (s);"The time in seconds between adding force to two objects.
Only used if greater than 0 and more than one object will be forced."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.waitBetween;Wait Between;"Wait for all objects to start adding force before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.is2D;Use 2D;"Uses a Rigidbody2D component - only X and Y axis of the force vector will be used.
If disabled, a normal Rigidbody (3D) component will be used."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.continueForce;Continue Force;"Continue adding the force.
If disabled, the force is only added this frame."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.limitTime;Limit Time;"Limit the time the force is added.
If disabled, the force will be added to the object until it's stopped or changed from somewhere else (e.g. other schematic)"
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.timeValue;Time (s);The time in seconds used to add force.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.wait;Wait;Wait until adding force has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.forceMultiply;Force Multiply;Multiply the force vector by this value.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.forceMode;Force Mode;Select the force mode.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.forceMode2D;Force Mode;Select the force mode.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.useObject;Use Object;Use another object's position as the position of the force.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.useCenter;Use Center;"The center of all force objects will be used.
If disabled, the force object with the same index as the rigidbody object is used (or the first existing force object)."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyPositionForceNode.offset;Offset;The offset added to the force object's position.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyExplosionForceNode;Rigidbody Explosion Force;Adds exposion force to a rigidbody.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyExplosionForceNode.timeBetweenValue;Time Between (s);"The time in seconds between adding explosion force to two objects.
Only used if greater than 0 and more than one object will be forced."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyExplosionForceNode.waitBetween;Wait Between;"Wait for all objects to start adding force before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyExplosionForceNode.forceMode;Force Mode;Select the force mode.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyExplosionForceNode.force;Explosion Force;The force value used for the explosion.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyExplosionForceNode.radius;Explosion Radius;The radius of the explosion.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyExplosionForceNode.upwardsModifier;Upwards Modifier;The value used for the upward modifier.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyExplosionForceNode.useObject;Use Object;Use another object's position as the position of the explosion.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyExplosionForceNode.useCenter;Use Center;"The center of all explosion objects will be used.
If disabled, the explosion object with the same index as the rigidbody object is used (or the first existing explosion object)."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyExplosionForceNode.offset;Offset;The offset added to the explosion object's position.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyStopNode;Rigidbody Stop;Stops adding continued forces or torques to a rigidbody.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyStopNode.timeBetweenValue;Time Between (s);"The time in seconds between stopping on two objects.
Only used if greater than 0 and more than one object will be stopped."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyStopNode.waitBetween;Wait Between;"Wait for all objects to stop before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyStopNode.is2D;Use 2D;"Uses a Rigidbody2D component.
If disabled, a normal Rigidbody (3D) component will be used."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyKinematicNode;Rigidbody Kinematic;Enables or disables the 'Is Kinematic' setting of a 'Rigidbody' (or 'Rigidbody2D').
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyChangeVelocityNode;Rigidbody Change Velocity;Changes the velocity of a 'Rigidbody' (or 'Rigidbody2D').
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyChangeVelocityNode.timeBetweenValue;Time Between (s);"The time in seconds between adding explosion force to two objects.
Only used if greater than 0 and more than one object will be forced."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyChangeVelocityNode.waitBetween;Wait Between;"Wait for all objects to start adding force before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyStoreVelocityNode;Rigidbody Store Velocity;"Stores the velocity of a 'Rigidbody' (or 'Rigidbody2D') into a Vector3 variable.
If no rigidbody is found, stores a zero Vector (0, 0, 0) into the variable."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyStoreVelocityNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyConstraintsNode;Rigidbody Constraints;Changes the contraints of a 'Rigidbody' (or 'Rigidbody2D').
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyConstraintsNode.is2D;Use 2D;"Uses a Rigidbody2D component.
If disabled, a normal Rigidbody (3D) component will be used."
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyConstraintsNode.constraints;Constraints;Select the constraints you want to use.
GamingIsLove.Makinom.Schematics.Nodes.RigidbodyConstraintsNode.constraints2D;Constraints;Select the constraints you want to use.
GamingIsLove.Makinom.Schematics.Nodes.Rigidbody2DBodyTypeNode;Rigidbody2D Body Type;Changes the physical behaviour type (body type) of a 'Rigidbody2D'.
GamingIsLove.Makinom.Schematics.Nodes.Rigidbody2DBodyTypeNode.type;Body Type;Select the type that should be used.
GamingIsLove.Makinom.Schematics.Nodes.Rigidbody2DBodyTypeNode.scope;Scope;"Select the scope of rigidbodies that will be used:
- Single: A single rigidbody attached to the game object.
- In Children: A single rigidbody attached to the game object or any child object.
- In Parent: A single rigidbody attached to the game object or any parent object.
- From Root: A single rigidbody attached to the game object's root or any child object (from the root).
- All: All rigidbodies attached to the game object.
- All In Children: All rigidbodies attached to the game object and child objects.
- All In Parent: All rigidbodies attached to the game object and parent objects.
- All From Root: All rigidbodies attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.RemoveSelectedObjectNode;Remove Selected Object;Removes the currently selected object (i.e. unselects it).
GamingIsLove.Makinom.Schematics.Nodes.SetSelectedObjectNode;Set Selected Object;"Selects a game object.
If the game object doesn't have a 'Selectable Object' component attached, it will be attached automatically."
GamingIsLove.Makinom.Schematics.Nodes.SelectNearestObjectNode;Select Nearest Object;"Selects the nearest selectable game object.
Objects with a 'Selectable Object' component attached are selectable."
GamingIsLove.Makinom.Schematics.Nodes.SelectLeftObjectNode;Select Left Object;"Selects the next selectable game object to the left of another game object.
Objects with a 'Selectable Object' component attached are selectable."
GamingIsLove.Makinom.Schematics.Nodes.SelectRightObjectNode;Select Right Object;"Selects the next selectable game object to the right of another game object.
Objects with a 'Selectable Object' component attached are selectable."
GamingIsLove.Makinom.Schematics.Nodes.IsSelectedObjectNode;Is Selected Object;"Checks if a game object is the currently selected object or if any game object is currently selected.
If the check is valid, 'Success' will be executed, otherwise 'Failed'"
GamingIsLove.Makinom.Schematics.Nodes.IsSelectedObjectNode.any;Any Object;"Checks if any object is currently selected.
If disabled, a specific object will be checked."
GamingIsLove.Makinom.Schematics.Nodes.IsSelectedObjectNode.scope;Scope;"Select the scope of selectable object components that will be used:
- Single: A single selectable object component attached to the game object.
- In Children: A single selectable object component attached to the game object or any child object.
- In Parent: A single selectable object component attached to the game object or any parent object.
- From Root: A single selectable object component attached to the game object's root or any child object (from the root).
- All: All selectable object components attached to the game object.
- All In Children: All selectable object components attached to the game object and child objects.
- All In Parent: All selectable object components attached to the game object and parent objects.
- All From Root: All selectable object components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.IsTerrainNode;Is Terrain;"Checks if a game object is a terrain.
If the check is valid, 'Terrain' will be executed next, otherwise 'No Terrain'."
GamingIsLove.Makinom.Schematics.Nodes.IsTerrainNode.needed;Needed;Either all or only one of the game objects must be a terrain.
GamingIsLove.Makinom.Schematics.Nodes.IsInTerrainSpaceNode;Is In Terrain Space;"Checks if a position is within a terrain's space.
The position can be defined in world space, terrain space, alpha map and height map position.
A position is within a terrain's space if all axes are between 0 and 1 (converted to terrain space).
If the check is valid, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.IsInTerrainSpaceNode.needed;Needed;Either all or only one of the game objects must be a terrain.
GamingIsLove.Makinom.Schematics.Nodes.IsInTerrainSpaceNode.sourceType;Position Type;"Select the type the position is defined in:
- World Space: A position in world space.
- Terrain Space: Terrain space is between 0 and 1, a position outside of the terrain's space will be below 0 or above 1.
- Alpha Map: A position on the alpha map of the terrain (only uses X and Z, sets Y to 0).
- Height Map: A position on the height map of the terrain (only uses X and Z, sets Y to 0)."
GamingIsLove.Makinom.Schematics.Nodes.TransformTerrainSpaceNode;Transform Terrain Space;"Transforms a position to or from terrain space and stores the result into a Vector3 variable.
The position can be defined and transformed to world space, terrain space, alpha map or height map position."
GamingIsLove.Makinom.Schematics.Nodes.TransformTerrainSpaceNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.TransformTerrainSpaceNode.targetType;Target Position Type;"Select the type the position will be transformed to:
- World Space: A position in world space.
- Terrain Space: Terrain space is between 0 and 1, a position outside of the terrain's space will be below 0 or above 1.
- Alpha Map: A position on the alpha map of the terrain (only uses X and Z, sets Y to 0).
- Height Map: A position on the height map of the terrain (only uses X and Z, sets Y to 0)."
GamingIsLove.Makinom.Schematics.Nodes.TransformTerrainSpaceNode.forceIntoBounds;Force Into Bounds;"Force the position to be within the terrain's space.
If a position is outside of terrain space, it will be locked onto the nearest edge."
GamingIsLove.Makinom.Schematics.Nodes.TransformTerrainSpaceNode.sourceType;Source Position Type;"Select the type the position is defined in:
- World Space: A position in world space.
- Terrain Space: Terrain space is between 0 and 1, a position outside of the terrain's space will be below 0 or above 1.
- Alpha Map: A position on the alpha map of the terrain (only uses X and Z, sets Y to 0).
- Height Map: A position on the height map of the terrain (only uses X and Z, sets Y to 0)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainHeightNode;Change Terrain Height;Change the height of a terrain at a defined position.
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainHeightNode.height;Height Change;Define the height change in world units.
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainHeightNode.useCircle;Circle Change;"Change the height using a circle shape.
If disabled, a box shape is used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainHeightNode.smoothCircle;Smooth Circle;Smooth the change in the circle, gradually increasing toward the center.
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainHeightNode.xSize;X Size;Define the height change size on the X-axis.
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainHeightNode.zSize;Z Size;Define the height change size on the Z-axis.
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainHeightNode.sourceType;Position Type;"Select the type the position will be is defined in:
- World Space: A position in world space.
- Terrain Space: Terrain space is between 0 and 1, a position outside of the terrain's space will be below 0 or above 1.
- Alpha Map: A position on the alpha map of the terrain (only uses X and Z, sets Y to 0).
- Height Map: A position on the height map of the terrain (only uses X and Z, sets Y to 0)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainHeightNode.forceIntoBounds;Force Into Bounds;"Force the position to be within the terrain's space.
If a position is outside of terrain space, it will be locked onto the nearest edge.
If disabled and the position is outside of the terrain's space, the height won't be changed."
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainAlphaMapNode;Change Terrain Alpha Map;Change the alpha value of a defined texture index of a terrain at a defined position.
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainAlphaMapNode.textureIndex;Texture Index;Define the index of the texture that will be changed.
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainAlphaMapNode.alpha;Alpha Change;Define the alpha value change of the texture (between 0 and 1).
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainAlphaMapNode.useCircle;Circle Change;"Change the texture using a circle shape.
If disabled, a box shape is used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainAlphaMapNode.smoothCircle;Smooth Circle;Smooth the change in the circle, gradually increasing toward the center.
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainAlphaMapNode.xSize;X Size;Define the texture change size on the X-axis.
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainAlphaMapNode.zSize;Z Size;Define the texture change size on the Z-axis.
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainAlphaMapNode.sourceType;Position Type;"Select the type the position will be is defined in:
- World Space: A position in world space.
- Terrain Space: Terrain space is between 0 and 1, a position outside of the terrain's space will be below 0 or above 1.
- Alpha Map: A position on the alpha map of the terrain (only uses X and Z, sets Y to 0).
- Height Map: A position on the height map of the terrain (only uses X and Z, sets Y to 0)."
GamingIsLove.Makinom.Schematics.Nodes.ChangeTerrainAlphaMapNode.forceIntoBounds;Force Into Bounds;"Force the position to be within the terrain's space.
If a position is outside of terrain space, it will be locked onto the nearest edge.
If disabled and the position is outside of the terrain's space, the height won't be changed."
GamingIsLove.Makinom.Schematics.Nodes.TerrainTextureForkNode;Terrain Texture Fork;"Checks the main texture at a position on a terrain.
You must select a 'Texture2D' asset.
If a texture matches, it's next node will be executed.
If no texture matches, 'Failed' will be executed."
GamingIsLove.Makinom.Schematics.Nodes.TerrainTextureForkNode.sourceType;Position Type;"Select the type the position will be is defined in:
- World Space: A position in world space.
- Terrain Space: Terrain space is between 0 and 1, a position outside of the terrain's space will be below 0 or above 1.
- Alpha Map: A position on the alpha map of the terrain (only uses X and Z, sets Y to 0).
- Height Map: A position on the height map of the terrain (only uses X and Z, sets Y to 0)."
GamingIsLove.Makinom.Schematics.Nodes.TerrainTextureForkNode.forceIntoBounds;Force Into Bounds;"Force the position to be within the terrain's space.
If a position is outside of terrain space, it will be locked onto the nearest edge.
If disabled and the position is outside of the terrain's space, the height won't be changed."
GamingIsLove.Makinom.Schematics.Nodes.QuitApplicationNode;Quit Application;"Quits the player application using 'Application.Quit'.
Warning: The game ends after this node."
GamingIsLove.Makinom.Schematics.Nodes.CancelQuitApplicationNode;Cancel Quit Application;"Cancels quitting the player application by registering a method that returns false to 'Application.wantsToQuit'.
It might already be too late to do this during the quitting process, try to use this node before that."
GamingIsLove.Makinom.Schematics.Nodes.CaptureScreenshotNode;Capture Screenshot;Captures a screenshot as a PNG file.
GamingIsLove.Makinom.Schematics.Nodes.CaptureScreenshotNode.filename;File Name;Pathname to save the screenshot file to.
GamingIsLove.Makinom.Schematics.Nodes.CaptureScreenshotNode.supersize;Supersize;Supersize the image (i.e. increase the resolution).
GamingIsLove.Makinom.Schematics.Nodes.CaptureScreenshotNode.size;Supersize Factor;The factor by which the image's resolution will be increased.
GamingIsLove.Makinom.Schematics.Nodes.OpenURLNode;Open URL;Opens an url in a browser.
GamingIsLove.Makinom.Schematics.Nodes.OpenURLNode.url;URL;"The url that will be opened.
Don't forget to add 'http://' at the start."
GamingIsLove.Makinom.Schematics.Nodes.GarbageCollectionNode;Garbage Collection;Explicitly requests a garbage collection, calling System.GC.Collect().
GamingIsLove.Makinom.Schematics.Nodes.ChangeTargetFrameRateNode;Change Target Frame Rate;"Changes the target frame rate of the application.
Sets 'Application.targetFramerate' to do that."
GamingIsLove.Makinom.Schematics.Nodes.ChangeTargetFrameRateNode.frameRate;Target Frame Rate;"The target frame rate that will be used.
Set to -1 for the platform's default target frame rate.
Will be converted to an integer value."
GamingIsLove.Makinom.Schematics.Nodes.CheckTargetFrameRateNode;Check Target Frame Rate;"Checks the target frame rate of the application with a defined value.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckTargetFrameRateNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.StartGameNode;Start Game;Clears previous game data and starts the game, i.e. sets the game to 'Running'.
GamingIsLove.Makinom.Schematics.Nodes.StartGameNode.initVariables;Init Variables;Set the initial variables.
GamingIsLove.Makinom.Schematics.Nodes.PauseGameNode;Pause Game;Pauses or unpauses the game.
GamingIsLove.Makinom.Schematics.Nodes.StopGameNode;Stop Game;"Clears previous game data and stops the game, i.e. sets the game to 'Not Running'.
Optionally shows the exit game question."
GamingIsLove.Makinom.Schematics.Nodes.StopGameNode.initVariables;Init Variables;Set the initial variables.
GamingIsLove.Makinom.Schematics.Nodes.StopGameNode.showExitGameQuestion;Show Exit Game Question;Show the exit game question (defined in 'UI > UI Settings').
GamingIsLove.Makinom.Schematics.Nodes.IsGameRunningNode;Is Game Running;"Checks if the game is running.
If the game is running, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.SetGameTimeNode;Set Game Time;Set the game's running time.
GamingIsLove.Makinom.Schematics.Nodes.SetGameTimeNode.value;Game Time (s);The time in seconds the game time will be set to.
GamingIsLove.Makinom.Schematics.Nodes.CheckGameTimeNode;Check Game Time;"Set the game's running time.
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckGameTimeNode.check;Check Type;"The check is valid if the current game time is equal, not equal, less or greater than the defined value.
Range inclusive checks if the current game time is between two defined values, including the values.
Range exclusive checks if the current game time is between two defined values, excluding the values.
Approximately checks if the current game time is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.ChangeGameStateNode;Change Game State;Activates or inactivates a game state.
GamingIsLove.Makinom.Schematics.Nodes.CheckGameStateNode;Check Game State;"Checks if game states are active or inactive.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLanguageNode;Change Language;Changes the game's language.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLanguageNode.language;Language;Select the language that will be used.
GamingIsLove.Makinom.Schematics.Nodes.CheckLanguageNode;Check Language;"Checks the game's language.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckLanguageNode.language;Language;Select the language to check for.
GamingIsLove.Makinom.Schematics.Nodes.UnloadUnusedAssetsNode;Unload Unused Assets;Unloads assets that are not used.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPlayerNode;Spawn Player;Spawns the player.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPlayerNode.targetType;Target Type;"Select the target used to spawn the player:
- Object: A game object (e.g. an actor) is used.
- Spawn Point: A spawn point is used.
- Position: A defined position is used."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPlayerNode.spawnID;Spawn Point ID;"The ID of the spawn point the player will be spawned at.
There must be a game object with a 'Spawn Point' component with the defined ID in the scene when the schematic is executed."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPlayerNode.setRotation;Set Rotation;Set the rotation of the player.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPlayerNode.setScale;Set Scale;Set the scale of the player.
GamingIsLove.Makinom.Schematics.Nodes.SpawnPlayerNode.useCenter;Use Center;"The player will spawn at the center of all target objects.
If disabled, the player will be spawned at the first target object."
GamingIsLove.Makinom.Schematics.Nodes.SpawnPlayerNode.mount;Mount;"The player will be mounted on the object it spawns at.
If disabled, the player will only be set to the object's position."
GamingIsLove.Makinom.Schematics.Nodes.DestroyPlayerNode;Destroy Player;Destroys the player's game object.
GamingIsLove.Makinom.Schematics.Nodes.SetPlayerNode;Set Player;Sets a game object to be the new player.
GamingIsLove.Makinom.Schematics.Nodes.SetPlayerNode.destroyOld;Destroy Old Player;Destroy the current player game object.
GamingIsLove.Makinom.Schematics.Nodes.SetPlayerNode.usePosition;Use Position;Use the position of the current player game object.
GamingIsLove.Makinom.Schematics.Nodes.SetPlayerNode.useRotation;Use Rotation;Use the rotation of the current player game object.
GamingIsLove.Makinom.Schematics.Nodes.SetPlayerNode.useScale;Use Scale;Use the scale of the current player game object.
GamingIsLove.Makinom.Schematics.Nodes.IsPlayerNode;Is Player;"Checks if a selected game object is the player.
If the game object is the player, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.RegisterOtherPlayerNode;Register Other Player;"Registers or unregisters a game object as an other player.
Other players are able to start trigger/collision interactions that can otherwise only be started by the main player."
GamingIsLove.Makinom.Schematics.Nodes.RegisterOtherPlayerNode.register;Register/Unregister;"If enabled, registeres the game object as other player.
If disabled, unregisters the game object from being an other player."
GamingIsLove.Makinom.Schematics.Nodes.SaveGameMenuNode;Save Game Menu;"Calls the save, load or save point menu.
The schematic continues after the menu is closed, unless a save game has been loaded."
GamingIsLove.Makinom.Schematics.Nodes.SaveGameMenuNode.type;Menu Type;"Select which save game menu will be called:
- Save: The save menu will be called.
- Load: The load menu will be called (the schematic will end if a game was loaded).
- Save Point: The save point menu will be called (the schematic will end if a game was loaded)."
GamingIsLove.Makinom.Schematics.Nodes.AutoSaveNode;Auto Save;Saves the game to the AUTO save slot or creates a temporary retry save game.
GamingIsLove.Makinom.Schematics.Nodes.AutoSaveNode.retry;Save To Retry;"Creates a temporary retry save game.
The retry save game will be lost when loading it or quitting the game.
If disabled, the game will use the AUTO save slot to create a permanent save game."
GamingIsLove.Makinom.Schematics.Nodes.AutoSaveNode.showMessage;Show Message;Show the auto save message defined in the save game settings.
GamingIsLove.Makinom.Schematics.Nodes.AutoSaveSlotDialogueNode;Auto Save Slot Dialogue;Displays a dialogue to select the auto save slot.
GamingIsLove.Makinom.Schematics.Nodes.AutoLoadNode;Auto Load;"Loads the game from the AUTO save game file or a temporary retry save game.
The schematic ends after this step."
GamingIsLove.Makinom.Schematics.Nodes.AutoLoadNode.retry;Load From Retry;"Loads a temporary retry save game.
If no retry save game is available, the last AUTO save game is used."
GamingIsLove.Makinom.Schematics.Nodes.SaveGameExistsNode;Save Game Exists;"Checks if a defined save game exists.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.SaveGameExistsNode.type;Save Game Type;"Select which type of save game will be checked:
- Save Game: Checks a regular save game of a defined index.
- Auto: Checks an auto save game of a defined index.
- Current Auto: Checks the current auto save slot.
- Retry: Checks if a retry save game exists.
- Any: Checks if any save game or auto save game exists."
GamingIsLove.Makinom.Schematics.Nodes.SaveGameExistsNode.index;Save Game Index;The index of the save game.
GamingIsLove.Makinom.Schematics.Nodes.CanContinueNode;Can Continue;"Checks if the continue save game is available.
The continue save game is either the retry save game or the last saved game.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.ContinueNode;Continue;"Loads the continue save game.
The continue save game is either the retry save game or the last saved game.
The schematic will end if the continue save game has been loaded, otherwise, the schematic will continue with the 'Next' slot."
GamingIsLove.Makinom.Schematics.Nodes.DeleteAutoSaveNode;Delete Auto Save;Deletes the AUTO save slot's save game or the temporary retry save game.
GamingIsLove.Makinom.Schematics.Nodes.DeleteAutoSaveNode.retry;Delete Retry;Deletes the temporary retry save game.
GamingIsLove.Makinom.Schematics.Nodes.DeleteSaveGameNode;Delete Save Game;Deletes a defined save game or AUTO save game.
GamingIsLove.Makinom.Schematics.Nodes.DeleteSaveGameNode.index;Save Game Index;The index of the save game.
GamingIsLove.Makinom.Schematics.Nodes.DeleteSaveGameNode.isAutoSave;Is Auto Save;Delete an auto save game instead of a regular save game.
GamingIsLove.Makinom.Schematics.Nodes.CheckAutoSaveSlotNode;Check Auto Save Slot;"Checks the currently used auto save slot's index/number.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckAutoSaveSlotNode.check;Check Type;"Checks if the currently used auto save slot is equal, not equal, less or greater than a defined value.
Range inclusive checks if the slot is between two defined values, including the values.
Range exclusive checks if the slot is between two defined values, excluding the values.
Approximately checks if the slot is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.LoadSceneNode;Load Scene;"Changes the scene and spawns the player, like using a 'Scene Changer' component.
The scene needs to be added to the build settings of your project (read the Unity documentation for details)."
GamingIsLove.Makinom.Schematics.Nodes.LoadSceneNode.keepMachineObjectAlive;Keep Machine Object Alive;"The schematic's machine object will be kept alive between scenes.
This'll call 'DontDestroyOnLoad' on the game object(s) of the machine object."
GamingIsLove.Makinom.Schematics.Nodes.LoadSceneNode.spawnMachineObject;Spawn Machine Object;Spawn the schematic's machine object instead of the player.
GamingIsLove.Makinom.Schematics.Nodes.LoadSceneNode.destroyMachineObject;Destroy After Run;The schematic's machine object is destroyed at the end of the schematic.
GamingIsLove.Makinom.Schematics.Nodes.LoadSceneNode.origin;Scene Origin;"Select where the scene originates:
- Define: The scene is defined here.
- Stored: Loads the currently stored scene. If no stored scene is available, nothing happens."
GamingIsLove.Makinom.Schematics.Nodes.LoadSceneNode.useCustomChangeType;Use Custom Change Type;"Use a custom scene change type.
This can be used by global machines with the 'Scene' global machine type to start automatically."
GamingIsLove.Makinom.Schematics.Nodes.LoadSceneNode.customChangeType;Custom Type;"Define the custom type.
Global machine with the same custom type will be started."
GamingIsLove.Makinom.Schematics.Nodes.LoadSceneNode.ownScreenFade;Own Screen Fade;"Use different screen fade settings for this scene change.
If disabled, it'll use the default screen fade settings defined in the game settings."
GamingIsLove.Makinom.Schematics.Nodes.CanLoadSceneNode;Can Load Scene;"Checks if a streamed level can be loaded.
If the level can be loaded, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CanLoadSceneNode.name;Scene Name;Define the name of the scene.
GamingIsLove.Makinom.Schematics.Nodes.StoreSceneNode;Store Scene;"Stores the current scene and player position/rotation.
The stored scene can be used in load scene nodes."
GamingIsLove.Makinom.Schematics.Nodes.StoreSceneNode.clear;Clear Scene;Removes the currently stored scene.
GamingIsLove.Makinom.Schematics.Nodes.StoreSceneNode.loadType;Load Type;"Select how the scene is loaded:
- Load Level: Closes all current loaded scenes and loads a scene.
- Load Level Additive: Adds the scene to the current loaded scenes.
- Load Async: Closes all current loaded scenes and loads a scene asynchronously in the background.
- Load Async Additive: Adds the scene to the current loaded scenes and loads it asynchronously in the background."
GamingIsLove.Makinom.Schematics.Nodes.IsSceneStoredNode;Is Scene Stored;"Checks if a scene is currently stored.
If a scene is stored, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.SetSenePositionNode;Set Scene Position;"Set the default player position/rotation in a scene.
The scene positions can be used in load scene nodes and scene changers."
GamingIsLove.Makinom.Schematics.Nodes.SetSenePositionNode.currentScene;Current Scene;The position for the current scene will be set.
GamingIsLove.Makinom.Schematics.Nodes.SetSenePositionNode.name;Scene Name;Define the name of the scene.
GamingIsLove.Makinom.Schematics.Nodes.SetSenePositionNode.clear;Clear Position;Removes the scene position.
GamingIsLove.Makinom.Schematics.Nodes.SetSenePositionNode.loadType;Load Type;"Select how the scene is loaded:
- Load Level: Closes all current loaded scenes and loads a scene.
- Load Level Additive: Adds the scene to the current loaded scenes.
- Load Async: Closes all current loaded scenes and loads a scene asynchronously in the background.
- Load Async Additive: Adds the scene to the current loaded scenes and loads it asynchronously in the background."
GamingIsLove.Makinom.Schematics.Nodes.SetSenePositionNode.useGameObject;Use Game Object;"Use the current position and rotation of a game object.
If multiple objects are used (e.g. multiple spawned prefabs), the center position and average rotation will be used.
If disabled, you have to define the position/rotation."
GamingIsLove.Makinom.Schematics.Nodes.IsSenePositionStoredNode;Is Scene Position Stored;"Checks if a scene position for a scene is currently stored.
If a scene is stored, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.IsSenePositionStoredNode.currentScene;Current Scene;The position for the current scene will be checked.
GamingIsLove.Makinom.Schematics.Nodes.IsSenePositionStoredNode.name;Scene Name;Define the name of the scene.
GamingIsLove.Makinom.Schematics.Nodes.CheckSceneNode;Check Scene;"Checks the current scene's name or index.
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckSceneNode.checkIndex;Check Index;"Check the index of the scene.
If disabled, the name of the scene will be checked."
GamingIsLove.Makinom.Schematics.Nodes.CheckSceneNode.index;Scene Index;Define the index of the scene.
GamingIsLove.Makinom.Schematics.Nodes.CheckSceneNode.name;Scene Name;Define the name of the scene.
GamingIsLove.Makinom.Schematics.Nodes.UnloadSceneNode;Unload Scene;Unloads all game objects associated with a defined scene name.
GamingIsLove.Makinom.Schematics.Nodes.UnloadSceneNode.name;Scene Name;Define the name of the scene.
GamingIsLove.Makinom.Schematics.Nodes.UseSceneChangerNode;Use Scene Changer;Starts a scene changer on game object.
GamingIsLove.Makinom.Schematics.Nodes.UseSceneChangerNode.wait;Wait;Wait for the scene change to finish before executing the next node.
GamingIsLove.Makinom.Schematics.Nodes.UseSceneChangerNode.componentScope;Scope;"Select the scope of scene changer components that will be used:
- Single: A single scene changer component attached to the game object.
- In Children: A single scene changer component attached to the game object or any child object.
- In Parent: A single scene changer component attached to the game object or any parent object.
- From Root: A single scene changer component attached to the game object's root or any child object (from the root).
- All: All scene changer components attached to the game object.
- All In Children: All scene changer components attached to the game object and child objects.
- All In Parent: All scene changer components attached to the game object and parent objects.
- All From Root: All scene changer components attached to the game object's root and child objects (from the root).
Using multiple components will use the first one that's available due to the scene changer's conditions."
GamingIsLove.Makinom.Schematics.Nodes.ClearGameObjectSaversNode;Clear Game Object Savers;Remove stored data from 'Game Object Saver' components.
GamingIsLove.Makinom.Schematics.Nodes.ClearGameObjectSaversNode.all;All Scenes;Removes the data from all scenes.
GamingIsLove.Makinom.Schematics.Nodes.ClearGameObjectSaversNode.name;Scene Name;Define the name of the scene that will be used.
GamingIsLove.Makinom.Schematics.Nodes.InputKeyForkNode;Input Key;"Checks one or more input keys.
If an input key is pressed, it's next node will be executed.
If no input key is pressed, 'Failed: No Input' will be executed."
GamingIsLove.Makinom.Schematics.Nodes.InputKeyForkNode.any;Any Key;Any key (keyboard, mouse, etc.) can be used.
GamingIsLove.Makinom.Schematics.Nodes.WaitForInputForkNode;Wait For Input;"Waits for an input key (out of multiple keys) to be pressed, either for a set amount of time, or until the key has been pressed.
The next node of the input key that's pressed first will be executed.
If waiting for time and no key was pressed in time, 'Failed: No Input' will be executed."
GamingIsLove.Makinom.Schematics.Nodes.WaitForInputForkNode.any;Any Key;Any key (keyboard, mouse, etc.) can be used.
GamingIsLove.Makinom.Schematics.Nodes.WaitForInputForkNode.wait;Wait;"The schematic will wait for a set amount of time for a key press.
If disabled, the schematic will wait until a key has been pressed."
GamingIsLove.Makinom.Schematics.Nodes.WaitForInputForkNode.timeValue;Time (s);The time in seconds to wait for a key to be pressed.
GamingIsLove.Makinom.Schematics.Nodes.WaitForInputForkNode.storeInputTime;Store Input Time;Store the time it took the player to press the input (since start of the node) into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.BlockInputKeyNode;Block Input Key;"Blocks or unblocks an input key.
A blocked input key won't receive any input."
GamingIsLove.Makinom.Schematics.Nodes.BlockInputKeyNode.block;Block/Unblock;"If enabled, the input key will be blocked.
If disabled, the input key will be unblocked."
GamingIsLove.Makinom.Schematics.Nodes.BlockInputKeyNode.all;All Keys;"Block or unblock all input keys.
If disabled, only a selected input key will be blocked or unblocked."
GamingIsLove.Makinom.Schematics.Nodes.BlockInputKeyNode.inputKey;Input Key;Select the input key that will be blocked or unblocked.
GamingIsLove.Makinom.Schematics.Nodes.IsInputKeyBlockedNode;Is Input Key Blocked;"Checks if an input key is blocked.
If the input key is blocked, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.IsInputKeyBlockedNode.inputKey;Input Key;Select the input key that will be checked.
GamingIsLove.Makinom.Schematics.Nodes.SetInputKeyNode;Set Input Key;Set the axis of an input key.
GamingIsLove.Makinom.Schematics.Nodes.SetInputKeyNode.inputKey;Input Key;Select the input key that will be used.
GamingIsLove.Makinom.Schematics.Nodes.SetInputKeyNode.reset;Reset Axis;"Automatically reset the axis after a defined amount of time.
This will set the axis back to 0 after the time."
GamingIsLove.Makinom.Schematics.Nodes.SetInputKeyNode.wait;Wait;Wait until the axis has been reset before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.SetInputKeyNode.timeValue;Time (s);The time in seconds before resetting the axis.
GamingIsLove.Makinom.Schematics.Nodes.SetInputKeyNode.value;Axis Value;"The value the input axis will be set to.
The value should be between -1 and 1."
GamingIsLove.Makinom.Schematics.Nodes.ResetInputAxesNode;Reset Input Axes;"Resets all input or only of a defined input key.
All axes and buttons return to 0 (i.e. no input) for one frame."
GamingIsLove.Makinom.Schematics.Nodes.ResetInputAxesNode.all;Reset All;"Reset all input.
If disabled, only a defined input key will be reset."
GamingIsLove.Makinom.Schematics.Nodes.ResetInputAxesNode.resetUnityInput;Reset Unity Input;"Also resets Unity inputs.
If disabled, only Makinom's internal input keys will be reset."
GamingIsLove.Makinom.Schematics.Nodes.ResetInputAxesNode.inputKey;Input Key;Select the input key that will be used.
GamingIsLove.Makinom.Schematics.Nodes.MouseTouchDeltaNode;Mouse Touch Delta;Stores mouse or touch movement delta into a Vector3 variable.
GamingIsLove.Makinom.Schematics.Nodes.MouseTouchDeltaNode.useTouch;Use Touch;Touch delta is used as instead of mouse delta.
GamingIsLove.Makinom.Schematics.Nodes.MouseTouchDeltaNode.touchCount;Touch Count;"Set the number of fingers used for touch input.
E.g.: 1 is one finger, 2 is two fingers, etc."
GamingIsLove.Makinom.Schematics.Nodes.MouseTouchDeltaNode.splitDelta;Split Delta;Devide the combined delta of all touches by the touch count.
GamingIsLove.Makinom.Schematics.Nodes.MouseTouchDeltaNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.MouseTouchPositionNode;Mouse Touch Position;"Stores the mouse or touch position into a Vector3 variable.
The position will be calculated in the 'Default Screen Size', i.e.:
Upper left corner: X=0, Y=0
Upper right corner: X=default screen width, Y=0
Lower left corner: X=0, Y=default screen height
Lower right corner: X=default screen width, Y=default screen height"
GamingIsLove.Makinom.Schematics.Nodes.MouseTouchPositionNode.useTouch;Use Touch;Touch position is used as instead of mouse position.
GamingIsLove.Makinom.Schematics.Nodes.MouseTouchPositionNode.touchCount;Touch Count;"Set the number of fingers used for touch input.
E.g.: 1 is one finger, 2 is two fingers, etc.
When more than one finger is used, the avarage position of all touches is used as position."
GamingIsLove.Makinom.Schematics.Nodes.MouseTouchPositionNode.limitToScreen;Limit To Screen;"The position will be limited to the screen.
Positions outside the screen will stick to the screen border, i.e.:
- X will be between 0 and default screen width
- Y will be between 0 and default screen height"
GamingIsLove.Makinom.Schematics.Nodes.MouseTouchPositionNode.normalizePosition;Normalize Position;"The position will be normalized, i.e. between 0 and 1.
Upper left corner: X=0, Y=0
Upper right corner: X=1, Y=0
Lower left corner: X=0, Y=1
Lower right corner: X=1, Y=1"
GamingIsLove.Makinom.Schematics.Nodes.MouseTouchPositionNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.GyroscopeEnableNode;Gyroscope Enable;Enables or disables the gyroscope of the device.
GamingIsLove.Makinom.Schematics.Nodes.GyroscopeIntervalNode;Gyroscope Interval;Changes the gyroscope's update interval of the device.
GamingIsLove.Makinom.Schematics.Nodes.GyroscopeIntervalNode.value;Update Interval (s);The interval in seconds the gyroscope will update.
GamingIsLove.Makinom.Schematics.Nodes.BlockPlayerControlNode;Block Player Control;"Blocks or unblocks the player control.
For each block, the block counter will increase by 1, for each unblock, the counter will decrease by 1.
As long as the counter is above 0 the player control will remain blocked."
GamingIsLove.Makinom.Schematics.Nodes.BlockPlayerControlNode.block;Block/Unblock;"If enabled, the player control will be blocked.
If disabled, the player control will be unblocked."
GamingIsLove.Makinom.Schematics.Nodes.BlockCameraControlNode;Block Camera Control;"Blocks or unblocks the camera control.
For each block, the block counter will increase by 1, for each unblock, the counter will decrease by 1.
As long as the counter is above 0 the camera control will remain blocked."
GamingIsLove.Makinom.Schematics.Nodes.BlockCameraControlNode.block;Block/Unblock;"If enabled, the camera control will be blocked.
If disabled, the camera control will be unblocked."
GamingIsLove.Makinom.Schematics.Nodes.AddControlComponentNode;Control Component;"Adds or removes a defined component to or from the player or camera control list.
While added, the component will be enabled/disabled with the controls.
A component can only be added once to the player or camera control list."
GamingIsLove.Makinom.Schematics.Nodes.AddControlComponentNode.name;Component Name;The name of the component that will be added.
GamingIsLove.Makinom.Schematics.Nodes.AddControlComponentNode.blockType;Blocked By;"Select when this component will be blocked:
- None: The component will be removed from the player and camera controls.
- Player: When the player control is blocked.
- Camera: When the camera control is blocked.
- Both: When the player or camera control is blocked."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCursorStateNode;Change Cursor State;Changes the lock state of the cursor.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCursorStateNode.state;Lock State;"Select the lock state the cursor will be changed to:
- None: Cursor isn't locked.
- Locked: Cursor is locked to the center of the game window.
- Confined: Cursor is confined to the game window."
GamingIsLove.Makinom.Schematics.Nodes.CheckCursorStateNode;Check Cursor State;"Checks the lock state of the cursor.
If the cursor is in the selected state, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckCursorStateNode.state;Lock State;"Select the lock state the cursor will be changed to:
- None: Cursor isn't locked.
- Locked: Cursor is locked to the center of the game window.
- Confined: Cursor is confined to the game window."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCursorVisibleNode;Change Cursor Visible;Changes the visible state of the cursor.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCursorVisibleNode.visible;Visible;"If enabled, the cursor will be visible.
If disabled, the cursor will be hidden."
GamingIsLove.Makinom.Schematics.Nodes.IsCursorVisibleNode;Is Cursor Visible;"Checks the visible state of the cursor.
If the cursor is visible, 'Visible' will be executed, otherwise 'Hidden'."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCursorTextureNode;Change Cursor Texture;Changes the texture of the cursor.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCursorTextureNode.reset;Reset;Reset to the default cursor.
GamingIsLove.Makinom.Schematics.Nodes.ChangeCursorTextureNode.texture;Texture 2D;"Select the texture that will be used.
You must select a 'Texture2D' asset.
Use no texture to reset the cursor."
GamingIsLove.Makinom.Schematics.Nodes.ChangeCursorTextureNode.mode;Cursor Mode;"Select the mode of the cursor:
- Auto: Use hardware cursors on supported platforms.
- Force Software: Force the use of software cursors."
GamingIsLove.Makinom.Schematics.Nodes.ChangeInputIDNode;Change Input ID;"Changes the global input ID or the schematic's input ID.
Use this to e.g. switch to a different control style."
GamingIsLove.Makinom.Schematics.Nodes.ChangeInputIDNode.changeSchematic;Change Schematic;"Change the schematic's input ID.
If disabled, the global input ID will be changed."
GamingIsLove.Makinom.Schematics.Nodes.CheckInputIDNode;Check Input ID;"Checks the global input ID or the schematic's input ID.
If the check is true, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckInputIDNode.checkSchematic;Check Schematic;"Check the schematic's input ID.
If disabled, the global input ID will be checked."
GamingIsLove.Makinom.Schematics.Nodes.CheckInputIDNode.check;Check Type;"Checks if the input ID is equal, not equal, less or greater than a defined value.
Range inclusive checks if the input ID is between two defined values, including the values.
Range exclusive checks if the input ID is between two defined values, excluding the values.
Approximately checks if the input ID is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.DirectionalJoystickInputNode;Directional Joystick Input;"Stores horizontal and vertical values (e.g. input key axes) transformed by the direction of a game object (e.g. a camera) into a Vector3 variable.
E.g. use this for joystick input based on the camera direction."
GamingIsLove.Makinom.Schematics.Nodes.DirectionalJoystickInputNode.horizontalValue;Horizontal Value (X-Axis);"Defines the value that will be used for the horizontal axis of the input.
This will be stored in the X-axis of the Vector3 variable, usually representing left/right movement."
GamingIsLove.Makinom.Schematics.Nodes.DirectionalJoystickInputNode.verticalValue;Vertical Value (Z-Axis);"Defines the value that will be used for the vertical axis of the input.
This will be stored in the Z-axis of the Vector3 variable, usually representing forward/backward movement."
GamingIsLove.Makinom.Schematics.Nodes.DirectionalJoystickInputNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.RestoreControlNode;Restore Control;Restores game control and removes all control blocks.
GamingIsLove.Makinom.Schematics.Nodes.RestartSchematicNode;Restart Schematic;Restarts the schematic from the first node in the next update tick.
GamingIsLove.Makinom.Schematics.Nodes.RestartSchematicNode.clearVariables;Clear Local Variables;All local variables will be cleared/removed.
GamingIsLove.Makinom.Schematics.Nodes.RestartSchematicNode.clearSelectedData;Clear Selected Data;All local selected data will be cleared/removed.
GamingIsLove.Makinom.Schematics.Nodes.RestartSchematicNode.checkConditions;Check Conditions;"Check the conditions of the machine component that started the schematic.
Only used when the schematic was started by a machine component."
GamingIsLove.Makinom.Schematics.Nodes.IsSchematicStoppedNode;Is Schematic Stopped;"Checks if the schematic has been stopped, e.g. due to the machine object being destroyed.
If the schematic has been stopped, 'Stopped' is executed, otherwise 'Running'."
GamingIsLove.Makinom.Schematics.Nodes.CheckStartConditionsNode;Check Start Conditions;"Checks the start conditions (e.g. game state conditions, variable conditions) of the machine that started the schematic.
If the schematic wasn't started by a machine, the check will be valid.
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.FindActorObjectsNode;Find Actor Objects;"Searches for actor game objects again.
Only actors that have 'Find Object' enabled will be searched again."
GamingIsLove.Makinom.Schematics.Nodes.StartMachineNode;Start Machine;"Starts a machine with a defined schematic and uses game objects of this schematic as machine object and starting object.
The machine will be executed for each combination of machine object and starting object. E.g. 1 machine object and 3 starting objects result in 3 started machines.
Optionally, the machine can start without any machine/starting objects."
GamingIsLove.Makinom.Schematics.Nodes.StartMachineNode.timeBetweenValue;Time Between (s);"The time in seconds between starting two machines.
Only used if greater than 0 and more than one machine will be started."
GamingIsLove.Makinom.Schematics.Nodes.StartMachineNode.waitBetween;Wait Between;"Wait for all machines to start before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.StartMachineNode.wait;Wait;Wait for all machines to finish before executing the next node.
GamingIsLove.Makinom.Schematics.Nodes.StartMachineNode.limitStartsPerFrame;Limit Starts per Frame;"Limit the machines started per frame.
Use this option if you get a 'StackOverflowException' error message - this can happen if too many machines are started in a single frame."
GamingIsLove.Makinom.Schematics.Nodes.StartMachineNode.startsPerFrame;Starts per Frame;Define the number of machines that can be started in a single frame.
GamingIsLove.Makinom.Schematics.Nodes.StartMachineNode.setCounter;Set Counter;"Set an int variable as counter for started machines.
The int variable will be set to the number of started machines before starting the machine.
I.e. the first machine will have the value 0, the 2nd machine will have value 1, etc."
GamingIsLove.Makinom.Schematics.Nodes.StartMachineNode.startWithoutObjects;Start Without Objects;Start the machine without a machine object and starting object.
GamingIsLove.Makinom.Schematics.Nodes.StartMachineNode.useSameObject;Use Same Object;"Use the same game object that's used as machine object as starting object.
I.e. each machine object will start with itself as starting object. Otherwise (e.g. selecting the same game object) it'll use every possible combination of machine and starting objects."
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode;Start Tagged Machine;"Starts 'Tagged Machine' components added to a game object.
All tagged machines with valid variable conditions that match the defined tags will be started.
This schematic will continue while the tagged machines are executed."
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.shareVariables;Share Local Variables;The called machine will share the local variables with this schematic.
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.copyVariables;Copy Variables;"The called machine will copy the variables, not use the same set.
If disabled, the actual variables will be shared - changing the variable in the called machine will also change it in this schematic."
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.timeBetweenValue;Time Between (s);"The time in seconds between starting two machines.
Only used if greater than 0 and more than one machine will be started."
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.waitBetween;Wait Between;"Wait for all machines to start before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.wait;Wait;Wait for all machines to finish before executing the next node.
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.singleExecution;Single Execution;Wait for a machine to finish before starting the next machine.
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.limitStartsPerFrame;Limit Starts per Frame;"Limit the machines started per frame.
Use this option if you get a 'StackOverflowException' error message - this can happen if too many machines are started in a single frame."
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.startsPerFrame;Starts per Frame;Define the number of machines that can be started in a single frame.
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.all;All Machines;All available 'Tagged Machine' components in the scene will be used.
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.scope;Scope;"Select the scope of tagged machines that will be used:
- Single: A single tagged machine attached to the game object.
- In Children: A single tagged machine attached to the game object or any child object.
- In Parent: A single tagged machine attached to the game object or any parent object.
- From Root: A single tagged machine attached to the game object's root or any child object (from the root).
- All: All tagged machines attached to the game object.
- All In Children: All tagged machines attached to the game object and child objects.
- All In Parent: All tagged machines attached to the game object and parent objects.
- All From Root: All tagged machines attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.useSameObject;Use Same Object;"Use the same game object that's used as machine object as starting object.
I.e. each machine object will start with itself as starting object. Otherwise (e.g. selecting the same game object) it'll use every possible combination of machine and starting objects."
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.needed;Needed;Either all or only one of the tags must match.
GamingIsLove.Makinom.Schematics.Nodes.StartTaggedMachineNode.tag;Tag;"Define the tag that will be used to start 'Tagged Machine' components.
If the tags of the machine match this tag (and its conditions are valid), it will be started."
GamingIsLove.Makinom.Schematics.Nodes.StartGlobalMachineNode;Start Global Machine;"Calls a global machine.
The event will continue after the global machine has finished.
If the global machine can't be executed (e.g. event file not found), the next node will be executed immediately."
GamingIsLove.Makinom.Schematics.Nodes.StartGlobalMachineNode.globalMachine;Global Machine;Select the global machine that will be called.
GamingIsLove.Makinom.Schematics.Nodes.StartGlobalMachineNode.wait;Wait;Wait for the global machine to finish playing before continuing with this schematic.
GamingIsLove.Makinom.Schematics.Nodes.StartGlobalMachineNode.setInputID;Set Input ID;Override the global machine's input ID.
GamingIsLove.Makinom.Schematics.Nodes.StopGlobalMachineNode;Stop Global Machine;"Stops a global machine.
The global machine is only stopped if it's currently running and not using the 'Multi' execution type."
GamingIsLove.Makinom.Schematics.Nodes.StopGlobalMachineNode.stopAll;Stop All;Stop all global machines.
GamingIsLove.Makinom.Schematics.Nodes.StopGlobalMachineNode.globalMachine;Global Machine;Select the global machine that will be called.
GamingIsLove.Makinom.Schematics.Nodes.AddMachineComponentNode;Add Machine Component;Adds a machine component to a game object.
GamingIsLove.Makinom.Schematics.Nodes.AddMachineComponentNode.useTemplate;Use Template;Use a machine template to add the machine component.
GamingIsLove.Makinom.Schematics.Nodes.AddMachineComponentNode.template;Machine Template;Select the machine template that will be used.
GamingIsLove.Makinom.Schematics.Nodes.RemoveMachineComponentNode;Remove Machine Component;Removes a machine component from a game object.
GamingIsLove.Makinom.Schematics.Nodes.RemoveMachineComponentNode.schematicAsset;Schematic Asset;"Select the schematic asset that will be used.
Every machine component that uses this schematic asset will be removed."
GamingIsLove.Makinom.Schematics.Nodes.RemoveMachineComponentNode.inChildren;In Children;The machine components of child objects will also be removed.
GamingIsLove.Makinom.Schematics.Nodes.HasTaggedMachineNode;Has Tagged Machine;"Checks if a game object has a tagged machine with defined tags.
If the game object has the defined tagged machine, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.HasTaggedMachineNode.neededObject;Needed;Either all or only one of the game objects must have a matching tagged machine..
GamingIsLove.Makinom.Schematics.Nodes.HasTaggedMachineNode.neededTags;Needed Tags;Either all or only one of the tags must match.
GamingIsLove.Makinom.Schematics.Nodes.HasTaggedMachineNode.tag;Tag;Define the tag that will be checked.
GamingIsLove.Makinom.Schematics.Nodes.StopMachineNode;Stop Machine;Stops running machines/schematics that use a defined schematic asset and machine object.
GamingIsLove.Makinom.Schematics.Nodes.StopMachineNode.schematicAsset;Schematic Asset;"Select the schematic asset that will be checked for.
A running machine/schematic that uses this schematic asset will be stopped if it matches the defined machine object."
GamingIsLove.Makinom.Schematics.Nodes.StopMachineNode.all;All Machines;All running machines will be stopped.
GamingIsLove.Makinom.Schematics.Nodes.StopMachineComponentNode;Stop Machine Component;Stops machine components on a game object.
GamingIsLove.Makinom.Schematics.Nodes.StopMachineComponentNode.all;All Machines;All available machine components in the scene will be stopped.
GamingIsLove.Makinom.Schematics.Nodes.StopMachineComponentNode.scope;Scope;"Select the scope of components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.StopTaggedMachineNode;Stop Tagged Machine;"Stops 'Tagged Machine' components added to a game object.
All tagged machines matching the defined tags will be stopped."
GamingIsLove.Makinom.Schematics.Nodes.StopTaggedMachineNode.all;All Machines;All available 'Tagged Machine' components in the scene will be stopped.
GamingIsLove.Makinom.Schematics.Nodes.StopTaggedMachineNode.scope;Scope;"Select the scope of components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.StopTaggedMachineNode.needed;Needed;Either all or only one of the tags must match.
GamingIsLove.Makinom.Schematics.Nodes.StopTaggedMachineNode.tag;Tag;"Define the tag that will be used to stop 'Tagged Machine' components.
If the tags of the machine match this tag, it will be stopped."
GamingIsLove.Makinom.Schematics.Nodes.SearchTaggedMachinesNode;Search Tagged Machines;"Searches for game objects with 'Tagged Machine' components (using defined tags) in the scene and uses them to change selected data.
Selected data can be used to store different data, e.g. a game object or a list of game objects."
GamingIsLove.Makinom.Schematics.Nodes.SearchTaggedMachinesNode.useRoot;Use Root;Use the root game object of the tagged machine's game object.
GamingIsLove.Makinom.Schematics.Nodes.SearchTaggedMachinesNode.rangeCheck;Check Range;"Check the game object's distance to a defined position:
- None: Don't check the distance.
- In Range: The game object must be within a defined range (i.e. range - threshold).
- Out Of Range: The game object must be outside a defined range (i.e. range + threshold)."
GamingIsLove.Makinom.Schematics.Nodes.SearchTaggedMachinesNode.needed;Needed;Either all or only one of the tags must match.
GamingIsLove.Makinom.Schematics.Nodes.SearchTaggedMachinesNode.tag;Tag;"Define the tag that will be used to search 'Tagged Machine' components.
If the tags of the machine match this tag, it will be used."
GamingIsLove.Makinom.Schematics.Nodes.StartMachineStackNode;Start Machine Stack;"Starts a machine stack.
The machine stack will execute the machines on the stack in the order they're added."
GamingIsLove.Makinom.Schematics.Nodes.StartMachineStackNode.key;Stack Key;"Define the key of the stack that will be started.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.StartMachineStackNode.timeBetweenValue;Time Between (s);The time in seconds between starting two machines in the machine stack.
GamingIsLove.Makinom.Schematics.Nodes.StartMachineStackNode.wait;Wait;"Wait for the machine stack to finish.
This schematic will continue after the last machine on the stack finished executing."
GamingIsLove.Makinom.Schematics.Nodes.StartMachineStackNode.shareVariables;Share Local Variables;The machine stack (i.e. all machines in the stack) will share the local variables with this schematic.
GamingIsLove.Makinom.Schematics.Nodes.StartMachineStackNode.copyVariables;Copy Variables;"The machine stack will copy the variables, not use the same set.
If disabled, the actual variables will be shared - changing the variable in the machine stack's machine will also change it in this schematic.
The machines in the stack will share the copied variables."
GamingIsLove.Makinom.Schematics.Nodes.StartMachineStackNode.shareSelectedData;Share Selected Data;The machine stack (i.e. all machines in the stack) will share the local selected data with this schematic.
GamingIsLove.Makinom.Schematics.Nodes.StopMachineStackNode;Stop Machine Stack;"Stops a machine stack (i.e. no further machine will start).
The stack's currently running machine can optionally be stopped.
If another schematic is waiting for the stack to finish, it'll be notified after the stack's running machine finished."
GamingIsLove.Makinom.Schematics.Nodes.StopMachineStackNode.key;Stack Key;"Define the key of the stack that will be stopped.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.StopMachineStackNode.stopRunningMachine;Stop Running Machine;"Stop the machine currently running in the stack.
If disabled, the stack will stop after the currently running machine finished executing."
GamingIsLove.Makinom.Schematics.Nodes.RemoveMachineStackNode;Remove Machine Stack;"Removes a machine stack.
If the stack is currently executing, the stack will be stopped, also stopping the currently running machine.
If another schematic is waiting for the stack to finish, it'll be notified after the stack's running machine finished."
GamingIsLove.Makinom.Schematics.Nodes.RemoveMachineStackNode.key;Stack Key;"Define the key of the stack that will be removed.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.ClearMachineStackNode;Clear Machine Stack;"Removes all machines added to a machine stack.
An already running machine will not be stopped by this."
GamingIsLove.Makinom.Schematics.Nodes.ClearMachineStackNode.key;Stack Key;"Define the key of the stack that will be removed.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.ReverseMachineStackNode;Reverse Machine Stack;Reverse the order of machines in a machine stack.
GamingIsLove.Makinom.Schematics.Nodes.ReverseMachineStackNode.key;Stack Key;"Define the key of the stack that will be reversed.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.ShuffleMachineStackNode;Shuffle Machine Stack;Randomly sorts the machines in a machine stack.
GamingIsLove.Makinom.Schematics.Nodes.ShuffleMachineStackNode.key;Stack Key;"Define the key of the stack that will be randomized.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.AddMachineToStackNode;Add Machine To Stack;Adds a machine to a machine stack.
GamingIsLove.Makinom.Schematics.Nodes.AddMachineToStackNode.key;Stack Key;"Define the key of the stack.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.AddMachineToStackNode.stackChange;Stack Change;"Select how the machine will be added to the stack:
- Add: The machine will be added at the end of the stack.
- Insert: The machine will be inserted at a defined index in the stack.
- Set: The machine will replace another machine at a defined index in the stack.
- Random: The machine will replace another machine at a random index in the stack.
- Last: The machine will replace the last machine in the stack.
If there are no machines in the stack or the defined index exceeds the number of machines, the machine will be added at the end of the stack."
GamingIsLove.Makinom.Schematics.Nodes.AddMachineToStackNode.stackIndex;Index;"Define the index that will be used.
The minimum index is 0, an index exceeding the current number of machines in the stack will add the machine at the end of the stack."
GamingIsLove.Makinom.Schematics.Nodes.AddMachineToStackNode.randomInsert;Insert Random;"Insert the machine at a random index in the stack.
If disabled, the machine will replace another machine at a random index in the stack."
GamingIsLove.Makinom.Schematics.Nodes.AddMachineToStackNode.schematicAsset;Schematic Asset;Select the schematic asset that will be used.
GamingIsLove.Makinom.Schematics.Nodes.AddMachineToStackNode.executionType;Execution Type;"Select how the machine will be executed in the machine stack:
- Single: The machine stack continues with the next machine after this machine finished executing.
- Multi: The machine stack continues with the next machine immediately.
- Blocking: Like 'Single', but additionally other 'Blocking' machines can't be executed while the machine is running."
GamingIsLove.Makinom.Schematics.Nodes.AddMachineToStackNode.updateType;Update Type;Select in which frame update function the machine will be updated.
GamingIsLove.Makinom.Schematics.Nodes.AddMachineToStackNode.inPause;In Pause;The machine will also be upated when the game is paused.
GamingIsLove.Makinom.Schematics.Nodes.AddMachineToStackNode.setPriority;Set Priority;Set a priority for the started machine.
GamingIsLove.Makinom.Schematics.Nodes.AddMachineToStackNode.priority;Priority;"The priority of the started machine.
The priority of machines decides which machine will be performed before other machines.
Machines are sorted descending by their priority, i.e. the highest priority number will be the first machine to execute."
GamingIsLove.Makinom.Schematics.Nodes.RemoveFromStackNode;Remove From Stack;"Removes a machine from a machine stack.
The machine is identified through it's index on the machine stack."
GamingIsLove.Makinom.Schematics.Nodes.RemoveFromStackNode.key;Stack Key;"Define the key of the stack.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.RemoveFromStackNode.getType;Stack Origin;"Select which machine stack index will be removed:
- Index: The machine at a defined index in the machine stack.
- Random: A random machine in the machine stack.
- Last: The last machine in the machine stack."
GamingIsLove.Makinom.Schematics.Nodes.RemoveFromStackNode.stackIndex;Index;"Define the index that will be used.
The minimum index is 0, an index exceeding the number of machines in the stack will use the last machine in the stack."
GamingIsLove.Makinom.Schematics.Nodes.RemoveSchematicFromStackNode;Remove Schematic From Stack;"Removes a machine from a machine stack.
The machine is identified through the used schematic asset, i.e. the machine(s) using the defined schematic asset will be removed from the stack."
GamingIsLove.Makinom.Schematics.Nodes.RemoveSchematicFromStackNode.key;Stack Key;"Define the key of the stack.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.RemoveSchematicFromStackNode.schematicAsset;Schematic Asset;Select the schematic asset that will be used.
GamingIsLove.Makinom.Schematics.Nodes.RemoveSchematicFromStackNode.all;Remove All;"All machines using the schematic asset will be removed.
If disabled, only the first machine found in the stack will be removed."
GamingIsLove.Makinom.Schematics.Nodes.RemoveObjectFromStackNode;Remove Object From Stack;"Removes a machine from a machine stack.
The machine is identified through the machine object or starting object, i.e. the machine(s) using the defined game object will be removed from the stack."
GamingIsLove.Makinom.Schematics.Nodes.RemoveObjectFromStackNode.key;Stack Key;"Define the key of the stack.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.RemoveObjectFromStackNode.isStartingObject;Is Starting Object;"If enabled, the starting object will be checked.
If disabled, the machine object will be checked."
GamingIsLove.Makinom.Schematics.Nodes.RemoveObjectFromStackNode.all;Remove All;"All machines using the game object as machine/starting object will be removed.
If disabled, only the first machine found in the stack will be removed."
GamingIsLove.Makinom.Schematics.Nodes.IsMachineStackRunningNode;Is Machine Stack Running;"Checks if a machine stack is currently running.
If the machine stack is running, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.IsMachineStackRunningNode.key;Stack Key;"Define the key of the stack that will be checked.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.MachineStackExistsNode;Machine Stack Exists;"Checks if a machine stack exists.
If the machine stack exists, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.MachineStackExistsNode.key;Stack Key;"Define the key of the stack that will be checked.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.MachineStackCountNode;Machine Stack Count;"Checks the number of machines in a machine stack.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.MachineStackCountNode.key;Stack Key;"Define the key of the stack that will be checked.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.MachineStackCountNode.check;Check Type;"Checks if the count is equal, not equal, less or greater than the defined value.
Range inclusive checks if the count is between two defined values, including the values.
Range exclusive checks if the count is between two defined values, excluding the values.
Approximately checks if the count is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.StackContainsSchematicNode;Stack Contains Schematic;"Checks if a schematic asset is used in a machine stack.
If the machine stack contains the schematic, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.StackContainsSchematicNode.key;Stack Key;"Define the key of the stack that will be checked.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.StackContainsSchematicNode.schematicAsset;Schematic Asset;Select the schematic asset that will be checked for.
GamingIsLove.Makinom.Schematics.Nodes.StackContainsObjectNode;Stack Contains Object;"Checks if a game object is used as machine/starting object in a machine stack.
If the machine stack contains the game object, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.StackContainsObjectNode.key;Stack Key;"Define the key of the stack that will be checked.
You can have different machine stacks by separating them by key."
GamingIsLove.Makinom.Schematics.Nodes.StackContainsObjectNode.isStartingObject;Is Starting Object;"If enabled, the starting object will be checked.
If disabled, the machine object will be checked."
GamingIsLove.Makinom.Schematics.Nodes.MoveNode;Move;"Moves a game object - use this node for 'Update' type machines/schematics.
This node will only move the game object a tiny distance and needs to be called repeatedly, e.g. in a 'Tick' machine."
GamingIsLove.Makinom.Schematics.Nodes.MoveNode.useCameraDirection;Use Camera Direction;"Transform the horizontal (X-axis) and vertical (Z-axis) values using the current direction of the schematic's camera.
You can alternatively use the 'Directional Joystick Input' node to use a different game object's direction."
GamingIsLove.Makinom.Schematics.Nodes.MoveNode.clampMagnitude;Clamp Magnitude;"Make sure the the movement vector's magnitute doesn't exceed the speed.
Prevents diagonal movement from being faster than vertical or horizontal movement."
GamingIsLove.Makinom.Schematics.Nodes.MoveNode.smoothing;Speed Smoothing;"Select how the speed will change over time:
- None: So smoothing, the defined speed will be used directly.
- Lerp: Interpolates between the object's current speed and the defined speed.
- Smooth Step: Same as 'Lerp', but will gradually speed up at the start and slow down at the end.
Speed smoothing uses 'Object Changes' components on the game object (added in 'Auto' mode if not already available) to get the current speed."
GamingIsLove.Makinom.Schematics.Nodes.MoveNode.smoothSpeedType;Speed Type;Select if the horizontal or vertical speed will be used for smoothing.
GamingIsLove.Makinom.Schematics.Nodes.MoveNode.smoothValue;Smooth Value;"Define the value used for smoothing the speed.
The value has to be above 0."
GamingIsLove.Makinom.Schematics.Nodes.MoveNode.addGravity;Add Gravity;Add gravity to the movement.
GamingIsLove.Makinom.Schematics.Nodes.MoveNode.useDeltaTime;Use Delta Time;Multiply the move change vector with Time.deltaTime.
GamingIsLove.Makinom.Schematics.Nodes.MoveNode.localSpace;Local Space;"The movement will be made in local space of the object.
If disabled, the movement is in global space."
GamingIsLove.Makinom.Schematics.Nodes.MoveNode.faceDirection;Face Direction;Look into the direction the object is moving.
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode;Change Position;Sets or moves a game object to a new position.
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.timeBetweenValue;Time Between (s);"The time in seconds between moving two objects.
Only used if greater than 0 and more than one object will be moved."
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.waitBetween;Wait Between;"Wait for all objects to start moving before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.toObject;To Object;Use another object's position to change the position.
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.useCenter;Use Center;"The center of all target objects will be used.
If disabled, the target object with the same index as the moving object is used (or the first existing target object)."
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.offset;Offset;The offset added to the target's position.
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.move;Move;"The object is moved over time to the new position.
If disabled, the object is set to the new position immediately."
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.wait;Wait;Wait until the movement has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.applyGravity;Apply Gravity;Automatically applies the gravity (Physics.gravity.y) to the moving object.
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.stopDistanceValue;Stop Distance;The distance in world units the object will stop before the target.
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.ignoreRadius;Ignore Radius;"The radius of the game objects will be ignored for the distance.
Otherwise, the radius of mover and (optional) target game object will be added to the stop distance."
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.faceDirection;Face Direction;The object will look into the direction of the target position before moving.
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.useSpeed;Move By Speed;The object will move by speed and not by time.
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.secureMove;Secure Move;"The movement will end if the game object couldn't move for a defined amount of time.
If disabled, the game object will move until it reached it's target."
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.secureTimeValue;Secure Time (s);The time in seconds the game object mustn't move to stop the movement.
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.useStopAfterTime;Use Stop Time;"The movement will automatically stop after a defined amount of time.
Use this option as an absolute maximum time the movement can take, the movement will stop wherever the game object is at the time."
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.stopAfterTimeValue;Stop Time (s);The time in seconds after which the movement will be stopped.
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.stopAtTarget;Stop At Target;The movement will stop at the target, i.e. it can't move past it (e.g. overshooting it at high speed).
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.followPosition;Follow Position;"Changes to the target position are recognized while moving.
If disabled, the object will move to the position the target had at the start of the move and ignore changes to the target's position."
GamingIsLove.Makinom.Schematics.Nodes.ChangePositionNode.timeValue;Time (s);The time in seconds used to move the object.
GamingIsLove.Makinom.Schematics.Nodes.MoveDirectionNode;Move Into Direction;Moves a game object into a defined direction.
GamingIsLove.Makinom.Schematics.Nodes.MoveDirectionNode.timeBetweenValue;Time Between (s);"The time in seconds between moving two objects.
Only used if greater than 0 and more than one object will be moved."
GamingIsLove.Makinom.Schematics.Nodes.MoveDirectionNode.waitBetween;Wait Between;"Wait for all objects to start moving before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.MoveDirectionNode.timeValue;Time (s);The time in seconds used to move.
GamingIsLove.Makinom.Schematics.Nodes.MoveDirectionNode.wait;Wait;Wait until the movement has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.MoveDirectionNode.localSpace;Local Space;"The direction is defined in local space of the game object.
Use this setting e.g. to always move the game object forward, regardless its actual position in world space."
GamingIsLove.Makinom.Schematics.Nodes.MoveDirectionNode.faceDirection;Face Direction;The object will look into the direction it moves before moving.
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode;Curve Move;"Moves a game object using curves.
The curve values are added to the game object's original position at the start of the node.
Only the axes that are enabled will be influenced by the curve move."
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.timeBetweenValue;Time Between (s);"The time in seconds between moving two objects.
Only used if greater than 0 and more than one object will be moved."
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.waitBetween;Wait Between;"Wait for all objects to start moving before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.wait;Wait;Wait until the movement has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.localSpace;Local Space;"The curves are defined in local space of the game object.
Use this setting e.g. to always move the game object forward, regardless its actual position in world space."
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.faceDirection;Face Direction;The object will look into the direction it moves before moving.
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.useMoveTime;Use Move Time;"Define a time in seconds used for doing the curve move.
The curve's time will be scaled by the defined time, using the highest curve time as base.
If disabled, the highest cuve time will be used as move time."
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.moveTimeValue;Move Time (s);"The time in seconds used to move the game object.
The curve's time will be scaled by the defined time, using the highest curve time as base."
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.xMove;Move X-Axis;Move the game object along the X-axis.
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.xCurve;X-Axis Curve;Define the curve used for the X-axis.
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.xMultiply;Multiply By;"The curve value will be multiplied by this value.
Use 1 to use the curve's original value."
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.yMove;Move Y-Axis;Move the game object along the Y-axis.
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.yCurve;Y-Axis Curve;Define the curve used for the Y-axis.
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.yMultiply;Multiply By;"The curve value will be multiplied by this value, e.g. a jump height stored in a variable.
Use 1 to use the curve's original value."
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.zMove;Move Z-Axis;Move the game object along the Z-axis.
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.zCurve;Z-Axis Curve;Define the curve used for the Z-axis.
GamingIsLove.Makinom.Schematics.Nodes.CurveMoveNode.zMultiply;Multiply By;"The curve value will be multiplied by this value, e.g. a distance stored in a variable.
Use 1 to use the curve's original value."
GamingIsLove.Makinom.Schematics.Nodes.StopMovementNode;Stop Movement;Stops movement from 'Change Position', 'Move Into Direction' and 'Curve Move' nodes.
GamingIsLove.Makinom.Schematics.Nodes.StopMovementNode.timeBetweenValue;Time Between (s);"The time in seconds between stopping two objects.
Only used if greater than 0 and more than one object will be stopped."
GamingIsLove.Makinom.Schematics.Nodes.StopMovementNode.waitBetween;Wait Between;"Wait for all objects to stop moving before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangeScaleNode;Change Scale;Sets or fades the scale of a game object.
GamingIsLove.Makinom.Schematics.Nodes.ChangeScaleNode.timeBetweenValue;Time Between (s);"The time in seconds between scaling two objects.
Only used if greater than 0 and more than one object will be scaled."
GamingIsLove.Makinom.Schematics.Nodes.ChangeScaleNode.waitBetween;Wait Between;"Wait for all objects to start scaling before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangeScaleNode.fade;Fade Scale;"The scale is changed over time to the new scale.
If disabled, the object's scale is set to the new scale immediately."
GamingIsLove.Makinom.Schematics.Nodes.ChangeScaleNode.timeValue;Time (s);The time in seconds used to scale.
GamingIsLove.Makinom.Schematics.Nodes.ChangeScaleNode.wait;Wait;Wait until the scaling has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.CheckDistanceNode;Check Distance;"The distance between two objects is checked against a value.
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckDistanceNode.needed;Needed;Either all or only one of the objects must match the defined check.
GamingIsLove.Makinom.Schematics.Nodes.CheckDistanceNode.ignoreDistance;Ignore Distance;The distance along the enabled axes will be ignored, e.g. enabling Y will ignore the height difference.
GamingIsLove.Makinom.Schematics.Nodes.CheckDistanceNode.ignoreRadius;Ignore Radius;The radius of the game objects will be ignored.
GamingIsLove.Makinom.Schematics.Nodes.CheckDistanceNode.check;Check Type;"Checks if the distance is equal, not equal, less or greater than the defined distance.
Range inclusive checks if the distance is between two defined values, including the values.
Range exclusive checks if the distance is between two defined values, excluding the values.
Approximately checks if the distance is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.CheckHeightDifferencesNode;Check Height Differences;"Checks if a game object is above or below another game object.
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckHeightDifferencesNode.needed;Needed;Either all or only one of the game objects must match the defined check.
GamingIsLove.Makinom.Schematics.Nodes.CheckTransformNode;Check Transform;"An object's position, rotation or scale is checked against a value.
Each axis (X, Y, Z) can be checked individually.
Can also use the change since the last frame as value.
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckTransformNode.needed;Needed;Either all or only one of the objects must match the defined check.
GamingIsLove.Makinom.Schematics.Nodes.CheckTransformNode.useX;Check X-Axis;The X-axis of the vector will be checked.
GamingIsLove.Makinom.Schematics.Nodes.CheckTransformNode.checkX;Check Type;"Checks if the X-axis value is equal, not equal, less or greater than a value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.CheckTransformNode.useY;Check Y-Axis;The Y-axis of the vector will be checked.
GamingIsLove.Makinom.Schematics.Nodes.CheckTransformNode.checkY;Check Type;"Checks if the Y-axis value is equal, not equal, less or greater than a value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.CheckTransformNode.useZ;Check Z-Axis;The Z-axis of the vector will be checked.
GamingIsLove.Makinom.Schematics.Nodes.CheckTransformNode.checkZ;Check Type;"Checks if the Z-axis value is equal, not equal, less or greater than a value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.ChangeGravityNode;Change Gravity;"Changes Physics.gravity or Physics2D.gravity.
The gravity influences all game objects with a 'Rigidbody' or 'Rigidbody2D' component."
GamingIsLove.Makinom.Schematics.Nodes.ChangeGravityNode.use2D;Use 2D;Change Physics2D.gravity instead of Physics.gravity.
GamingIsLove.Makinom.Schematics.Nodes.CheckSpeedNode;Check Speed;"The horizontal or vertical movement speed of an object is checked against a value.
Uses 'Object Changes' components on the game object (added in 'Auto' mode if not already available) to get the current speed.
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckSpeedNode.needed;Needed;Either all or only one of the objects must match the defined check.
GamingIsLove.Makinom.Schematics.Nodes.CheckSpeedNode.speedType;Movement;Select if the horizontal or vertical speed will be checked.
GamingIsLove.Makinom.Schematics.Nodes.CheckSpeedNode.check;Check Type;"The check is valid if the current speed is equal, not equal, less or greater than the defined value.
Range inclusive checks if the current speed is between two defined values, including the values.
Range exclusive checks if the current speed is between two defined values, excluding the values.
Approximately checks if the current speed is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.StoreSpeedNode;Store Speed;"Store the horizontal or vertical movement speed of an object into a float variable.
Uses 'Object Changes' components on the game object (added in 'Auto' mode if not already available) to get the current speed."
GamingIsLove.Makinom.Schematics.Nodes.StoreSpeedNode.speedType;Movement;Select if the horizontal or vertical speed will be used.
GamingIsLove.Makinom.Schematics.Nodes.CheckOnGroundNode;Check On Ground;"Checks if a game object is on the ground - uses either a 'CharacterController' component or a raycast.
If the check is valid, 'On Ground' is executed, otherwise 'In Air'."
GamingIsLove.Makinom.Schematics.Nodes.CheckOnGroundNode.needed;Needed;Either all or only one of the objects must match the defined check.
GamingIsLove.Makinom.Schematics.Nodes.CheckOnGroundNode.useRaycast;Use Raycast;"Use a raycast to determine if the game object is on the ground.
If disabled, a 'CharacterController' component is required on the game object."
GamingIsLove.Makinom.Schematics.Nodes.CheckOnGroundNode.distanceValue;Distance;"The distance the raycast will use.
If nothing is hit within this distance, the game object isn't on the ground."
GamingIsLove.Makinom.Schematics.Nodes.CheckOnGroundNode.layerMask;Layer Mask;"Select the layer the raycast will use.
Only objects on this layer can be hit by the raycast."
GamingIsLove.Makinom.Schematics.Nodes.CheckOnGroundNode.localSpace;Local Space;"The down direction will be used in local space of the game object.
If disabled, the down direction is in world space."
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode;Smooth Follow;"Moves a game object to follow another game object.
Use this node for 'Update' type machines/schematics.
This node will only move the game object a tiny distance and needs to be called repeatedly, e.g. in a 'Tick' machine."
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode.followXPosition;Follow X Position;"Use the follow object's X position.
If disabled, the moving object's X position will be used."
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode.followYPosition;Follow Y Position;"Use the follow object's Y position.
If disabled, the moving object's Y position will be used."
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode.followZPosition;Follow Z Position;"Use the follow object's Z position.
If disabled, the moving object's Z position will be used."
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode.smoothing;Smoothing Time;The time used for smoothing.
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode.smoothRotation;Smooth Rotation;Smooth rotation changes instead of position changes.
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode.followXRotation;Follow X Rotation;"Follow the object's X rotation.
You can optionally add an offset to the rotation."
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode.xRotation;X-Axis Offset;The offset on the rotation's X-axis.
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode.followYRotation;Follow Y Rotation;"Follow the object's Y rotation.
You can optionally add an offset to the rotation."
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode.yRotation;Y-Axis Offset;The offset on the rotation's Y-axis.
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode.followZRotation;Follow Z Rotation;"Follow the object's Z rotation.
You can optionally add an offset to the rotation."
GamingIsLove.Makinom.Schematics.Nodes.SmoothFollowNode.zRotation;Z-Axis Offset;The offset on the rotation's Z-axis.
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode;Clamp Transform;Clamps the axes of a game object's position, rotation, scale, veloctiy or a direction (e.g. up, left, etc.) between two values.
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.valueOrigin;Value Origin;"Select the Vector3 value that will be clamped:
- Position: The position of the transform (in world space).
- Rotation: The rotation (euler angles) of the transform.
- Scale: The scale (local scale) of the transform.
- Up: The up direction of the game object in world space.
- Down: The down direction of the game object in world space.
- Forward: The forward direction of the game object in world space.
- Back: The back direction of the game object in world space.
- Right: The right direction of the game object in world space.
- Left: The left direction of the game object in world space.
- Velocity: The velocity of a 'Rigidbody' or 'Rigidbody2D' component attached to the game object.
- Local Position: The local position of the transform.
- Local Rotation: The local rotation (euler angles) of the transform.
- Last Move Direction: Not supported."
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.useRigidbody;Use Rigidbody;"The position of a 'Rigidbody' or 'Rigidbody2D' component will be clamped instead.
If disabled or no rigidbody was found, the transform will be clamped."
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.clampX;Clamp X-Axis;The X-axis of the Vector3 will be clamped.
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.xRotationClamp;Is Rotation Clamp;The axis will be clamped as a rotation, considering the rotation's loop (0-360).
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.xMin;X-Axis Minimum;The minimum value the X-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.xMax;X-Axis Maximum;The maximum value the X-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.clampY;Clamp Y-Axis;The Y-axis of the Vector3 will be clamped.
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.yRotationClamp;Is Rotation Clamp;The axis will be clamped as a rotation, considering the rotation's loop (0-360).
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.yMin;Y-Axis Minimum;The minimum value the Y-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.yMax;Y-Axis Maximum;The maximum value the Y-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.clampZ;Clamp Z-Axis;The Z-axis of the Vector3 will be clamped.
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.zRotationClamp;Is Rotation Clamp;The axis will be clamped as a rotation, considering the rotation's loop (0-360).
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.zMin;Z-Axis Minimum;The minimum value the Z-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode.zMax;Z-Axis Maximum;The maximum value the Z-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode;Shake Object;Shakes a game object.
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.timeBetweenValue;Time Between (s);"The time in seconds between shaking two objects.
Only used if greater than 0 and more than one object will be shook."
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.waitBetween;Wait Between;"Wait for all objects to start shaking before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.timeValue;Time (s);The time in seconds the game object will shake.
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.wait;Wait;Wait until the shaking is done before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.shakeRotation;Shake Rotation;Shake the rotation instead of the position.
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.speedValue;Speed;The speed at which the game object will shake.
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.xShake;Shake X-Axis;Shake the game object along the X-axis.
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.xIntensityValue;Intensity X;"How hard the game object will shake on the X-axis.
Best use a value between 0 and 1."
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.yShake;Shake Y-Axis;Shake the game object along the Y-axis.
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.yIntensityValue;Intensity Y;"How hard the game object will shake on the Y-axis.
Best use a value between 0 and 1."
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.zShake;Shake Z-Axis;Shake the game object along the Z-axis.
GamingIsLove.Makinom.Schematics.Nodes.ShakeObjectNode.zIntensityValue;Intensity Z;"How hard the game object will shake on the Z-axis.
Best use a value between 0 and 1."
GamingIsLove.Makinom.Schematics.Nodes.StorePredictedPositionNode;Store Predicted Position;Store the future position of a position (e.g. from a game object) based on a defined velocity into a Vector3 variable.
GamingIsLove.Makinom.Schematics.Nodes.StorePredictedPositionNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.StorePredictedPositionNode.time;Time (s);The time in seconds in the future the position will be predicted for.
GamingIsLove.Makinom.Schematics.Nodes.ChangeLastMoveDirectionNode;Change Last Move Direction;"Changes the last move direction value of 'Object Changes' components.
This value can e.g. be used to determine the direction in 2D environments.
Please note that the last move direction will automatically be updated by the component the next time the game object moves."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLastMoveDirectionNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two objects.
Only used if greater than 0 and more than one object will be changed."
GamingIsLove.Makinom.Schematics.Nodes.ChangeLastMoveDirectionNode.waitBetween;Wait Between;"Wait for all objects to start changing before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshDestinationNode;NavMesh Destination;Sets the destination of a NavMesh agent or stop the agent.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshDestinationNode.resume;Resume;"Resume the NavMesh agent's movement.
This is needed when the agent was stopped previously to start moving again."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshDestinationNode.timeBetweenValue;Time Between (s);"The time in seconds between moving two objects.
Only used if greater than 0 and more than one object will be moved."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshDestinationNode.waitBetween;Wait Between;"Wait for all objects to start moving before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshDestinationNode.setSpeed;Set Speed;Set the speed of the Nav Mesh agent.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshDestinationNode.speed;Speed;The speed that will be used.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshDestinationNode.toObject;To Object;Use another object's position as target position.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshDestinationNode.useCenter;Use Center;"The center of all target objects will be used.
If disabled, the target object with the same index as the moving object is used (or the first existing target object)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshDestinationNode.localSpace;Local Space;The offset is added in local space of the target.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshDestinationNode.offset;Offset;The offset added to the target's position.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshSpeedNode;NavMesh Value;"Changes an int or float value of a NavMesh agent.
E.g. speed, angular speed, acceleration, etc."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshSpeedNode.type;Value Type;Select which value will be change.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshSpeedNode.value;Value;The value that will be used.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshSpeedNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshEnableAgentNode;NavMesh Enable Agent;Enables or disables NavMesh agents.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshEnableAgentNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStopAgentNode;NavMesh Stop Agent;Stops NavMesh agents.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStopAgentNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshSetPathNode;NavMesh Set Path;Sets the path to a target position of a NavMesh agent.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshSetPathNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshObstacleAvoidanceNode;Obstacle Avoidance;Changes the obstacle avoidance type of a NavMesh agents.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshObstacleAvoidanceNode.type;Avoidance Type;Select the obstacle avoidance type that will be used.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshObstacleAvoidanceNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshPathStatusNode;NavMesh Path Status;"Checks the status of the current path of a NavMesh agents.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshPathStatusNode.type;Path Status;Select the path status that will be checked for.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshPathStatusNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshActivateOffMeshLinkNode;Activate OffMeshLink;Activates or deactivates the current OffMeshLink of a NavMesh agent.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshActivateOffMeshLinkNode.activate;Activate/Deactivate;"If enabled, the current OffMeshLink will be activated.
If disabled, it will be deactivated."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshActivateOffMeshLinkNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshCompleteOffMeshLinkNode;Complete OffMeshLink;Completes the current OffMeshLink of a NavMesh agent.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshCompleteOffMeshLinkNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshIsOffMeshLinkNode;Is On OffMeshLink;"Checks if a NavMesh agent is currently positioned on an OffMeshLink.
If the agent is on an OffMeshLink, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.IsOnNavMeshNode;Is On NavMesh;"Checks if a NavMesh agent is currently bound to a NavMesh.
If the agent is bound to a NavMesh, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshResetPathNode;NavMesh Reset Path;Resets the path of a NavMesh agent.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshResetPathNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshResumeNode;NavMesh Resume;Resumes movement along the current path of a NavMesh agent.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshResumeNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshWarpNode;NavMesh Warp;"Warps a NavMesh agent to the defined position.
If it was successful, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshWarpNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreClosestEdgeNode;Store Closest Edge;"Stores the closest NavhMesh edge into a Vector3 variable.
If an edge was found, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreClosestEdgeNode.vector3Normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreClosestEdgeNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreRaycastNode;Store Nav Raycast;"Casts a NavMesh raycast between an agent and a target position and stores the hit obstacle position into a Vector3 variable.
If an obstacle was found, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreRaycastNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreRaycastNode.vector3Normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreRaycastNode.storeDistance;Store Distance;"Store the distance of the hit obstacle into a float variable.
Uses the same variable origin as the stored position."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreRaycastNode.distanceKey;Distance Key;Define the key of the variable used to store the distance.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreRaycastNode.storeNormal;Store Normal;"Store the normal at the point of hit into a Vector3 variable.
Uses the same variable origin as the stored position."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreRaycastNode.normalKey;Normal Key;Define the key of the variable used to store the normal.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreRaycastNode.normalNormalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreAreaCostNode;Store Area Cost;Stores the cost for path calculation when crossing area of a particular type into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreAreaCostNode.layer;Layer Index;"The layer index that will be used.
Will be converted to an integer."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreAreaCostNode.scope;Scope;"Select the scope of the agents that will be used:
- In Object: An agent attached to the game object.
- In Children: An agent attached to the game object or any child object.
- In Parent: An agent attached to the game object or any parent object.
- From Root: An agent attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshAreaCostNode;NavMesh Area Cost;Changes the cost for traversing over areas of a particular type for a NavMesh agent.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshAreaCostNode.layer;Layer Index;"The layer index that will be used.
Will be converted to an integer."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshAreaCostNode.cost;Cost;The cost the area will be set to.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshAreaCostNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshRemainingDistanceNode;NavMesh Remaining Distance;"Checks the remaining distance to the destination of a NavMesh agent.
If the check was valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshRemainingDistanceNode.scope;Scope;"Select the scope of agents that will be used:
- Single: A single agent attached to the game object.
- In Children: A single agent attached to the game object or any child object.
- In Parent: A single agent attached to the game object or any parent object.
- From Root: A single agent attached to the game object's root or any child object (from the root).
- All: All agents attached to the game object.
- All In Children: All agents attached to the game object and child objects.
- All In Parent: All agents attached to the game object and parent objects.
- All From Root: All agents attached to the game object's root and child objects (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshRemainingDistanceNode.needed;Needed;Either all or only one of the objects must match the defined check.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshRemainingDistanceNode.check;Check Type;"The check is valid if the distance is equal, not equal, less or greater than the defined value.
Range inclusive checks if the current distance is between two defined values, including the values.
Range exclusive checks if the current distance is between two defined values, excluding the values.
Approximately checks if the current distance is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreSamplePositionNode;Store Sample Position;"Stores the closest position on a NavMesh within a defined range of a source position into a Vector3 variable.
If a point was found, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreSamplePositionNode.vector3Normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreSamplePositionNode.maxDistance;Maximum Distance;The maximum distance from the source position.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStoreSamplePositionNode.areaMask;Value;The value that will be used.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStorePathNode;Store NavMesh Path;Stores the current path (corners) of a NavMesh agent into a Vector 3 variable list.
GamingIsLove.Makinom.Schematics.Nodes.NavMeshStorePathNode.scope;Scope;"Select the scope of the agents that will be used:
- In Object: An agent attached to the game object.
- In Children: An agent attached to the game object or any child object.
- In Parent: An agent attached to the game object or any parent object.
- From Root: An agent attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.RotateNode;Rotate;"Rotates a game object - use this node for 'Update' type machines/schematics.
This node will only move the game object a tiny distance and needs to be called repeatedly, e.g. in a 'Tick' machine."
GamingIsLove.Makinom.Schematics.Nodes.RotateNode.speed;Rotation Speed;The speed used for the rotation.
GamingIsLove.Makinom.Schematics.Nodes.RotateNode.clampMagnitude;Clamp Magnitude;Make sure the the rotation vector's magnitute doesn't exceed the speed.
GamingIsLove.Makinom.Schematics.Nodes.RotateNode.useDeltaTime;Use Delta Time;Multiply the rotation change vector with Time.deltaTime.
GamingIsLove.Makinom.Schematics.Nodes.RotateAroundNode;Rotate Around;"Rotates a game object around a position or another object - use this node for 'Update' type machines/schematics.
This node will only move the game object a tiny distance and needs to be called repeatedly, e.g. in a 'Tick' machine."
GamingIsLove.Makinom.Schematics.Nodes.RotateAroundNode.speed;Rotation Speed;The speed used for the rotation.
GamingIsLove.Makinom.Schematics.Nodes.RotateAroundNode.useDeltaTime;Use Delta Time;Multiply the rotation speed with Time.deltaTime.
GamingIsLove.Makinom.Schematics.Nodes.RotateAroundNode.aroundObject;Around Object;"Rotates around another object.
If disabled, the object rotates around a defined position."
GamingIsLove.Makinom.Schematics.Nodes.ChangeRotationNode;Change Rotation;Sets or fades the rotation of a game object.
GamingIsLove.Makinom.Schematics.Nodes.ChangeRotationNode.timeBetweenValue;Time Between (s);"The time in seconds between rotating two objects.
Only used if greater than 0 and more than one object will be rotated."
GamingIsLove.Makinom.Schematics.Nodes.ChangeRotationNode.waitBetween;Wait Between;"Wait for all objects to start rotating before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangeRotationNode.setRotation;Set Rotation;"Set the rotation to the defined value.
If disabled, the rotation will be added to the current rotation of the game object."
GamingIsLove.Makinom.Schematics.Nodes.ChangeRotationNode.fade;Fade Rotation;"The rotation is changed over time to the new rotation.
If disabled, the object's rotation is set to the new rotation immediately."
GamingIsLove.Makinom.Schematics.Nodes.ChangeRotationNode.timeValue;Time (s);The time in seconds used to rotate.
GamingIsLove.Makinom.Schematics.Nodes.ChangeRotationNode.wait;Wait;Wait until the rotation has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ChangeRotationNode.interpolate;Interpolate;"Use interpolation to rotate the game object.
Interpolation enables you to set a fixed amount of degrees to rotate.
If disabled, the rotation is used as speed per second (e.g. rotating Y=90 for 2 seconds would rotate the object by 180 degrees)."
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode;Rotate To;Rotates a game object toward a position, a game object or the mouse position.
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode.is2D;Is 2D;"Rotate in 2D space.
Rotation will only happen on the Z-axis."
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode.timeBetweenValue;Time Between (s);"The time in seconds between rotating two objects.
Only used if greater than 0 and more than one object will be rotated."
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode.waitBetween;Wait Between;"Wait for all objects to start rotating before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode.rotationTarget;Rotation Target;"Select the target of the rotation:
- Position: A position in world space.
- Game Object: The position of a game object.
- Mouse Position: The position of the mouse cursor (uses a raycast to find the position in the scene)."
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode.useCenter;Use Center;"The center of all target objects will be used.
If disabled, the target object with the same index as the moving object is used (or the first existing target object)."
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode.offset;Offset;The offset added to the target object.
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode.distanceValue;Distance;The distance the raycast will use.
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode.layerMask;Layer Mask;"Select the layers the raycast will use.
Only objects on the selected layers can be hit by the raycast."
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode.fade;Fade Rotation;"The rotation is changed over time to the new rotation.
If disabled, the object's rotation is set to the new rotation immediately."
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode.timeValue;Time (s);The time in seconds used to rotate.
GamingIsLove.Makinom.Schematics.Nodes.RotateToNode.wait;Wait;Wait until the rotation has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.CurveRotationNode;Curve Rotation;"Rotates a game object using curves.
The curve values are added to the game object's original rotation at the start of the node."
GamingIsLove.Makinom.Schematics.Nodes.CurveRotationNode.timeBetweenValue;Time Between (s);"The time in seconds between rotating two objects.
Only used if greater than 0 and more than one object will be rotated."
GamingIsLove.Makinom.Schematics.Nodes.CurveRotationNode.waitBetween;Wait Between;"Wait for all objects to start rotating before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.CurveRotationNode.wait;Wait;Wait until the rotation has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.CurveRotationNode.xRotate;Rotate X-Axis;Rotate the game object along the X-axis.
GamingIsLove.Makinom.Schematics.Nodes.CurveRotationNode.xCurve;X-Axis Curve;Define the curve used for the X-axis.
GamingIsLove.Makinom.Schematics.Nodes.CurveRotationNode.yRotate;Rotate Y-Axis;Rotate the game object along the Y-axis.
GamingIsLove.Makinom.Schematics.Nodes.CurveRotationNode.yCurve;Y-Axis Curve;Define the curve used for the Y-axis.
GamingIsLove.Makinom.Schematics.Nodes.CurveRotationNode.zRotate;Rotate Z-Axis;Rotate the game object along the Z-axis.
GamingIsLove.Makinom.Schematics.Nodes.CurveRotationNode.zCurve;Z-Axis Curve;Define the curve used for the Z-axis.
GamingIsLove.Makinom.Schematics.Nodes.CheckAngleNode;Check Angle;"The angle between two objects is checked against a value.
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckAngleNode.needed;Needed;Either all or only one of the objects must match the defined check.
GamingIsLove.Makinom.Schematics.Nodes.CheckAngleNode.direction;Use Direction;"The angle between the forward directions of the objects will be checked.
E.g. the angle will be 0 if both are looking into the same direction, -180/180 if they look into opposite directions.
If disabled, the angle between the positions will be checked.
E.g. the result will be 0 if 'from' looks directly at the 'to', -180/180 if he looks away from the 'to'."
GamingIsLove.Makinom.Schematics.Nodes.CheckAngleNode.useAbs;Use Absolute Value;Use the absolute value of the angle, e.g. -90 will become 90.
GamingIsLove.Makinom.Schematics.Nodes.CheckAngleNode.check;Check Type;"Checks if the angle is equal, not equal, less or greater than the defined distance.
Range inclusive checks if the angle is between two defined values, including the values.
Range exclusive checks if the angle is between two defined values, excluding the values.
Approximately checks if the angle is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.StoreAngleNode;Store Angle;Stores the angle between two objects into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.StoreAngleNode.direction;Use Direction;"The angle between the forward directions of the objects will be used.
E.g. the angle will be 0 if both are looking into the same direction, -180/180 if they look into opposite directions.
If disabled, the angle between the positions will be checked.
E.g. the result will be 0 if 'from' looks directly at the 'to', -180/180 if he looks away from the 'to'."
GamingIsLove.Makinom.Schematics.Nodes.StoreAngleNode.useAbs;Use Absolute Value;Use the absolute value of the angle, e.g. -90 will become 90.
GamingIsLove.Makinom.Schematics.Nodes.StorePositionAngleNode;Store Position Angle;Stores the angle from a game object to a position into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.StorePositionAngleNode.useAbs;Use Absolute Value;Use the absolute value of the angle, e.g. -90 will become 90.
GamingIsLove.Makinom.Schematics.Nodes.CheckOrientationNode;Check Orientation;"Checks the orientation from objects to other objects (e.g. if an object is in front of another object).
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckOrientationNode.orientation;Orientation;"Select the orientation that'll be checked for:
- None: The orientation is ignored (always valid).
- Front: The target has to be in front of the user.
- Back: The target has to be in the back of the user.
- Left: The target has to be left of the user.
- Right: The target has to be right of the user."
GamingIsLove.Makinom.Schematics.Nodes.CheckOrientationNode.needed;Needed;Either all or only one of the objects must match the defined check.
GamingIsLove.Makinom.Schematics.Nodes.OrientationForkNode;Orientation Fork;"Checks the orientation from objects to other objects (e.g. if an object is in front of another object).
The next slot of the according orientation will be executed next, e.g. if an object is in front of another object, the 'Front' slot will be executed next.
If no orientation can be determined (e.g. one or both objects are not found), the 'None' slot will be executed next."
GamingIsLove.Makinom.Schematics.Nodes.FollowPathNode;Follow Path;Makes a game object follow the path of a 'Waypoint Path' component.
GamingIsLove.Makinom.Schematics.Nodes.FollowPathNode.gravityType;Gravity;"Select if gravity will be applied to objects following the path:
- None: No additional gravity will be applied.
- Physics: The current physics gravity will be applied (Physics.gravity).
- Physics 2D: The current 2D physics gravity will be applied (Physics2D.gravity)."
GamingIsLove.Makinom.Schematics.Nodes.FollowPathNode.timeBetweenValue;Time Between (s);"The time in seconds between moving two objects.
Only used if greater than 0 and more than one object will be moved."
GamingIsLove.Makinom.Schematics.Nodes.FollowPathNode.waitBetween;Wait Between;"Wait for all objects to start following the path before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.FollowPathNode.scope;Scope;"Select the scope of the path component that will be used:
- In Object: A path component attached to the game object.
- In Children: A path component attached to the game object or any child object.
- In Parent: A path component attached to the game object or any parent object.
- From Root: A path component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.FollowPathNode.followType;Follow Type;"Select how the game object will follow the path:
- Time: Follows the path in a defined amount of time.
- Speed: Follows the path at a defined speed."
GamingIsLove.Makinom.Schematics.Nodes.FollowPathNode.wait;Wait;Wait until the game object finished following the path one time.
GamingIsLove.Makinom.Schematics.Nodes.FollowPathNode.value;Time/Speed;"The value used (depending on 'Follow Type'):
- Time: The time in seconds used to follow the path.
- Speed: The speed in world units per second used to follow the path."
GamingIsLove.Makinom.Schematics.Nodes.FollowPathNode.pointTimeout;Path Point Timeout (s);The time in seconds the moving object will wait at path points.
GamingIsLove.Makinom.Schematics.Nodes.FollowPathNode.ownRotation;Own Rotation;Overrides the path or path point rotation settings.
GamingIsLove.Makinom.Schematics.Nodes.FollowPathNode.smoothRotation;Smooth Rotation;"The value used for smoothing rotations.
Smoothing rotation changes will be used when the value is above 0.
A higher value means a faster change (e.g. 0.3 is slow, 10 is fast)."
GamingIsLove.Makinom.Schematics.Nodes.PausePathNode;Pause Path;Pauses or resumes a game object following the path of a 'Waypoint Path' component.
GamingIsLove.Makinom.Schematics.Nodes.PausePathNode.pause;Pause/Resume;"If enabled, the game object will stop following the path.
If disabled, the game object will continue to follow the path."
GamingIsLove.Makinom.Schematics.Nodes.PausePathNode.timeBetweenValue;Time Between (s);"The time in seconds between moving two objects.
Only used if greater than 0 and more than one object will be moved."
GamingIsLove.Makinom.Schematics.Nodes.PausePathNode.waitBetween;Wait Between;"Wait for all objects to start following the path before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ReversePathMoveNode;Reverse Path Move;"Reverses a game object's move direction while following the path of a 'Waypoint Path' component.
E.g.: If the game object currently moves from lowest to highest path point index, it will reverse direction and move from highest to lowest path point index."
GamingIsLove.Makinom.Schematics.Nodes.ReversePathMoveNode.timeBetweenValue;Time Between (s);"The time in seconds between moving two objects.
Only used if greater than 0 and more than one object will be moved."
GamingIsLove.Makinom.Schematics.Nodes.ReversePathMoveNode.waitBetween;Wait Between;"Wait for all objects to start following the path before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.StoreNearestPathPointNode;Store Nearest Path Point;Stores the nearest position of a path to a selected game object into a Vector3 variable.
GamingIsLove.Makinom.Schematics.Nodes.StoreNearestPathPointNode.vector3Normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.StoreNearestPathPointNode.scope;Scope;"Select the scope of the path component that will be used:
- In Object: A path component attached to the game object.
- In Children: A path component attached to the game object or any child object.
- In Parent: A path component attached to the game object or any parent object.
- From Root: A path component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Schematics.Nodes.CloseAllDialoguesNode;Close All Dialogues;"Closes all dialogues opened by this schematic.
Only dialogues from 'Show Dialogue' nodes are closed."
GamingIsLove.Makinom.Schematics.Nodes.ShowDialogueNode;Show Dialogue;"Displays a dialogue or choice dialogue.
The schematic continues when the dialogue or choice is accepted with the accept key.
Choices are selected with the horizontal and vertical key or with a click/touch.
Choice dialogues can have as many choices as you like, every choice has it's own next node setting which will execute the next node based on the selected choice.
If you select 'Choice', the 'Next' setting is only used if no choices are available."
GamingIsLove.Makinom.Schematics.Nodes.ValueOptionDialogueNode;Value Option Dialogue;"Displays a dialogue to change game options or input values and store them in variables.
The schematic continues when the dialogue is accepted or canceled."
GamingIsLove.Makinom.Schematics.Nodes.LanguageDialogueNode;Language Dialogue;"Displays a language selection dialogue and changes the game's language to the selected language.
The schematic continues when the dialogue is accepted with the accept key (or canceled)."
GamingIsLove.Makinom.Schematics.Nodes.ShowFlyingTextNode;Show Flying Text;Displays a flying text notification at the position of an object.
GamingIsLove.Makinom.Schematics.Nodes.ShowFlyingTextNode.timeBetweenValue;Time Between (s);"The time in seconds between showing flying texts on two objects.
Only used if greater than 0 and more than one object is used."
GamingIsLove.Makinom.Schematics.Nodes.ShowFlyingTextNode.waitBetween;Wait Between;"Wait for all objects to display the flying texts before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ShowFlyingTextNode.showNumber;Show Number;"Show a number in the flying text.
Use to display the number in the text. The 'Count To Value' option can be used if displaying a number."
GamingIsLove.Makinom.Schematics.Nodes.ShowFlyingTextNode.value;Number;The number value that will be displayed by the flying text (using '' in the text).
GamingIsLove.Makinom.Schematics.Nodes.ShowFlyingTextNode.allSame;All Same Number;"All objects display the same number.
If disabled, the number will be calculated (e.g. when using a formula) for each object."
GamingIsLove.Makinom.Schematics.Nodes.ShowFlyingTextNode.numberFormat;Number Format;"The format the number will be displayed in, e.g.:- 0 displays no decimals
- 0.0 displays one decimal"
GamingIsLove.Makinom.Schematics.Nodes.ShowFlyingTextNode.content;Content;"The content displayed in the flying text.
Use '' to display the number value (if used) - '' will be replaced with the value."
GamingIsLove.Makinom.Schematics.Nodes.ShowFlyingTextNode.changeSelectedData;Change Selected Data;Use the flying text's game object to change selected data.
GamingIsLove.Makinom.Schematics.Nodes.BlockFlyingTextsNode;Block Flying Texts;Blocks or unblocks new flying texts from being displayed.
GamingIsLove.Makinom.Schematics.Nodes.BlockFlyingTextsNode.block;Block/Unblock;"If enabled, blocks new flying texts from being displayed.
If disabled, allows displaying new flying tests."
GamingIsLove.Makinom.Schematics.Nodes.AreFlyingTextsBlockedNode;Are Flying Texts Blocked;"Checks if flying texts are blocked.
If flying texts are blocked, 'Blocked' will be executed next, otherwise 'Unblocked'."
GamingIsLove.Makinom.Schematics.Nodes.UnityConsoleNode;Unity Console;Prints a text to the Unity console using 'Debug.Log()'.
GamingIsLove.Makinom.Schematics.Nodes.UnityConsoleNode.type;Debug Type;"Select the debug type will be used:
- Log: Printed to 'Debug.Log'.
- Warning: Printed to 'Debug.LogWarning'.
- Error: Printed to 'Debug.LogError'."
GamingIsLove.Makinom.Schematics.Nodes.UnityConsoleNode.addSchematicName;Add Schematic Name;Adds the name of the schematic at the start of the console ouptput.
GamingIsLove.Makinom.Schematics.Nodes.UnityConsoleNode.text;Text;The text that will be printed to the Unity console.
GamingIsLove.Makinom.Schematics.Nodes.PauseNotificationsNode;Pause Notifications;"Pauses or resumes displaying notifications.
Paused notifications will not be displayed and their visible time doesn't progress."
GamingIsLove.Makinom.Schematics.Nodes.PauseNotificationsNode.pause;Pause/Resume;"If enabled, notifications will be paused.
If disabled, notifications will be resumed."
GamingIsLove.Makinom.Schematics.Nodes.PauseNotificationsNode.all;All Notifications;"All notifications will be paused/resumed.
If disabled, only notifications of a defined notification key will be paused/resumed."
GamingIsLove.Makinom.Schematics.Nodes.PauseNotificationsNode.notificationKey;Notification Key;Separate notifications by using different keys.
GamingIsLove.Makinom.Schematics.Nodes.BlockNotificationsNode;Block Notifications;Blocks or unblocks adding new notifications.
GamingIsLove.Makinom.Schematics.Nodes.BlockNotificationsNode.block;Block/Unblock;"If enabled, adding new notifications will be blocked.
If disabled, new notifications can be added."
GamingIsLove.Makinom.Schematics.Nodes.AreNotificationsBlockedNode;Are Notifications Blocked;"Checks if adding new notifications is blocked.
If notifications are blocked, 'Blocked' will be executed next, otherwise 'Unblocked'."
GamingIsLove.Makinom.Schematics.Nodes.HideAutocloseDialoguesNode;Hide Autoclose Dialogues;"Hides or shows (new) 'Autoclose' type dialogues.
Please note that this only hides the UI box of these dialogues, their wait time (or accepting them) is still used."
GamingIsLove.Makinom.Schematics.Nodes.HideAutocloseDialoguesNode.hide;Hide/Show;"If enabled, hides new 'Autoclose' type dialogues.
If disabled, shows new 'Autoclose' type dialogues."
GamingIsLove.Makinom.Schematics.Nodes.AreAutocloseDialoguesHiddenNode;Are Autoclose Dialogues Hidden;"Checks if 'Autoclose' type dialogues are hidden.
If they are hidden, 'Hidden' will be executed, otherwise 'Shown'."
GamingIsLove.Makinom.Schematics.Nodes.CallHUDNode;Call HUD;"Calls (shows) or closes a HUD.
A HUD can only be opened once at a time.
If an already shown HUD is called, it's users will be updated according to this node's settings (if the HUD supports users)."
GamingIsLove.Makinom.Schematics.Nodes.CallHUDNode.hud;HUD;Select the HUD that will be used.
GamingIsLove.Makinom.Schematics.Nodes.CallHUDNode.close;Close;"Close the HUD.
If disabled, the HUD will be opened."
GamingIsLove.Makinom.Schematics.Nodes.CallHUDNode.changeUsers;Change Users;Change the HUD user objects.
GamingIsLove.Makinom.Schematics.Nodes.CallHUDNode.changeType;Change Type;"Select how the HUD's user objects will be changed:
- Add: Objects will be added to the HUD's users.
- Remove: Objects will be removed from the HUD's users.
- Set: All HUD users will be removed before adding new objects.
- Clear: All HUD users will be removed, restoring the user settings of the HUD."
GamingIsLove.Makinom.Schematics.Nodes.IsHUDUserNode;Is HUD User;"Checks if a game object is used as a HUD's user.
If the check is valid, 'Success'is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.IsHUDUserNode.hud;HUD;Select the HUD that will be checked.
GamingIsLove.Makinom.Schematics.Nodes.IsHUDUserNode.needed;Needed;Either all or only one of the objects must be the HUD's user.
GamingIsLove.Makinom.Schematics.Nodes.ToggleHUDNode;Toggle HUD;"Toggles a list of defined HUDs on or off.
If a HUD is toggled off, it won't be displayed.
A HUD can also be toggled using input keys, if set up in the HUD's settings."
GamingIsLove.Makinom.Schematics.Nodes.ToggleHUDNode.hudToggle;HUD;Select the HUD that will be toggled on or off.
GamingIsLove.Makinom.Schematics.Nodes.BlockHUDNode;Block HUD;"Blocks or unblocks a HUD.
A blocked HUD won't be displayed."
GamingIsLove.Makinom.Schematics.Nodes.BlockHUDNode.block;Block/Unblock;"If enabled, the HUD will be blocked.
If disabled, the HUD will be unblocked."
GamingIsLove.Makinom.Schematics.Nodes.BlockHUDNode.all;All HUDs;"Block or unblock all HUDs.
If disabled, only a selected HUD will be blocked or unblocked."
GamingIsLove.Makinom.Schematics.Nodes.BlockHUDNode.hud;HUD;Select the HUD that will be blocked or unblocked.
GamingIsLove.Makinom.Schematics.Nodes.NavigationMarkerNode;Navigation Marker;"Adds or removes a navigation marker.
Navigation markers are displayed by navigation HUDs."
GamingIsLove.Makinom.Schematics.Nodes.NavigationMarkerNode.removeAll;Remove All Markers;All navigation markers will be removed.
GamingIsLove.Makinom.Schematics.Nodes.NavigationMarkerNode.name;Marker Name;"The name of the marker.
The name is used to identify the marker - if you add another marker with the same name, the old marker will be overridden."
GamingIsLove.Makinom.Schematics.Nodes.NavigationMarkerNode.remove;Remove;The marker will be removed.
GamingIsLove.Makinom.Schematics.Nodes.ShowImageNode;Show Image;"Shows an image on the screen.
Images are displayed on a UI layer before the UI boxes of the layer.
You can access images later by referring to their ID - you can even access images created by other schematics."
GamingIsLove.Makinom.Schematics.Nodes.ShowImageNode.layer;UI Layer;"Select the UI layer this image will be displayed on.
Images are displayed before UI boxes of a layer."
GamingIsLove.Makinom.Schematics.Nodes.ShowImageNode.id;Image ID;"Set the ID of this image.
An image is identified and accessed by it's ID - the ID is valid for the selected layer.
If you show an image using the ID of another image, the other image will be replaced by the new one.
You can access images created by another schematic through their ID."
GamingIsLove.Makinom.Schematics.Nodes.ShowImageNode.bounds;Bounds;Set the position (X, Y) and size (W, H) of the image.
GamingIsLove.Makinom.Schematics.Nodes.ShowImageNode.color;Color;"Set the start color of the image.
The color is used for fade effects - to fade in an image, set the start color's alpha value to 0."
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageBoundsNode;Change Image Bounds;"Changes the position and size of an image.
Images are displayed on a UI layer before the UI boxes of the layer.
You can access images later by referring to their ID - you can even access images created by other schematics."
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageBoundsNode.layer;UI Layer;Select the UI layer of the image.
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageBoundsNode.id;Image ID;"Set the ID of the image.
An image is identified and accessed by it's ID - the ID is valid for the selected layer.
If you show an image using the ID of another image, the other image will be replaced by the new one.
You can access images created by another schematic through their ID."
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageBoundsNode.bounds;Bounds;Set the new position (X, Y) and size (W, H) of the image.
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageBoundsNode.changeType;Change;"Select what will be changed:
- Bounds: Position (X, Y) and size (W, H) will be changed.
- Position: Only the position (X, Y) will be changed.
- Sizie: Only the size (W, H) will be changed."
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageBoundsNode.fadePosition;Fade Position;Fade to the new position of the image.
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageBoundsNode.timeValue;Time (s);The time in seconds used to fade.
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageBoundsNode.wait;Wait;Wait until fading has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageBoundsNode.interpolation;Interpolation;The interpolation used for fading.
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageColorNode;Change Image Color;"Changes the color of an image.
Images are displayed on a UI layer before the UI boxes of the layer.
You can access images later by referring to their ID - you can even access images created by other schematics."
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageColorNode.layer;UI Layer;Select the UI layer of the image.
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageColorNode.id;Image ID;"Set the ID of the image.
An image is identified and accessed by it's ID - the ID is valid for the selected layer.
If you show an image using the ID of another image, the other image will be replaced by the new one.
You can access images created by another schematic through their ID."
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageColorNode.fadeColor;Fade Color;"Fade to the new color of the image.
If disabled, the color will be set immediately."
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageColorNode.wait;Wait;Wait until fading has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ChangeImageColorNode.color;Color;The new color of the image.
GamingIsLove.Makinom.Schematics.Nodes.RemoveImageNode;Remove Image;"Removes an image from the screen.
Images are displayed on a UI layer before the UI boxes of the layer.
You can access images later by referring to their ID - you can even access images created by other schematics."
GamingIsLove.Makinom.Schematics.Nodes.RemoveImageNode.layer;UI Layer;Select the UI layer the image will be removed from.
GamingIsLove.Makinom.Schematics.Nodes.RemoveImageNode.id;Image ID;"Set the ID of the image.
An image is identified and accessed by it's ID - the ID is valid for the selected layer.
If you show an image using the ID of another image, the other image will be replaced by the new one.
You can access images created by another schematic through their ID."
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIColorNode;Change UI Color;"Changes or fades the color of a UI box, HUD, flying text or anything implementing the 'IColorFadeable' interface stored in selected data.
Fading can either fade to a color, flash to a color and back, start blinking to a color and back or stop all fading."
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIColorNode.fadeType;Fade;"Select if and how the float value will be faded over time:
- None: The value is set directly.
- Stop: The value stops fading.
- Fade: The value is faded to the value.
- Flash: The value is flashed, i.e. half of the time it'll fade to the value, half ot the time it will fade back.
- Blink: The value starts blinking."
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIColorNode.wait;Wait;Wait until fading has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIColorNode.color;Color;The color that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIColorNode.resetColor;Reset Color;Reset the color back to the starting color.
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIColorNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two UIs.
Only used if greater than 0 and more than one UI will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIColorNode.waitBetween;Wait Between;"Wait for all UIs to start changing before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIOffsetNode;Change UI Offset;"Changes or fades the animation offset of a UI box, HUD, flying text or anything implementing the 'IUIAnimation' interface stored in selected data.
Use this to e.g. move in a UI box from a side to it's original position."
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIOffsetNode.fade;Fade;"The offset is changed over time to the new value.
If disabled, the offset is set to the new value immediately."
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIOffsetNode.wait;Wait;Wait until fading has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIOffsetNode.time;Time (s);The time in seconds used to fade the value.
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIOffsetNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two UIs.
Only used if greater than 0 and more than one UI will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIOffsetNode.waitBetween;Wait Between;"Wait for all UIs to start changing before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ShakeUIOffsetNode;Shake UI Offset;"Shakes a UI box, HUD, flying text or anything implementing the 'IUIAnimation' interface stored in selected data.
Shaking uses the animation offset of the UI (same as 'Change UI Offset' node)."
GamingIsLove.Makinom.Schematics.Nodes.ShakeUIOffsetNode.timeValue;Time (s);The time in seconds the UI will shake.
GamingIsLove.Makinom.Schematics.Nodes.ShakeUIOffsetNode.wait;Wait;Wait until the shaking is done before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ShakeUIOffsetNode.speedValue;Speed;The speed at which the UI will shake.
GamingIsLove.Makinom.Schematics.Nodes.ShakeUIOffsetNode.xShake;Shake X-Axis;Shake the UI along the X-axis.
GamingIsLove.Makinom.Schematics.Nodes.ShakeUIOffsetNode.xIntensityValue;Intensity X;"How hard the UI will shake on the X-axis.
Defines the distance it'll shake from it's original position."
GamingIsLove.Makinom.Schematics.Nodes.ShakeUIOffsetNode.yShake;Shake Y-Axis;Shake the UI along the Y-axis.
GamingIsLove.Makinom.Schematics.Nodes.ShakeUIOffsetNode.yIntensityValue;Intensity Y;"How hard the UI will shake on the Y-axis.
Defines the distance it'll shake from it's original position"
GamingIsLove.Makinom.Schematics.Nodes.ShakeUIOffsetNode.timeBetweenValue;Time Between (s);"The time in seconds between shaking two UIs.
Only used if greater than 0 and more than one UI will be used."
GamingIsLove.Makinom.Schematics.Nodes.ShakeUIOffsetNode.waitBetween;Wait Between;"Wait for all UIs to start shaking before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIScaleNode;Change UI Scale;Changes or fades the scale factor of a UI box, HUD, flying text or anything implementing the 'IUIAnimation' interface stored in selected data.
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIScaleNode.fade;Fade;"The scale is changed over time to the new value.
If disabled, the scale is set to the new value immediately."
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIScaleNode.wait;Wait;Wait until fading has finished before the next node is executed.
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIScaleNode.time;Time (s);The time in seconds used to fade the value.
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIScaleNode.timeBetweenValue;Time Between (s);"The time in seconds between changing two UIs.
Only used if greater than 0 and more than one UI will be used."
GamingIsLove.Makinom.Schematics.Nodes.ChangeUIScaleNode.waitBetween;Wait Between;"Wait for all UIs to start changing before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.Makinom.Schematics.Nodes.IsUIBoxFocusedNode;Is UI Box Focused;"Checks if a UI box stored in selected data is focused.
If the UI box is focused, 'Success' will be executed, otherwise (or if no UI box found) 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.ChangeDateAndTimeNode;Change Date and Time;"Changes a date/time value (string) using a float value to change a defined part of the time (e.g. seconds, minutes or hours).
E.g. add 5 hours to a date/time value."
GamingIsLove.Makinom.Schematics.Nodes.ChangeDateAndTimeNode.format;Format;The format used to store the date+time.
GamingIsLove.Makinom.Schematics.Nodes.ChangeDateAndTimeNode.timeOperator;Operator;"Defines how the date+time will be changed:
- Add: Adds the change value to the current value.
- Sub: Subtracts the change value from the current value.
- Set: Sets the current variable value to the change value."
GamingIsLove.Makinom.Schematics.Nodes.ChangeDateAndTimeNode.value;Value;The value that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ChangeDateAndTimeNode.valueFormat;Value Format;"The used date+time format, must match the provided value.
Leave empty to let the system interpret the provided data."
GamingIsLove.Makinom.Schematics.Nodes.ChangeDateAndTimeNode.changeValue;Change Value;The value used to change the date+time value.
GamingIsLove.Makinom.Schematics.Nodes.ChangeDateAndTimeNode.partType;Time Part;Select the part of the time that will be added, e.g. seconds, minutes or hours.
GamingIsLove.Makinom.Schematics.Nodes.CheckDateAndTimeNode;Check Date and Time;"A date/time string will be checked with a defined date/time string.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.CheckDateAndTimeNode.value;Value;The value that will be checked.
GamingIsLove.Makinom.Schematics.Nodes.CheckDateAndTimeNode.format;Format;"The used date+time format, must match the provided value.
Leave empty to let the system interpret the provided data."
GamingIsLove.Makinom.Schematics.Nodes.CheckDateAndTimeNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values."
GamingIsLove.Makinom.Schematics.Nodes.CheckDateAndTimeNode.checkValue;Check Value;The value that will be used for the check.
GamingIsLove.Makinom.Schematics.Nodes.CheckDateAndTimeNode.checkFormat;Check Format;"The used date+time format, must match the provided value.
Leave empty to let the system interpret the provided data."
GamingIsLove.Makinom.Schematics.Nodes.CheckDateAndTimeNode.checkValue2;Check Value 2;The value that will be used for the check (upper limit).
GamingIsLove.Makinom.Schematics.Nodes.CheckDateAndTimeNode.checkFormat2;Check Format 2;"The used date+time format, must match the provided value.
Leave empty to let the system interpret the provided data."
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeToFloatNode;Date and Time to Float;"Stores a date/time value (string) as a float variable.
Either store the whole value in seconds or only parts of it (e.g. seconds, hours or years)."
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeToFloatNode.storeWholeValue;Store Whole Value;"Stores the whole date/time value in seconds (since 1-1-1970).
If disabled, only stores a defined part of the date/time value."
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeToFloatNode.isUTC;Is UTC;"The date and time are in UTC format.
If disabled, the local date and time is used."
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeToFloatNode.partType;Time Part;Select the part of the time that will be stored, e.g. seconds, minutes or hours.
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeToFloatNode.value;Value;The value that will be used.
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeToFloatNode.valueFormat;Value Format;"The used date+time format, must match the provided value.
Leave empty to let the system interpret the provided data."
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeDifferenceNode;Date and Time Difference;Stores the difference between 2 date/time values (string) in seconds as a float variable.
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeDifferenceNode.partType;Time Part;Select the part of the time that will be stored, e.g. seconds, minutes or hours.
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeDifferenceNode.useAbsoluteValue;Use Absolute Value;Use the absolute value of the difference, i.e. -2.5 will become 2.5.
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeDifferenceNode.value;Value;The value that will be used.
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeDifferenceNode.valueFormat;Value Format;"The used date+time format, must match the provided value.
Leave empty to let the system interpret the provided data."
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeDifferenceNode.value2;Value 2;The value that will be subtracted from 'Value'.
GamingIsLove.Makinom.Schematics.Nodes.DateAndTimeDifferenceNode.valueFormat2;Value Format 2;"The used date+time format, must match the provided value.
Leave empty to let the system interpret the provided data."
GamingIsLove.Makinom.Schematics.Nodes.FloatRandomNode;Float Random;Stores a random number between two defined numbers into a float or int variable.
GamingIsLove.Makinom.Schematics.Nodes.FloatRandomNode.storeInt;Is Int Variable;"Stores the value into an int variable.
If disabled, the value will be stored into a float variable."
GamingIsLove.Makinom.Schematics.Nodes.FloatRandomNode.useInt;Use Int Values;"The random number will generate an int value.
The maximum value will be exclusive, i.e. the highest possible value is maximum - 1."
GamingIsLove.Makinom.Schematics.Nodes.FloatRandomNode.minValue;Minimum Value;The lower limit of the random number.
GamingIsLove.Makinom.Schematics.Nodes.FloatRandomNode.maxValue;Maximum Value;The upper limit of the random number.
GamingIsLove.Makinom.Schematics.Nodes.FloatAtan2Node;Float Atan2;Store the angle in radians whose Tan is Y/X into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.FloatAtan2Node.valueY;Y Value;The y value.
GamingIsLove.Makinom.Schematics.Nodes.FloatAtan2Node.valueX;X Value;The x value.
GamingIsLove.Makinom.Schematics.Nodes.FloatClampNode;Float Clamp;Clamps a float value between a minimum and maximum and stores it into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.FloatClampNode.value;Value;The value that will be clamped.
GamingIsLove.Makinom.Schematics.Nodes.FloatClampNode.minimum;Minimum Value;The minimum value (lower limit) the value can have.
GamingIsLove.Makinom.Schematics.Nodes.FloatClampNode.maximum;Maximum Value;The maximum value (upper limit) the value can have.
GamingIsLove.Makinom.Schematics.Nodes.FloatDeltaAngleNode;Float Delta Angle;Calculates the shortest difference between two angles and stores it into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.FloatDeltaAngleNode.current;Current Angle;The current angle value.
GamingIsLove.Makinom.Schematics.Nodes.FloatDeltaAngleNode.target;Target Angle;The target angle value.
GamingIsLove.Makinom.Schematics.Nodes.FloatInverseLerpNode;Float Inverse Lerp;Calculates the Lerp parameter between two values and stores it into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.FloatInverseLerpNode.fromValue;From Value;The start value.
GamingIsLove.Makinom.Schematics.Nodes.FloatInverseLerpNode.toValue;To Value;The end value.
GamingIsLove.Makinom.Schematics.Nodes.FloatInverseLerpNode.value;Value;The value that is used.
GamingIsLove.Makinom.Schematics.Nodes.FloatLerpNode;Float Lerp;Interpolates between two values and stores it into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.FloatLerpNode.useAngle;Use Angle;"Use LerpAngle instead of Lerp.
Makes sure the values interpolate correctly when they wrap around 360 degrees"
GamingIsLove.Makinom.Schematics.Nodes.FloatLerpNode.fromValue;From Value;The start value.
GamingIsLove.Makinom.Schematics.Nodes.FloatLerpNode.toValue;To Value;The end value.
GamingIsLove.Makinom.Schematics.Nodes.FloatLerpNode.time;Time;The interpolation time, clamped between 0 and 1.
GamingIsLove.Makinom.Schematics.Nodes.FloatMoveTowardsNode;Float Move Towards;Moves a value current toward target and stores it into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.FloatMoveTowardsNode.useAngle;Use Angle;"Use MoveTowardsAngle instead of MoveTowards.
Makes sure the values interpolate correctly when they wrap around 360 degrees"
GamingIsLove.Makinom.Schematics.Nodes.FloatMoveTowardsNode.current;Current Value;The current value.
GamingIsLove.Makinom.Schematics.Nodes.FloatMoveTowardsNode.target;Target Value;The target value.
GamingIsLove.Makinom.Schematics.Nodes.FloatMoveTowardsNode.maxDelta;Maximum Delta;The maximum change possible.
GamingIsLove.Makinom.Schematics.Nodes.FloatPerlinNoiseNode;Float Perlin Noise;Generates 2D perlin noise and stores it into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.FloatPerlinNoiseNode.valueX;X Value;The used x value.
GamingIsLove.Makinom.Schematics.Nodes.FloatPerlinNoiseNode.valueY;Y Value;The used y value.
GamingIsLove.Makinom.Schematics.Nodes.FloatPingPongNode;Float Ping Pong;PingPongs or loops (repeats) a value, so that it is never larger than length and never smaller than 0, and stores it into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.FloatPingPongNode.useRepeat;Use Repeat;Use Mathf.Repeat instead of Mathf.PingPong.
GamingIsLove.Makinom.Schematics.Nodes.FloatPingPongNode.value;Value;The used value.
GamingIsLove.Makinom.Schematics.Nodes.FloatPingPongNode.length;Length;The used length.
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothDampNode;Float Smooth Damp;Gradually changes a float value towards a desired goal over time and stores it into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothDampNode.useAngle;Use Angle;"Use SmoothDampAngle instead of SmoothDamp.
Makes sure the values interpolate correctly when they wrap around 360 degrees"
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothDampNode.velocityKey;Velocity Variable Key;"Define the key of the variable that stores the current velocity.
The value is modified by each calculation and stored in the same variable origin as the float value."
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothDampNode.current;Current Value;The current value.
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothDampNode.target;Target Value;The target value.
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothDampNode.smoothTime;Smooth Time;The time used for smoothing.
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothDampNode.maxSpeed;Maximum Speed;The maximum speed allowed.
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothDampNode.deltaTime;Delta Time;The delta time used for smoothing.
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothStepNode;Float Smooth Step;Interpolates between two values with smoothing at the limits and stores it into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothStepNode.fromValue;From Value;The start value.
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothStepNode.toValue;To Value;The end value.
GamingIsLove.Makinom.Schematics.Nodes.FloatSmoothStepNode.time;Time;The interpolation time, clamped between 0 and 1.
GamingIsLove.Makinom.Schematics.Nodes.FloatToAngleNode;Float To Angle;"Changes a float value into an angle (i.e. between 0 and 360) and stores it into a float variable.
E.g. -90 will become 270, 480 will become 120."
GamingIsLove.Makinom.Schematics.Nodes.FloatToAngleNode.value;Value;The value that will be used.
GamingIsLove.Makinom.Schematics.Nodes.FloatIsPowerOf2Node;Float is Power of 2;"Checks if an int value is power of two.
If check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.FloatIsPowerOf2Node.value;Check Value;"The value used for the check.
The value will be used as an integer, e.g. 4.1 will become 4."
GamingIsLove.Makinom.Schematics.Nodes.SetStringPlayerPrefsNode;Set String PlayerPrefs;Sets a string value to a PlayerPrefs variable.
GamingIsLove.Makinom.Schematics.Nodes.SetStringPlayerPrefsNode.key;PlayerPrefs Key;Define the key of the PlayerPrefs variable.
GamingIsLove.Makinom.Schematics.Nodes.SetStringPlayerPrefsNode.value;String Value;Define the value the PlayerPrefs variable will be set to.
GamingIsLove.Makinom.Schematics.Nodes.SetIntPlayerPrefsNode;Set Int PlayerPrefs;Sets an integer value to a PlayerPrefs variable.
GamingIsLove.Makinom.Schematics.Nodes.SetIntPlayerPrefsNode.key;PlayerPrefs Key;Define the key of the PlayerPrefs variable.
GamingIsLove.Makinom.Schematics.Nodes.SetIntPlayerPrefsNode.value;Integer Value;The value that will be stored in the int PlayerPrefs variable.
GamingIsLove.Makinom.Schematics.Nodes.SetFloatPlayerPrefsNode;Set Float PlayerPrefs;Sets a float value to a PlayerPrefs variable.
GamingIsLove.Makinom.Schematics.Nodes.SetFloatPlayerPrefsNode.key;PlayerPrefs Key;Define the key of the PlayerPrefs variable.
GamingIsLove.Makinom.Schematics.Nodes.SetFloatPlayerPrefsNode.value;Float Value;The value that will be stored in the float PlayerPrefs variable.
GamingIsLove.Makinom.Schematics.Nodes.RemovePlayerPrefsNode;Remove PlayerPrefs;Removes a PlayerPrefs variable.
GamingIsLove.Makinom.Schematics.Nodes.RemovePlayerPrefsNode.all;Remove All;"All PlayerPrefs variables are removed.
If disabled, only a selected PlayerPrefs variable will be removed."
GamingIsLove.Makinom.Schematics.Nodes.RemovePlayerPrefsNode.key;PlayerPrefs Key;Define the key of the PlayerPrefs variable.
GamingIsLove.Makinom.Schematics.Nodes.HasPlayerPrefsNode;Has PlayerPrefs;"Checks if a PlayerPrefs variable exists.
If the check is true, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.HasPlayerPrefsNode.key;PlayerPrefs Key;Define the key of the PlayerPrefs variable.
GamingIsLove.Makinom.Schematics.Nodes.ClearSelectedDataNode;Clear Selected Data;"Clears/removes selected data.
Either removes all data of a defined data key, or removes all data."
GamingIsLove.Makinom.Schematics.Nodes.ClearSelectedDataNode.all;Clear All;"Clears/removes all data.
If disabled, only the selected data of a defined key is cleared/removed."
GamingIsLove.Makinom.Schematics.Nodes.SelectedDataCountNode;Selected Data Count;"Checks how many data is stored in a selected data list.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.SelectedDataCountNode.check;Check Type;"Checks if the count is equal, not equal, less or greater than the defined value.
Range inclusive checks if the count is between two defined values, including the values.
Range exclusive checks if the count is between two defined values, excluding the values.
Approximately checks if the count is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.SelectedDataContainsNode;Selected Data Contains;"Checks if data stored in a selected data list contains something stored in another selected data list.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.SelectedDataContainsNode.needed;Needed;Either all or only one of the data must be stored in the checked selected data.
GamingIsLove.Makinom.Schematics.Nodes.SelectSelectedDataNode;Select Selected Data;"Uses the first, last, a random or all content from another selected data as selected data.
E.g. select a random content from a list of data.
If something was stored, 'Success' will be executed, otherwise (i.e. nothing left to store) 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.SelectSelectedDataNode.selectionType;Select Type;"Define which content of the selected data will be stored:
- First: The first content in the selected data.
- Last: The last content in the selected data.
- Random: A random content from the selected data.
- All: All content from the selected data."
GamingIsLove.Makinom.Schematics.Nodes.SelectSelectedDataNode.remove;Remove;Removes the content from the selected data.
GamingIsLove.Makinom.Schematics.Nodes.SelectVariableHandlersNode;Select Variable Handlers;"Uses variable handlers to change selected data.
A variable handler stores all variables of an origin, e.g. the global variables or object variables of a game object."
GamingIsLove.Makinom.Schematics.Nodes.SelectComponentsNode;Select Components;Uses components to change selected data.
GamingIsLove.Makinom.Schematics.Nodes.SelectGameObjectsNode;Select Game Objects;Uses game objects to change selected data.
GamingIsLove.Makinom.Schematics.Nodes.SelectGameObjectsNode.childType;Use Child Objects;"Select if child objects of the defined game object will be used:
- None: Doesn't use child objects.
- Direct Children: Use all direct child objects (i.e. not child objects of child objects).
- All Children: Uses all child objects (i.e. also child objects of child objects, etc.).
- Defined: Uses a defined child object."
GamingIsLove.Makinom.Schematics.Nodes.SelectGameObjectsNode.childObject;Child Object;"Define the child object that should be used.
Using 'Name' or 'Tag' can optionally use all found child objects."
GamingIsLove.Makinom.Schematics.Nodes.SelectGameObjectsNode.allDefinedChildren;All Children;Use all child objects of the defined name/tag.
GamingIsLove.Makinom.Schematics.Nodes.SelectNearestGameObjectNode;Select Nearest Game Object;Use the nearest game object to change selected data.
GamingIsLove.Makinom.Schematics.Nodes.SelectNearestGameObjectNode.ignoreDistance;Ignore Distance;The distance along the enabled axes will be ignored, e.g. enabling Y will ignore the height difference.
GamingIsLove.Makinom.Schematics.Nodes.SelectNearestGameObjectNode.ignoreRadius;Ignore Radius;The radius of the game objects will be ignored for the distance check.
GamingIsLove.Makinom.Schematics.Nodes.FilterSelectedGameObjectsNode;Filter Selected Game Objects;"Filters game objects stored in selected data and only keeps game objects matching the defined conditions.
Other data (e.g. components or variable handlers) will be removed."
GamingIsLove.Makinom.Schematics.Nodes.FilterSelectedGameObjectsNode.onlyGameObjects;Only Game Objects;Only use actual stored game objects, e.g. game objects of stored components will not be used.
GamingIsLove.Makinom.Schematics.Nodes.SelectedGameObjectsCountNode;Selected Game Objects Count;"Checks how many game objects are stored in selected data.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.SelectedGameObjectsCountNode.onlyGameObjects;Only Game Objects;Only use actual stored game objects, e.g. game objects of stored components will not be used.
GamingIsLove.Makinom.Schematics.Nodes.SelectedGameObjectsCountNode.check;Check Type;"Checks if the count is equal, not equal, less or greater than the defined value.
Range inclusive checks if the count is between two defined values, including the values.
Range exclusive checks if the count is between two defined values, excluding the values.
Approximately checks if the count is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.SelectedGameObjectsContainNode;Selected Game Objects Contain;"Checks if a game object is stored in selected data.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.SelectedGameObjectsContainNode.onlyGameObjects;Only Game Objects;Only use actual stored game objects, e.g. game objects of stored components will not be used.
GamingIsLove.Makinom.Schematics.Nodes.SelectedGameObjectsContainNode.needed;Needed;Either all or only one of the game objects must be stored in the selected data.
GamingIsLove.Makinom.Schematics.Nodes.TextFileExistsNode;Text File Exists;"Checks if a text file exists.
If the file exists, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.TextFileExistsNode.fileName;File Name;"The file name used to save the file (or PlayerPrefs variable).
This includes the file's extension, e.g. 'file.data'."
GamingIsLove.Makinom.Schematics.Nodes.DeleteTextFileNode;Delete Text File;Deletes a defined text file.
GamingIsLove.Makinom.Schematics.Nodes.DeleteTextFileNode.fileName;File Name;"The file name used to save the file (or PlayerPrefs variable).
This includes the file's extension, e.g. 'file.data'."
GamingIsLove.Makinom.Schematics.Nodes.ReadTextFileNode;Read Text File;Reads a text file and stores it into string variables.
GamingIsLove.Makinom.Schematics.Nodes.ReadTextFileNode.usePath;Use Path;"Define a path to a file that should be used.
If disabled, a text asset will be used."
GamingIsLove.Makinom.Schematics.Nodes.ReadTextFileNode.path;Path;Define the path to the file that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ReadTextFileNode.textAsset;Text Asset;Select the text asset that will be read.
GamingIsLove.Makinom.Schematics.Nodes.ReadTextFileNode.decryptData;Decrypt Data;The text will be decrypted (using the same encryption as save games).
GamingIsLove.Makinom.Schematics.Nodes.ReadTextFileLinesNode;Read Text File Lines;Reads a text file and adds each line to a string variable list.
GamingIsLove.Makinom.Schematics.Nodes.ReadTextFileLinesNode.usePath;Use Path;"Define a path to a file that should be used.
If disabled, a text asset will be used."
GamingIsLove.Makinom.Schematics.Nodes.ReadTextFileLinesNode.path;Path;Define the path to the file that will be used.
GamingIsLove.Makinom.Schematics.Nodes.ReadTextFileLinesNode.textAsset;Text Asset;Select the text asset that will be read.
GamingIsLove.Makinom.Schematics.Nodes.ReadTextFileLinesNode.removeEmptyLines;Remove Empty Lines;Empty lines will not be stored.
GamingIsLove.Makinom.Schematics.Nodes.ReadTextFileLinesNode.decryptData;Decrypt Data;The text will be decrypted (using the same encryption as save games).
GamingIsLove.Makinom.Schematics.Nodes.WriteTextFileNode;Write Text File;Writes into a text file.
GamingIsLove.Makinom.Schematics.Nodes.WriteTextFileNode.path;Path;"Define the path to the file that will be used.
The file will be created if it doesn't exist."
GamingIsLove.Makinom.Schematics.Nodes.WriteTextFileNode.value;Value;The value that will be written into the text file.
GamingIsLove.Makinom.Schematics.Nodes.WriteTextFileNode.encryptData;Encrypt Data;The text will be encrypted (using the same encryption as save games).
GamingIsLove.Makinom.Schematics.Nodes.WriteTextFileLinesNode;Write Text File Lines;Writes a string variable list's values into a text file (each value being a line).
GamingIsLove.Makinom.Schematics.Nodes.WriteTextFileLinesNode.path;Path;"Define the path to the file that will be used.
The file will be created if it doesn't exist."
GamingIsLove.Makinom.Schematics.Nodes.WriteTextFileLinesNode.encryptData;Encrypt Data;The text will be encrypted (using the same encryption as save games).
GamingIsLove.Makinom.Schematics.Nodes.LoadCSVFileNode;Load CSV File;Loads a CSV file's data for later use as bool, float and string values.
GamingIsLove.Makinom.Schematics.Nodes.LoadCSVFileNode.textAsset;CSV Text Asset;Select the text asset in CSV format that will be used.
GamingIsLove.Makinom.Schematics.Nodes.LoadCSVFileNode.separator;Separator;Define the separator that is used in the CSV file to separate individual cells.
GamingIsLove.Makinom.Schematics.Nodes.ClearCSVFileNode;Clear CSV File;Removes a CSV file's loaded data or all CSV data.
GamingIsLove.Makinom.Schematics.Nodes.ClearCSVFileNode.all;All;Removes all CSV files.
GamingIsLove.Makinom.Schematics.Nodes.ClearCSVFileNode.textAsset;CSV Text Asset;Select the text asset in CSV format that will be used.
GamingIsLove.Makinom.Schematics.Nodes.StartTimerNode;Start Timer;"Starts a timer on a float variable.
A timer will count the used float variable up or down using the delta time each tick."
GamingIsLove.Makinom.Schematics.Nodes.StartTimerNode.type;Timer Type;"Select the type of the timer:
- Count Down: The float variable will be decreased.
- Count Up: The floag variable will be increased."
GamingIsLove.Makinom.Schematics.Nodes.StartTimerNode.endType;Auto End;"Select if this timer will automatically stop:
- None: The timer won't stop and will continue until stopped by a 'Stop Timer' node.
- Fixed: The timer will stop at a fixed, defined time.
- Relative: The timer will stop at a defined time relative to the current value. I.e. the defined time will be added to the current value of the used float variable."
GamingIsLove.Makinom.Schematics.Nodes.StartTimerNode.endTime;End Time (s);The time in seconds the timer will end at.
GamingIsLove.Makinom.Schematics.Nodes.StartTimerNode.setStartTime;Set Start Time;"Store a value into the float variable before starting the timer.
If disabled, the current value of the float variable will be used."
GamingIsLove.Makinom.Schematics.Nodes.StartTimerNode.startTime;Start Time (s);The start time in seconds the timer will be set to.
GamingIsLove.Makinom.Schematics.Nodes.StopTimerNode;Stop Timer;Stops a timer on a float variable.
GamingIsLove.Makinom.Schematics.Nodes.IsTimerRunningNode;Is Timer Running;"Checks if a timer on a float variable is running.
If the timer is running, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.PauseTimerNode;Pause Timer;Pauses or unpauses a timer on a float variable.
GamingIsLove.Makinom.Schematics.Nodes.PauseTimerNode.pause;Pause/Unpause;"If enabled, the timer will be paused.
If disabled, the timer will be unpaused and continue to run with its initial start timer settings."
GamingIsLove.Makinom.Schematics.Nodes.IsTimerPausedNode;Is Timer Paused;"Checks if a timer on a float variable is paused.
If the timer is paused, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.ChangeVariablesNode;Change Variables;Changes variables.
GamingIsLove.Makinom.Schematics.Nodes.CheckVariablesNode;Check Variables;"Checks if variables have certain values.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.VariableForkNode;Variable Fork;"Checks a single variable for certain values.
If a variable condition is valid, it's next node will be executed.
If no variable condition is valid, 'Failed' will be executed."
GamingIsLove.Makinom.Schematics.Nodes.ClearVariablesNode;Clear Variables;Removes all variables and variable lists.
GamingIsLove.Makinom.Schematics.Nodes.VariableTransferNode;Variable Transfer;Transfers all variables and variable lists from one origin to another (local, global and object).
GamingIsLove.Makinom.Schematics.Nodes.VariableTransferNode.clearSource;Clear Source;Remove all variables in the source after transfering them to the target.
GamingIsLove.Makinom.Schematics.Nodes.VariableTransferNode.clearTarget;Clear Target;Remove all variables in the target before transfering.
GamingIsLove.Makinom.Schematics.Nodes.VariableExistsNode;Variable Exists;"Checks if a variable exists (i.e it has been set).
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.VariableExistsNode.isList;Is List;Checks if a variable list exists.
GamingIsLove.Makinom.Schematics.Nodes.VariableExistsNode.type;Type;"Select the type of the variable:
- String: A string variable.
- Bool: A bool variable.
- Int: An integer variable.
- Float: A float variable.
- Vector3: A Vector3 variable.
- Axis Vector3: A single axis of a Vector3 variable."
GamingIsLove.Makinom.Schematics.Nodes.SortVariableListNode;Sort Variable List;Sorts a variable list.
GamingIsLove.Makinom.Schematics.Nodes.SortVariableListNode.type;Type;"Select the type of the variable list that will be sorted:
- All: All types will be sorted.
- String: A string variable list will be sorted.
- Bool: A bool variable list will be sorted.
- Int: An int variable list will be sorted.
- Float: A float variable list will be sorted.
- Vector3: A Vector3 variable list will be sorted."
GamingIsLove.Makinom.Schematics.Nodes.SortVariableListNode.sortType;Sort Type;"Select how the list will be sorted:
- Ascending: Sorts from lowest to highest value.
- Descending: Sorts from highest to lowest value.
- Reverse: Reverses the current order.
- Random: Randomly sorts the list."
GamingIsLove.Makinom.Schematics.Nodes.SortVariableListNode.vector3SortType;Vector3 Sort Type;"Select the order of Vector3 axes:
- XYZ: X > Y > Z.
- XZY: X > Z > Y.
- YXZ: Y > X > Z.
- YZX: Y > Z > X.
- ZXY: Z > X > Y.
- ZYX: Z > Y > X.
- Square Magnitude: Sorts using the square magnitude of the Vector3."
GamingIsLove.Makinom.Schematics.Nodes.CopyVariableListNode;Copy Variable List;Stores all values of a variable list in another variable list.
GamingIsLove.Makinom.Schematics.Nodes.CopyVariableListNode.type;Type;"Select the type of the variable list that will be copied:
- All: All types will be copied.
- String: A string variable list will be copied.
- Bool: A bool variable list will be copied.
- Int: An int variable list will be copied.
- Float: A float variable list will be copied.
- Vector3: A Vector3 variable list will be copied."
GamingIsLove.Makinom.Schematics.Nodes.CopyVariableListNode.removeSource;Remove Source;Remove the source list.
GamingIsLove.Makinom.Schematics.Nodes.VariableListContainsNode;Variable List Contains;"Checks if a variable list contains a defined value.
If the variable list contains the value, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.VariableListContainsNode.needed;Needed;Either all or just one of the conditions needs to be valid.
GamingIsLove.Makinom.Schematics.Nodes.SaveVariablesNode;Save Variables;"Saves the data from a defined variable source into a file, global variable or PlayerPrefs variable (string).
The data is stored as an XML-formatted string."
GamingIsLove.Makinom.Schematics.Nodes.SaveVariablesNode.fileName;File Name;"Define the name of the file or key of the variable.
This includes the file's extension, e.g. 'file.data'."
GamingIsLove.Makinom.Schematics.Nodes.SaveVariablesNode.encryptData;Encrypt Data;The XML-formatted text will be encrypted (using the same encryption as save games).
GamingIsLove.Makinom.Schematics.Nodes.LoadVariablesNode;Load Variables;"Loads the data stored in a file, global variable or PlayerPrefs variable (string) into a defined variable source.
The data is loaded from an XML-formatted string.
Please note that loading variables into a source will remove all current variables from the source."
GamingIsLove.Makinom.Schematics.Nodes.LoadVariablesNode.fileName;File Name;"Define the name of the file or key of the variable.
This includes the file's extension, e.g. 'file.data'."
GamingIsLove.Makinom.Schematics.Nodes.LoadVariablesNode.decryptData;Decrypt Data;The XML-formatted text will be decrypted (using the same encryption as save games).
GamingIsLove.Makinom.Schematics.Nodes.ChangeNumberObjectVariablesNode;Change Number Object Variables;"Changes an int or float variable on all currently registered object variables.
Only changes object variables using an 'Object ID', local object variables will not be changed."
GamingIsLove.Makinom.Schematics.Nodes.ChangeNumberObjectVariablesNode.key;Variable Key;Define the key of the variable.
GamingIsLove.Makinom.Schematics.Nodes.ChangeNumberObjectVariablesNode.onlyExisting;Only Existing;Only changes the variable if it exists in the object variable handler.
GamingIsLove.Makinom.Schematics.Nodes.ChangeNumberObjectVariablesNode.changeInt;Int/Float;"If enabled, changes 'Int' variables.
If disabled, changes 'Float' variables."
GamingIsLove.Makinom.Schematics.Nodes.ChangeNumberObjectVariablesNode.useVariableValue;Use Variable;Use an int/float variable of the used object variables.
GamingIsLove.Makinom.Schematics.Nodes.ChangeNumberObjectVariablesNode.useMinValue;Use Min Value;Use a minimum value stored in a float object variable (used for each object variable handler individually).
GamingIsLove.Makinom.Schematics.Nodes.ChangeNumberObjectVariablesNode.useMaxValue;Use Max Value;Use a maximum value stored in a float object variable (used for each object variable handler individually).
GamingIsLove.Makinom.Schematics.Nodes.Vector3RandomNode;Vector3 Random;Stores a Vector3 with random X, Y and Z axes into a variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RandomNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RandomNode.randomX;Random X-Axis;The X-axis of the Vector3 will be randomized.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RandomNode.xMin;X-Axis Minimum;The minimum value the X-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RandomNode.xMax;X-Axis Maximum;The maximum value the X-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RandomNode.randomY;Random Y-Axis;The Y-axis of the Vector3 will be randomized.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RandomNode.yMin;Y-Axis Minimum;The minimum value the Y-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RandomNode.yMax;Y-Axis Maximum;The maximum value the Y-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RandomNode.randomZ;Random Z-Axis;The Z-axis of the Vector3 will be randomized.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RandomNode.zMin;Z-Axis Minimum;The minimum value the Z-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RandomNode.zMax;Z-Axis Maximum;The maximum value the Z-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3TransformValueNode;Vector3 Transform Value;Transforms a Vector3 value between local and world space of a game object and stores the result into a variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3TransformValueNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3TransformValueNode.transformChange;Modify;"Select how the value will be modified:
- None: No change.
- Transform Point: Transforms the value as a position from local to world space.
- Transform Direction: Transforms the value as a direction from local to world space.
- Inverse Transform Point: Transforms the value as a position from world to local space.
- Inverse Transform Direction: Transforms the value as a direction from world to local space."
GamingIsLove.Makinom.Schematics.Nodes.Vector3AngleNode;Vector3 Angle;Store the angle in degree between two Vector3 into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3DirectionNode;Vector3 Direction;Store the direction from one Vector3 (position) to another into a Vector3 variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3DirectionNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3MagnitudeNode;Vector3 Magnitude;Store the magnitude (length) or square magnitude (squared length) of a Vector3 into a float variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3MagnitudeNode.sqrMagnitude;Use Square Magnitude;Use the square magnitude (squared length) of the Vector3 instead of the magnitude (length).
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode;Vector3 Clamp;Store a Vector3 with it's axes clamped between two values into a variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.clampX;Clamp X-Axis;The X-axis of the Vector3 will be clamped.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.xRotationClamp;Is Rotation Clamp;The axis will be clamped as a rotation, considering the rotation's loop (0-360).
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.xMin;X-Axis Minimum;The minimum value the X-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.xMax;X-Axis Maximum;The maximum value the X-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.clampY;Clamp Y-Axis;The Y-axis of the Vector3 will be clamped.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.yRotationClamp;Is Rotation Clamp;The axis will be clamped as a rotation, considering the rotation's loop (0-360).
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.yMin;Y-Axis Minimum;The minimum value the Y-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.yMax;Y-Axis Maximum;The maximum value the Y-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.clampZ;Clamp Z-Axis;The Z-axis of the Vector3 will be clamped.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.zRotationClamp;Is Rotation Clamp;The axis will be clamped as a rotation, considering the rotation's loop (0-360).
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.zMin;Z-Axis Minimum;The minimum value the Z-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampNode.zMax;Z-Axis Maximum;The maximum value the Z-axis will have.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampMagnitudeNode;Vector3 Clamp Magnitude;Store a Vector3 with it's magnitude clamped to a max length into a variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampMagnitudeNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ClampMagnitudeNode.maxLength;Maximum Length;The maximum length the magnitude will be clamped to.
GamingIsLove.Makinom.Schematics.Nodes.Vector3LerpNode;Vector3 Lerp;Store the linear or spherical interpolation between two Vector3 into a variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3LerpNode.useSlerp;Use Slerp;"Use spherical interpolation (i.e. Vector3.Slerp).
If disabled, linear interpolation is used (i.e. Vector3.Lerp)."
GamingIsLove.Makinom.Schematics.Nodes.Vector3LerpNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3LerpNode.deltaTime;Delta Time;Multiply the fraction value by Time.deltaTime.
GamingIsLove.Makinom.Schematics.Nodes.Vector3LerpNode.fraction;Fraction;"The fraction of the interpolation.
Clamped between 0 and 1."
GamingIsLove.Makinom.Schematics.Nodes.Vector3MoveTowardsNode;Vector3 Move Towards;Moves the Vector3 current in a straight line towards a target and stores it into a variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3MoveTowardsNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3MoveTowardsNode.deltaTime;Delta Time;Multiply the maximum distance delta value by Time.deltaTime.
GamingIsLove.Makinom.Schematics.Nodes.Vector3MoveTowardsNode.maxDistance;Max Distance Delta;The maximum distance delta the Vector3 will be moved.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RotateTowardsNode;Vector3 Rotate Towards;Rotates the Vector3 current towards a target and stores it into a variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RotateTowardsNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RotateTowardsNode.deltaTime;Delta Time;Multiply the maximum radians delta value by Time.deltaTime.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RotateTowardsNode.maxRadians;Max Radians Delta;The maximum radians delta used when rotating.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RotateTowardsNode.deltaTimeMagnitude;Delta Time;Multiply the maximum magnitude delta value by Time.deltaTime.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RotateTowardsNode.maxMagnitude;Max Magnitude Delta;The maximum magnitude delta used when rotating.
GamingIsLove.Makinom.Schematics.Nodes.Vector3OrthoNormalizeNode;Vector3 Ortho Normalize;Makes two or three Vector3 variables normalized and orthogonal to each other.
GamingIsLove.Makinom.Schematics.Nodes.Vector3OrthoNormalizeNode.useBinormal;Use Binormal;Use a binormal Vector3 as well, i.e. three Vector3 variables will be used instead of two.
GamingIsLove.Makinom.Schematics.Nodes.Vector3MultiplyNode;Vector3 Multiply;Multiplies a Vector3 with a float and stores it into a variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3MultiplyNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3MultiplyNode.floatValue;Multiply By;The value the Vector3 will be multiplied with.
GamingIsLove.Makinom.Schematics.Nodes.Vector3DivideNode;Vector3 Divide;Divides a Vector3 by a float and stores it into a variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3DivideNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3DivideNode.floatValue;Divide By;The value the Vector3 will be divided by.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RotateNode;Vector3 Rotate;Rotates a Vector3 and stores it into a variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3RotateNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3SmoothDampNode;Vector3 Smooth Damp;Gradually changes a Vector3 value towards a desired goal over time and stores it into a variable.
GamingIsLove.Makinom.Schematics.Nodes.Vector3SmoothDampNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3SmoothDampNode.velocityKey;Velocity Variable Key;"Define the key of the variable that stores the current velocity.
The value is modified by each calculation and stored in the same variable origin as the Vector3 value."
GamingIsLove.Makinom.Schematics.Nodes.Vector3SmoothDampNode.smoothTime;Smooth Time;The value used as smooth time.
GamingIsLove.Makinom.Schematics.Nodes.Vector3SmoothDampNode.maxSpeed;Max Speed;The maximum speed that can be used.
GamingIsLove.Makinom.Schematics.Nodes.Vector3SmoothDampNode.deltaTime;Delta Time;The delta time used for smoothing.
GamingIsLove.Makinom.Schematics.Nodes.Vector3ToAngleNode;Vector3 To Angle;"Changes all axes of a Vector3 value into a angles (i.e. between 0 and 360) and stores it into a Vector3 variable.
E.g. -90 will become 270, 480 will become 120."
GamingIsLove.Makinom.Schematics.Nodes.Vector3ToAngleNode.normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.Makinom.Schematics.Nodes.Vector3CheckDistanceNode;Vector3 Check Distance;"The distance between two Vector3 values is checked against a value.
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.Vector3CheckDistanceNode.ignoreDistance;Ignore Distance;The distance along the enabled axes will be ignored, e.g. enabling Y will ignore the height difference.
GamingIsLove.Makinom.Schematics.Nodes.Vector3CheckDistanceNode.check;Check Type;"Checks if the distance is equal, not equal, less or greater than the defined distance.
Range inclusive checks if the distance is between two defined values, including the values.
Range exclusive checks if the distance is between two defined values, excluding the values.
Approximately checks if the distance is similar to the defined value."
GamingIsLove.Makinom.Schematics.Nodes.WebRequestCallNode;WebRequest Call;"Does a UnityWebRequest call with a defined URL.
If the call is a success, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.WebRequestCallNode.url;URL;The URL that will be called.
GamingIsLove.Makinom.Schematics.Nodes.WebRequestCallNode.escapeURL;Escape URL;Use UnityWebRequest.EscapeURL on the provided URL to ensure the value is URL-friendly.
GamingIsLove.Makinom.Schematics.Nodes.WebRequestCallNode.wait;Wait;"Wait for the web request call to finish.
If disabled, the schematic continues without waiting for the WWW call."
GamingIsLove.Makinom.Schematics.Nodes.WebRequestCallNode.storeProgress;Store Progress;"Store the progress of the download into a float variable.
The progress is provided by a value between 0 and 1."
GamingIsLove.Makinom.Schematics.Nodes.StoreWebRequestTextNode;Store WebRequest Text;"Stores the result of a UnityWebRequest call into a string variable.
If the call is a success, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.StoreWebRequestTextNode.storeError;Store Error;Store the error instead of the result in case an error occurs.
GamingIsLove.Makinom.Schematics.Nodes.StoreWebRequestTextNode.url;URL;The URL that will be called.
GamingIsLove.Makinom.Schematics.Nodes.StoreWebRequestTextNode.escapeURL;Escape URL;Use UnityWebRequest.EscapeURL on the provided URL to ensure the value is URL-friendly.
GamingIsLove.Makinom.Schematics.Nodes.StoreWebRequestTextNode.storeProgress;Store Progress;"Store the progress of the download into a float variable.
The progress is provided by a value between 0 and 1."
GamingIsLove.Makinom.Schematics.Nodes.StoreWebRequestTextureNode;Store WebRequest Texture;"Stores a texture downloaded by a UnityWebRequest call into a defined texture of the schematic.
If the call is a success, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Schematics.Nodes.StoreWebRequestTextureNode.textureID;Texture;Select the texture the downloaded texture will be stored in.
GamingIsLove.Makinom.Schematics.Nodes.StoreWebRequestTextureNode.addTexture;Add Texture;"Add the texture to the already existing textures.
If disabled, the texture will replace the current textures."
GamingIsLove.Makinom.Schematics.Nodes.StoreWebRequestTextureNode.url;URL;The URL that will be called.
GamingIsLove.Makinom.Schematics.Nodes.StoreWebRequestTextureNode.escapeURL;Escape URL;Use UnityWebRequest.EscapeURL on the provided URL to ensure the value is URL-friendly.
GamingIsLove.Makinom.Schematics.Nodes.StoreWebRequestTextureNode.storeProgress;Store Progress;"Store the progress of the download into a float variable.
The progress is provided by a value between 0 and 1."
GamingIsLove.Makinom.Reflection.CallFunction`1.className;Class Name;The name of the class that contains the function.
GamingIsLove.Makinom.Reflection.CallFunction`1.functionName;Function Name;The name of the function that will be called.
GamingIsLove.Makinom.Reflection.ChangeFields`1.className;Class Name;The name of the class/component that will be used.
GamingIsLove.Makinom.Reflection.ColorField.className;Class Name;The name of the class that contains the color field/property.
GamingIsLove.Makinom.Reflection.ColorField.fieldName;Field Name;The name of the color field/property that will be used.
GamingIsLove.Makinom.Reflection.ColorField.isProperty;Is Property;"Uses a property.
If disabled, a field will be used."
GamingIsLove.Makinom.Reflection.FieldChange`1.isProperty;Is Property;"Change the value of a property.
If disabled, the value of a field will be changed."
GamingIsLove.Makinom.Reflection.FieldChange`1.isArray;Is Array;"The field/property is an array.
A defined index of the array is used."
GamingIsLove.Makinom.Reflection.FieldChange`1.increaseArraySize;Increase Size;Increase the array's size if the array index exceed's the current size.
GamingIsLove.Makinom.Reflection.FieldChange`1.arrayIndex;Array Index;The index of the array that will be used.
GamingIsLove.Makinom.Reflection.FieldChange.fieldName;Field Name;The name of the field that will be changed.
GamingIsLove.Makinom.Reflection.GetFieldValue`1.className;Class Name;The name of the class that contains the field/property.
GamingIsLove.Makinom.Reflection.GetFieldValue`1.fieldName;Field Name;The name of the field/property that will be used.
GamingIsLove.Makinom.Reflection.GetFieldValue`1.isProperty;Is Property;"Uses the value of a property.
If disabled, the value of a field will be used."
GamingIsLove.Makinom.Reflection.GetFieldValue`1.isArray;Is Array;"The field/property is an array.
A defined index of the array is used."
GamingIsLove.Makinom.Reflection.GetFieldValue`1.useArrayLength;Use Array Length;Use the length of the array instead of the value of a defined index in the array.
GamingIsLove.Makinom.Reflection.GetFieldValue`1.arrayIndex;Array Index;The index of the array that will be used.
GamingIsLove.Makinom.Reflection.AudioClipParameterType`1;Audio Clip;An audio clip.
GamingIsLove.Makinom.Reflection.AudioClipParameterType`1.audioClip;Audio Clip;Select the audio clip that will be used as parameter.
GamingIsLove.Makinom.Reflection.AudioMixerGroupParameterType`1;Audio Mixer Group;An audio mixer group.
GamingIsLove.Makinom.Reflection.AudioMixerGroupParameterType`1.audioMixerGroup;Audio Mixer Group;Select the audio mixer group that will be used as parameter.
GamingIsLove.Makinom.Reflection.AudioMixerParameterType`1;Audio Mixer;An audio mixer.
GamingIsLove.Makinom.Reflection.AudioMixerParameterType`1.audioMixer;Audio Mixer;Select the audio mixer that will be used as parameter.
GamingIsLove.Makinom.Reflection.BoolParameterType`1;Bool;A bool value.
GamingIsLove.Makinom.Reflection.ColorParameterType`1;Color;A color value.
GamingIsLove.Makinom.Reflection.ColorParameterType`1.color;Color;Select the color that will be used as parameter.
GamingIsLove.Makinom.Reflection.ComponentParameterType`1;Component;A component (attached to a game object).
GamingIsLove.Makinom.Reflection.ComponentParameterType`1.componentName;Component Name;The name of the component.
GamingIsLove.Makinom.Reflection.ComponentParameterType`1.componentScope;Scope;"Select the scope of the component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Reflection.EnumParameterType`1;Enum;An enumeration value.
GamingIsLove.Makinom.Reflection.EnumParameterType`1.enumName;Enum Name;"The name of the enumeration.
An int value will be used as the enum value."
GamingIsLove.Makinom.Reflection.EnumParameterType`1.floatValue;Int Value;Define the int value that will be used as parameter (converted to enum).
GamingIsLove.Makinom.Reflection.FloatParameterType`1;Float;A float value.
GamingIsLove.Makinom.Reflection.FloatParameterType`1.floatValue;Float Value;Define the float value that will be used as parameter.
GamingIsLove.Makinom.Reflection.GameObjectParameterType`1;Game Object;A game object.
GamingIsLove.Makinom.Reflection.IntParameterType`1;Int;An integer value.
GamingIsLove.Makinom.Reflection.IntParameterType`1.floatValue;Int Value;Define the int value that will be used as parameter.
GamingIsLove.Makinom.Reflection.LayerMaskParameterType`1;Layer Mask;A layer mask.
GamingIsLove.Makinom.Reflection.LayerMaskParameterType`1.layerMask;Layer Mask;Select the layers that will be used as parameter.
GamingIsLove.Makinom.Reflection.MaterialParameterType`1;Material;A material.
GamingIsLove.Makinom.Reflection.MaterialParameterType`1.material;Material;Select the material that will be used as parameter.
GamingIsLove.Makinom.Reflection.ParameterSetting`1.type;Value Type;Select the value type that will be used:
GamingIsLove.Makinom.Reflection.PhysicMaterialParameterType`1;Physic Material;A physic material.
GamingIsLove.Makinom.Reflection.PhysicMaterialParameterType`1.physicMaterial;Physic Material;Select the physic material that will be used as parameter.
GamingIsLove.Makinom.Reflection.PhysicsMaterial2DParameterType`1;Physics Material 2D;A 2D physics material.
GamingIsLove.Makinom.Reflection.PhysicsMaterial2DParameterType`1.physicMaterial2D;Physics Material 2D;Select the 2d physics material that will be used as parameter.
GamingIsLove.Makinom.Reflection.PrefabParameterType`1;Prefab;A prefab.
GamingIsLove.Makinom.Reflection.PrefabParameterType`1.prefab;Prefab;Select the prefab that will be used as parameter.
GamingIsLove.Makinom.Reflection.QuaternionParameterType`1;Quaternion;A Quaternion value (uses a Vector3 as euler angles).
GamingIsLove.Makinom.Reflection.SpriteParameterType`1;Sprite;A sprite.
GamingIsLove.Makinom.Reflection.SpriteParameterType`1.sprite;Sprite;Select the sprite that will be used as parameter.
GamingIsLove.Makinom.Reflection.StringParameterType`1;String;A string value.
GamingIsLove.Makinom.Reflection.StringParameterType`1.stringValue;String Value;Define the string value that will be used as parameter.
GamingIsLove.Makinom.Reflection.TextureParameterType`1;Texture;A texture.
GamingIsLove.Makinom.Reflection.TextureParameterType`1.texture;Texture;Select the texture that will be used as parameter.
GamingIsLove.Makinom.Reflection.TransformParameterType`1;Transform;The transform of a game object.
GamingIsLove.Makinom.Reflection.Vector2ParameterType`1;Vector2;A Vector2 value (uses a Vector3, but only the X and Y axes).
GamingIsLove.Makinom.Reflection.Vector3ParameterType`1;Vector3;A Vector3 value.
GamingIsLove.Makinom.Reflection.SchematicCallFunction.className;Class Name;The name of the class that contains the function.
GamingIsLove.Makinom.Reflection.SchematicCallFunction.functionName;Function Name;The name of the function that will be called.
GamingIsLove.Makinom.Reflection.SchematicChangeFields.className;Class Name;The name of the class that contains the fields or properties.
GamingIsLove.Makinom.Reflection.SchematicCheckFields.className;Class Name;The name of the class that contains the fields or properties.
GamingIsLove.Makinom.Reflection.SchematicCheckFields.needed;Needed;Either all or just one of the field/property checks needs to be valid.
GamingIsLove.Makinom.Reflection.SchematicCheckMethod.className;Class Name;The name of the class that contains the function.
GamingIsLove.Makinom.Reflection.SchematicCheckMethod.functionName;Function Name;The name of the function that will be called.
GamingIsLove.Makinom.Reflection.SchematicCheckMethod.type;Return Value Type;"Select the value type of the return value:
- String: A string value.
- Bool: A bool value.
- Int: An integer value.
- Float: A float value.
- Vector2: A Vector2 value (uses a Vector3, but only the X and Y axes).
- Vector3: A Vector3 value.
- Quaternion: A Quaternion value (uses a Vector3 as euler angles)."
GamingIsLove.Makinom.Reflection.SchematicCheckMethod.stringValue;String Value;Define the string that will be used as parameter.
GamingIsLove.Makinom.Reflection.SchematicCheckMethod.floatValue;Int/Float Value;Define the int/float value used as parameter.
GamingIsLove.Makinom.Reflection.SchematicFieldChange.isProperty;Is Property;"Change the value of a property.
If disabled, the value of a field will be changed."
GamingIsLove.Makinom.Reflection.SchematicFieldChange.isArray;Is Array;"The field/property is an array.
A defined index of the array is used."
GamingIsLove.Makinom.Reflection.SchematicFieldChange.increaseArraySize;Increase Size;Increase the array's size if the array index exceed's the current size.
GamingIsLove.Makinom.Reflection.SchematicFieldChange.arrayIndex;Array Index;The index of the array that will be used.
GamingIsLove.Makinom.Reflection.SchematicFieldCheck.fieldName;Field Name;The name of the field that will be checked.
GamingIsLove.Makinom.Reflection.SchematicFieldCheck.isProperty;Is Property;"Check the value of a property.
If disabled, the value of a field will be checked."
GamingIsLove.Makinom.Reflection.SchematicFieldCheck.isArray;Is Array;"The field/property is an array.
A defined index of the array is used."
GamingIsLove.Makinom.Reflection.SchematicFieldCheck.arrayIndex;Array Index;The index of the array that will be used.
GamingIsLove.Makinom.Reflection.AudioClipSchematicParameterType;Audio Clip;An audio clip.
GamingIsLove.Makinom.Reflection.AudioClipSchematicParameterType.audioClip;Audio Clip;Select the audio clip that will be used as parameter.
GamingIsLove.Makinom.Reflection.AudioMixerGroupSchematicParameterType;Audio Mixer Group;An audio mixer group.
GamingIsLove.Makinom.Reflection.AudioMixerGroupSchematicParameterType.audioMixerGroup;Audio Mixer Group;Select the audio mixer group that will be used as parameter.
GamingIsLove.Makinom.Reflection.AudioMixerSchematicParameterType;Audio Mixer;An audio mixer.
GamingIsLove.Makinom.Reflection.AudioMixerSchematicParameterType.audioMixer;Audio Mixer;Select the audio mixer that will be used as parameter.
GamingIsLove.Makinom.Reflection.BoolSchematicParameterType;Bool;A bool value.
GamingIsLove.Makinom.Reflection.ColorSchematicParameterType;Color;A color value.
GamingIsLove.Makinom.Reflection.ColorSchematicParameterType.color;Color;Select the color that will be used as parameter.
GamingIsLove.Makinom.Reflection.ComponentSchematicParameterType;Component;A component (attached to a game object).
GamingIsLove.Makinom.Reflection.ComponentSchematicParameterType.componentName;Component Name;The name of the component.
GamingIsLove.Makinom.Reflection.ComponentSchematicParameterType.componentScope;Scope;"Select the scope of the component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.Makinom.Reflection.EnumSchematicParameterType;Enum;An enumeration value.
GamingIsLove.Makinom.Reflection.EnumSchematicParameterType.enumName;Enum Name;"The name of the enumeration.
An int value will be used as the enum value."
GamingIsLove.Makinom.Reflection.EnumSchematicParameterType.floatValue;Int Value;Define the int value that will be used as parameter (converted to enum).
GamingIsLove.Makinom.Reflection.FloatSchematicParameterType;Float;A float value.
GamingIsLove.Makinom.Reflection.FloatSchematicParameterType.floatValue;Float Value;Define the float value that will be used as parameter.
GamingIsLove.Makinom.Reflection.GameObjectSchematicParameterType;Game Object;A game object.
GamingIsLove.Makinom.Reflection.IntSchematicParameterType;Int;An integer value.
GamingIsLove.Makinom.Reflection.IntSchematicParameterType.floatValue;Int Value;Define the int value that will be used as parameter.
GamingIsLove.Makinom.Reflection.LayerMaskSchematicParameterType;Layer Mask;A layer mask.
GamingIsLove.Makinom.Reflection.LayerMaskSchematicParameterType.layerMask;Layer Mask;Select the layers that will be used as parameter.
GamingIsLove.Makinom.Reflection.MaterialSchematicParameterType;Material;A material.
GamingIsLove.Makinom.Reflection.MaterialSchematicParameterType.material;Material;Select the material that will be used as parameter.
GamingIsLove.Makinom.Reflection.PhysicMaterialSchematicParameterType;Physic Material;A physic material.
GamingIsLove.Makinom.Reflection.PhysicMaterialSchematicParameterType.physicMaterial;Physic Material;Select the physic material that will be used as parameter.
GamingIsLove.Makinom.Reflection.PhysicsMaterial2DSchematicParameterType;Physics Material 2D;A 2D physics material.
GamingIsLove.Makinom.Reflection.PhysicsMaterial2DSchematicParameterType.physicMaterial2D;Physics Material 2D;Select the 2d physics material that will be used as parameter.
GamingIsLove.Makinom.Reflection.PrefabSchematicParameterType;Prefab;A prefab.
GamingIsLove.Makinom.Reflection.PrefabSchematicParameterType.prefab;Prefab;Select the prefab that will be used as parameter.
GamingIsLove.Makinom.Reflection.QuaternionSchematicParameterType;Quaternion;A Quaternion value (uses a Vector3 as euler angles).
GamingIsLove.Makinom.Reflection.SchematicParameterSetting.type;Value Type;Select the value type that will be used:
GamingIsLove.Makinom.Reflection.SpriteSchematicParameterType;Sprite;A sprite.
GamingIsLove.Makinom.Reflection.SpriteSchematicParameterType.sprite;Sprite;Select the sprite that will be used as parameter.
GamingIsLove.Makinom.Reflection.StringSchematicParameterType;String;A string value.
GamingIsLove.Makinom.Reflection.StringSchematicParameterType.stringValue;String Value;Define the string value that will be used as parameter.
GamingIsLove.Makinom.Reflection.TextureSchematicParameterType;Texture;A texture.
GamingIsLove.Makinom.Reflection.TextureSchematicParameterType.texture;Texture;Select the texture that will be used as parameter.
GamingIsLove.Makinom.Reflection.TransformSchematicParameterType;Transform;The transform of a game object.
GamingIsLove.Makinom.Reflection.Vector2SchematicParameterType;Vector2;A Vector2 value (uses a Vector3, but only the X and Y axes).
GamingIsLove.Makinom.Reflection.Vector3SchematicParameterType;Vector3;A Vector3 value.
GamingIsLove.Makinom.Formulas.FormulaStatusOrigin.origin;Status Origin;"Select combatant that will be the origin of the status:- User: The user of the formula (i.e. the combatant who uses an ability, item, hit chances, etc.).
- Target: The target of the formula (i.e. the combatant who is targeted by the ability, item, hit chance, etc.).
- Player: The player combatant, depending on the game being in battle this is either 'Player Battle' or 'Player Field'.
- Player Battle: The battle group leader of the active player group.
- Player Field: The field group leader of the active player group.
- Selected: A combatant stored in selected data will be used."
GamingIsLove.Makinom.Formulas.FormulaStatusOrigin.groupLeader;Group Leader;"The group leader of the combatant will be used.
If disabled, the combatant will be used."
GamingIsLove.Makinom.Formulas.Nodes.CheckDifficultyNode;Check Difficulty;"Checks the game's difficulty.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckBattleTurnNode;Check Battle Turn;"Checks the current battle turn (independent of combatants).
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Please note that battle turns are only used in 'Turn Based', 'Active Time' and 'Phase' battles.
In 'Active Time' battles, a battle turn lasts until each combatant (that's able to) has performed 1 action."
GamingIsLove.Makinom.Formulas.Nodes.CheckBattleTurnNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Formulas.Nodes.StatusValueNode;Status Value;A combatant's current, base or maximum status value is used.
GamingIsLove.Makinom.Formulas.Nodes.StatusValueNode.fromAllSelectedData;From All;Use all combatants stored in selected data.
GamingIsLove.Makinom.Formulas.Nodes.StatusValueNode.status;Status Value;"Select the status value that will be used as value.
You can use the current value or maximum value of the status value."
GamingIsLove.Makinom.Formulas.Nodes.StatusValueNode.svOrigin;Value Origin;"Select which value will be used:
- Base: The base value, without any bonuses.
- Current: The actual/real value (including bonuses).
- Maximum: The maximum value the status value can reach.
- To Maximum: The difference between maximum and current value."
GamingIsLove.Makinom.Formulas.Nodes.StatusValueNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.Makinom.Formulas.Nodes.StatusValueNode.multiValueType;Multi Value Use;"Select how values of multiple combatants will be used:
- First: Use the first available value.
- Lowest: Use the lowest available value.
- Highest: Use the highest available value.
- Average: Use the average of all available values.
- Add: Sum all available values (i.e. value1 + value 2 + value3 ...).
- Sub: Subtract all available values (i.e. value1 - value2 - value3 ...).
- Multiply: Multiply all available values (i.e. value1 * value2 * value3 ...).
- Divide: Divide all available values (i.e. value1 / value2 / value3 ...)."
GamingIsLove.Makinom.Formulas.Nodes.RandomStatusValueNode;Random Status Value;A random value between two status values of combatants is used.
GamingIsLove.Makinom.Formulas.Nodes.RandomStatusValueNode.asInt;As Int;"The random value will be used as an integer (i.e. whole number).
If disabled, the random value will be a float."
GamingIsLove.Makinom.Formulas.Nodes.RandomStatusValueNode.status;Status Value 1;"Select the status value that will be used as value.
You can use the current value, base value or maximum value of the status value."
GamingIsLove.Makinom.Formulas.Nodes.RandomStatusValueNode.svOrigin;Value Origin 1;"Select which value will be used:
- Base: The base value, without any bonuses.
- Current: The actual/real value (including bonuses).
- Maximum: The maximum value the status value can reach.
- To Maximum: The difference between maximum and current value."
GamingIsLove.Makinom.Formulas.Nodes.RandomStatusValueNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.Makinom.Formulas.Nodes.RandomStatusValueNode.multiValueType;Multi Value Use;"Select how values of multiple combatants will be used:
- First: Use the first available value.
- Lowest: Use the lowest available value.
- Highest: Use the highest available value.
- Average: Use the average of all available values.
- Add: Sum all available values (i.e. value1 + value 2 + value3 ...).
- Sub: Subtract all available values (i.e. value1 - value2 - value3 ...).
- Multiply: Multiply all available values (i.e. value1 * value2 * value3 ...).
- Divide: Divide all available values (i.e. value1 / value2 / value3 ...)."
GamingIsLove.Makinom.Formulas.Nodes.RandomStatusValueNode.status2;Status Value 2;"Select the status value that will be used as value.
You can use the current value, base value or maximum value of the status value."
GamingIsLove.Makinom.Formulas.Nodes.RandomStatusValueNode.svOrigin2;Value Origin 2;"Select which value will be used:
- Base: The base value, without any bonuses.
- Current: The actual/real value (including bonuses).
- Maximum: The maximum value the status value can reach.
- To Maximum: The difference between maximum and current value."
GamingIsLove.Makinom.Formulas.Nodes.RandomStatusValueNode.combatantScope2;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.Makinom.Formulas.Nodes.RandomStatusValueNode.multiValueType2;Multi Value Use 2;"Select how values of multiple combatants will be used:
- First: Use the first available value.
- Lowest: Use the lowest available value.
- Highest: Use the highest available value.
- Average: Use the average of all available values.
- Add: Sum all available values (i.e. value1 + value 2 + value3 ...).
- Sub: Subtract all available values (i.e. value1 - value2 - value3 ...).
- Multiply: Multiply all available values (i.e. value1 * value2 * value3 ...).
- Divide: Divide all available values (i.e. value1 / value2 / value3 ...)."
GamingIsLove.Makinom.Formulas.Nodes.AttackModifierAttributeNode;Attack Modifier Attribute;A combatant's current attack modifier attribute value is used.
GamingIsLove.Makinom.Formulas.Nodes.DefenceModifierAttributeNode;Defence Modifier Attribute;A combatant's current defence modifier attribute value is used.
GamingIsLove.Makinom.Formulas.Nodes.LevelNode;Level;A combatant's current or maximum level (or class level) is used.
GamingIsLove.Makinom.Formulas.Nodes.LevelNode.useClass;Class Level;"The class level of the combatant is used.
If disabled, the base level is used."
GamingIsLove.Makinom.Formulas.Nodes.LevelNode.useMax;Use Maximum;"The maximum level is used.
If disabled, the current level is used."
GamingIsLove.Makinom.Formulas.Nodes.LevelNode.useAverage;Use Average;Use the average level of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.LevelNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.ClassSlotLevelNode;Class Slot Level;A combatant's current or maximum class level of a class equipped on a class slot is used.
GamingIsLove.Makinom.Formulas.Nodes.ClassSlotLevelNode.classSlot;Class Slot;"Select the class slot that will be used.
The used value will be 0 if the class slot isn't available on the combatant or no class is equipped on it."
GamingIsLove.Makinom.Formulas.Nodes.ClassSlotLevelNode.useMax;Use Maximum;"The maximum level is used.
If disabled, the current level is used."
GamingIsLove.Makinom.Formulas.Nodes.ClassSlotLevelNode.useAverage;Use Average;Use the average level of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.ClassSlotLevelNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.TurnNode;Turn;A combatant's current turn number is used.
GamingIsLove.Makinom.Formulas.Nodes.TurnNode.useAverage;Use Average;Use the average turn number of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.TurnNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.CheckTurnNode;Check Turn;"Checks a combatant's turn.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckTurnNode.useAverage;Use Average;Use the average turn number of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.CheckTurnNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.CheckTurnNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Formulas.Nodes.TurnValueNode;Turn Value;"A combatant's current turn value is used.
The turn value is used in to generate the turn order in 'Turn Based Battles' using 'Multi Turns'."
GamingIsLove.Makinom.Formulas.Nodes.TurnValueNode.useAverage;Use Average;Use the average turn value of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.TurnValueNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.CheckTurnValueNode;Check Turn Value;"Checks a combatant's turn value.
The turn value is used to generate the turn order in 'Turn Based Battles' using 'Multi Turns'.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckTurnValueNode.useAverage;Use Average;Use the average turn value of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.CheckTurnValueNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.CheckTurnValueNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Formulas.Nodes.ActionBarNode;Action Bar;"A combatant's current action bar is used.
In 'Turn Based Battles' and 'Phase Battles', the action bar represents the actions per turn of the combatant.
In 'Active Time Battles', the action bar represents the timebar of the combatant."
GamingIsLove.Makinom.Formulas.Nodes.ActionBarNode.usedActionBar;Used Action Bar;"Use the 'Used Action Bar' instead of the 'Action Bar'.
The 'Used Action Bar' defines how much of the action bar is already used by actions.
In 'Turn Based Battles' and 'Phase Battles', the used action bar will be increased by the actions the combatant selected.
In 'Active Time Battles', the used action bar defines how much of the timebar has already been used."
GamingIsLove.Makinom.Formulas.Nodes.ActionBarNode.useAverage;Use Average;Use the average turn value of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.ActionBarNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.CheckActionBarNode;Check Action Bar;"Checks a combatant's action bar.
In 'Turn Based Battles' and 'Phase Battles', the action bar represents the actions per turn of the combatant.
In 'Active Time Battles', the action bar represents the timebar of the combatant.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckActionBarNode.usedActionBar;Used Action Bar;"Check the 'Used Action Bar' instead of the 'Action Bar'.
The 'Used Action Bar' defines how much of the action bar is already used by actions.
In 'Turn Based Battles' and 'Phase Battles', the used action bar will be increased by the actions the combatant selected.
In 'Active Time Battles', the used action bar defines how much of the timebar has already been used.
E.g. use this to check if a combatant already chose actions by checking if the used action bar equals 0."
GamingIsLove.Makinom.Formulas.Nodes.CheckActionBarNode.useAverage;Use Average;Use the average action bar value of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.CheckActionBarNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.CheckActionBarNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Formulas.Nodes.ActionTimeNode;Action Time;"A combatant's current action time is used.
The action time is an optional feature to limit the time a combatant has to perform actions."
GamingIsLove.Makinom.Formulas.Nodes.ActionTimeNode.useMax;Use Maximum;Use the maximum action time of the combatant.
GamingIsLove.Makinom.Formulas.Nodes.ActionTimeNode.useAverage;Use Average;Use the average action time of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.ActionTimeNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.CheckActionTimeNode;Check Action Time;"Checks a combatant's action time.
The action time is an optional feature to limit the time a combatant has to perform actions.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckActionTimeNode.useMax;Use Maximum;Use the maximum action time of the combatant.
GamingIsLove.Makinom.Formulas.Nodes.CheckActionTimeNode.useAverage;Use Average;Use the average action time of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.CheckActionTimeNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.CheckActionTimeNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Formulas.Nodes.MoveRangeNode;Grid Move Range;A combatant's current grid move range is used (only available in grid battles).
GamingIsLove.Makinom.Formulas.Nodes.MoveRangeNode.useMax;Use Maximum;Use the maximum move range of the combatant.
GamingIsLove.Makinom.Formulas.Nodes.MoveRangeNode.useAverage;Use Average;Use the average move range of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.MoveRangeNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.CheckMoveRangeNode;Check Grid Move Range;"Checks a combatant's current grid move range (only available in grid battles).
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckMoveRangeNode.useMax;Use Maximum;Use the maximum move range of the combatant.
GamingIsLove.Makinom.Formulas.Nodes.CheckMoveRangeNode.useAverage;Use Average;Use the average move range of the combatant's group.
GamingIsLove.Makinom.Formulas.Nodes.CheckMoveRangeNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.Makinom.Formulas.Nodes.CheckMoveRangeNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Formulas.Nodes.InventorySpaceNode;Inventory Space;A combatant's used (occupied) or maximum inventory space is used.
GamingIsLove.Makinom.Formulas.Nodes.InventorySpaceNode.useMax;Use Maximum;"The maximum inventory space is used.
If disabled, the currently used (occupied) inventory space is used."
GamingIsLove.Makinom.Formulas.Nodes.InventoryQuantityNode;Inventory Quantity;The quantity of an item, equipment, currency, AI behaviour or AI ruleset in a combatant's inventory is used.
GamingIsLove.Makinom.Formulas.Nodes.CheckStatusNode;Check Status;"Checks a combatant for defined status conditions, e.g. status value.
If the check is true, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckStatusNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.Makinom.Formulas.Nodes.CheckStatusNode.combatantsNeeded;Combatants Needed;Either all or only one combatant must match the defined status conditions.
GamingIsLove.Makinom.Formulas.Nodes.StatusForkNode;Status Fork;"Checks a combatant for certain status conditions.
If a status condition is valid, it's next node will be executed.
If no status condition is valid, 'Failed' will be executed."
GamingIsLove.Makinom.Formulas.Nodes.EquipmentDurabilityNode;Equipment Durability;The durability of an equipment stored in selected data is used.
GamingIsLove.Makinom.Formulas.Nodes.EquipmentDurabilityNode.useMaxDurability;Use Max Durability;Use the maximum durability of the equipment.
GamingIsLove.Makinom.Formulas.Nodes.EquipmentDurabilityNode.useFirst;Use First;"Use the durability of the first found durable equipment stored in the defined selected data.
If disabled, the durability of all stored equipment will be used."
GamingIsLove.Makinom.Formulas.Nodes.IsPlayerNode;Is Player;"Checks a combatant is the player or a member of the player group.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.IsPlayerNode.isPlayer;Player/Member;"If enabled, checks if the combatant is the player combatant.
If disabled, checks if the combatant is a member of the active player group."
GamingIsLove.Makinom.Formulas.Nodes.IsEnemyNode;Is Enemy;"Checks if user and target are enemies.
If the check is valid, 'Enemies' will be executed, otherwise 'Allies'."
GamingIsLove.Makinom.Formulas.Nodes.BattleStatisticNode;Battle Statistic;"A defined battle statistic value of a combatant is used.
Requires using the 'Combatant Battle Statistics' settings defined in 'Battle System > Battle Settings'."
GamingIsLove.Makinom.Formulas.Nodes.BattleStatisticNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.Makinom.Formulas.Nodes.BattleStatisticNode.multiValueType;Multi Value Use;"Select how values of multiple combatants will be used:
- First: Use the first available value.
- Lowest: Use the lowest available value.
- Highest: Use the highest available value.
- Average: Use the average of all available values.
- Add: Sum all available values (i.e. value1 + value 2 + value3 ...).
- Sub: Subtract all available values (i.e. value1 - value2 - value3 ...).
- Multiply: Multiply all available values (i.e. value1 * value2 * value3 ...).
- Divide: Divide all available values (i.e. value1 / value2 / value3 ...)."
GamingIsLove.Makinom.Formulas.Nodes.BattleStatisticNode.statisticKey;Statistic Key;The key used to identify the statistic value.
GamingIsLove.Makinom.Formulas.Nodes.BattleStatisticNode.valueSource;Value Source;"Select which statistic value will be used:
- Decrease Received: A value decrease the combatant received (e.g. received damage).
- Decrease Given: A value decrease the combatant gave (e.g. dealt damage).
- Increase Received: A value increase the combatant received (e.g. getting healed).
- Increase Given: A value increase the combatant gave (e.g. healing others)."
GamingIsLove.Makinom.Formulas.Nodes.BattleStatisticNode.useTotalChange;Use Total Change;"Use the total change the combatant registered.
If disabled, uses the change registered from the user (requires using 'Per Combatant' statistics)."
GamingIsLove.Makinom.Formulas.Nodes.CombatantCountNode;Combatant Count;"The number of combatants in the scene is used.
The found combatants can be filtered by different settings, e.g. being enemy of a user or status conditions."
GamingIsLove.Makinom.Formulas.Nodes.CombatantCountNode.checkRange;Check Range;Only search within a defined range of the user or a position.
GamingIsLove.Makinom.Formulas.Nodes.CombatantCountNode.checkPosition;From Position;"Check the range from a defined position.
If disabled, the range will be checked from the user's position."
GamingIsLove.Makinom.Formulas.Nodes.StoreCombatantCountNode;Store Combatant Count;"Stores the number of combatants in the scene into a float variable.
The found combatants can be filtered by different settings, e.g. being enemy of a user or status conditions."
GamingIsLove.Makinom.Formulas.Nodes.StoreCombatantCountNode.checkRange;Check Range;Only search within a defined range of the user or a position.
GamingIsLove.Makinom.Formulas.Nodes.StoreCombatantCountNode.checkPosition;From Position;"Check the range from a defined position.
If disabled, the range will be checked from the user's position."
GamingIsLove.Makinom.Formulas.Nodes.CheckEquipmentNode;Check Equipment;"Checks the equipment of a combatant.
If the check is true, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckEquipmentNode.anySlot;Any Equipment Slot;Check all equipment slots of the combatant if any of them matches the defined equipment.
GamingIsLove.Makinom.Formulas.Nodes.CheckEquipmentNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be checked.
GamingIsLove.Makinom.Formulas.Nodes.CheckEquipmentNode.checkBlockingSlot;Check Blocking Slot;Check the equipment of the slot that's blocking the selected equipment slot.
GamingIsLove.Makinom.Formulas.Nodes.CheckEquipmentNode.useSelectedData;Use Selected Data;Check for an equipment stored in selected data.
GamingIsLove.Makinom.Formulas.Nodes.CheckEquipmentNode.isUnequipped;Is Unequipped;The equipment slot has to be unequipped
GamingIsLove.Makinom.Formulas.Nodes.CheckEquipmentNode.anyEquipment;Any Equipment;"Checks the equipment slot for any equipment.
If disabled, a defined equipment has to be equipped."
GamingIsLove.Makinom.Formulas.Nodes.CheckEquipmentNode.equip;Equipment;Select the equipment that will be checked for.
GamingIsLove.Makinom.Formulas.Nodes.CheckEquipmentNode.levelCheck;Level Check;Select the level of the equipment that will be checked for.
GamingIsLove.Makinom.Formulas.Nodes.EquipmentForkNode;Equipment Fork;"Checks a selected equipment slot of a combatant.
If an equipment condition is valid, it's next node will be executed.
If no condition is valid, 'Failed' will be executed."
GamingIsLove.Makinom.Formulas.Nodes.EquipmentForkNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be checked.
GamingIsLove.Makinom.Formulas.Nodes.EquipmentForkNode.checkBlockingSlot;Check Blocking Slot;Check the equipment of the slot that's blocking the selected equipment slot.
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionNode;Check Faction;"Checks the faction of a combatant.
If the faction equals a defined faction, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionNode.faction;Faction;Select the faction that will be checked for.
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionSympathyNode;Check Faction Sympathy;"Checks the sympathy a faction has for another faction.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionSympathyNode.useCombatant;Use Combatant;Use the faction of a combatant.
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionSympathyNode.faction;Faction;Select the faction that will be checked.
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionSympathyNode.useCombatant2;Use Combatant;Use the faction of a combatant.
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionSympathyNode.faction2;Faction;Select the faction that will be checked for.
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionBenefitNode;Check Faction Benefit;"Checks the benefit a faction gives to another faction.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionBenefitNode.useCombatant;Use Combatant;Use the faction of a combatant.
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionBenefitNode.faction;Faction;Select the faction that will be checked.
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionBenefitNode.useCombatant2;Use Combatant;Check the sympathy for a combatant's faction.
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionBenefitNode.faction2;Faction;Select the faction that will be checked for.
GamingIsLove.Makinom.Formulas.Nodes.CheckFactionBenefitNode.factionBenefit;Faction Benefit;Select the faction benefit that will be checked for.
GamingIsLove.Makinom.Formulas.Nodes.IsLinkedCombatantNode;Is Linked Combatant;"Checks if a combatant is linked to another combatant.
If the check is true, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.IsLinkedCombatantNode.linkedKey;Linked Key;Define the key that will be used.
GamingIsLove.Makinom.Formulas.Nodes.StatusEffectAddedByNode;Status Effect Added By;"Checks if the user's status effect was added by a target.
If the check is true, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.Makinom.Formulas.Nodes.StatusEffectAddedByNode.effect;Status Effect;Select the status effect that will be checked for.
GamingIsLove.Makinom.Formulas.Nodes.InGridFormationNode;In Grid Formation;"Checks if a combatant's group currently is in any or a defined grid formation, or checks if a combatant is part of a formation.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.Makinom.Formulas.Nodes.InGridFormationNode.checkCombatant;Check Combatant;Checks if a combatant is part of a formation.
GamingIsLove.Makinom.Formulas.Nodes.InGridFormationNode.anyFormation;Any Formation;Checks if the combatant's group is in any grid formation.
GamingIsLove.Makinom.Formulas.Nodes.InGridFormationNode.formation;Grid Formation;Select the grid formation that will be used.
GamingIsLove.Makinom.Formulas.Nodes.IsGridFormationLeaderNode;Is Grid Formation Leader;"Checks if a combatant is the leader of a grid formation.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.Makinom.Formulas.Nodes.InGridFormationPositionNode;In Grid Formation Position;"Checks if a combatant is on the assigned grid formation position cell.
The formation leader is always in formation position.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.Makinom.Formulas.Nodes.GridFormationFinishedNode;Grid Formation Finished;"Checks if all combatants reached their grid formation position.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.Makinom.Formulas.Nodes.GridFormationFinishedNode.onlyFilled;Only Filled Positions;"Only positions that have a combatant assigned will be checked.
If disabled, an empty position will result in failure."
GamingIsLove.Makinom.Formulas.Nodes.GridFormationFinishedNode.checkRotation;Check Rotation;"Checks if the combatant's rotation matches the rotation defined by the position (e.g. matching the leader's rotatin).
If disabled, rotations are ignored."
GamingIsLove.Makinom.Formulas.Nodes.GridFormationFinishedNode.checkGridDistance;Check Grid Distance;"Only positions where the combatant is a defined grid distance away from the cell will be checked.
If the combatant is farther away, the position will be ignored."
GamingIsLove.Makinom.Formulas.Nodes.GridFormationPossibleNode;Grid Formation Possible;"Checks if a combatant group's formation is possible or a defined grid formation is possible at a combatant's cell.
A formation isn't possible if one of the position cells is blocked or invalid (outside the grid).
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.Makinom.Formulas.Nodes.GridFormationPossibleNode.useCurrentFormation;Use Current Formation;"Uses the combatant group's current formation for the check.
The check fails if the combatant's group isn't in formation.
If disabled, a defined grid formation is used."
GamingIsLove.Makinom.Formulas.Nodes.GridFormationPossibleNode.formation;Grid Formation;Select the grid formation that will be used.
GamingIsLove.Makinom.Formulas.Nodes.GridDistanceNode;Grid Distance;The grid distance between user and target is used.
GamingIsLove.Makinom.Formulas.Nodes.GridDistanceNode.blockDiagonalDistance1;Block Diagonal Distance 1;Diagonal cells in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
GamingIsLove.Makinom.Formulas.Nodes.GridDistanceNode.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.Makinom.Formulas.Nodes.CheckGridDistanceNode;Check Grid Distance;"The distance on a battle grid between user and target is checked with a defined value.
Neighbouring cells have a distance of 1, a cell between is distance of 2, etc.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.Makinom.Formulas.Nodes.CheckGridDistanceNode.blockDiagonalDistance1;Block Diagonal Distance 1;Diagonal cells in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
GamingIsLove.Makinom.Formulas.Nodes.CheckGridDistanceNode.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.Makinom.Formulas.Nodes.CheckGridDistanceNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.Makinom.Formulas.Nodes.IsGridCellDiagonalNode;Is Grid Cell Diagonal;"Checks if user and target are diagonal to each other ('Square' grids only).
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.Makinom.Formulas.Nodes.IsGridCellDiagonalNode.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.Makinom.Formulas.Nodes.CheckGridCellTypeNode;Check Grid Cell Type;"Checks if a combatant is currently on a cell of a defined grid cell type.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.Makinom.Formulas.Nodes.CheckGridCellTypeNode.gridCellType;Grid Cell Type;Select the grid cell type that will be used.
GamingIsLove.Makinom.Formulas.Nodes.SelectCombatantNode;Select Combatant;Uses combatants as selected data.
GamingIsLove.Makinom.Formulas.Nodes.SelectCombatantNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.Makinom.Formulas.Nodes.SelectCombatantNode.useRandom;Use Random;Use a random combatant from the group.
GamingIsLove.Makinom.Formulas.Nodes.SelectCombatantNode.useRequirements;Use Requirements;"Check for enemy state or valid conditions, e.g. combatant status or variable conditions to check if a combatant will be used.
The requirements are only checked for the combatant itself, not e.g. the combatant's last targets."
GamingIsLove.Makinom.Formulas.Nodes.SelectCombatantNode.isEnemy;Is Enemy;"Select if the combatants are enemies of the user:
- Yes: The combatants are enemies.
- No: The combatants are allies.
- Ignore: Ignores the faction standings."
GamingIsLove.Makinom.Formulas.Nodes.SelectCombatantBodyPartNode;Select Combatant Body Part;Uses body parts of combatants or the parent combatant of body parts as selected data.
GamingIsLove.Makinom.Formulas.Nodes.SelectCombatantBodyPartNode.getParentCombatant;Get Parent Combatant;"Get the parent combatant of the defined combatants (body parts).
If disabled, body parts of the defined combatants will be used."
GamingIsLove.Makinom.Formulas.Nodes.SelectAbilityNode;Select Ability;Uses abilities of combatants or a newly created ability as selected data.
GamingIsLove.Makinom.Formulas.Nodes.SelectAbilityNode.createAbility;Create Ability;"Create a new instance of the defined ability.
If disabled, abilities known by a combatant will be used."
GamingIsLove.Makinom.Formulas.Nodes.SelectAbilityNode.allAbilities;All Abilities;Get all abilities of the combatant.
GamingIsLove.Makinom.Formulas.Nodes.SelectAbilityNode.useableIn;Useable In;"Select where the abilities can be used:
- Field: Useable in the field (i.e. not in battles).
- Battle: Useable in battles (i.e. not in the field).
- Both: Useable in battles and in the field.
- None: Passive abilities."
GamingIsLove.Makinom.Formulas.Nodes.SelectAbilityNode.addTemporary;Add Temporary Abilities;"Select if temporary abilities will be included:
- Yes: Temporary abilities will be included.
- No: Temporary abilities will not be included.
- Only: Only temporary abilities will be used."
GamingIsLove.Makinom.Formulas.Nodes.SelectAbilityNode.addPassiveToggleable;Add Passive Toggleable;Add passive abilities that can be turned on/off.
GamingIsLove.Makinom.Formulas.Nodes.SelectAbilityNode.ignoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.Makinom.Formulas.Nodes.SelectAbilityNode.addHidden;Add Hidden Abilities;"Hidden abilities (either via the ability or ability type being hidden) will be added.
If disabled, hidden abilities will be excluded."
GamingIsLove.Makinom.Formulas.Nodes.SelectAbilityNode.limitAbilityType;Limit Ability Type;Limit the abilities to a defined ability type and it's sub-types.
GamingIsLove.Makinom.Formulas.Nodes.SelectAbilityNode.abilityType;Ability Type;Select the ability type that will be used to limit the abilities.
GamingIsLove.Makinom.Formulas.Nodes.SelectAbilityNode.useSubTypes;Use Sub-Types;The sub-types of the defined ability type will also be used.
GamingIsLove.Makinom.Formulas.Nodes.SelectBaseAttackNode;Select Base Attack;Uses base attacks of combatants as selected data.
GamingIsLove.Makinom.Formulas.Nodes.SelectBaseAttackNode.attackScope;Base Attack Scope;"Select the scope of the base attack that will be used:
- Current: Use the current base attack of the combatant.
- Index: Use a base attack at a defined index.
- All: Use all base attacks of the combatant."
GamingIsLove.Makinom.Formulas.Nodes.SelectCounterAttackNode;Select Counter Attack;Uses counter attacks of combatants as selected data.
GamingIsLove.Makinom.Formulas.Nodes.SelectEquipmentNode;Select Equipment;Uses the equipment currently equipped on combatants as selected data.
GamingIsLove.Makinom.Formulas.Nodes.SelectEquipmentNode.allEquipment;All Equipment;"Use all currently equipped equipment of the combatant.
If disabled, only the equipment of a defined equipment slot will be used."
GamingIsLove.Makinom.Formulas.Nodes.SelectEquipmentNode.equipmentSlot;Equipment Slot;Select the equipment slot which's current equipment will be used.
GamingIsLove.Makinom.Formulas.Nodes.SelectEquipmentNode.limitItemType;Limit Item Type;Limit the equipment to a defined item type and its sub-types.
GamingIsLove.Makinom.Formulas.Nodes.SelectEquipmentNode.itemType;Item Type;Select the item type that will be used to limit the equipment.
GamingIsLove.Makinom.Formulas.Nodes.SelectItemNode;Select Item;Uses items from the inventory of combatants or newly created items as selected data.
GamingIsLove.Makinom.Formulas.Nodes.SelectItemNode.createItem;Create Item;"Create new instances of the defined items.
If disabled, items from the inventories of combatants will be used."
GamingIsLove.Makinom.Formulas.Nodes.SelectItemNode.allItems;All Items;"Use all items currently in the combatant's inventory.
If disabled, only the defined items will be used."
GamingIsLove.Makinom.Formulas.Nodes.SelectItemNode.addHidden;Add Hidden Items;"Hidden items (either via the item or item type being hidden) will be added.
If disabled, hidden items will be excluded."
GamingIsLove.Makinom.Formulas.Nodes.SelectItemNode.limitItemType;Limit Item Type;Limit the items to a defined item type and its sub-types.
GamingIsLove.Makinom.Formulas.Nodes.SelectItemNode.itemType;Item Type;Select the item type that will be used to limit the items.
GamingIsLove.Makinom.Formulas.Nodes.SelectItemNode.useInventoryContainer;Use Inventory Container;"Select items from a defined inventory container.
No items will be selected if the combatant doesn't have inventory containers (e.g. when feature not used or limited to player combatants)."
GamingIsLove.Makinom.Formulas.Nodes.SelectItemNode.inventoryContainer;Inventory Container;Select the inventory container that will be used.
GamingIsLove.Makinom.Formulas.Nodes.SelectItemNode.useFilter;Use Filter;"Use item or equipment variable conditions on the items and equipment.
Items and equipment that doesn't match the conditions will not be used.
Other things without variables will not be checked.
The item/equipment variables are available as 'Local' variable origin."
GamingIsLove.Makinom.Formulas.Nodes.SelectedDataLevelNode;Selected Data Level;"The level of something stored in selected data is used.
E.g. uses the level of an ability, equipment, combatant or class stored in selected data as value."
GamingIsLove.Makinom.Formulas.Nodes.SelectedDataLevelNode.multiValueType;Multi Value Use;"Select how values of multiple level contents will be used:
- First: Use the first available value.
- Lowest: Use the lowest available value.
- Highest: Use the highest available value.
- Average: Use the average of all available values.
- Add: Sum all available values (i.e. value1 + value 2 + value3 ...).
- Sub: Subtract all available values (i.e. value1 - value2 - value3 ...).
- Multiply: Multiply all available values (i.e. value1 * value2 * value3 ...).
- Divide: Divide all available values (i.e. value1 / value2 / value3 ...)."
GamingIsLove.Makinom.Formulas.Nodes.SelectedDataLevelNode.useMaxLevel;Use Max Level;Use the maximum level instead of the current level.
GamingIsLove.Makinom.Formulas.Nodes.CheckSelectedDataLevelNode;Check Selected Data Level;"Checks the level of something stored in selected data.
E.g. Checks the level of an ability, equipment, combatant or class stored in selected data."
GamingIsLove.Makinom.Formulas.Nodes.CheckSelectedDataLevelNode.multiValueType;Multi Value Use;"Select how values of multiple level contents will be used:
- First: Use the first available value.
- Lowest: Use the lowest available value.
- Highest: Use the highest available value.
- Average: Use the average of all available values.
- Add: Sum all available values (i.e. value1 + value 2 + value3 ...).
- Sub: Subtract all available values (i.e. value1 - value2 - value3 ...).
- Multiply: Multiply all available values (i.e. value1 * value2 * value3 ...).
- Divide: Divide all available values (i.e. value1 / value2 / value3 ...)."
GamingIsLove.Makinom.Formulas.Nodes.CheckSelectedDataLevelNode.useMaxLevel;Use Max Level;Use the maximum level instead of the current level.
GamingIsLove.Makinom.Formulas.Nodes.InitSelectedDataVariablesNode;Init Selected Data Variables;"Initializes variables of content stored in selected data.
This can be used to initialize the variables of abilities, items or equipment again, using a defined combatant as user."
GamingIsLove.ORKFramework.AccessHandler;Default;Uses default access functionality for single player games.
GamingIsLove.ORKFramework.AnimationTypesSettings.idle;Idle Type;Select the animation type used for the idle animation (i.e. when the combatant isn't moving).
GamingIsLove.ORKFramework.AnimationTypesSettings.walk;Walk Type;Select the animation type used for the walk animation (i.e. when the combatant is walking (walk speed setting of the combatant).
GamingIsLove.ORKFramework.AnimationTypesSettings.run;Run Type;Select the animation type used for the run animation (i.e. when the combatant is running (run speed setting of the combatant).
GamingIsLove.ORKFramework.AnimationTypesSettings.sprint;Sprint Type;Select the animation type used for the sprint animation (i.e. when the combatant is sprinting (sprint speed setting of the combatant).
GamingIsLove.ORKFramework.AnimationTypesSettings.jump;Jump Type;Select the animation type used for the jump animation (i.e. when the combatant jumps).
GamingIsLove.ORKFramework.AnimationTypesSettings.fall;Fall Type;Select the animation type used for the fall animation (i.e. when the combatant falls).
GamingIsLove.ORKFramework.AnimationTypesSettings.land;Land Type;Select the animation type used for the land animation (i.e. when the combatant lands on the ground after falling).
GamingIsLove.ORKFramework.AnimationTypesSettings.actionChooseIdle;Action Choose Idle Type;Select the animation type used for the idle animation when choosing an action (e.g. when the player chooses the combatant's next action in the battle menu and isn't moving).
GamingIsLove.ORKFramework.AnimationTypesSettings.actionWaitIdle;Action Wait Idle Type;Select the animation type used for the idle animation when waiting to perform an action (i.e. when the combatant already chose the next action and isn't moving).
GamingIsLove.ORKFramework.AnimationTypesSettings.actionCastIdle;Action Cast Idle Type;Select the animation type used for the idle animation when casting an action (i.e. when the combatant is casting an action and isn't moving).
GamingIsLove.ORKFramework.AnimationTypesSettings.turnEndedIdle;Turn Ended Idle Type;Select the animation type used for the idle animation when a combatant's turn ended (i.e. when the combatant finished all actions).
GamingIsLove.ORKFramework.AnimationTypesSettings.death;Death Type;Select the animation type used for the death animation (i.e. when the combatant dies).
GamingIsLove.ORKFramework.AnimationTypesSettings.revive;Revive Type;Select the animation type used for the revive animation (i.e. when the combatant is revived while being dead.
GamingIsLove.ORKFramework.AnimationTypesSettings.victory;Victory Type;Select the animation type used for the victory animation (i.e. when the combatant wins a battle.
GamingIsLove.ORKFramework.ORKGameControlsSettings.switchOnlyBattle;Only Battle Group;Only members of the battle group will be available for switching.
GamingIsLove.ORKFramework.ORKGameControlsSettings.switchNotDead;Not Dead;Dead combatants will be ignored, i.e. only alive members of the active player group will be used.
GamingIsLove.ORKFramework.ORKGameControlsSettings.switchKeepScale;Keep Scale;"When spawning a new player it'll use the scale of the currently spawned player.
Only used if a new player is spawned, but used in all cases when this happens (i.e. not limited to the group member keys)."
GamingIsLove.ORKFramework.ORKGameControlsSettings.switchPlayer;Switch Player;"The plus/minus keys will switch the player from one group member to the other.
If your party isn't spawned in the field, the current player object will be replaced with the new player.
A combatant with 'Not Controllable' enabled can't be switched to."
GamingIsLove.ORKFramework.ORKGameControlsSettings.switchField;Field;The player can be changed in the field (i.e. outside of battles).
GamingIsLove.ORKFramework.ORKGameControlsSettings.switchMenuUser;Switch Menu User;"The plus/minus keys will switch the current battle menu user.
This is only possible when more than one battle menu is displayed (i.e. also only in 'Active Time' and 'Real Time' battles)."
GamingIsLove.ORKFramework.ORKGameControlsSettings.switchMenuActiveTime;Active Time;The menu user can be changed in 'Active Time' battles.
GamingIsLove.ORKFramework.ORKGameControlsSettings.switchMenuRealTime;Real Time;The menu user can be changed in 'Real Time' battles.
GamingIsLove.ORKFramework.ORKGameControlsSettings.loopAbilityLevels;Loop Levels;The ability level changes will loop when at the end (level 1 or currently learned maximum level).
GamingIsLove.ORKFramework.BattleCameraSettings.type;Battle Camera Type;"Select the battle camera that will be used:
- None: The battle camera isn't used.
- Block Schematics: Camera changes by schematics are blocked, performs rotations and look at actions (individual battle animations can block this and still allow camera changes).
- Allow Schematics: Camera changes by schematics are allowed, performs look at actions (except 'Simple Look').
Please note that rotation and 'Simple Look' look at actions only work with blocked camera controls."
GamingIsLove.ORKFramework.BattleCameraSettings.useCombatantCenter;Combatant Center;"The camera will use the center of all combatants for it's rotation and look movements.
If disabled, the position of the battle arena is used."
GamingIsLove.ORKFramework.BattleCameraSettings.rememberPosition;Remember Position;"The last position of the battle camera is remembered.
If the battle camera changes (e.g. to look at the latest target), it will return to the remembered position after it's 'look at' action is finished."
GamingIsLove.ORKFramework.BattleCameraSettings.lookAtDamping;Look Damping;"The damping for 'look at' camera changes.
The higher the value, the faster the camera will get to it's looking position.
A lower value will result in a smoother camera movement."
GamingIsLove.ORKFramework.BattleCameraSettings.rotationAxis;Rotation Axis;"Set at the camera's rotation axis by setting it's X, Y and Z rotation.
E.g. X=0, Y=1, Z=0 will rotate along the Y-axis around the battle arena.
A value between 0 and 1 is recommended."
GamingIsLove.ORKFramework.BattleCameraSettings.rotationSpeed;Rotation Speed;"The speed at which the camera will rotate.
Set the speed to 0 if no camera rotation is wanted.
Use negative numbers to invert rotation."
GamingIsLove.ORKFramework.BattleCameraSettings.limitRotation;Limit Rotation;"The rotation is limited to defined minimum/maximum degrees.
If the camera rotation reaches a limit (rotation at battle start + min/max rotation), the rotation is inverted (the camera rotates into the opposite direction)."
GamingIsLove.ORKFramework.BattleCameraSettings.minRotation;Minimum Rotation;"The minimum rotation of the camera (left limit) in degree.
The value has to be between -180 and 0."
GamingIsLove.ORKFramework.BattleCameraSettings.maxRotation;Maximum Rotation;"The maximum rotation of the camera (right limit) in degree.
The value has to be between 0 and 180."
GamingIsLove.ORKFramework.BattleCameraSettings.toggleClearLookTargets;Clear Look Targets;Clear the current look targets when toggling off the battle camera.
GamingIsLove.ORKFramework.BattleCameraSettings.toggleOnlyPlayerChoosing;Only Player Choosing;The toggle key can only be used while a player combatant is choosing an action.
GamingIsLove.ORKFramework.BattleCameraSettings.cameraControlTarget;Camera Control Target;"Changes the camera control target to the selecting player combatant, the battle arena or the player.
The camera control must descent from the 'BaseCameraControl' class (like all built-in camera controls)."
GamingIsLove.ORKFramework.BattleCameraSettings.cameraControlTargetSelectingPlayer;Selecting Player Member;"The currently selecting player group member is used as target.
The battle arena or player are used if no selecting player combatant is available."
GamingIsLove.ORKFramework.BattleCameraSettings.cameraControlTargetArena;Battle Arena;"The battle arena is used as target.
The player is used if the battle arena isn't available."
GamingIsLove.ORKFramework.BattleCameraSettings.ownControlTargetTransition;Own Transition;"Use a custom camera control transition when changing the camera control target.
If disabled, the default transition defined in 'Base/Control > Game Controls' will be used."
GamingIsLove.ORKFramework.BattleEndSettings.expForKiller;Experience For Killer;"The experience points of a killed enemy will go to the (player) combatant that killed it.
If disabled, the whole group or battle group will get the experience points."
GamingIsLove.ORKFramework.BattleEndSettings.splitExp;Split Experience Rewards;The experience points gained from enemies will be split through the battle group members, i.e. every group member will only get a part of the experience.
GamingIsLove.ORKFramework.BattleEndSettings.wholePartyExp;Whole Party;"The whole (active) group will receive experience.
If the experience is splitted, it will be splitted by all (active) group members."
GamingIsLove.ORKFramework.BattleEndSettings.deadExp;Dead Receive Exp.;"Dead group members will also receive experience.
If disabled, only group members who are alive will receive experience."
GamingIsLove.ORKFramework.BattleEndSettings.splitNormalSV;Split Normal Rewards;The 'Normal' status value points gained from enemies will be split through the battle group members, i.e. every group member will only get a part of the 'Normal' status value reward.
GamingIsLove.ORKFramework.BattleEndSettings.wholePartyNormalSV;Whole Party;"The whole (active) group will receive 'Normal' status value rewards.
If the 'Normal' status value rewards are splitted, it will be splitted by all (active) group members."
GamingIsLove.ORKFramework.BattleEndSettings.deadNormalSV;Dead Receive Normal;"Dead group members will also receive 'Normal' status value rewards.
If disabled, only group members who are alive will receive 'Normal' status value rewards."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.hideUnusedPrefabs;Hide Unused Prefabs;"Spawned prefabs that are currently not in use (e.g. the replaced cell prefab or the highlight prefab when stopping the highlight) will be hidden instead of disabled.
Hiding will disable the renderer and projector components on the prefab.
If disabled, the prefabs will be disabled.
Using this setting can have performance improvements when using prefabs as highlights."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.useCombatantCells;Use Combatant Cells;"Highlight the cell a combatant is currently occupying.
You can define different highlights for player group members, allies and enemies of the player.
These highlights will be displayed permanently and overridden by all other highlights (e.g. combatant selection)."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesCombatantCells;UI Hides Cells;Combatant cell highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.useTurnEndedCombatantCells;Use Turn Ended Cells;"Use different highlights for combatants that ended their turn.
Using turn ended highlights but not using a highlight for player/ally/enemy will fall back to the regular combatant cell highlights."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.useCombatantSelections;Use Combatant Selections;"Use different grid highlights when a cell with a combatant is selected.
You can define different highlights for player group members, allies and enemies of the player.
These highlights will override other selection highlights (e.g. for move command or examine grid), the highlights still have to be enabled to actually show the override highlight."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesCombatantSelections;UI Hides Selections;Combatant selection highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesPlacement;UI Hides Placement;Combatant placement highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesMoveCommand;UI Hides Move Command;Move command highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.moveRangeBlockedHighlightOccupied;Blocked Highlight Occupied;"Cells occupied by a combatant are highlighted by the 'Move Range (Blocked)' and 'Move Range (Passable)' highlights.
If disabled, occupied cells aren't highlighted as blocked."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesAvailableTarget;UI Hides Available Target;Available target highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.availableTargetActionSelection;In Action Selection;"The available targets of an ability/item will be highlighted in the action selection of the battle menu.
I.e. the available target cells will be highlighted upon selecting (not accepting) the base attack or an ability/item in the battle menu."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.availableTargetTargetSelection;In Target Selection;"The available targets of an ability/item will be highlighted in the target selection.
I.e. the available target cells will be highlighted while selecting (not accepting) a target for the ability/item."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.availableTargetTooltip;For Tooltips;"The available targets of an ability/item will be highlighted for tooltips (i.e. cursor over something with a tooltip).
I.e. the available target cells will be highlighted while having the cursor over something with a tooltip (e.g. from a 'Shortcut' slot in a HUD)."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.availableTargetAboveAffectRange;Above Affect Range;"The available target highlight will be displayed above the affect range highlight, i.e. an available target will overrule the affect range.
If disabled, the affect range will overrule the available targets."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesSelectedTarget;UI Hides Available Target;Selected target highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesTargetCell;UI Hides Target Cell;Target cell highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesOrientation;UI Hides Orientation;Orientation highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesMarkedCell;UI Hides Marked Cell;Marked cell highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesUseRange;UI Hides Use Range;Use range highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.useRangeActionSelection;In Action Selection;"The use range of an ability/item will be highlighted in the action selection of the battle menu.
I.e. the use range cells will be highlighted upon selecting (not accepting) the base attack or an ability/item in the battle menu."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.useRangeTargetSelection;In Target Selection;"The use range of an ability/item will be highlighted in the target selection.
I.e. the use range cells will be highlighted while selecting (not accepting) a target for the ability/item."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.useRangeTooltip;For Tooltips;"The use range of an ability/item will be highlighted for tooltips (i.e. cursor over something with a tooltip).
I.e. the use range cells will be highlighted while having the cursor over something with a tooltip (e.g. from a 'Shortcut' slot in a HUD)."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesAffectRange;UI Hides Affect Range;Affect range highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.affectRangeActionSelection;In Action Selection;"The affect range of an ability/item will be highlighted in the action selection of the battle menu.
I.e. the affect range cells will be highlighted upon selecting (not accepting) the base attack or an ability/item in the battle menu."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.affectRangeTargetSelection;In Target Selection;"The affect range of an ability/item will be highlighted in the target selection.
I.e. the affect range cells will be highlighted while selecting (not accepting) a target for the ability/item."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.affectRangeTooltip;For Tooltips;"The affect range of an ability/item will be highlighted for tooltips (i.e. cursor over something with a tooltip).
I.e. the affect range cells will be highlighted while having the cursor over something with a tooltip (e.g. from a 'Shortcut' slot in a HUD)."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesExamine;UI Hides Examine;Examine highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.examineCombatantIsBlocked;Combatant Is Blocked;Combatants use the blocked selection cursor.
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesSelectingCombatant;UI Hides Selecting Combatant;Selecting combatant highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.selectingPriority;Prioritize Selecting;The selecting combatant highlights will be prioritized, i.e. they'll be displayed instead of all other highlights (e.g. selection cursors).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.selectingCombatantActionSelection;In Action Selection;"The selecting combatant will also be highlighted in the action selection of the battle menu.
I.e. the selecting combatant's cell will also be highlighted upon selecting (not accepting) the base attack or an ability/item in the battle menu."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.selectingCombatantTargetSelection;In Target Selection;"The selecting combatant will also be highlighted in the target selection.
I.e. the selecting combatant's cell will also be highlighted while selecting (not accepting) a target for the ability/item."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.selectingCombatantTooltip;For Tooltips;"The selecting combatant will be highlighted for tooltips (i.e. cursor over something with a tooltip).
I.e. the selecting combatant's cell will be highlighted while having the cursor over something with a tooltip (e.g. from a 'Shortcut' slot in a HUD)."
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesGridFormation;UI Hides Grid Formation;Grid formation highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridHighlightSettings.uiHidesCustom;UI Hides Custom;Custom highlights are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.BattleGridSettings.type;Grid Type;"Select which type of grid will be used:
- Square: The grid consists of square cells.
- Hexagonal: The grid consists of hexagonal cells."
GamingIsLove.ORKFramework.BattleGridSettings.squareDiagonalDistanceOne;Diagonal Distance 1;Diagonal cells are also a distance of 1 instead of 2.
GamingIsLove.ORKFramework.BattleGridSettings.hexagonalType;Hexagonal Type;"Select which type of hexagonal grid will be used:
- Horizontal Even: Pointy topped, every even row will be offset by half X cell offset.
- Horizontal Odd: Pointy topped, every odd row will be offset by half X cell offset.
- Vertical Even: Flat topped, every even column will be offset by half Y cell offset.
- Vertical Odd: Flat topped, every odd column will be offset by half Y cell offset."
GamingIsLove.ORKFramework.BattleGridSettings.cellSize;Cell Size;The size of individual cells in world units.
GamingIsLove.ORKFramework.BattleGridSettings.cellOffset;Cell Offset;"The offset between individual cells.
X is the horizontal/column offset (X-axis), Y is the vertical/row offset (Z-axis)."
GamingIsLove.ORKFramework.BattleGridSettings.horizontalPlane;Horizontal Plane;"The horizontal plane used by grids.
Use 'XY' for 2D top down scenes."
GamingIsLove.ORKFramework.BattleGridSettings.rayLayerMask;Layer Mask;"Select the layer the raycast will use.
Only objects on this layer can be hit by the raycast."
GamingIsLove.ORKFramework.BattleGridSettings.rayDistance;Distance;"The distance the raycast will use (from the camera).
If nothing is hit within this distance, no cell will be found."
GamingIsLove.ORKFramework.BattleSettings.defaultBattleSystem;Default Battle System;Select which battle system will be used when a battle or combatant doesn't define a specific system.
GamingIsLove.ORKFramework.BattleSettings.realTimeBattleAreaSystem;Real Time Area System;Select which 'Real Time' battle system will be used in real time battle areas.
GamingIsLove.ORKFramework.BattleSettings.defaultBattleMenu;Default Battle Menu;"The default battle menu.
Battle systems, classes and combatants can override the default battle menu."
GamingIsLove.ORKFramework.BattleSettings.enemyCounter;Enemy Counter;"Enemies of the same type can have a counter added to their name to differentiate them from another:
- None: No counter is added.
- Letters: Letters are used (A, B, C, ...).
- Numbers: Numbers are used (1, 2, 3, ...).
The enemy counter is only used in arena battles."
GamingIsLove.ORKFramework.BattleSettings.enemyCounterType;Count Type;"Select how enemies are counted:
- ID: Based on the combatant's ID.
- Name: Based on the combatant's name (i.e. matching names are counted together)."
GamingIsLove.ORKFramework.BattleSettings.playDamageAnim;Play Damage Animation;"Combatants currently performing a battle action (and by this a battle animation) will play their damage animation when receiving damage.
If disabled, damage animations will be ignored for combatants that are in action while receiving damage."
GamingIsLove.ORKFramework.BattleSettings.playVictoryAnimation;Play Victory Animation;"The combatants that won the battle will play the victory animation type.
Disable this setting to not automatically play a victory animation, e.g. if you want to handle this in the battle end schematic."
GamingIsLove.ORKFramework.BattleSettings.removeDeadActions;Remove Dead Actions;"A combatant's death will remove all scheduled actions of the combatant.
If disabled, the actions are kept scheduled and will be removed when trying to perform them."
GamingIsLove.ORKFramework.BattleSettings.defendRate;Base Defend Rate;"Define the base defence rate when using the defend command.
It's used as percent value - i.e. if the value is 100, the damage will do 100 % of it's original damage, if the result is 50, the damage will only do 50 % of it's original damage."
GamingIsLove.ORKFramework.BattleSettings.counterChance;Base Counter Chance;"Define the base counter chance.
The counter chance decides if a combatant counters an attack (i.e. when received damage).
The counter is performed if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value.
When using a formula, the attacked combatant (who will counter) will be used as the user in the calculation, while the attacker is the target.
Combatants can override the counter chance."
GamingIsLove.ORKFramework.BattleSettings.blockChance;Base Block Chance;"Define the base block chance.
Attacks and abilities can be blocked (if enabled) if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value.
When using a formula, the attacked combatant will be used as the target in the calculation, while the attacker is the user.
Combatants can override the block chance."
GamingIsLove.ORKFramework.BattleSettings.escapeChance;Base Escape Chance;"Define the base escape chance when using the escape command.
The escape is performed if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value.
Combatants can override the escape chance."
GamingIsLove.ORKFramework.BattleSettings.experienceFactor;Base Experience Factor;"Define the base experience factor.
The experience factor influences the experience a combatant gains from battle. E.g.:
- factor 1: The combatant gets 100 % of the experience.
- factor 0.5: The combatant gets 50 % of the experience.
- factor 2: The combatant gets 200 % of the experience.
A negative experience factor is not possible, the smallest factor is 0.
Combatants can override the experience factor."
GamingIsLove.ORKFramework.BattleSettings.randomBattleFactor;Random Battle Factor;"Define the random battle factor.
The random battle factor is used to influence the chance of random battles occurring via 'Random Battle Area' components. The factor is influenced by the player battle group's random battle factor bonuses.
When using a formula, the player combatant (i.e. leader of the player group) will be used as user and target.
E.g.:
The random battle chance is 10 %, the factor is 100 % - the final chance is 10 %.
The chance is 10 %, the factor is 50 % - the final chance is 5 %."
GamingIsLove.ORKFramework.BattleSettings.useBattleRange;Use Battle Range;"The battle range is used to determine participating combatants.
If disabled, all combatants will participate in battle."
GamingIsLove.ORKFramework.BattleSettings.useAIRange;Use AI Range;"The AI range is used to determine if a combatant can perform AI actions.
If disabled, the distance to the player doesn't prevent performing AI actions."
GamingIsLove.ORKFramework.BattleSettings.aiRecheckTime;AI Recheck Time (s);The time in seconds between AI range checks.
GamingIsLove.ORKFramework.BattleSettings.useMoveAIRange;Use Move AI Range;"The move AI range is used to determine if a combatant can use the move AI.
If disabled, the distance to the player doesn't prevent using the move AI."
GamingIsLove.ORKFramework.BattleSpotsSettings.useRotation;Use Rotation;"Use the battle spot's rotation when spawning combatants.
If disabled, the rotation of a spawned combatant won't be changed."
GamingIsLove.ORKFramework.BattleSpotsSettings.useScale;Use Scale;"Use the battle spot's scale (localScale) when spawning combatants.
If disabled, the scale of a spawned combatant won't be changed."
GamingIsLove.ORKFramework.BattleSpotsSettings.onGround;Place On Ground;"The battle spots will be placed directly on the ground, using a raycast to find the ground.
If disabled, the battle spots will remain at their original position."
GamingIsLove.ORKFramework.BattleSpotsSettings.distance;Distance;The distance used for the raycast.
GamingIsLove.ORKFramework.BattleSpotsSettings.layerMask;Layer Mask;"The layer mask used for the raycast.
Select the layers that will be recognized as the ground."
GamingIsLove.ORKFramework.BattleTargetSettings.targetMenu;Default Target Selection;Select the default target selection template that will be used by abilities or items using the 'Default' target selection type.
GamingIsLove.ORKFramework.BattleTargetSettings.resetTargetRangeToggle;Reset Target Range Toggle;The target range toggle is reset after target selection ended (selecting a target or canceling).
GamingIsLove.ORKFramework.BattleTargetSettings.resetTargetTypeToggle;Reset Target Type Toggle;The target type toggle is reset after target selection ended (selecting a target or canceling).
GamingIsLove.ORKFramework.BattleTargetSettings.useDirectionalSelection;Use Directional Selection;"Use directional keys (up, down, left, right, or horizontal and vertical axes) to select targets based on screen-space directions from the current target (e.g. pressing up selects the nearest target above the current one, in screen space).
If no target is selected, the selection is done based on the screen center."
GamingIsLove.ORKFramework.BattleTargetSettings.directionalSelectionBlockUIBoxInput;Block UI Box Input;Block the target selection from the battle menu's UI box, i.e. horizontal and vertical menu input isn't used during target selections.
GamingIsLove.ORKFramework.BattleTargetSettings.availableTargetActionSelection;In Action Selection;"The available targets of an ability/item will be highlighted in the action selection of the battle menu.
I.e. the available target cells will be highlighted upon selecting (not accepting) the base attack or an ability/item in the battle menu."
GamingIsLove.ORKFramework.BattleTargetSettings.availableTargetTargetSelection;In Target Selection;"The available targets of an ability/item will be highlighted in the target selection.
I.e. the available target cells will be highlighted while selecting (not accepting) a target for the ability/item."
GamingIsLove.ORKFramework.BattleTargetSettings.targetLayerMask;Layer Mask;"Select the layer the raycast will use.
Only objects on this layer can be hit by the raycast."
GamingIsLove.ORKFramework.BattleTargetSettings.targetRayDistance;Distance;The distance the raycast will use (from the camera).
GamingIsLove.ORKFramework.BattleTargetSettings.targetAcceptOnlySelected;Accept Only Selected;"Mouse/touch input can only accept already selected combatants.
E.g. first click will select, 2nd click (on selected combatant) will accept the combatant."
GamingIsLove.ORKFramework.BattleTargetSettings.targetUseGridCell;Use Grid Cell;Selection also works on the grid cells of combatants in grid battles.
GamingIsLove.ORKFramework.BattleTargetSettings.targetCursorOverSelection;Cursor Over Selection;Targets can be selected by hovering the cursor over the target's game object.
GamingIsLove.ORKFramework.BattleTargetSettings.targetCursorOverMouseMoveOnly;Cursor Move Only;"Only check for hover selection when the cursor has actually been moved.
If disabled, hover selection is checked at all times."
GamingIsLove.ORKFramework.BattleTargetSettings.showTargetConfirmation;Show Target Confirmation;"Show a target confirmation dialogue after selecting a target for an ability or item.
The ability/item will only be used when the target confirmation dialogue is accepted, otherwise the target selection is resumed."
GamingIsLove.ORKFramework.BattleTextsSettings.effectRemoveTextEndBattle;Show End With Battle;Show the remove flying text for effects that end with the battle.
GamingIsLove.ORKFramework.BattleTextsSettings.effectRemoveTextEndDeath;Show End On Death;Show the remove flying text for effects that end with the death of the combatant.
GamingIsLove.ORKFramework.CombatantsSettings.objectVariableSetting;Use Object Variables;"Automatically adds an 'Object Variables' component to the combatant's game object.
Object variables are used to bind variables to game objects in the scene."
GamingIsLove.ORKFramework.CombatantsSettings.controlMap;Control Map;Select the control map that will be available.
GamingIsLove.ORKFramework.CombatantsSettings.multipleAbilitySources;Multiple Ability Sources;"Abilities will be listed multiple times when coming from different sources (e.g. learned ability and abilities from different equipment).
If disabled, only the ability with the highest level will be listed."
GamingIsLove.ORKFramework.CombatantsSettings.actionStopResetsAttackIndex;Action Stop Resets Index;If a base attack is stopped (e.g. due to canceled action), the base attack index is reset to the first attack.
GamingIsLove.ORKFramework.CombatantsSettings.actionCombo;Action Combo;Select the action combo that will be available.
GamingIsLove.ORKFramework.CombatantsSettings.useClassShortcuts;Use Class Shortcuts;"The combatant will use class shortcut lists.
I.e. the number of available shortcut lists and default shortcuts are defined by the current class - changing the class will also change the shortcut lists.
If disabled, all classes share the same shortcut lists."
GamingIsLove.ORKFramework.CombatantsSettings.useGridCellSize;Use Grid Cell Size;"Define grid cells that will be occupied by the combatant.
If disabled, the combatant will only occupy 1 cell.
The combatant's origin cell (i.e. the cell the combatant is placed on, e.g. the cell selected as the grid move target) will always be occupied by the combatant."
GamingIsLove.ORKFramework.CombatantsSettings.combatantLinksClearBattleEnd;Clear Battle End;All combatant links of a combatant will be removed when leaving/ending battles.
GamingIsLove.ORKFramework.CombatantsSettings.combatantLinksAutoClearDead;Auto Clear Dead;Dead combatants will clear their own combatant links.
GamingIsLove.ORKFramework.FactionsSettings.min;Minimum Sympathy;The minimum sympathy value a faction can reach.
GamingIsLove.ORKFramework.FactionsSettings.max;Maximum Sympathy;The maximum sympathy value a faction can reach.
GamingIsLove.ORKFramework.AreaSettings.setStartArea;Set Start Area;Starting a new game will set the game's current area.
GamingIsLove.ORKFramework.AreaSettings.startArea;Initial Area;Select the area that will be used as start area.
GamingIsLove.ORKFramework.AreaSettings.startShowNotification;Show Notification;Show the area notification when setting the start area.
GamingIsLove.ORKFramework.ORKGameSettings.accessHandlerType;Access Type;"Select which type of access handler is used.
The access handler is used to funnel some of ORK's functionality through overridable functions. This allows you to interject custom functionality when e.g. creating a combatant, adding an item to an inventory and many other things.
You can create custom handlers by extending the 'AccessHandler' classes and overriding the functions you want to replace."
GamingIsLove.ORKFramework.QuestSettings.activeQuests;Active Quests;"Define the number of quests that can be active at the same time.
If the number of active quests is succeeded (e.g. by activating an inactive quest or adding a new quest), one of the currently active quests will be set inactive."
GamingIsLove.ORKFramework.QuestSettings.displayInitialTasks;Display Initial Tasks;"Display the notifications of a quest's initial tasks when adding the quest.
Initial tasks are tasks that will be activated when the quest is added."
GamingIsLove.ORKFramework.AIBehavioursSettings.slotIndexDisplay;Slot Index Display;"Offset added to the index of the slot when displayed in the slot content ('').
The first slot has the index 0, e.g. if you want to start your slot index numbers at 1, set this setting to 1."
GamingIsLove.ORKFramework.AIRulesetsSettings.slotIndexDisplay;Slot Index Display;"Offset added to the index of the slot when displayed in the slot content ('').
The first slot has the index 0, e.g. if you want to start your slot index numbers at 1, set this setting to 1."
GamingIsLove.ORKFramework.CraftingSettings.ownPrefab;Own Prefab;Override the default item prefab defined in the inventory settings.
GamingIsLove.ORKFramework.InventoryContainersSettings.type;Use Inventory Containers;"Define if slot-based inventory containers are used:
- Disable: Not used.
- Enable: Used by all combatants.
- Player Only: Used only by the player group."
GamingIsLove.ORKFramework.InventoryContainersSettings.slotIndexDisplay;Slot Index Display;"Offset added to the index of the slot when displayed in the slot content ('').
The first slot has the index 0, e.g. if you want to start your slot index numbers at 1, set this setting to 1."
GamingIsLove.ORKFramework.InventorySettings.type;Inventory Type;"Select the inventory type.
- Group: The whole group shares an inventory.
- Individual: Each group member has its own inventory. This means they can only use items from their own inventory."
GamingIsLove.ORKFramework.InventorySettings.sizeUpdateByVariables;Update Size By Variables;"Inventory space and inventory container slot counts are checked/updated by changes to global variables and object variables on the inventory's owners (combatants).
If disabled, variable changes don't automatically update the inventory sizes."
GamingIsLove.ORKFramework.InventorySettings.itemAddType;Item Stack Type;"Select how items are stacked in the inventory:
- Add: Just adds the items as they are as new items to the inventory (using the same quantity).
- Auto Stack: Automatically stacks items, i.e. items that are equal will be grouped together.
- Auto Split: Automatically splits items, i.e. adding multiple items will split them into single items in the inventory.
This can be overridden by individual items."
GamingIsLove.ORKFramework.InventorySettings.equipmentAddType;Equipment Stack Type;"Select how equipment is stacked in the inventory:
- Add: Just adds the equpment as they are as new equpment to the inventory (using the same quantity).
- Auto Stack: Automatically stacks equpment, i.e. equpment that are equal will be grouped together.
- Auto Split: Automatically splits equpment, i.e. adding multiple equpment will split them into single equpment in the inventory.
This can be overridden by individual equpment."
GamingIsLove.ORKFramework.InventorySettings.keepZeroQuantity;Keep 0 Quantity;Inventory content that is removed completely will remain in the inventory with a quantity of 0.
GamingIsLove.ORKFramework.InventorySettings.limit;Space Limit;"The inventory will be limited by space - items and equipment will occupy space.
If disabled, there is no inventory limit, items and equipment can be added without limitations."
GamingIsLove.ORKFramework.InventorySettings.blockAdd;Block Adding;Items and equipment can't be added if the inventory limit is reached.
GamingIsLove.ORKFramework.InventorySettings.limitBlockUnequip;Block Unequip;"Unequipping equipment is blocked if not enough space is left in the inventory it's returned to.
If disabled, unequipped equipment can disappear completely if no space is available in the inventory."
GamingIsLove.ORKFramework.InventorySettings.limitOnlyLeader;Only Leader (Group);Only use the leader of the group when using 'Group' inventory instead of summing up the value for each member.
GamingIsLove.ORKFramework.InventorySettings.limitValue;Limit Value;"Define the inventory limit.
If 'Group' inventory is used, the limit is calculated by summing up the value for all active group members.
If 'Only Leader' is enabled, the group inventory space is calculated using the leader instead of summing up for all members.
Please note: Using variables (global or object variables on combatants), enable 'Update Size By Variables' in 'Inventory > Inventory Settings' to automatically update the space on variable changes."
GamingIsLove.ORKFramework.InventorySettings.dropOnGround;Drop On Ground;The item will be spawned on the ground (using a raycast, see the Unity documentations for details).
GamingIsLove.ORKFramework.InventorySettings.dropUseRotation;Use Drop Rotation;Use the rotation of the combatant (or used game object) when dropping the item into the game world.
GamingIsLove.ORKFramework.InventorySettings.dropSaveUpdatedPosition;Save Updated Position;"Saving item drops will save the latest position/rotation of the item.
If disabled, the drop position/rotation will be saved."
GamingIsLove.ORKFramework.InventorySettings.dropOffsetX;Offset X;"The offset added to the position of the combatant who drops the item.
The X and Y values are used for random calculation.
E.g. X=1 and Y=-1: The item will be dropped at a random offset between 1 and -1 on the X-axis."
GamingIsLove.ORKFramework.InventorySettings.dropOffsetY;Offset Y;"The offset added to the position of the combatant who drops the item.
The X and Y values are used for random calculation.
E.g. X=1 and Y=-1: The item will be dropped at a random offset between 1 and -1 on the Y-axis."
GamingIsLove.ORKFramework.InventorySettings.dropOffsetZ;Offset Z;"The offset added to the position of the combatant who drops the item.
The X and Y values are used for random calculation.
E.g. X=1 and Y=-1: The item will be dropped at a random offset between 1 and -1 on the Z-axis."
GamingIsLove.ORKFramework.InventorySettings.dropDespawnInventory;Despawn Inventory Drops;"Automatically despawn drops made from an inventory (e.g. using a menu screen).
Despawned drops will be removed forever."
GamingIsLove.ORKFramework.InventorySettings.dropDespawnInventoryTime;Despawn Time (s);The time in seconds until the drops are despawned.
GamingIsLove.ORKFramework.InventorySettings.dropDespawnBattle;Despawn Battle Drops;"Automatically despawn battle loot drops.
Despawned drops will be removed forever."
GamingIsLove.ORKFramework.InventorySettings.dropDespawnBattleTime;Despawn Time (s);The time in seconds until the drops are despawned.
GamingIsLove.ORKFramework.CombatantSelectionsSettings.menuUser;Menu User;Used when the user of a menu is selected.
GamingIsLove.ORKFramework.CombatantSelectionsSettings.abilityTarget;Ability Target;Used when the target of an ability is selected.
GamingIsLove.ORKFramework.CombatantSelectionsSettings.itemTarget;Item Target;Used when the target of an item is selected.
GamingIsLove.ORKFramework.CombatantSelectionsSettings.equipTarget;Equip Target;Used when equipping an equipment on another combatant.
GamingIsLove.ORKFramework.CombatantSelectionsSettings.giveTarget;Give Target;Used when giving items to another combatant.
GamingIsLove.ORKFramework.ConsoleSettings.useConsole;Use Console;Use the console.
GamingIsLove.ORKFramework.ConsoleSettings.unityConsole;Unity Console Output;"Print new console lines to the Unity console.
This is only done when playing in the Unity Editor and ignores 'Use Console'."
GamingIsLove.ORKFramework.ConsoleSettings.maxLines;Maximum Lines;Define the maximum number of lines the console will display.
GamingIsLove.ORKFramework.ConsoleSettings.autoRemoveLines;Auto Remove Lines;Automatically remove console lines after a defined amount of time.
GamingIsLove.ORKFramework.ConsoleSettings.autoRemoveEvery;Remove Every (s);The time in seconds between removing console lines.
GamingIsLove.ORKFramework.ConsoleSettings.useCombatantConsoles;Use Combatant Consoles;"Use combatant consoles.
Allows using consoles per combatant, automatically adding texts that concern a combatant to their console.
E.g. if a combatant is user or target of an action, the action text will be added to the combatant's console."
GamingIsLove.ORKFramework.ConsoleSettings.maxLinesCombatant;Maximum Lines Combatant;Define the maximum number of lines the combatant consoles will display.
GamingIsLove.ORKFramework.ConsoleSettings.beforeLineText;Before Line Text;"Text added before each console line.
This text will be added after the 'Before Line Text' of the console type."
GamingIsLove.ORKFramework.ConsoleSettings.afterLineText;After Line Text;"Text added after each console line.
This text will be added before the 'After Line Text' of the console type."
GamingIsLove.ORKFramework.ConsoleSettings.displayActions;Display Actions;"Action texts will be added to the console.
Actions are everything like using abilities or items, trying to escape, defending or dying."
GamingIsLove.ORKFramework.ConsoleSettings.ownActionTargetNames;Own Target Names;Override the default combatant name list settings ('UI > Text Display Settings') for action texts.
GamingIsLove.ORKFramework.ConsoleSettings.displayLearning;Display Learning;"Learning texts will be added to the console.
Learning texts are used for everything like learning new abilities, crafting recipes and logs."
GamingIsLove.ORKFramework.ConsoleSettings.ownLearningGroupNames;Own Group Member Names;Override the default combatant name list settings ('UI > Text Display Settings') for learning texts.
GamingIsLove.ORKFramework.ConsoleSettings.displayForgetting;Display Forgetting;"Forgetting texts will be added to the console.
Forgetting texts are used for everything like forgetting abilities, crafting recipes and logs."
GamingIsLove.ORKFramework.ConsoleSettings.ownForgettingGroupNames;Own Group Member Names;Override the default combatant name list settings ('UI > Text Display Settings') for forgetting texts.
GamingIsLove.ORKFramework.ConsoleSettings.displayStatus;Display Status;"Status texts will be added to the console.
Status texts are everything like applying/removing status effects and changes to status values."
GamingIsLove.ORKFramework.ConsoleSettings.displayLevelUp;Display Level Up;"Level up texts will be added to the console.
Level up texts are displayed when a combatant reaches a new base/class level."
GamingIsLove.ORKFramework.ConsoleSettings.displayInventory;Display Inventory;"Inventory texts will be added to the console.
Inventory texts are everything like adding/removing items, currency or equipment.
Please note that inventory texts are only displayed for the player group."
GamingIsLove.ORKFramework.ConsoleSettings.ownInventoryOwnerNames;Own Owner Names;Override the default combatant name list settings ('UI > Text Display Settings') for inventory texts.
GamingIsLove.ORKFramework.ConsoleSettings.displayQuests;Display Quests;"Quest texts will be added to the console.
Quest texts are everything like adding a new quest, finishing/failing a quest/task or activating a new task."
GamingIsLove.ORKFramework.ConsoleSettings.displayInitialTasks;Display Initial Tasks;"Display a quest's initial tasks when adding the quest.
Initial tasks are tasks that will be activated when the quest is added."
GamingIsLove.ORKFramework.ConsoleSettings.displayResearch;Display Research;"Research texts will be added to the console.
Please note that research texts are only displayed for the player group."
GamingIsLove.ORKFramework.ConsoleSettings.displayPlayerGroup;Display Player Group;Player group texts will be added to the console.
GamingIsLove.ORKFramework.ConsoleSettings.displayClass;Display Class;"Class texts will be added to the console.
Only used for player combatants."
GamingIsLove.ORKFramework.CursorSettings.resetSystemDefault;Reset to System Default;Reset to the system default cursor when no default cursor is found.
GamingIsLove.ORKFramework.CursorSettings.targetValidOriginBox;Over Origin Box;The 'Valid' cursors will also be displayed when hovering over the origin UI box that started the target selection (e.g. a 'Combatant' HUD with a 'Shortcut' element starting the target selection through 'Click Use').
GamingIsLove.ORKFramework.CursorSettings.targetValidOriginShortcut;Over Origin Shortcut;The 'Valid' cursors will also be displayed when hovering over the shortcut slot that started the target selection (e.g. using a shortcut slot through 'Click Use' in a HUD or a control map key).
GamingIsLove.ORKFramework.CursorSettings.inActionIgnoreDeath;Ignore Death;Death actions don't use in action cursors.
GamingIsLove.ORKFramework.CursorSettings.showAttackRangeCursor;Show Attack Range;"The attack range cursors will be displayed.
If disabled, the attack range cursors will not be displayed."
GamingIsLove.ORKFramework.CursorSettings.attackRangeCursorOver;Cursor Over;Only show the attack range cursor while hovering the cursor over a valid target.
GamingIsLove.ORKFramework.MenuScreensSettings.allowMenuChange;Allow Menu Change;Use input keys to change between open menu screens.
GamingIsLove.ORKFramework.NotificationSettings.defaultQueueMode;Default Queue Mode;"Select how multiple notifications are displayed:
- Add: Notifications are displayed immediately while previous notifications are still displayed.
- Replace: Notifications are displayed immediately, closing the previous notification.
- Queue: Notifications are queued, displaying them after previous notifications where closed."
GamingIsLove.ORKFramework.NotificationSettings.defaultMaxDisplayCount;Max Display Count;The number of notifications that can be displayed at the same time before being queued.
GamingIsLove.ORKFramework.OptionsSettings.fileName;File Name;"Define the name of the file or key of the variable.
This includes the file's extension, e.g. 'file.data'."
GamingIsLove.ORKFramework.OptionsSettings.encryptData;Encrypt Data;The XML-formatted text will be encrypted (using the same encryption as save games).
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveStatistics;Statistics;Game statistics will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveGroups;Groups;The player groups (i.e. all combatants and their current levels, equipment, etc.) will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveFactions;Factions;The factions (i.e. the sympathy values.) will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveLogs;Logs;The learned logs will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveQuests;Quests;The learned/finished quests will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveBestiary;Bestiary;The learned enemy combatant information will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveBattleGains;Battle Gains;The uncollected battle gains will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.savePlayerMaxBattleGroupSize;Max Battle Group/Reserve;The maximum battle group/reserve size of player groups will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveGroupPosition;Group Positions;The position of all group members will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveCameraPosition;Camera Position;The position of the camera will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveSceneName;Load Scene;The scene that will be loaded when loading a game without group positions.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveSpawnID;Spawn ID;The spawn point ID where the group (if saved) will spawn.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveBlockStates;Block States;The state of blocked control maps will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.boxSaveOption;Save Item Boxes;"Select how the content of item boxes will be saved (using the box ID of item collectors):
- None: The content won't be saved, i.e. boxes will fill again when reentering a scene.
- Game: The content will be remebered in a running game.
- Save: The content will be saved in a save game."
GamingIsLove.ORKFramework.ORKSaveGameSettings.itemSaveOption;Save Items;"Select how collected items will be saved (using the scene ID of item collectors):
- None: Collected items won't be saved, i.e. they will reappear when reentering a scene.
- Game: Collected items will be remebered in a running game.
- Save: Collected items will be saved in a save game."
GamingIsLove.ORKFramework.ORKSaveGameSettings.itemAutoRemove;Auto Remove;"Auto remove collected item data after a defined number of scene changes without coming back to the scene.
When returning to the scene, the counter will be reset (if the data wasn't removed already)."
GamingIsLove.ORKFramework.ORKSaveGameSettings.itemAutoRemoveAfter;After Scene Changes;"The number of scene changes before resetting the data.
E.g. setting it to 1 will allow leaving the scene and returning to it (keeping the data), but making another scene change to a different scene will remove the data."
GamingIsLove.ORKFramework.ORKSaveGameSettings.dropSaveOption;Save Drops;"Select how the item drops will be saved:
- None: Drops won't be saved, i.e. they will be gone when reentering a scene.
- Game: Drops will be remebered in a running game.
- Save: Drops will be saved in a save game."
GamingIsLove.ORKFramework.ORKSaveGameSettings.dropAutoRemove;Auto Remove;"Auto remove item drop data after a defined number of scene changes without coming back to the scene.
When returning to the scene, the counter will be reset (if the data wasn't removed already)."
GamingIsLove.ORKFramework.ORKSaveGameSettings.dropAutoRemoveAfter;After Scene Changes;"The number of scene changes before resetting the data.
E.g. setting it to 1 will allow leaving the scene and returning to it (keeping the data), but making another scene change to a different scene will remove the data."
GamingIsLove.ORKFramework.ORKSaveGameSettings.battlesSaveOption;Save Battles;"Select how the battles using a scene ID will be saved:
- None: Finished battles won't be saved, i.e. they will reappear when reentering a scene.
- Game: Finished battles will be remebered in a running game.
- Save: Finished battles will be saved in a save game."
GamingIsLove.ORKFramework.ORKSaveGameSettings.battleAutoRemove;Auto Remove;"Auto remove finished battle data after a defined number of scene changes without coming back to the scene.
When returning to the scene, the counter will be reset (if the data wasn't removed already)."
GamingIsLove.ORKFramework.ORKSaveGameSettings.battleAutoRemoveAfter;After Scene Changes;"The number of scene changes before resetting the data.
E.g. setting it to 1 will allow leaving the scene and returning to it (keeping the data), but making another scene change to a different scene will remove the data."
GamingIsLove.ORKFramework.ORKSaveGameSettings.shopsSaveOption;Save Shops;"Select how the content of shops will be saved (using the shop ID):
- None: The content won't be saved, i.e. shops will reset again when opening them.
- Game: The content will be remebered in a running game.
- Save: The content will be saved in a save game."
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveSpawnedCombatants;Spawned Combatants;"Select if data of spawned combatants when using 'Remember Combatants' in 'Combatant Spawner' and 'Add Combatant' components will be saved:
- None: Spawned combatants aren't saved.
- Current: Only combatants spawned in the current scene are saved.
- All: All stored combatants will be saved (this can massively increase the save file)."
GamingIsLove.ORKFramework.ORKSaveGameSettings.combatantAutoRemove;Auto Remove;"Auto remove spawned combatant data after a defined number of scene changes without coming back to the scene.
When returning to the scene, the counter will be reset (if the data wasn't removed already)."
GamingIsLove.ORKFramework.ORKSaveGameSettings.combatantAutoRemoveAfter;After Scene Changes;"The number of scene changes before resetting the data.
E.g. setting it to 1 will allow leaving the scene and returning to it (keeping the data), but making another scene change to a different scene will remove the data."
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveItems;Items;All items in the inventory will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveEquipment;Equipment;"All equipment in the inventory will be saved.
Equipped equipment will only be saved if the party is saved."
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveRecipes;Recipes;All learned crafting recipes will be saved
GamingIsLove.ORKFramework.ORKSaveGameSettings.saveCurrency;Currency;The current amount of currency will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.aiBehaviours;AI Behaviours;The currently collected and equipped AI behaviours and AI behaviour slots will be saved.
GamingIsLove.ORKFramework.ORKSaveGameSettings.aiRulesets;AI Rulesets;The currently collected and equipped AI rulesets and AI ruleset slots will be saved.
GamingIsLove.ORKFramework.ORKUISettings.dropGivePlayer;Drop Give Player;Dropping an item on members of the player group can give it to the combatant.
GamingIsLove.ORKFramework.ORKUISettings.dropGiveAllies;Drop Give Allies;Dropping an item on allies of the player group can give it to the combatant.
GamingIsLove.ORKFramework.ORKUISettings.dropGiveEnemies;Drop Give Enemies;Dropping an item on enemies of the player group can give it to the combatant.
GamingIsLove.ORKFramework.ORKUISettings.hudSETime;HUD Effect Time;"The time in seconds used to display status effects in HUDs.
This is used to switch between the current status effects of a combatant, if only one effect is displayed by a HUD, or if there are not enough cells to display all effects."
GamingIsLove.ORKFramework.ORKUISettings.hudCheckTime;HUD Check Time;"The time in seconds used to check individual combatant HUDs.
The check will review faction and enemy state of the combatants and change the HUD accordingly."
GamingIsLove.ORKFramework.ORKUISettings.useTurnFlash;Use Turn Flash;The HUD of a combatant who start's his turn will flash.
GamingIsLove.ORKFramework.ShortcutSettings.shortcutListCount;Shortcut List Count;"The number of available shortcut lists of a combatant or class.
Each list consists of a variable amount of slots (index based). Lists can be switched using schematics.
Combatants and classes can optionally override the shortcut list count."
GamingIsLove.ORKFramework.ShortcutSettings.groupShortcutListCount;Group Shortcut List Count;"The number of available group shortcut lists.
Each list consists of a variable amount of slots (index based). Lists can be changed using schematics."
GamingIsLove.ORKFramework.ShortcutSettings.keepUnavailableShortcuts;Keep Unavailable;"Keep shortcuts that are currently unavailable.
A shortcut becomes unavailable if the underlying item or action is no longer available, e.g. after equipping an equipment using the last item of that kind.
If disabled, these shortcuts will be overridden or removed."
GamingIsLove.ORKFramework.ShortcutSettings.showUnavailableShortcuts;Show Unavailable;Unavailable shortcuts will be displayed in 'Shortcut' HUD elements.
GamingIsLove.ORKFramework.ShortcutSettings.onlySameItemInstance;Only Same Item Instance;"Only the same, matching instance of an item will be kept in shortcut slots.
If disabled, a matching item will be selected from the inventory instead."
GamingIsLove.ORKFramework.ShortcutSettings.onlySameEquipmentInstance;Only Same Equipment Instance;"Only the same, matching instance of an equipment will be kept in shortcut slots.
If disabled, a matching equipment will be selected from the inventory instead."
GamingIsLove.ORKFramework.ShortcutSettings.onlySameCurrencyInstance;Only Same Currency Instance;"Only the same, matching instance of a currency will be kept in shortcut slots.
If disabled, a matching currency will be selected from the inventory instead."
GamingIsLove.ORKFramework.ShortcutSettings.deactivateOn2ndCall;2nd Call Deactivate;"An active shortcut (i.e. during target selection) is deactivated when used a 2nd time.
This is possible for control maps and click use in shortcut HUDs."
GamingIsLove.ORKFramework.ShortcutSettings.hudCheckTimeout;HUD Check Timeout (s);"The time in seconds between checking a shortcut's useable state in HUDs.
The check includes searching for available targets, which can have an impact on performance (especially during grid battles) when used each frame (i.e. a timeout of 0)"
GamingIsLove.ORKFramework.ShortcutSettings.oncePerListMode;Once Per List Mode;"Select if and how assigning the same shortcut is limited to once per shortcut list:
- None: No limitation.
- Prevent: The same shortcut can't be added again.
- Remove: The same shortcut is added, removing the other assigned slot."
GamingIsLove.ORKFramework.ShortcutSettings.oncePerListAbilities;Abilities;The same ability can only be assigned once per shortcut list.
GamingIsLove.ORKFramework.ShortcutSettings.oncePerListItems;Items;The same item can only be assigned once per shortcut list.
GamingIsLove.ORKFramework.ShortcutSettings.oncePerListEquipment;Equipment;The same equipment can only be assigned once per shortcut list.
GamingIsLove.ORKFramework.ShortcutSettings.oncePerListCurrencies;Currencies;The same currency can only be assigned once per shortcut list.
GamingIsLove.ORKFramework.ShortcutSettings.oncePerListSpecialActions;Special Actions;The same special action (e.g. defend, escape, etc.) can only be assigned once per shortcut list.
GamingIsLove.ORKFramework.ShortcutSettings.slotIndexDisplay;Slot Index Display;"Offset added to the index of the slot when displayed in the slot content ('').
E.g. if you want to display slot index 0 as index 1, set this setting to 1."
GamingIsLove.ORKFramework.ShortcutSettings.ownAbilityUI;Own Ability UI;Use a different UI setup for abilities.
GamingIsLove.ORKFramework.ShortcutSettings.ownItemUI;Own Item UI;Use a different UI setup for items.
GamingIsLove.ORKFramework.ShortcutSettings.ownEquipmentUI;Own Equipment UI;Use a different UI setup for equipment.
GamingIsLove.ORKFramework.ShortcutSettings.ownCurrencyUI;Own Currency UI;Use a different UI setup for currencies.
GamingIsLove.ORKFramework.ShortcutSettings.ownAIBehaviourUI;Own AI Behaviour UI;Use a different UI setup for AI behaviours.
GamingIsLove.ORKFramework.ShortcutSettings.ownAIRulesetUI;Own AI Ruleset UI;Use a different UI setup for AI rulesets.
GamingIsLove.ORKFramework.ShortcutSettings.ownCraftingRecipeUI;Own Crafting Recipe UI;Use a different UI setup for crafting recipes.
GamingIsLove.ORKFramework.ShortcutSettings.ownClassUI;Own Class UI;Use a different UI setup for classes.
GamingIsLove.ORKFramework.StartMenuSettings.startMenuScene;Start Menu Scene;"The name of the scene where the start menu will be displayed.
This scene is loaded when the game exits to the start menu."
GamingIsLove.ORKFramework.StartMenuSettings.loadType;Load Type;"Select how the scene is loaded:
- Load Level: Closes all current loaded scenes and loads a scene.
- Load Level Additive: Adds the scene to the current loaded scenes.
- Load Async: Closes all current loaded scenes and loads a scene asynchronously in the background.
- Load Async Additive: Adds the scene to the current loaded scenes and loads it asynchronously in the background."
GamingIsLove.ORKFramework.StartMenuSettings.autoCall;Auto Call;The start menu will automatically be called when the menu scene is loaded (at game start and exit to menu).
GamingIsLove.ORKFramework.StartMenuSettings.waitTime;Wait Time (s);The time in seconds before the start menu is displayed.
GamingIsLove.ORKFramework.StartMenuSettings.ownScreenFade;Own Screen Fade;"Use different screen fade settings when loading the start menu scene.
If disabled, it'll use the default screen fade settings defined in the game settings."
GamingIsLove.ORKFramework.StartMenuSettings.newGameScene;New Game Scene;The name of the scene that will be loaded when a new game is started.
GamingIsLove.ORKFramework.StartMenuSettings.newGameLoadType;Load Type;"Select how the scene is loaded:
- Load Level: Closes all current loaded scenes and loads a scene.
- Load Level Additive: Adds the scene to the current loaded scenes.
- Load Async: Closes all current loaded scenes and loads a scene asynchronously in the background.
- Load Async Additive: Adds the scene to the current loaded scenes and loads it asynchronously in the background."
GamingIsLove.ORKFramework.StartMenuSettings.newGameSCBlockPlayerControl;SC Block Player Control;Block the player controls while changing scenes.
GamingIsLove.ORKFramework.StartMenuSettings.newGameSCBlockCameraControl;SC Block Camera Control;Block the camera controls while changing scenes.
GamingIsLove.ORKFramework.StartMenuSettings.newGameStopMusic;Stop Music;"The music is stopped when starting a new game.
If disabled, you can manage the music in your start schematic or the new game scene."
GamingIsLove.ORKFramework.StartMenuSettings.startSchematic;Start Schematic;"Select the schematic asset that will be used as start schematic.
The start schematic is automatically executed when starting a new game (after loading the new game scene).
If a game starter is set up to start immediately in the scene, the start schematic will also be started immediately.
Use the start schematic to add your player combatant to the player group and spawn it in the scene."
GamingIsLove.ORKFramework.StartMenuSettings.setStartGroup;Set Start Group;"Use a combatant group as the player group at the start of a new game.
The group will be created before executing the start schematic."
GamingIsLove.ORKFramework.StartMenuSettings.startGroup;Combatant Group;Select the combatant group that will be used as the player group.
GamingIsLove.ORKFramework.StartMenuSettings.newGameOwnScreenFade;Own Screen Fade;"Use different screen fade settings when loading the new game scene.
If disabled, it'll use the default screen fade settings defined in the game settings."
GamingIsLove.ORKFramework.TextDisplaySettings.statusValueChangedState;Combined Timeout (s);"Define the time in seconds for status value changes to be considered as part of combined changes.
Combined changes add multiple status value changes together to display the total changes.
If the time between two changes exceeds this timeout, the combined change will reset (to the new change value)."
GamingIsLove.ORKFramework.TextDisplaySettings.textCodeUserChanges;User Changes Text;The text displayed for the user changes text codes.
GamingIsLove.ORKFramework.TextDisplaySettings.targetChangeDummyTarget;Dummy Target Combatant;"The target change text code uses this combatant to calculate target changes.
If 'None' is selected, uses the user as target."
GamingIsLove.ORKFramework.TextDisplaySettings.targetChangeDummyTargetUserLevel;User Level;"The dummy target will have the same level as the user, otherwise uses the default start level.
Please note that using the user level will create a new dummy target whenever the current user's level differs from the last created one, impacting performance."
GamingIsLove.ORKFramework.TextDisplaySettings.targetChangeUseTooltipCombatant;Use Tooltip Combatant;"Use a combatant that's currently available as tooltip.
If no combatant is available, it'll use the dummy target as defined."
GamingIsLove.ORKFramework.TextDisplaySettings.textCodeTargetChanges;Target Changes Text;The text displayed for the user changes text codes.
GamingIsLove.ORKFramework.AdvancedContentSorter.sorting;Sort By;"Select how the data will be sorted:
- None: The data isn't sorted and will be listet as it appears.
- Name: The data is sorted by name (e.g. item name, ability name).
- ID: The data is sorted by ID (i.e. the index of the data).
- Type Name: The data is first sorted by type, then by name.
- Type ID: The data is first sorted by type, then by ID.
- Added: The data is sorted by the time it was added.
- Buy Price: The data is sorted by the buy price.
- Sell Price: The data is sorted by the sell price.
- Inventory Space: The data is sorted by total inventory space.
- Inventory Space Single: The data is sorted by inventory space for a quantity of 1.
- Level: The data is sorted by level.
- Status Value Bonus: The data is sorted by a selected status value, either the current value of a combatant or a bonus of an equipment (doesn't account for percent bonuses).
- Int Variable: The data is sorted by the value of an int variable (variables on ability, equipment and item only).
- Float Variable: The data is sorted by the value of a float variable (variables on ability, equipment and item only)."
GamingIsLove.ORKFramework.AdvancedContentSorter.statusValue;Status Value;Select the status value that will be used.
GamingIsLove.ORKFramework.AdvancedContentSorter.variableKey;Variable Key;Define the key of the variable that will be used.
GamingIsLove.ORKFramework.AdvancedContentSorter.quantityPrice;Quantity Price;"The buy/sell price is calculated for the whole quantity of the item/equipment/etc.
If disabled, only the price for 1 unit is used."
GamingIsLove.ORKFramework.AdvancedContentSorter.invert;Invert Order;The data is sorted in inverted order.
GamingIsLove.ORKFramework.AttackModifierValueCombatantSortOption`1;Attack Modifier Value;Sort the combatants by an attack modifier's value.
GamingIsLove.ORKFramework.AttackModifierValueCombatantSortOption`1.getValue;Used Value;"Select which value will be used:
- Current Value: The current value of the modifier attribute.
- Base Value: The base value of the modifier attribute (without bonuses).
- Min Value: The minimum value of the modifier attribute.
- Max Value: The maximum value of the modifier attribute.
- Start Value: The start value of the modifier attribute (i.e. the modifier attribute's initial value).
- Preview Value: The preview value, displaying changes when an equipment would be equipped."
GamingIsLove.ORKFramework.AttackModifierValueCombatantSortOption`1.invertOrder;Invert Order;Invert the sort order, i.e. sorting from highest to lowest value.
GamingIsLove.ORKFramework.CombatantSortingSettings`1.type;Sort Type;Select how the combatants will be sorted:
GamingIsLove.ORKFramework.ContentCombatantSortOption`1;Content;Sort the combatants by content information (e.g. name or type name).
GamingIsLove.ORKFramework.DefenceModifierValueCombatantSortOption`1;Defence Modifier Value;Sort the combatants by a defence modifier's value.
GamingIsLove.ORKFramework.DefenceModifierValueCombatantSortOption`1.getValue;Used Value;"Select which value will be used:
- Current Value: The current value of the modifier attribute.
- Base Value: The base value of the modifier attribute (without bonuses).
- Min Value: The minimum value of the modifier attribute.
- Max Value: The maximum value of the modifier attribute.
- Start Value: The start value of the modifier attribute (i.e. the modifier attribute's initial value).
- Preview Value: The preview value, displaying changes when an equipment would be equipped."
GamingIsLove.ORKFramework.DefenceModifierValueCombatantSortOption`1.invertOrder;Invert Order;Invert the sort order, i.e. sorting from highest to lowest value.
GamingIsLove.ORKFramework.DistancePositionCombatantSortOption`1;Distance (Position);Sort the combatants by distance to a defined position.
GamingIsLove.ORKFramework.DistancePositionCombatantSortOption`1.invertOrder;Invert Order;Invert the sort order, i.e. the farthest combatant will be the first in the list.
GamingIsLove.ORKFramework.DistancePositionCombatantSortOption`1.ignoreDistance;Ignore Distance;Enable the axes that will be ignored for the distance check.
GamingIsLove.ORKFramework.DistanceUserCombatantSortOption`1;Distance (User);Sort the combatants by distance to the user (combatant).
GamingIsLove.ORKFramework.DistanceUserCombatantSortOption`1.ignoreHeightDistance;Ignore Height Distance;"Height differences between user and sorted combatants are ignored when calculating the distance.
Depending on the 'Horizontal Plane' defined in the game settings, this either ignores the Y-axis (XZ plane, 3D) or the Z-axis (XY plane, 2D)."
GamingIsLove.ORKFramework.DistanceUserCombatantSortOption`1.ignoreRadius;Ignore Radius;The radius of the combatants will be ignored when calculating the distance (radius is defined by 'Radius' components).
GamingIsLove.ORKFramework.DistanceUserCombatantSortOption`1.invertOrder;Invert Order;Invert the sort order, i.e. the farthest combatant will be the first in the list.
GamingIsLove.ORKFramework.GridDistanceUserCombatantSortOption`1;Grid Distance (User);Sort the combatants by grid distance to the user (combatant).
GamingIsLove.ORKFramework.GridDistanceUserCombatantSortOption`1.blockDiagonalDistance1;Block Diagonal Distance 1;Diagonal cells in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
GamingIsLove.ORKFramework.GridDistanceUserCombatantSortOption`1.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.ORKFramework.GridDistanceUserCombatantSortOption`1.invertOrder;Invert Order;Invert the sort order, i.e. the farthest combatant will be the first in the list.
GamingIsLove.ORKFramework.InvertCombatantSortOption`1;Invert;Inverts the current sort order.
GamingIsLove.ORKFramework.NoneCombatantSortOption`1;None;Doesn't sort the combatants, keeping the current order.
GamingIsLove.ORKFramework.StatusValueCombatantSortOption`1;Status Value;Sort the combatants by a status value.
GamingIsLove.ORKFramework.StatusValueCombatantSortOption`1.status;Status Value;"Select the status value that will be used to sort.
The combatants will be sorted from lowest to highest value."
GamingIsLove.ORKFramework.StatusValueCombatantSortOption`1.usedValue;Used Value;"Select which value will be used:
- Current Value: The current value of the status value.
- Base Value: The base value of the status value (without bonuses).
- Min Value: The minimum value of the status value.
- Max Value: The maximum value of the status value.
- Display Value: The currently displayed value of the status value (e.g. when using 'Count To Value').
- Preview Value: The preview value, displaying changes when an equipment would be equipped.
- Preview Max Value: The preview maximum value, displaying changes when an equipment would be equipped.
- Preview Min Value: The preview minimum value, displaying changes when an equipment would be equipped.
- Last Change Value: The last value used to change the status value.
- Last Combined Change Value: The combined value of the last changes to the status value.
- Last Combined Change Value Positive: The combined value of the last positive changes to the status value.
- Last Combined Change Value Negative: The combined value of the last negative changes to the status value."
GamingIsLove.ORKFramework.StatusValueCombatantSortOption`1.invertOrder;Invert Order;Invert the sort order, i.e. sorting from highest to lowest value.
GamingIsLove.ORKFramework.SortingOptionSettings.rememberSorting;Remember Sorting;Remember the current sorting option.
GamingIsLove.ORKFramework.SortOption.isDefault;Default Sorting;Uses the default sorting settings.
GamingIsLove.ORKFramework.SortOption.useSortKey;Use Sort Key;Use an input key to change to this sorting option.
GamingIsLove.ORKFramework.TypeSorter.sorting;Sort By;"Select how the data will be sorted:
- None: The data isn't sorted and will be listet as it appears.
- Name: The data are sorted by name.
- ID: The data are sorted by ID (i.e. the index of the data)."
GamingIsLove.ORKFramework.TypeSorter.invert;Invert Order;The data is sorted in inverted order.
GamingIsLove.ORKFramework.AIBehaviourSlotSetting.unequip;Unequip;This AI behaviour slot will be unequipped.
GamingIsLove.ORKFramework.AIBehaviourSlotSetting.collect;Collect;"Collect the currently equipped AI behaviour.
Only used for combatants of the player group."
GamingIsLove.ORKFramework.AIBehaviourSlotSetting.aiBehaviour;AI Behaviour;Select the AI behaviour that will be equipped.
GamingIsLove.ORKFramework.AIBehaviourSlotSetting.fromCollection;From Collection;"The AI behaviour will be taken from the collection, i.e. it must be collected and available to be equipped.
This is only used for combatants of the player group."
GamingIsLove.ORKFramework.AIRulesetSlotSetting.unequip;Unequip;This AI ruleset slot will be unequipped.
GamingIsLove.ORKFramework.AIRulesetSlotSetting.collect;Collect;"Collect the currently equipped AI ruleset.
Only used for combatants of the player group."
GamingIsLove.ORKFramework.AIRulesetSlotSetting.aiRuleset;AI Ruleset;Select the AI ruleset that will be equipped.
GamingIsLove.ORKFramework.AIRulesetSlotSetting.fromCollection;From Collection;"The AI ruleset will be taken from the collection, i.e. it must be collected and available to be equipped.
This is only used for combatants of the player group."
GamingIsLove.ORKFramework.MoveAIStopAngle.useStopAngle;Use Stop Angle;The target position (based on the stop range) will be placed at a defined angle to the target.
GamingIsLove.ORKFramework.MoveAIStopAngle.stopAngleLocal;Local Space;"The stop angle is used in local space of the target.
E.g. 0 will always be in front, 90 on the right side.
If disabled, world space is used, e.g. 0 being north, 90 being east.
Depending on the used horizontal plane, a different rotation axis is used for determining the local space:
- XZ: The Y-axis.
- XY: The Z-axis."
GamingIsLove.ORKFramework.MoveAIStopAngle.stopAngle;Stop Angle;The angle used to determine the target position.
GamingIsLove.ORKFramework.MoveAIStopAngle`1.useStopAngle;Use Stop Angle;The target position (based on the stop range) will be placed at a defined angle to the target.
GamingIsLove.ORKFramework.MoveAIStopAngle`1.stopAngleLocal;Local Space;"The stop angle is used in local space of the target.
E.g. 0 will always be in front, 90 on the right side.
If disabled, world space is used, e.g. 0 being north, 90 being east.
Depending on the used horizontal plane, a different rotation axis is used for determining the local space:
- XZ: The Y-axis.
- XY: The Z-axis."
GamingIsLove.ORKFramework.MoveAIStopAngle`1.stopAngle;Stop Angle;The angle used to determine the target position.
GamingIsLove.ORKFramework.AutoAnimationSetting.enabled;Use Auto Animation;"ORK will automatically handle movement animations (idle, walk, run, sprint, fall, land) based on the combatant's movement.
If disabled, you'll have to manage the movement animations with your own scripts.
The auto animation can also be enabled/disabled using schematics."
GamingIsLove.ORKFramework.AutoAnimationSetting.initialState;Initial State;"If enabled, the auto animation starts enabled.
If disabled, the auto animation is disabled when creating the combatant."
GamingIsLove.ORKFramework.AutoAnimationSetting.minFallTime;Minimum Fall Time (s);The minimum fall time in seconds to play the land animation.
GamingIsLove.ORKFramework.AutoAnimationSetting.minRunSpeed;Minimum Run Speed;The minimum speed to play the run animation.
GamingIsLove.ORKFramework.AutoAnimationSetting.runSpeedThreshold;Run Speed Threshold;"The threshold is used for a smoother change between walk/run animations.
The run animation will be played when the combatant's speed is above 'Minimum Run Speed + threshold', the walk animation will be played again when the speed is below 'Minimum Run Speed - threshold'."
GamingIsLove.ORKFramework.AutoAnimationSetting.minSprintSpeed;Minimum Sprint Speed;The minimum speed to play the sprint animation.
GamingIsLove.ORKFramework.AutoAnimationSetting.sprintSpeedThreshold;Sprint Speed Threshold;"The threshold is used for a smoother change between run/sprint animations.
The sprint animation will be played when the combatant's speed is above 'Minimum Sprint Speed + threshold', the run animation will be played again when the speed is below 'Minimum Sprint Speed - threshold'."
GamingIsLove.ORKFramework.AutoAnimationSetting.useSpeedChangeDelay;Use Speed Change Delay;"Delay animation changes when the speed change exceeds a defined value.
E.g. use this when a short stop (e.g. between two movement nodes) causes an unwanted animation change."
GamingIsLove.ORKFramework.AutoAnimationSetting.minSpeedChange;Minimum Speed Change;The minimum speed change that must happen to trigger the animation delay.
GamingIsLove.ORKFramework.AutoAnimationSetting.speedChangeDelay;Delay (s);The time in seconds the animation change will be delayed.
GamingIsLove.ORKFramework.AutoAnimationSetting.useForwardAnimations;Use Forward Animation;"Use different walk, run or sprint animation types when moving forward.
In 'XY' horizontal plane mode, the forward/backward movement uses the Y-axis."
GamingIsLove.ORKFramework.AutoAnimationSetting.useBackwardAnimations;Use Backward Animation;"Use different walk, run or sprint animation types when moving backward.
In 'XY' horizontal plane mode, the forward/backward movement uses the Y-axis."
GamingIsLove.ORKFramework.AutoAnimationSetting.useLeftAnimations;Use Left Animation;Use different walk, run or sprint animation types when moving left.
GamingIsLove.ORKFramework.AutoAnimationSetting.leftMinValue;Left Min Value;"The minimum value the movement direction must have to use left movement animations.
The direction value must be equal or below the defined value.
The movement direction is checked using a normalized Vector3 value, left-side movement is usually a negative value.
E.g. -1 would be full left, -0.5 would be forward/backward-left."
GamingIsLove.ORKFramework.AutoAnimationSetting.useRightAnimations;Use Right Animation;Use different walk, run or sprint animation types when moving right.
GamingIsLove.ORKFramework.AutoAnimationSetting.rightMinValue;Right Min Value;"The minimum value the movement direction must have to use right movement animations.
The direction value must be equal or above the defined value.
The movement direction is checked using a normalized Vector3 value, right-side movement is usually a positive value.
E.g. 1 would be full left, 0.5 would be forward/backward-left."
GamingIsLove.ORKFramework.DamageType.name;Name;The name of this damage type.
GamingIsLove.ORKFramework.DamageType.causeAggression;Cause Aggression;"An ability or item targeting an enemy can cause changes to their aggression state.
If disabled, the target will not become aggressive."
GamingIsLove.ORKFramework.DamageType.useDamage;Use Damage Animation;Play a damage animation when a combatant takes damage.
GamingIsLove.ORKFramework.DamageType.damageAnimationType;Damage;Select the animation type used for the damage animation (i.e. when the combatant takes damage).
GamingIsLove.ORKFramework.DamageType.useCriticalDamage;Use Critical Animation;Play a critical damage animation when a combatant takes critical damage.
GamingIsLove.ORKFramework.DamageType.criticalDamageAnimationType;Critical Damage;Select the animation type used for the critical damage animation (i.e. when the combatant takes critical damage).
GamingIsLove.ORKFramework.DamageType.useEvade;Use Evade Animation;Play an evade animation when a combatant evades an attack.
GamingIsLove.ORKFramework.DamageType.evadeAnimationType;Evade;Select the animation type used for the evade animation (i.e. when the combatant evades an attack).
GamingIsLove.ORKFramework.DamageType.useBlock;Use Block Animation;Play a block animation when a combatant blocks an attack.
GamingIsLove.ORKFramework.DamageType.blockAnimationType;Block;Select the animation type used for the block animation (i.e. when the combatant blocks an attack).
GamingIsLove.ORKFramework.MoveAnimations.walk;Walk Type;Select the animation type used for the walk animation (i.e. when the combatant is walking (walk speed setting of the combatant).
GamingIsLove.ORKFramework.MoveAnimations.run;Run Type;Select the animation type used for the run animation (i.e. when the combatant is running (run speed setting of the combatant).
GamingIsLove.ORKFramework.MoveAnimations.sprint;Sprint Type;Select the animation type used for the sprint animation (i.e. when the combatant is sprinting (sprint speed setting of the combatant).
GamingIsLove.ORKFramework.CombatantConditionalPrefab.useSpawnedScale;Use Spawned Scale;Use the scale of the currently spawned prefab when changing prefabs.
GamingIsLove.ORKFramework.CombatantPrefab.prefab;Prefab;"Select the prefab of this combatant.
The prefab is used to spawn the combatant in the field and in battle."
GamingIsLove.ORKFramework.CombatantPrefab.childObject;Child as Root;"The defined child object of the game object (selected prefab) will be used as root object.
This can be used e.g. if the prefab root isn't the moving object."
GamingIsLove.ORKFramework.CombatantPrefab.spawnOffset;Spawn Offset;Offset added to the combatants game object position when spawning.
GamingIsLove.ORKFramework.CombatantPrefab.fallbackRadius;Fallback Radius;The radius of the combatant that will be used if no 'Radius' component is found on the combatant's game object.
GamingIsLove.ORKFramework.CombatantPrefab.ownAnimationSystem;Own Animation System;Override the combatant's or default animation system (defined in the general settings).
GamingIsLove.ORKFramework.CombatantPrefab.replaceDefaultAnimations;Replace Default Animations;"Replace the default animations defined in the general settings.
Otherwise these animations will be used in addition (overriding the same animation types)."
GamingIsLove.ORKFramework.EquipmentPrefab.prefabViewPrefab;Prefab View Prefab ;"The prefab used to display this equipment in prefab view portraits.
Select none to use the 'Equipment Prefab' in prefab view portraits."
GamingIsLove.ORKFramework.EquipmentPrefab.viewerPrefab;Viewer Prefab ;"The prefab used by 'Equipment Viewers'.
'Equipment Viewers' can display currently equipped equipment on the scene object of a combatant.
Select none to not display this equipment in 'Equipment Viewers'."
GamingIsLove.ORKFramework.EquipmentPrefab.prefabViewViewerPrefab;Viewer Prefab View Prefab;"The prefab used by 'Equipment Viewers' when displayed in prefab view portraits.
Select none to use the 'Viewer Prefab' in prefab view portraits."
GamingIsLove.ORKFramework.EquipmentPrefab.viewerName;Viewer Name;"Define the name used for the spawned viewer prefab.
Leave empty to not name the prefab (i.e. the default name for spawned objects will be used, e.g. 'Prefab(Clone)')."
GamingIsLove.ORKFramework.EquipmentPrefab.viewerPosOff;Position Offset;"Offset (in local space) added to the position of the equipment viewer.
The offset is also added to the default prefab, if no viewer prefab is used."
GamingIsLove.ORKFramework.EquipmentPrefab.viewerRotOff;Rotation Offset;"Offset added to the rotation of the equipment viewer.
The offset is also added to the default prefab, if no viewer prefab is used."
GamingIsLove.ORKFramework.EquipmentPrefab.viewerLocalRotation;Local Rotation;Use the rotation offset as local rotation of the prefab.
GamingIsLove.ORKFramework.EquipmentPrefab.viewerMaterial;Viewer Material;"'Equipment Viewers' can change the material used by a renderer attached to the same game object or a child object specified in the equipment viewer.
Select none to not change the renderer's material."
GamingIsLove.ORKFramework.EquipmentPrefab.prefabViewMaterial;Prefab View Material;"The material used by 'Equipment Viewers' when displayed in prefab view portraits.
Select none to use the 'Viewer Material' in prefab view portraits."
GamingIsLove.ORKFramework.EquipmentPrefab.enableChildObject;Enable Child Object;"The path to the combatant's child object (from the root of the combatant) that will be enabled.
Paths in game object hierarchies are defined like this: 'path/to/child'"
GamingIsLove.ORKFramework.EquipmentPrefab.disableChildObject;Disable Child Object;"The path to the combatant's child object (from the root of the combatant) that will be disabled.
Paths in game object hierarchies are defined like this: 'path/to/child'"
GamingIsLove.ORKFramework.ItemPrefab.prefab;Item Prefab ;"The prefab used to display this item in scenes.
The prefab is used by 'Item Collector' components to spawn the item in a scene."
GamingIsLove.ORKFramework.ItemPrefab.spawnOffset;Spawn Offset;Offset added to the game object's position when spawning.
GamingIsLove.ORKFramework.PlayAudioCombatant.useSoundType;Use Sound Type;The combatant's defined sound of a selected sound type will be used.
GamingIsLove.ORKFramework.PlayAudioCombatant.soundType;Sound Type;Select the sound type that will be played.
GamingIsLove.ORKFramework.PlayAudioCombatant.audioClip;Audio Clip;The selected audio clip will be played.
GamingIsLove.ORKFramework.PlayAudioCombatant.volume;Volume;The volume used to play the audio clip.
GamingIsLove.ORKFramework.PlayAudioCombatant.playType;Play On;"Select where to play the sound:
- Combatant: On the combatant's game object.
- Sound Channel: On a defined sound channel.
- Sound Channel Fallback: On the combatant if spawned, otherwise on a defined sound channel."
GamingIsLove.ORKFramework.PlayAudioCombatant.channel;Sound Channel;"Define the sound channel that will used.
The default channel is 0."
GamingIsLove.ORKFramework.ControlMap.name;Name;The name of the control map.
GamingIsLove.ORKFramework.ControlMap.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.ControlMap.successClip;Success Clip;Select the audio clip that will be played when successfully using a control map key.
GamingIsLove.ORKFramework.ControlMap.successVolume;Volume (Success);The volume used to play the success clip (between 0 and 1).
GamingIsLove.ORKFramework.ControlMap.failClip;Fail Clip;Select the audio clip that will be played when failing to use any control map key.
GamingIsLove.ORKFramework.ControlMap.failVolume;Volume (Fail);The volume used to play the fail clip (between 0 and 1).
GamingIsLove.ORKFramework.ControlMap.field;Field;Available in the field (i.e. outside of battles).
GamingIsLove.ORKFramework.ControlMap.whileChoosing;While Choosing;"The control map will be available while the combatant's battle menu is active.
If disabled, the control map will only be available if no battle menu is active."
GamingIsLove.ORKFramework.ControlMap.whileAutoAttacking;While Auto Attacking;The control map will be available while the combatant is using an auto attack.
GamingIsLove.ORKFramework.ControlMapKey.key;Input Key;Select the input key used for this control map key.
GamingIsLove.ORKFramework.ControlMapKey.isAxis;Is Axis;"The key name will be used as an axis instead of a button.
Use this setting e.g. for analog sticks."
GamingIsLove.ORKFramework.ControlMapKey.triggerAt;Trigger At;"The value of the axis on which to trigger the input.
Note that an axis has positive and negative values, so you can have one input at e.g. 0.2, another at -0.2, which means you can have input in both directions (using 2 control keys)."
GamingIsLove.ORKFramework.ControlMapKey.axisTimeout;Axis Timeout (s);"The timeout in seconds between recognizing a key as an axis instead of a button.
E.g. when using an analog stick of a joystick the input will be recognized permanently, so you can set a timeout to recognize it as a single input."
GamingIsLove.ORKFramework.ControlMapKey.useAG;Use Air/Ground;Recognize if the combatant's game object is in the air or on the ground to enable this key.
GamingIsLove.ORKFramework.ControlMapKey.inAir;In Air;"The input will only be recognized when the combatant is in the air (i.e. not on ground).
For this to work your combatant needs to have a CharacterController component attached.
If disabled, the combatant needs to be on the ground."
GamingIsLove.ORKFramework.ControlMapKey.useSpeed;Use Speed;Recognize the combatant's current movement speed to enable this key.
GamingIsLove.ORKFramework.ControlMapKey.minSpeed;Minimum Speed;"The minimum movement speed of the combatant to recognize the input.
Use this setting for e.g. sprint attacks, etc."
GamingIsLove.ORKFramework.ControlMapKey.type;Type;"Select the what this control map key will perform:
- Action: An action is performed (e.g. an attack, ability or shortcut slot).
- Auto Attack: Enable/disable the auto attack.
- Global Machine: Calls a global machine using the combatant as the 'Starting Object'.
- Schematic: Starts a schematic using the combatant as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.ControlMapKey.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.ControlMapKey.globalMachine;Global Machine;"Select the global machine that will be called.
The combatant is used as the 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.ControlMapKey.schematic;Schematic Asset;Select a schematic asset that will be started.
GamingIsLove.ORKFramework.ControlMapKey.showTooltip;Show Tooltip;"Show the action/shortcut as a tooltip.
A 'Tooltip' HUD can display the information.
When using 'Action', this is only used for ability and item actions."
GamingIsLove.ORKFramework.ControlMapKey.closeOn2nd;2nd Call Closes;"Calling the tooltip for the same action/shortcut a 2nd time will close the tooltip.
This only happens if the used ability/item is the same."
GamingIsLove.ORKFramework.ControlMapKey.tooltipPrioritize;Prioritize Tooltip;The tooltip will be prioritized, i.e. other tooltips happening will not overrule it.
GamingIsLove.ORKFramework.ControlMapKey.autoCloseTooltip;Auto Close;"Auto close the tooltip after a defined amount of time.
If disabled, the tooltip will stay opened until the control key is used a 2nd time."
GamingIsLove.ORKFramework.ControlMapKey.autoCloseTime;Close After (s);The time in seconds until the tooltip will be closed.
GamingIsLove.ORKFramework.ControlMapKey.targetingCancelOn2nd;2nd Call Cancels Targeting;"Calling the action/shortcut a 2nd time will cancel it's target selection.
This only happens if the used ability/item is the same."
GamingIsLove.ORKFramework.ControlMapKey.enableAutoAttack;Enable Auto Attack;"If enabled, the combatant's auto attack will be enabled.
If disabled, the combatant's auto attack will be disabled."
GamingIsLove.ORKFramework.ControlMapKey.duringTargetSelection;During Target Selection;This control map key can be used during target selection.
GamingIsLove.ORKFramework.ControlMapKey.ownSuccessClip;Own Success Clip;This control map key uses a custom success clip when successfully using the key.
GamingIsLove.ORKFramework.ControlMapKey.successClip;Success Clip;Select the audio clip that will be played when successfully using a control map key.
GamingIsLove.ORKFramework.ControlMapKey.successVolume;Volume (Success);The volume used to play the success clip (between 0 and 1).
GamingIsLove.ORKFramework.ControlMapTargeting.onlyCursorOverTarget;Only Cursor Over Target;The control map key can only be used when the cursor is over a valid target.
GamingIsLove.ORKFramework.ControlMapTargeting.cursorOverInRange;Only In Range;Cursor over targets will only be used when the target is in range.
GamingIsLove.ORKFramework.ControlMapTargeting.useCursorOverTarget;Use Cursor Over Target;"Use the combatant the cursor is over as the action's target.
If the cursor isn't over a valid target, the auto target or target selection will be used."
GamingIsLove.ORKFramework.ControlMapTargeting.useAutoTarget;Use Auto Target;"Automatically selects the action's targets using the 'Auto Targets' settings of abilities/items or the user's AI settings.
The group/individual target is ignored."
GamingIsLove.ORKFramework.ControlMapTargeting.autoTargetOnly;Auto Target Only;Only use auto target for abilities/items that have 'Use Auto Target' enabled in their settings.
GamingIsLove.ORKFramework.ControlMapTargeting.useGroupTarget;Use Group Target;Automatically use a group target for abilities and items (if available).
GamingIsLove.ORKFramework.ControlMapTargeting.useIndividualTarget;Use Individual Target;Automatically use an individual target for abilities and items (if available).
GamingIsLove.ORKFramework.ControlMapTargeting.prioritizeRaycast;Prioritize Raycast;"Raycast targeting of 'None' target range abilities/items will be used even if group/individual targets are available.
If disabled, the group/individual target will be used instead of raycast targeting."
GamingIsLove.ORKFramework.ControlMapTargeting.noTargetSelection;No Target Selection;"The control map key will not bring up any target selection if auto or cursor targeting fails.
Using the key will fail in that case."
GamingIsLove.ORKFramework.ControlMapTargeting.needTargets;Need Targets;"Actions that need target selection require possible targets to display the battle menu.
If no targets are available, the action won't be used and no target menu displayed.
If disabled, the action will display an empty target menu."
GamingIsLove.ORKFramework.CursorChange.texture;Cursor Texture;Select the texture that will be used as mouse cursor.
GamingIsLove.ORKFramework.CursorChange.hotSpot;Cursor Hotspot;"The offset from the top left corner of the texture to use as the target point.
Must be within the bounds of the cursor."
GamingIsLove.ORKFramework.CursorChange.cursorMode;Cursor Mode;"Select the mode of the cursor:
- Auto: Use hardware cursors on supported platforms.
- Force Software: Force the use of software cursors."
GamingIsLove.ORKFramework.CursorInput.axisMinimum;Axis Minimum;Define the minimum value an axis must have to trigger a cursor change.
GamingIsLove.ORKFramework.CursorInput.useCameraDirection;Use Camera Direction;The axis keys will change the cursor based on the camera view (main camera).
GamingIsLove.ORKFramework.CursorInput.cameraDirectionOffset;Camera Direction Offset;"Define the angle in degrees that will be added to the camera direction.
E.g. use 45 to shift the cursor change 45 degrees to the camera view."
GamingIsLove.ORKFramework.CameraControlSettings.type;Camera Control Type;"Select the camera control type:
- None: No control is added to the camera. You have to add a camera control component to the camera in each scene by hand.
- Follow: The camera will follow behind the player.
- Look: The camera will look at the player.
- Mouse: The camera will follow the player. Height and rotation can be changed by mouse/touch control.
- First Person: The camera is linked to the player (or a child object). It can be moved horizontally/vertically (e.g. by mouse).
- Top Down Border: The camera follows the player until the he crosses a border. The border is defined using a 'Camera Border' component with a 'Box Collider' in the scene."
GamingIsLove.ORKFramework.CameraControlTargetTransition.enabled;Use Transition;Use a transition when changing to a new camera control target.
GamingIsLove.ORKFramework.CameraControlTargetTransition.time;Transition Time (s);The time in seconds used to transition to the new camera control target.
GamingIsLove.ORKFramework.CameraControlTargetTransition.perWorldUnit;Per World Unit;"The transition time is per world unit distance between current and new camera control target.
E.g. a distance of 2 world units would multiply the transition time by 2."
GamingIsLove.ORKFramework.CameraControlTargetTransition.usePosition;Use Position;Transition the camera position.
GamingIsLove.ORKFramework.CameraControlTargetTransition.positionInterpolation;Position Interpolation;The interpolation used for the position transition.
GamingIsLove.ORKFramework.CameraControlTargetTransition.useRotation;Use Rotation;Transition the camera rotation.
GamingIsLove.ORKFramework.CameraControlTargetTransition.rotationInterpolation;Rotation Interpolation;The interpolation used for the rotation transition.
GamingIsLove.ORKFramework.FirstPersonCameraSettings.childObject;Child Object;Use a child object to position the camera.
GamingIsLove.ORKFramework.FirstPersonCameraSettings.useUnscaledTime;Use Unscaled Time;"Use unscaled delta time.
I.e. the camera control is not affected when changing the timescale."
GamingIsLove.ORKFramework.FirstPersonCameraSettings.offset;Offset;The offset added to the player/child position when placing the camera.
GamingIsLove.ORKFramework.FirstPersonCameraSettings.lockCursor;Lock Cursor;The mouse cursor will be locked when the camera control is enabled (i.e. the mouse cursor is centered in the screen, hidden and can't be moved).
GamingIsLove.ORKFramework.FirstPersonCameraSettings.verticalSensitivity;Vertical Sensitivity;The sensitivity of vertical camera moves.
GamingIsLove.ORKFramework.FirstPersonCameraSettings.horizontalSensitivity;Horizontal Sensitivity;The sensitivity of horizontal camera moves.
GamingIsLove.ORKFramework.FollowCameraSettings.childObject;Child Object;Use a child object of the player to position the camera.
GamingIsLove.ORKFramework.FollowCameraSettings.useUnscaledTime;Use Unscaled Time;"Use unscaled delta time.
I.e. the camera control is not affected when changing the timescale."
GamingIsLove.ORKFramework.FollowCameraSettings.distance;Distance;The distance of the camera to the player.
GamingIsLove.ORKFramework.FollowCameraSettings.height;Height;The height above the player.
GamingIsLove.ORKFramework.FollowCameraSettings.heightDamping;Height Damping;"Used for smoother height changes.
Higher values mean quicker changes, set to 0 to disable."
GamingIsLove.ORKFramework.FollowCameraSettings.rotationDamping;Rotation Damping;"Used for smoother rotation changes.
Higher values mean quicker changes, set to 0 to disable."
GamingIsLove.ORKFramework.LookCameraSettings.childObject;Child Object;Use a child object of the player to position the camera.
GamingIsLove.ORKFramework.LookCameraSettings.useUnscaledTime;Use Unscaled Time;"Use unscaled delta time.
I.e. the camera control is not affected when changing the timescale."
GamingIsLove.ORKFramework.LookCameraSettings.smooth;Smooth;Camera changes will use damping.
GamingIsLove.ORKFramework.LookCameraSettings.damping;Damping;"Used for smoother camera changes.
Higher values mean quicker changes, set to 0 to disable."
GamingIsLove.ORKFramework.MouseCameraSettings.childObject;Child Object;Use a child object of the player to position the camera.
GamingIsLove.ORKFramework.MouseCameraSettings.useUnscaledTime;Use Unscaled Time;"Use unscaled delta time.
I.e. the camera control is not affected when changing the timescale."
GamingIsLove.ORKFramework.MouseCameraSettings.distance;Distance;The distance of the camera to the player.
GamingIsLove.ORKFramework.MouseCameraSettings.height;Height;The height above the player.
GamingIsLove.ORKFramework.MouseCameraSettings.minHeight;Minimum Height;The minimum height above the player.
GamingIsLove.ORKFramework.MouseCameraSettings.maxHeight;Maximum Height;The maximum height above the player.
GamingIsLove.ORKFramework.MouseCameraSettings.heightDamping;Height Damping;"Used for smoother height changes.
Higher values mean quicker changes, set to 0 to disable."
GamingIsLove.ORKFramework.MouseCameraSettings.useInput;Use Input;"Changing the camera requires click/touch input.
If disabled, changes the camera without click/touch."
GamingIsLove.ORKFramework.MouseCameraSettings.allowRotation;Allow Rotation;"The rotation of the camera can be changed by mouse/touch controls.
The rotation can be changed by a horizontal mouse/touch drag."
GamingIsLove.ORKFramework.MouseCameraSettings.rememberRotation;Remember Rotation;"The rotation will be remembered when changing between scenes.
The camera's rotation will be transfered over to the new scene."
GamingIsLove.ORKFramework.MouseCameraSettings.rememberRotationBattle;In Battle;"Remember the rotation in battle.
If disabled, the rotation will not be remembered/restored when loading into or out of a battle scene."
GamingIsLove.ORKFramework.MouseCameraSettings.rotation;Start Rotation;"The start rotation of the camera.
E.g. 90 will show the player from the south (world axis)."
GamingIsLove.ORKFramework.MouseCameraSettings.rotationDamping;Rotation Damping;"Used for smoother rotation changes.
Higher values mean quicker changes, set to 0 to disable."
GamingIsLove.ORKFramework.MouseCameraSettings.cameraTargetChangeResetRotation;Reset On Target Change;The rotation is reset when changing the camera control target.
GamingIsLove.ORKFramework.MouseCameraSettings.cameraTargetChangeBlockRotation;Block On Target Change;Rotation is blocked while changing the camera control target.
GamingIsLove.ORKFramework.MouseCameraSettings.rotationFactor;Rotation Factor;"The actual touch/mouse move is multiplied with this number to determine the rotation change.
Set to negative numbers to invert rotation."
GamingIsLove.ORKFramework.MouseCameraSettings.allowZoom;Allow Zoom;"The camera zoom (height) can be changed by mouse/touch controls.
The height can be changed by a vertical mouse/touch drag."
GamingIsLove.ORKFramework.MouseCameraSettings.rememberZoom;Remember Zoom;"The camera zoom will be remembered when changing between scenes.
The camera's zoom will be transfered over to the new scene."
GamingIsLove.ORKFramework.MouseCameraSettings.rememberZoomBattle;In Battle;"Remember the zoom in battle.
If disabled, the zoom will not be remembered/restored when loading into or out of a battle scene."
GamingIsLove.ORKFramework.MouseCameraSettings.cameraTargetChangeResetZoom;Reset On Target Change;The zoom is reset when changing the camera control target.
GamingIsLove.ORKFramework.MouseCameraSettings.cameraTargetChangeBlockZoom;Block On Target Change;Zooming is blocked while changing the camera control target.
GamingIsLove.ORKFramework.MouseCameraSettings.zoomFactor;Zoom Factor;"The actual touch/mouse move is multiplied with this number to determine the zoom change.
Set to negative numbers to invert zoom."
GamingIsLove.ORKFramework.MouseCameraSettings.zoomKeyChange;Zoom Key Change;The amount the zoom changes on key press.
GamingIsLove.ORKFramework.MouseCameraSettings.limitChange;Limit Change;"Changing the camera rotation/zoom is limited to one axis at a time.
The axis (horizontal for rotation, vertical for zoom) that received the larger change will be used."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.childObject;Child Object;Use a child object of the player to position the camera.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.useUnscaledTime;Use Unscaled Time;"Use unscaled delta time.
I.e. the camera control is not affected when changing the timescale."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.initialDamping;Initial Damping;"Damping (position/height) will be used when first adjusting the camera position to the player.
If disabled, the camera position will be set directly the first update."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.borderCameraEdge;Border Camera Edge;Stop when the camera's edge reaches the camera border instead of the camera position.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.positionDamping;Position Damping;"Used for smoother position changes.
Higher values mean quicker changes, set to 0 to disable."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.positionPadding;Position Padding;"Padding added to the border.
Left + X, top - Y, right - Z, bottom + W.
If the player moves outside the border left or right, the camera will stop following on the X-axis.
If the player moves outside the border to or bottom, the camera will stop following on the Z-axis."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.distance;Distance;The distance of the camera to the player.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.height;Height;The height above the player.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.heightDamping;Height Damping;"Used for smoother height changes.
Higher values mean quicker changes, set to 0 to disable."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.distanceDamping;Distance Damping;"Used for smoother distance changes.
Higher values mean quicker changes, set to 0 to disable."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rotationDamping;Rotation Damping;"Used for smoother rotation changes.
Higher values mean quicker changes, set to 0 to disable."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rotation;Rotation;"The rotation of the camera.
This defines the looking direction of the camera, e.g.:- 0 looks north
- 90 looks east
- 180 looks south
- 270 (or -90) will look west"
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.useRotationIn;Use Rotation In;"Select when camera rotation can be used:
- Field: Useable in the field (i.e. not in battles).
- Battle: Useable in battles (i.e. not in the field).
- Both: Useable in battles and in the field.
- None: Not used."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rememberRotation;Remember Rotation;"The rotation will be remembered when changing between scenes.
The camera's rotation will be transfered over to the new scene."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rememberRotationBattle;In Battle;"Remember the rotation in battle.
If disabled, the rotation will not be remembered/restored when loading into or out of a battle scene."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.cameraTargetChangeResetRotation;Reset On Target Change;The rotation is reset when changing the camera control target.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.cameraTargetChangeBlockRotation;Block On Target Change;Rotating is blocked while changing the camera control target.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rotationInputChange;Rotation Input Change;"Define the rotation change (in degree) each time the rotate left/right keys are used.
The rotate right key will negate the defined value (e.g. -90 instead of 90)."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rotateDeltaTime;Use Delta Time;"The rotation input change is multiplied by the delta time.
Enable this setting when using continuous input, e.g. from keys that are held down."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rotationResetInputKey;Reset Rotation Key;The input key used to reset the rotation to the initial value.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rotationFactor;Mouse/Touch Factor;"The actual touch/mouse move is multiplied with this number to determine the rotation change.
Set to negative numbers to invert rotation."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.usePanningIn;Use Panning In;"Select when camera panning can be used:
- Field: Useable in the field (i.e. not in battles).
- Battle: Useable in battles (i.e. not in the field).
- Both: Useable in battles and in the field.
- None: Not used."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rememberPanning;Remember Panning;"The camera panning will be remembered when changing between scenes.
The camera's panning will be transfered over to the new scene."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rememberPanningBattle;In Battle;"Remember the panning in battle.
If disabled, the panning will not be remembered/restored when loading into or out of a battle scene."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.cameraTargetChangeResetPanning;Reset On Target Change;The panning is reset when changing the camera control target.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.cameraTargetChangeBlockPanning;Block On Target Change;Panning is blocked while changing the camera control target.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.panningIgnorePlayerMove;Ignore Player Move;"While panning, changes to the player's position will be ignored.
I.e. panning will use the position the pan started at as it's basis instead of the player's position.
If disabled, panning will follow the player's movement."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.centerPanningKey;Center Key;The input key used to center the camera back on the player.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.centerPanningKeyTransition;Use Transition;Use the camera target transition when centering back on the player via the center key.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.limitPanning;Limit Panning;Limit the panning to a defined distance to the player.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.panningDistanceLimitField;Distance Limit Field;The distance to the player in world units the panning is limited to in the field.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.panningDistanceLimitBattle;Distance Limit Battle;The distance to the player in world units the panning is limited to in battles.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.useScreenEdgePanningIn;Use Edge Panning In;"Select when panning by moving the mouse cursor to the edge of the screen can be used:
- Field: Useable in the field (i.e. not in battles).
- Battle: Useable in battles (i.e. not in the field).
- Both: Useable in battles and in the field.
- None: Not used."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.screenEdgePanningUIBlock;UI Blocks Panning;Screen edge panning is blocked when the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.screenEdgeDistance;Screen Edge Distance;"Distance to the edges of the screen to start panning.
Left = X, top = Y, right = Z, bottom = W."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.screenEdgeValueSetter;Distance In;The distance is either defined in a fixed 'Value' or 'Percent' of the screen size.nWhen using 'Percent', the screen width will be used for left/right panning, the screen height for top/bottom panning.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.useDragPanningIn;Use Drag Panning In;"Select when panning by click-dragging the mouse cursor can be used:
- Field: Useable in the field (i.e. not in battles).
- Battle: Useable in battles (i.e. not in the field).
- Both: Useable in battles and in the field.
- None: Not used."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.dragPanningUIBlock;UI Blocks Panning;Drag panning is blocked when the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.dragPanningInvertX;Invert X;Invert dragging on the X-axis.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.dragPanningInvertY;Invert Y;Invert dragging on the Y-axis.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.dragPanningBlockMouseInput;Block Mouse Input;"Using drag panning will block mouse input for other controls/interactions while dragging.
Enable this option when drag panning should prevent e.g. 'Mouse' player controls or click interactions from being used.
Use the 'End' mouse/touch mode in the mouse player controls and the 'Move' mouse/touch mode in the drag panning."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.dragPanningNoBlockMITimeout;No Block Timeout (s);"Timeout in seconds before blocking mouse input.
This is used to prevent fast clicks blocking other controls, since they can potentially include a short mouse move."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.dragPanningReleaseSmoothing;Release Smoothing (s);"Time in seconds the panning will continue when releasing while dragging.
The panning change will be smoothed toward 0 in that time."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.useZoomingIn;Use Zooming In;"Select when camera zooming can be used:
- Field: Useable in the field (i.e. not in battles).
- Battle: Useable in battles (i.e. not in the field).
- Both: Useable in battles and in the field.
- None: Not used."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rememberZoom;Remember Zoom;"The camera zoom will be remembered when changing between scenes.
The camera's zoom will be transfered over to the new scene."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.rememberZoomBattle;In Battle;"Remember the zoom in battle.
If disabled, the zoom will not be remembered/restored when loading into or out of a battle scene."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.cameraTargetChangeResetZoom;Reset On Target Change;The zoom is reset when changing the camera control target.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.cameraTargetChangeBlockZoom;Block On Target Change;Zoom is blocked while changing the camera control target.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomUIBlock;UI Blocks Zooming;Zooming is blocked when the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomHeightInputChange;Height Input Change;"Define the height change (in world units) per zoom input.
Use negative values to inverse the height changes."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomDistanceInputChange;Distance Input Change;"Define the distance change (in world units) per zoom input.
Use negative values to inverse the distance changes."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomDeltaTime;Use Delta Time;"The zoom input change is multiplied by the delta time.
Enable this setting when using continuous input, e.g. from keys that are held down."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomResetInputKey;Reset Zoom Key;The input key used to reset the zoom to the initial value.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomMinHeightField;Min Height Field;The minimum height that can be reached through zooming in the field.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomMaxHeightField;Max Height Field;The maximum height that can be reached through zooming in the field.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomMinHeightBattle;Min Height Battle;The minimum height that can be reached through zooming in battle.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomMaxHeightBattle;Max Height Battle;The maximum height that can be reached through zooming in battle.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.useHeightInput;Use Height Input;Use separate input keys to only change the height.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.heightInputChange;Height Input Change;"Define the height change (in world units) per height input.
Use negative values to inverse the height changes."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.heightDeltaTime;Use Delta Time;"The height input change is multiplied by the delta time.
Enable this setting when using continuous input, e.g. from keys that are held down."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.heightResetInputKey;Reset Height Key;The input key used to reset the height to the initial value.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomMinDistanceField;Min Distance Field;The minimum distance that can be reached through zooming in the field.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomMaxDistanceField;Max Distance Field;The maximum distance that can be reached through zooming in the field.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomMinDistanceBattle;Min Distance Battle;The minimum distance that can be reached through zooming in battle.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.zoomMaxDistanceBattle;Max Distance Battle;The maximum distance that can be reached through zooming in battle.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.useDistanceInput;Use Distance Input;Use separate input keys to only change the distance.
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.distanceInputChange;Distance Input Change;"Define the distance change (in world units) per distance input.
Use negative values to inverse the distance changes."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.distanceDeltaTime;Use Delta Time;"The distance input change is multiplied by the delta time.
Enable this setting when using continuous input, e.g. from keys that are held down."
GamingIsLove.ORKFramework.TopDownBorderCameraSettings.distanceResetInputKey;Reset Distance Key;The input key used to reset the distance to the initial value.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.moveType;Move Type;"Select how the player will be moved:
- Character Controller: Moves using a 'CharacterController' component.
- NavMesh Agent: Moves using a 'NavMeshAgent' component.
- Combatant Movement Component: Moves using the 'Movement Component' setup of the combatant.
- Animator Root Motion: Sets parameters of an animator controller for root motion control."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.rootMotionSetControllerGravity;Set Controller Gravity;Use a 'Character Controller' component to add gravity to the combatant.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.forwardSpeedParameter;Forward Speed Parameter;The name of the float parameter used to set the forward movement speed of the combatant.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.verticalSpeedParameter;Vertical Speed Parameter;The name of the float parameter used to set the vertical movement speed of the combatant.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.groundedParameter;Grounded Parameter;The name of the bool parameter used to set if the combatant is grounded or not.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.use2WaySpeed;2-Way Speed;"Use the player combatant's walk speed when the input is below a defined value (e.g. 0.5).
When above the defined value, uses the run speed.
If disabled, scales run speed based on the input value."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.inputValue2WaySpeed;Input Value;"Define the input value that will be used.
Input below the defined value will use walk speed, otherwise run speed."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.rotateSpeed;Rotation Speed;The speed used when rotating the character.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.firstPerson;First Person/Strafing;"The axis keys will be used for first person control or strafing, i.e. vertical axis will move forward/backward, vertical axis will move sidewards (strafe left/right).
For 3rd person view, also enable 'Use Camera Direction' to allow turning via the camera direction."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.useCamDirection;Use Camera Direction;"The axis keys will move the player based on the camera view.
If disabled, the vertical axis key moves the player forward/backward, the horizontal axis key turns the player."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.camDirectionOffset;Camera Direction Offset;"Define the angle in degrees that will be added to the camera direction.
E.g. use 45 to shift the movement 45 degrees to the camera view."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.playFallAnimation;Play Fall Animation;Play the 'Fall' animation when falling.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.playLandAnimation;Play Land Animation;Play the 'Land' animation after falling.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.minFallTime;Min Fall Time (s);The minimum time in seconds to fall in order to play the 'Land' animation.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.useJump;Use Jump;The player can jump.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.jumpKey;Jump Key;The key used to jump.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.jumpSpeed;Jump Speed;"The vertical speed in world units used when jumping.
Use positive numbers."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.jumpDeceleration;Jump Deceleration;"The speed at which jumping decelerates when not holding the jump button.
Use positive numbers."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.jumpGravity;Jump Gravity;"The gravity used while jumping.
Use positive numbers."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.inAirModifier;In Air Modifier;"This setting effects the move speed while in the air.
A value below 1 will decrease the speed, above will increase."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.jumpMaxGroundAngle;Maximum Ground Angle;"The maximum angle of the ground to allow jumping.
Use this setting to prevent jumping from steep slopes."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.useSprint;Use Sprint;The player can sprint.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.sprintKey;Sprint Key;"The key used to sprint.
The key must be held down to sprint - select handling type 'Hold' in the settings of the key.
When 'Toggle Mode' is enabled, the sprint key mustn't be held (i.e. use input handling 'Down' or 'Up')."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.sprintToggleMode;Toggle Mode;"The sprint key will toggle sprinting on or off.
Use an input key that's not using 'Hold' input handling.
The input key has to be used while moving."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.sprintFactor;Sprint Factor;"The players move speed will be multiplied with this number when sprinting.
E.g. 2 will double the move speed."
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.useEnergy;Use Energy;Sprinting will consume energy.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.energyConsume;Energy Consume;The energy consumed per second when sprinting.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.energyUseStatusValue;Use Status Value;Use a 'Consumable' type status value as energy.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.energyStatusValue;Status Value (Consumable);Select the 'Consumable' type status value that will be used.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.maxEnergy;Maximum Energy;The maximum sprint energy.
GamingIsLove.ORKFramework.ButtonPlayerControlSettings.energyRegeneration;Energy Regeneration;The energy regenerated per second.
GamingIsLove.ORKFramework.MousePlayerControlSettings.raycastDistance;Raycast Distance;The distance the raycast will check to set the move target.
GamingIsLove.ORKFramework.MousePlayerControlSettings.layerMask;Layer Mask;Select the layers the raycast will check.
GamingIsLove.ORKFramework.MousePlayerControlSettings.cursorObject;Cursor Prefab;"The prefab used to display a cursor on the position of the move target.
Select none if no cursor should be displayed."
GamingIsLove.ORKFramework.MousePlayerControlSettings.cursorRespawn;Cursor Respawn;"Respawn the cursor each time it is placed.
Depending on your prefab (e.g. using particle effects) it might be neccessary to spawn a new instance of your cursor prefab.
If disabled, ORK will reuse the spawned prefab instance while it's available (e.g. during movement)."
GamingIsLove.ORKFramework.MousePlayerControlSettings.cursorOffset;Cursor Offset;The offset added to the move target position for displaying the cursor.
GamingIsLove.ORKFramework.MousePlayerControlSettings.minimumMoveDistance;Min. Move Distance;The minimum distance to the move target the player must reach to stop moving.
GamingIsLove.ORKFramework.MousePlayerControlSettings.ignoreDistance;Ignore Distance;Enable the axes that will be ignored for the distance check.
GamingIsLove.ORKFramework.MousePlayerControlSettings.mouseMoveType;Move Type;"Select how the player will be moved:
- Character Controller: Moves using a 'CharacterController' component.
- NavMesh Agent: Moves using a 'NavMeshAgent' component.
- Combatant Movement Component: Moves using the 'Movement Component' setup of the combatant."
GamingIsLove.ORKFramework.MousePlayerControlSettings.navMeshSampleDistance;Sample Distance;Maximum distance used to find the nearest point on the NavMesh to the clicked position.
GamingIsLove.ORKFramework.MousePlayerControlSettings.navMeshSampleAreaMask;Area Mask;"A mask specifying which NavMesh areas are allowed when finding the nearest point.
Defaults to all areas (-1)."
GamingIsLove.ORKFramework.MousePlayerControlSettings.secureMove;Secure Move;"The movement will end if the player couldn't move for a defined amount of time.
If disabled, the player will move until it reached it's target."
GamingIsLove.ORKFramework.MousePlayerControlSettings.secureTime;Secure Time (s);The time in seconds the player mustn't move to stop the movement.
GamingIsLove.ORKFramework.MousePlayerControlSettings.autoRemoveCursor;Remove Cursor No Control;The cursor will automatically be removed when control is not possible (e.g. when an interaction starts).
GamingIsLove.ORKFramework.MousePlayerControlSettings.autoRemoveCursorTarget;Remove Cursor Target;The cursor will automatically be removed when the target destination is reached (or movement stopped).
GamingIsLove.ORKFramework.MousePlayerControlSettings.autoStopMove;Auto Stop Move;The move will be stopped when e.g. an interaction starts.
GamingIsLove.ORKFramework.MousePlayerControlSettings.removeSetMoveAI;Remove Set Move AI;"Use the last target position as for the combatant's move AI as the current waypointwhen removing this player control (e.g. when changing players).
E.g. let the player move somewhere and switch player afterwards while the old player continues moving to the clicked position.
Please note that after move AI takes over, it'll manage if the waypoint is followed (e.g. following leader will take priority)."
GamingIsLove.ORKFramework.MousePlayerControlSettings.manageMoveToInteraction;Manage Move To Interaction;"Moving to interaction will manage the controls.
I.e. the cursor position will be updated by moving to the interaction and clicking on a new position will cancel movement to interaction.
This only works if move to interaction doesn't block player controls."
GamingIsLove.ORKFramework.PlayerControlSettings.type;Player Control Type;"Select the player control type:
- None: No control is added, you have to add your own components to the player prefab.
- Button: Keyboard/joystick controls are used to move the player, using a 'Character Controller' component.
- Mouse: Mouse/touch controls are used to move the player.
Depending on your control type selection you'll have different settings available.
The 'Mouse' control uses raycasting to set the move target.
You can set up areas that block clicks/touches for player movement - add a NoClickMove component to a game object with a collider. The bounds are used to check if the clicked/touched position is a valid move position. The Y-position of the game object is ignored for the check.
- Top Down 2D: Simple top down controls for 2D, moving on X/Y axis using a 'Rigidbody 2D' component."
GamingIsLove.ORKFramework.PlayerControlSettings.moveDead;Move Dead;You can control the player, even when the player combatant is dead.
GamingIsLove.ORKFramework.PlayerControlSettings.useSpeed;Use Combatant Speed;The speed of the player combatant according to its move speed settings is used.
GamingIsLove.ORKFramework.PlayerControlSettings.runSpeed;Speed;The speed in world units per second the player will move at.
GamingIsLove.ORKFramework.PlayerControlSettings.gravity;Gravity;"The gravity used when moving.
Use negative numbers."
GamingIsLove.ORKFramework.PlayerControlSettings.speedSmoothing;Speed Smoothing;Used to have a smooth transition between no movement and full move speed.
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.noDiagonalMovement;No Diagonal Movement;Diagonal movement isn't allowed, i.e. only one axis input is used at a time (horizontal is prioritized).
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.rotateZAxis;Rotate Z Axis;Rotate the Z-axis of the player into the movement direction.
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.verticalFlip;Vertical Flip;Vertically flip the player (i.e. negating the Y-axis scale).
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.verticalFlipNegate;Negate Flip;Negate the flip direction, i.e. down will flip positive, up will flip negative.
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.horizontalFlip;Horizontal Flip;Horizontally flip the player (i.e. negating the X-axis scale).
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.horizontalFlipNegate;Negate Flip;Negate the flip direction, i.e. left will flip positive, right will flip negative.
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.flipInputIgnore;Flip Input Ignore;Don't flip if the input axis is below this value.
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.useSprint;Use Sprint;The player can sprint.
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.sprintKey;Sprint Key;"The key used to sprint.
The key must be held down to sprint - select handling type Hold in the settings of the key."
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.sprintFactor;Sprint Factor;"The players move speed will be multiplied with this number when sprinting.
E.g. 2 will double the move speed."
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.useEnergy;Use Energy;Sprinting will consume energy.
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.maxEnergy;Maximum Energy;The maximum sprint energy.
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.energyConsume;Energy Consume;The energy consumed per second when sprinting.
GamingIsLove.ORKFramework.TopDown2DPlayerControlSettings.energyRegeneration;Energy Regeneration;The energy regenerated per second.
GamingIsLove.ORKFramework.PlayerInputIDSettings.addInteractionControllers;Add Interaction Controllers;Automatically add interaction controllers (via the interaction controller prefab settings) to all combatants of the player group that have an input ID set (e.g. via 'Change Combatant Input ID' node in schematics).
GamingIsLove.ORKFramework.PlayerInputIDSettings.addPlayerControls;Add Player Controls;Automatically add player controls to all combatants of the player group that have an input ID set (e.g. via 'Change Combatant Input ID' node in schematics).
GamingIsLove.ORKFramework.SpeedControl.speed;Speed;The speed used that will be used.
GamingIsLove.ORKFramework.SpeedControl.useInputKey;Use Speed Key;Use a different speed while holding down an input key.
GamingIsLove.ORKFramework.SpeedControl.inputKey;Speed Key;"The input key used to change the speed.
The different speed will be used while the input key receives input (e.g. using 'Hold' input handling)."
GamingIsLove.ORKFramework.SpeedControl.inputSpeed;Input Panning Speed;The speed used for while holding down the speed key.
GamingIsLove.ORKFramework.Difficulty.movementFactor;Movement Factor;Used for changing the speed of movements (e.g. player controls, enemy movements, etc.).
GamingIsLove.ORKFramework.Difficulty.battleFactor;Battle Factor;Used for changing the speed of battles and battle related things (e.g. status effects).
GamingIsLove.ORKFramework.Difficulty.animationFactor;Animation Factor;Used for changing animation speed.
GamingIsLove.ORKFramework.DifficultyCheck.type;Check Type;"The difficulty (level) is determined by the ID of the difficulty, e.g. ID 0 is less than ID 1, ID 3 is greater than ID 2.
Checks if the game's difficulty is equal, not equal, less or greater than the defined difficulty.
Range inclusive checks if the game's difficulty is between two defined difficulties, including them.
Range exclusive checks if the game's difficulty is between two defined difficulties, excluding them.
Approximately checks if the difficulty is equal to the defined difficulty."
GamingIsLove.ORKFramework.DifficultyCheck.difficulty;Difficulty;Select the difficulty to check for.
GamingIsLove.ORKFramework.DifficultyCheck.difficulty2;Difficulty 2;Select the difficulty to check for (upper limit).
GamingIsLove.ORKFramework.DifficultyFaction.faction;Faction;Select the faction that will be used.
GamingIsLove.ORKFramework.BattleEndGameStateChangeType;Battle End;When a battle ends.
GamingIsLove.ORKFramework.BattleStartGameStateChangeType;Battle Start;When a battle starts.
GamingIsLove.ORKFramework.ItemCollectionEndGameStateChangeType;Item Collection End;When an item collection ends (via 'Item Collector' component).
GamingIsLove.ORKFramework.ItemCollectionStartGameStateChangeType;Item Collection Start;When an item collection starts (via 'Item Collector' component).
GamingIsLove.ORKFramework.MenuCloseGameStateChangeType;Menu Close;When a menu is closed.
GamingIsLove.ORKFramework.MenuOpenGameStateChangeType;Menu Open;When a menu is opened.
GamingIsLove.ORKFramework.PerformingActionEndGameStateChangeType;Performing Action End;When a battle action ends performing (no active action afterwards).
GamingIsLove.ORKFramework.PerformingActionStartGameStateChangeType;Performing Action Start;When a battle action starts performing (previously no active action).
GamingIsLove.ORKFramework.ShopCloseGameStateChangeType;Shop Close;When a shop is closed.
GamingIsLove.ORKFramework.ShopOpenGameStateChangeType;Shop Open;When a shop is opened.
GamingIsLove.ORKFramework.TargetSelectionEndGameStateChangeType;Target Selection End;When player group member ends selecting targets.
GamingIsLove.ORKFramework.TargetSelectionStartGameStateChangeType;Target Selection Start;When player group member starts selecting targets.
GamingIsLove.ORKFramework.OverrideLanguageContent.ownName;Own Name;Override the name.
GamingIsLove.ORKFramework.OverrideLanguageContent.name;Name;Define the name that will be used.
GamingIsLove.ORKFramework.OverrideLanguageContent.ownShortName;Own Short Name;Override the short name.
GamingIsLove.ORKFramework.OverrideLanguageContent.shortName;Short Name;Define the short name that will be used.
GamingIsLove.ORKFramework.OverrideLanguageContent.ownDescription;Own Description;Override the description.
GamingIsLove.ORKFramework.OverrideLanguageContent.description;Description;Define the description that will be used.
GamingIsLove.ORKFramework.OverrideLanguageContent.ownIcon;Own Icon;Override the icon.
GamingIsLove.ORKFramework.OverrideLanguageContent.icon;Icon;Select the icon that will be used.
GamingIsLove.ORKFramework.MarkNewContent.markType;Mark New Data;"Select if and when new data will be marked:
- None: Doesn't mark new data.
- First Add: Only the first time adding the data.
- Each Add: Each time when adding the data.
- Each Change: Each time the data is changed."
GamingIsLove.ORKFramework.MarkNewContent.unmarkType;Unmark New Data;"Select if and when new data will be marked as seen (i.e. removing new data mark):
- None: Doesn't unmark new data.
- View: When viewing the data (e.g. in a menu list).
- Selection: When selecting the data (e.g. selecting/highlighting the choice in a menu)."
GamingIsLove.ORKFramework.MarkNewContentSettings.ownAbility;Override Settings;Ability content uses custom settings.
GamingIsLove.ORKFramework.MarkNewContentSettings.ownClass;Override Settings;Class content uses custom settings.
GamingIsLove.ORKFramework.MarkNewContentSettings.ownAIBehaviour;Override Settings;AI behaviour content uses custom settings.
GamingIsLove.ORKFramework.MarkNewContentSettings.ownAIRuleset;Override Settings;AI ruleset content uses custom settings.
GamingIsLove.ORKFramework.MarkNewContentSettings.ownBestiary;Override Settings;Bestiary content uses custom settings.
GamingIsLove.ORKFramework.MarkNewContentSettings.ownCraftingRecipe;Override Settings;Crafting recipe content uses custom settings.
GamingIsLove.ORKFramework.MarkNewContentSettings.ownEquipment;Override Settings;Equipment content uses custom settings.
GamingIsLove.ORKFramework.MarkNewContentSettings.ownItem;Override Settings;Item content uses custom settings.
GamingIsLove.ORKFramework.MarkNewContentSettings.ownLog;Override Settings;Log content uses custom settings.
GamingIsLove.ORKFramework.MarkNewContentSettings.ownQuest;Override Settings;Quest content uses custom settings.
GamingIsLove.ORKFramework.MarkNewContentSettings.ownResearchTree;Override Settings;Research tree content uses custom settings.
GamingIsLove.ORKFramework.MarkNewContentSettings.ownShop;Override Settings;Shop content uses custom settings.
GamingIsLove.ORKFramework.CombatantGeneralConditionSettings.useConditions;Use Conditions;"Use conditions, e.g. check for valid combatant status or variable conditions.
The combatant's variables and selected data are available as 'Local' origin, the combatant itself is the 'User'."
GamingIsLove.ORKFramework.CombatantLevelCheck.type;Level Check;"Select if the combatant's level is checked:
- None: No level check.
- Base: Checks the combatant's base level.
- Class: Checks the combatant's class level."
GamingIsLove.ORKFramework.CombatantRequirement.combatant;Combatant;The selected combatant is required.
GamingIsLove.ORKFramework.DistanceCondition`1.ignoreHeightDistance;Ignore Height Distance;"Height differences are ignored when calculating the distance.
Depending on the 'Horizontal Plane' defined in the game settings, this either ignores the Y-axis (XZ plane, 3D) or the Z-axis (XY plane, 2D)."
GamingIsLove.ORKFramework.DistanceCondition`1.ignoreRadius;Ignore Radius;The radius of objects will be ignored when calculating the distance (radius is defined by 'Radius' components).
GamingIsLove.ORKFramework.DistanceCondition`1.checkGridDistance;Check Grid Distance;Check the grid distance instead of the world space distance.
GamingIsLove.ORKFramework.DistanceCondition`1.blockDiagonalDistance1;Block Diagonal Distance 1;Diagonal cells in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
GamingIsLove.ORKFramework.DistanceCondition`1.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.ORKFramework.AreaGeneralCondition`1;Area;Check the current area.
GamingIsLove.ORKFramework.AreaGeneralCondition`1.area;Area;Select the area that will be checked for.
GamingIsLove.ORKFramework.AreaTypeGeneralCondition`1;Area Type;Check the current area type.
GamingIsLove.ORKFramework.AreaTypeGeneralCondition`1.areaType;Area Type;Select the area type that will be checked for.
GamingIsLove.ORKFramework.AreaTypeGeneralCondition`1.useSubTypes;Use Sub-Types;The sub-types of the defined area type will also be checked.
GamingIsLove.ORKFramework.CombatantStatusGeneralCondition`1;Combatant Status;Check status conditions of a combatant.
GamingIsLove.ORKFramework.DifficultyGeneralCondition`1;Difficulty;Check the game's difficulty.
GamingIsLove.ORKFramework.QuestGeneralCondition`1;Quest;Check quest status conditions.
GamingIsLove.ORKFramework.QuestGeneralCondition`1.needed;Needed;Either all or just one of the quest conditions needs to be valid.
GamingIsLove.ORKFramework.QuestTaskGeneralCondition`1;Quest Task;Check quest task status conditions.
GamingIsLove.ORKFramework.QuestTaskGeneralCondition`1.needed;Needed;Either all or just one of the task conditions needs to be valid.
GamingIsLove.ORKFramework.QuestTypeGeneralCondition`1;Quest Type;Check quest type status conditions.
GamingIsLove.ORKFramework.QuestTypeGeneralCondition`1.needed;Needed;Either all or just one of the quest type conditions needs to be valid.
GamingIsLove.ORKFramework.QuestVariableGeneralCondition`1;Quest Variable;Check quest variable conditions.
GamingIsLove.ORKFramework.QuestVariableGeneralCondition`1.quest;Quest;"Select the quest that will be checked.
The quest has to be added to the player's quest list."
GamingIsLove.ORKFramework.MenuRequirement.name;Name;The name of the menu requirement.
GamingIsLove.ORKFramework.MenuRequirement.useGroupSize;Check Group Size;There has to be at least the given number of active group members (not battle group members), otherwise the requirement is not valid.
GamingIsLove.ORKFramework.MenuRequirement.minGroupSize;Minimum Size;The minimum size of the active group.
GamingIsLove.ORKFramework.MenuRequirement.useBattleSize;Check Battle Size;There has to be at least the given number of battle group members, else the requirement is not valid.
GamingIsLove.ORKFramework.MenuRequirement.minBattleSize;Minimum Size;The minimum size of the battle group.
GamingIsLove.ORKFramework.MenuRequirement.onlyBattle;Only Battle Group;"Only the battle group will be checked for the status conditions.
If disabled, the whole active group will be checked.
All combatants that are checked must met the status conditions, otherwise the condition is not valid."
GamingIsLove.ORKFramework.MenuRequirement.hasItems;Has Items;The inventory must contain at least one item.
GamingIsLove.ORKFramework.MenuRequirement.hasEquipment;Has Equipment;The inventory must contain at least one equipment.
GamingIsLove.ORKFramework.MenuRequirement.checkEquipped;Check Equipped;Additionally checks if one of the player group members has an equipped equipment.
GamingIsLove.ORKFramework.MenuRequirement.knowsRecipes;Knows Recipes;The group must know at least one crafting recipe.
GamingIsLove.ORKFramework.MenuRequirement.knowsLogs;Knows Logs;The group must know at least one log.
GamingIsLove.ORKFramework.MenuRequirement.hasBestiaryEntries;Has Bestiary Entries;The bestiary must contain at least one entry.
GamingIsLove.ORKFramework.StatusCondition.conditionType;Condition Type;"Select what will be checked:
- Status: A single status will be checked.
- Conditions: Defined status conditions will be checked, allows more complex conditions.
- Template: A status condition template will be used."
GamingIsLove.ORKFramework.StatusCondition.needed;Needed;Either all or only one status conditions must be met.
GamingIsLove.ORKFramework.StatusCondition.template;Template;Select the status condition template that will be used.
GamingIsLove.ORKFramework.StatusConditionSettings.needed;Needed;Either all or only one status conditions must be valid.
GamingIsLove.ORKFramework.StatusConditionTemplate.name;Name;The name of the status condition template.
GamingIsLove.ORKFramework.CombatantHighlightType.type;Highlight Type;Select the type of this combatant highlight:
GamingIsLove.ORKFramework.FadeColorCombatantHighlightType;Fade Color;Change the color of the combatant's prefab.
GamingIsLove.ORKFramework.FadeColorCombatantHighlightType.gameObjectFadeType;Fade Color;"Select if and how the combatant's color will be changed:
- None: No fading.
- Stop: The color stops fading.
- Fade: The color is faded to the value.
- Flash: The color is flashed, i.e. half of the time it'll fade to the color, half ot the time it will fade back.
- Blink: The color starts blinking."
GamingIsLove.ORKFramework.FadeColorCombatantHighlightType.fadeChildren;Fade Children;"All child game objects of the combatant will fade.
If disabled, only the root object of the combatant will fade."
GamingIsLove.ORKFramework.FadeHUDColorCombatantHighlightType;Fade HUD Color;Change the color of the combatant's HUDs.
GamingIsLove.ORKFramework.FadeHUDColorCombatantHighlightType.hudFadeType;Fade HUD;"Select if and how the combatant's HUDs color will be changed:
- None: No fading.
- Stop: The color stops fading.
- Fade: The color is faded to the value.
- Flash: The color is flashed, i.e. half of the time it'll fade to the color, half ot the time it will fade back.
- Blink: The color starts blinking."
GamingIsLove.ORKFramework.PrefabCombatantHighlightType;Prefab;Use a prefab to highlight the combatant.
GamingIsLove.ORKFramework.PrefabCombatantHighlightType.cursorPrefab;Prefab;"Select the prefab that will be used.
Components implementing the 'ICombatantHighlightCursorPrefab' interface attached to the prefab (and it's child objects) will get notified about the selected combatant. Can be used to adjust the cursor prefab based on the combatant, e.g. scaling based on the combatant's radius.
Additinally, when used for target selections, components implementing the 'ITargetSelectionCursorPrefab' interface attached to the prefab (and it's child objects) will get notified about the target selection's user, the targeted combatant and the used action. Can be used to adjust the cursor prefab based on the action, e.g. scaling based on the affect range."
GamingIsLove.ORKFramework.SchematicCombatantHighlightType;Schematic;Use a schematic when highlighting the combatant.
GamingIsLove.ORKFramework.SchematicCombatantHighlightType.highlightSchematicAsset;Highlight Schematic;"Select a schematic asset that will be started when highlighting a combatant.
For single highlights (e.g. user highlight, group/individual targets), the combatant will be used as 'Machine Object' and 'Starting Object'.
For action target selections, the combatant will be used as 'Machine Object', the target selecting combatant as 'Starting Object'.The action is available as (local) selected data with the key data 'action'."
GamingIsLove.ORKFramework.SchematicCombatantHighlightType.stopHighlightSchematicAsset;Stop Highlight Schematic;"Select a schematic asset that will be started when stopping the highlight of a combatant.
For single highlights (e.g. user highlight, group/individual targets), the combatant will be used as 'Machine Object' and 'Starting Object'.
For action target selections, the combatant will be used as 'Machine Object', the target selecting combatant as 'Starting Object'.The action is available as (local) selected data with the key data 'action'."
GamingIsLove.ORKFramework.CombatantTriggerCheck.checkTime;Check Time;Check the time the combatant is within the combatant trigger.
GamingIsLove.ORKFramework.CombatantTriggerCheck.needed;Needed;Either all or only one tag must be added to the combatant trigger component.
GamingIsLove.ORKFramework.CustomSettingsType.key;Settings Key;"Define the key used to indentify this custom settings.
A key can only be used once, don't add another custom settings with the same key."
GamingIsLove.ORKFramework.CustomSettingsType.type;Settings Type;Select the type of this custom settings:
GamingIsLove.ORKFramework.DebugCustomSettingsType;Debug;"Test implementation, outputs information on the instance, user and target to the console.
Each call to the 'Use' function will increase a counter, which can also be output to the console."
GamingIsLove.ORKFramework.DebugCustomSettingsType.type;Debug Type;"Select the debug type will be used:
- Log: Printed to 'Debug.Log'.
- Warning: Printed to 'Debug.LogWarning'.
- Error: Printed to 'Debug.LogError'."
GamingIsLove.ORKFramework.DebugCustomSettingsType.text;Text;The text that will be printed to the Unity console.
GamingIsLove.ORKFramework.DebugGlobalCustomSettingsType;Debug;"Test implementation, outputs information on user and target to the console.
Each call to the 'Use' function will increase a counter, which can also be output to the console."
GamingIsLove.ORKFramework.DebugGlobalCustomSettingsType.type;Debug Type;"Select the debug type will be used:
- Log: Printed to 'Debug.Log'.
- Warning: Printed to 'Debug.LogWarning'.
- Error: Printed to 'Debug.LogError'."
GamingIsLove.ORKFramework.DebugGlobalCustomSettingsType.text;Text;The text that will be printed to the Unity console.
GamingIsLove.ORKFramework.GlobalCustomSettings.name;Name;The name of the AI movement.
GamingIsLove.ORKFramework.GlobalCustomSettings.clearNewGame;Clear New Game;Starting a new game will create a new instance, clearing all data.
GamingIsLove.ORKFramework.GlobalCustomSettings.type;Settings Type;Select the type of this custom settings:
GamingIsLove.ORKFramework.LevelValueCheck.type;Check Type;"Select the used level check:
- Is Equal: The level is equal to the defined check value (==).
- Not Equal: The level is not equal to the defined check value (!=).
- Is Less: The level is less (smaller) than the defined check value (<).
- Is Less Equal: The level is equal or less (smaller) than the defined check value (<=).
- Is Greater: The level is greater (bigger) than the defined check value (>).
- Is Greater Equal: The level is equal or greater (bigger) than the defined check value (>=).
- Range Inclusive: The level is between the two defined check values, including the values (>= v1, <= v2).
- Range Exclusive: The level is between the two defined check values, excluding the values (> v1, < v2).
- Range Inclusive Lower: The level is between the two defined check values, including value 1, excluding value 2 (>= v1, < v2).
- Range Inclusive Upper: The level is between the two defined check values, excluding value 1, including value 2 (> v1, <= v2).
- Approximately: The level is approximately equal to the defined check value, best used for float value equality checks (==).
- Not Approximately: The level is not approximately equal to the defined check value, best used for float value inequality checks (!=)."
GamingIsLove.ORKFramework.LevelValueCheck.value;Check Value;"The value used for the check.
In range inclusive/exclusive checks, this is the lower limit."
GamingIsLove.ORKFramework.LevelValueCheck.value2;Check Value 2;The value used for the check (upper limit).
GamingIsLove.ORKFramework.CombatantMovementComponentMoveComponentType;Combatant Movement Component;A combatant's 'Movement Component' setup will be used. Requires the moving game object to be a combatant's game object.
GamingIsLove.ORKFramework.AreaNextNode.area;Area;Select the area that will be checked for.
GamingIsLove.ORKFramework.AreaTypeNextNode.areaType;Area Type;Select the area type that will be checked for.
GamingIsLove.ORKFramework.AreaTypeNextNode.useSubTypes;Use Sub-Types;The sub-types of the defined area type will also be checked.
GamingIsLove.ORKFramework.EquipmentConditionNextNode`1.useSelectedData;Use Selected Data;Check for an equipment stored in selected data.
GamingIsLove.ORKFramework.EquipmentConditionNextNode`1.isUnequipped;Is Unequipped;The equipment slot has to be unequipped.
GamingIsLove.ORKFramework.EquipmentConditionNextNode`1.checkItemType;Check Item Type;Check for an item type being equipped instead of a defined equipment.
GamingIsLove.ORKFramework.EquipmentConditionNextNode`1.itemType;Item Type;Select the item type that will be checked for.
GamingIsLove.ORKFramework.EquipmentConditionNextNode`1.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be checked.
GamingIsLove.ORKFramework.EquipmentConditionNextNode`1.equipment;Equipment;Select the equipment that will be checked for.
GamingIsLove.ORKFramework.ORKTooltipSettings.previewTooltip;Preview Tooltip;"Tooltips are displayed for the current preview source (e.g. an equipment or ability).
Actual tooltips (e.g. hovering the cursor over a choice or shortcut) will take precedence over preview tooltips."
GamingIsLove.ORKFramework.ORKTooltipSettings.playerActionTooltip;Player Action Tooltip;Tooltips are displayed for the current action of a player combatant.
GamingIsLove.ORKFramework.ORKTooltipSettings.allyActionTooltip;Ally Action Tooltip;Tooltips are displayed for the current action of an allied combatant.
GamingIsLove.ORKFramework.ORKTooltipSettings.enemyActionTooltip;Enemy Action Tooltip;Tooltips are displayed for the current action of an enemy combatant.
GamingIsLove.ORKFramework.ORKTooltipSettings.noCounterTooltips;No Counter Tooltips;Counter attacks don't display action tooltips.
GamingIsLove.ORKFramework.RaycastUseSettings.distance;Distance;"The distance the raycast will use.
If nothing is hit within this distance, no target will be found."
GamingIsLove.ORKFramework.RaycastUseSettings.layerMask;Layer Mask;"Select the layer the raycast will use.
Only objects on this layer can be hit by the raycast."
GamingIsLove.ORKFramework.RaycastUseSettings.rayOrigin;Ray Origin;"The origin position of the raycast.
- User: A game object (e.g. an actor) is the origin.
- Screen: The screen is the origin. If you use mouse/touch control, the point you clicked/touched the screen is the origin, otherwise the center of the screen."
GamingIsLove.ORKFramework.RaycastUseSettings.useMousePosition;Use Mouse Position;Use the current mouse position as target for the raycast.
GamingIsLove.ORKFramework.RaycastUseSettings.originOffset;Origin Offset;The offset will be added to the origin position of the raycast.
GamingIsLove.ORKFramework.RaycastUseSettings.ignoreUser;Ignore User;The game object of the user will be ignored by the raycast.
GamingIsLove.ORKFramework.RaycastUseSettings.rayDirection;Direction;"The direction the raycast will be sent to (in local space of the user).
E.g. X=0, Y=0, Z=1 will send the raycast forward.
This setting is only used when not using mouse/touch input."
GamingIsLove.ORKFramework.SceneIDChange`1.type;Scene ID Type;"Select the type of the scene ID that will be changed:
- Item: The scene ID of an item collector.
- Battle: The scene ID of a battle or combatant spawner."
GamingIsLove.ORKFramework.SceneIDChange`1.remove;Remove;The scene ID will be removed, making the scene content available again.
GamingIsLove.ORKFramework.SearchCombatantSettings.addPlayerGroup;Add Player Group;Include members of the player group.
GamingIsLove.ORKFramework.SearchCombatantSettings.isEnemy;Is Enemy;"Select if the combatants are enemies of the user:
- Yes: The combatants are enemies.
- No: The combatants are allies.
- Ignore: Ignores the faction standings."
GamingIsLove.ORKFramework.SearchCombatantSettings.isDead;Is Dead;"Select if the combatants are dead:
- Yes: The combatants are dead.
- No: The combatants are alive.
- Ignore: Ignores the death state."
GamingIsLove.ORKFramework.SearchCombatantSettings.inBattle;In Battle;"Select if the combatants are in battle:
- Yes: The combatants are in battle.
- No: The combatants are not in battle.
- Ignore: Ignores the battle state."
GamingIsLove.ORKFramework.SelectCombatantSettings`1.origin;Combatant Origin;"Select if the combatant itself or e.g. the combatant's last target is used:
- Combatant: Uses the combatant itself.
- Group Target: Uses the combatant's group targets.
- Individual Target: Uses the combatant's individual targets.
- Last Target: Uses the last target(s) of the combatant.
- Attacked: Uses the combatants the combatant attacked.
- Attacked By: Uses the combatants the combatant was attacked by.
- Killed By: Uses the combatant that previously killed the combatant.
- Linked: Uses combatants that where linked to the combatant."
GamingIsLove.ORKFramework.SelectCombatantSettings`1.targetIndex;Target Index;"The index of the group/individual target.
Set to -1 to use all available group/individual targets."
GamingIsLove.ORKFramework.SelectCombatantSettings`1.linkedKey;Linked Key;The key used for the combatant link.
GamingIsLove.ORKFramework.GameStatistic.logKilledEnemies;Total Killed;The sum of all killed enemies will be logged.
GamingIsLove.ORKFramework.GameStatistic.logSingleEnemies;Single Killed;The number of killed enemies will be logged separated by enemy.
GamingIsLove.ORKFramework.GameStatistic.logUsedItems;Total Used;The sum of all used items will be logged.
GamingIsLove.ORKFramework.GameStatistic.logSingleItems;Single Used;The number of used items will be logged, separated by item.
GamingIsLove.ORKFramework.GameStatistic.logCreatedItems;Total Created;The sum of all created items (using crafting recipes) will be logged.
GamingIsLove.ORKFramework.GameStatistic.logSingleCreated;Single Created;The number of created items (using crafting recipes) will be logged, separated by item.
GamingIsLove.ORKFramework.GameStatistic.logTotalBattleGains;Total Battle Gains;The sum of all items collected as battle gains will be logged.
GamingIsLove.ORKFramework.GameStatistic.logSingleBattleGains;Single Battle Gains;The number of items collected as battle gains will be logged, separated by item.
GamingIsLove.ORKFramework.GameStatistic.logBattles;Total Battles;The sum of all battles will be logged.
GamingIsLove.ORKFramework.GameStatistic.logWonBattles;Won Battles;The sum of battles won by the party will be logged.
GamingIsLove.ORKFramework.GameStatistic.logLostBattles;Lost Battles;The sum of battles lost by the party will be logged.
GamingIsLove.ORKFramework.GameStatistic.logEscapedBattles;Escaped Battles;The sum of battles where the party escaped will be logged.
GamingIsLove.ORKFramework.GameStatistic.logCustom;Custom;"Custom statistics will be logged.
Custom statistics can be added by using schematics."
GamingIsLove.ORKFramework.StatisticSelection`1.type;Statistic;Select the statistic value that will be used.
GamingIsLove.ORKFramework.StatisticSelection`1.combatant;Combatant;Select the combatant that will be used.
GamingIsLove.ORKFramework.StatisticSelection`1.item;Item;Select the item that will be used.
GamingIsLove.ORKFramework.StatisticSelection`1.equipment;Equipment;Select the equipment that will be used.
GamingIsLove.ORKFramework.StatisticSelection`1.aiBehaviour;AI Behaviour;Select the AI behaviour that will be used.
GamingIsLove.ORKFramework.StatisticSelection`1.aiRuleset;AI Ruleset;Select the AI ruleset that will be used.
GamingIsLove.ORKFramework.StatisticSelection`1.recipe;Crafting Recipe;Select the crafting recipe that will be used.
GamingIsLove.ORKFramework.StatisticSelection`1.customIndex;Statistic Index;"The index of the custom statistic.
Has to be 0 or above."
GamingIsLove.ORKFramework.ActionCalculationOptions.animate;Animate Target;"Automatically play an animation according to the result of the battle action calculation (e.g. damage, evade, etc.).
The action's damage type defines which animation types will be played.
The combatant's animation settings define which animation is played for the animation type."
GamingIsLove.ORKFramework.ActionCalculationOptions.useTargetChanges;Use Target Changes;"Select if target changes will be used (abilities, items):
- All: Uses all target changes.
- One: Uses only a defined target change (e.g. 1st defined).
- None: Doesn't use target changes."
GamingIsLove.ORKFramework.ActionCalculationOptions.targetChangeIndex;Target Change Index;"Define the index of the target change that will be used.
E.g. index 0 is the 1st target change, index 1 the 2nd target change, etc."
GamingIsLove.ORKFramework.ActionCalculationOptions.useUserChanges;Use User Changes;"Use the user changes of an ability or item.
If disabled, the user changes will not be used.
This doesn't affect use costs."
GamingIsLove.ORKFramework.BattleAdvantage.enabled;Enabled;The advantage is enabled and will happen in battles.
GamingIsLove.ORKFramework.BattleAdvantage.blockEscape;Block Escape;The escape action is blocked in the battle.
GamingIsLove.ORKFramework.BattleAdvantage.chanceValue;Chance (%);"The chance the advantage will happen at the start of a battle.
The advantage is given if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to chance defined here.
When using a formula, uses the player as 'User' and the enemy leader as 'Target'."
GamingIsLove.ORKFramework.GroupAdvantage.firstMove;First Move;"The group will have the first move in a set number of turns at battle start.
This setting is used in 'Turn Based' type battles."
GamingIsLove.ORKFramework.GroupAdvantage.firstMoveRounds;Turns;"The number of turns the group will have the first move.
This setting is used in 'Turn Based' type battles."
GamingIsLove.ORKFramework.GroupAdvantage.setTimebar;Set Timebar;"The timebar values of this group will be set at battle start.
This setting is used in 'Active Time' type battles."
GamingIsLove.ORKFramework.GroupAdvantage.timebar;Timebar;"The start value of the group member's timebars.
This setting is used in 'Active Time' type battles."
GamingIsLove.ORKFramework.GroupAdvantage.firstPhase;First Phase;"The group will have the first phase in a set number of turns at battle start.
This setting is used in 'Phase' type battles."
GamingIsLove.ORKFramework.GroupAdvantage.firstPhaseRounds;Turns;"The number of turns the group will have the first move.
This setting is used in 'Phase' type battles."
GamingIsLove.ORKFramework.CamPosRotation.cameraPosition;Camera Position;Select the camera position that will be used.
GamingIsLove.ORKFramework.CamPosRotation.axis;Rotation Axis;"Set at the camera's rotation axis by setting it's X, Y and Z rotation.
E.g. X=0, Y=1, Z=0 will rotate along the Y-axis around the battle arena.
A value between 0 and 1 is recommended."
GamingIsLove.ORKFramework.CamPosRotation.speed;Rotation Speed;"The speed at which the camera will rotate.
Set the speed to 0 if no camera rotation is wanted.
Use negative numbers to invert rotation."
GamingIsLove.ORKFramework.LookAtActionBlock.blockBaseAttack;Block Base Attack;Base attack doesn't use this look at action.
GamingIsLove.ORKFramework.LookAtActionBlock.blockCounterAttack;Block Counter Attack;Counter attack doesn't use this look at action.
GamingIsLove.ORKFramework.LookAtActionBlock.blockDefend;Block Defend;Defend doesn't use this look at action.
GamingIsLove.ORKFramework.LookAtActionBlock.blockEscape;Block Escape;Escape doesn't use this look at action.
GamingIsLove.ORKFramework.LookAtActionBlock.blockDeath;Block Death;Death doesn't use this look at action.
GamingIsLove.ORKFramework.LookAtActionBlock.blockNone;Block None;None (doing nothing) doesn't use this look at action.
GamingIsLove.ORKFramework.LookAtActionBlock.blockChangeMember;Block Change Member;Change member doesn't use this look at action.
GamingIsLove.ORKFramework.LookAtActionBlock.blockJoin;Block Join;Join doesn't use this look at action.
GamingIsLove.ORKFramework.LookAtActionBlock.blockGridMove;Block Grid Move;Grid move doesn't use this look at action.
GamingIsLove.ORKFramework.LookAtActionBlock.blockAbilities;Block Abilities;"Abilities don't use this look at action.
If disabled, you can optionally define abilities and ability types that will be blocked."
GamingIsLove.ORKFramework.LookAtActionBlock.blockItems;Block Items;"Items don't use this look at action.
If disabled, you can optionally define items and item types that will be blocked."
GamingIsLove.ORKFramework.LookAtRequirement.useMinDistance;Use Minimum Distance;Check for a minimum distance to the target.
GamingIsLove.ORKFramework.LookAtRequirement.minDistance;Minimum Distance;The minimum distance to the target.
GamingIsLove.ORKFramework.LookAtRequirement.useMaxDistance;Use Maximum Distance;Check for a maximum distance to the target.
GamingIsLove.ORKFramework.LookAtRequirement.maxDistance;Maximum Distance;The maximum distance to the target.
GamingIsLove.ORKFramework.LookAtRequirement.ignoreDistance;Ignore Distance;Enable the axes that will be ignored for the distance check.
GamingIsLove.ORKFramework.LookAtRequirement.distanceOrigin;Distance Origin;"Select from where the distance is measured:
- User: The user of the action that caused the camera change (can be the same as the target in some cases).
- Camera Control Target: From the current camera control target.
- Player: From the player.
- Arena: From the battle arena.
Please note that the player is used if camera control target or arena are not available."
GamingIsLove.ORKFramework.LookAtRequirement.useViewport;Use Viewport;"Check the position of the new camera target in viewport space of the camera.
The camera change will be performed if the position is outside of the defined horizontal or vertical viewport values (from the center)."
GamingIsLove.ORKFramework.LookAtRequirement.horizontalViewport;Horizontal Viewport;"The horizontal viewport value.
E.g. 0.25 means that the camera change will be performed if the target is 25% off the center to the left or right."
GamingIsLove.ORKFramework.LookAtRequirement.verticalViewport;Vertical Viewport;"The vertical viewport value.
E.g. 0.25 means that the camera change will be performed if the target is 25% off the center to the top or bottom."
GamingIsLove.ORKFramework.LookAtSettings.enable;Enable;Use this 'look at' action.
GamingIsLove.ORKFramework.LookAtSettings.time;Time (s);"The time in seconds this look at will be active.
Set to 0 if you don't want the look at to end automatically."
GamingIsLove.ORKFramework.LookAtSettings.chance;Chance (%);"The chance this look at action will be used.
The target will be used if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to chance defined here."
GamingIsLove.ORKFramework.LookAtSettings.type;Look At Type;"Select how the look at action will be performed:
- Simple Look: The camera will simply look at the target.
- Camera Position: A camera position will be used.
- Camera Control Target: Changes the camera control target.
- Schematic: Uses a schematic."
GamingIsLove.ORKFramework.LookAtSettings.targetArena;Target Battle Arena;The battle arena is used as target instead of the targeted combatant.
GamingIsLove.ORKFramework.LookAtSettings.childObject;Child Object;The camera will look at a child object of the target.
GamingIsLove.ORKFramework.LookAtSettings.cameraControlTargetReset;Reset Current Target;"If the new target is already the camera control target, the camera control will reset.
This will trigger a transition based on the distance between the target and the camera and call the 'CameraTargetChanged' function of the camera control (must be descending from 'BaseCameraContrl')."
GamingIsLove.ORKFramework.LookAtSettings.ownControlTargetTransition;Own Transition;"Use a custom camera control transition when changing the camera control target.
If disabled, the default transition defined in 'Base/Control > Game Controls' will be used."
GamingIsLove.ORKFramework.LookAtSettings.schematicAsset;Schematic Asset;"Select the schematic asset that will be used.
The user is avaialble as 'Machine Object', the target as 'Starting Object'."
GamingIsLove.ORKFramework.Formation.name;Name;The name of this formation.
GamingIsLove.ORKFramework.Formation.useGridFormation;Use Grid Formation;"Use a grid formation in combination with this formation.
If this formation is used, the group will also use the selected grid formation during grid battles."
GamingIsLove.ORKFramework.Formation.gridFormation;Grid Formation;Select the grid formation that will be used (only during grid battles).
GamingIsLove.ORKFramework.Formation.onGround;Place On Ground;"The formation positions will be placed directly on the ground, using a raycast to find the ground.
If disabled, the positions will remain at their original position."
GamingIsLove.ORKFramework.Formation.distance;Distance;The distance used for the raycast.
GamingIsLove.ORKFramework.Formation.layerMask;Layer Mask;"The layer mask used for the raycast.
Select the layers that will be recognized as the ground."
GamingIsLove.ORKFramework.Formation.editorFieldDistance;Editor Distance;The maximum distance displayed in the editor.
GamingIsLove.ORKFramework.Formation.editorBattleDistance;Editor Distance;The maximum distance displayed in the editor.
GamingIsLove.ORKFramework.FormationPosition.position;Position;The position relative to the leader.
GamingIsLove.ORKFramework.FormationPosition.ignoreCombatantRadius;Ignore Combatant Radius;"Ignore the radius of the leader and the position's user when placing.
If disabled, the position will be adjusted based on the radius of the combatants (radius is defined by 'Radius' components)."
GamingIsLove.ORKFramework.FormationPosition.localSpace;Local Space;The position is in local space of the leader.
GamingIsLove.ORKFramework.CombatantExperienceReward.forKiller;For Killer;"The experience points of will go to the (player) combatant that killed this combatant.
If disabled, the experience points will be distributed based on the settings in 'Battle System > Battle End'."
GamingIsLove.ORKFramework.ExperienceReward.status;Status Value;Select the 'Experience' type status value.
GamingIsLove.ORKFramework.ExperienceReward.rewardValue;Reward Value;The combatant is used as user and target in formulas.
GamingIsLove.ORKFramework.ExperienceReward.useChance;Use Chance;"A chance is used to determine if the reward is received.
If disabled, the reward is always received."
GamingIsLove.ORKFramework.ExperienceReward.chance;Reward Chance (%);"Define the reward received chance.
The reward will be received if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value."
GamingIsLove.ORKFramework.QuestExperienceReward.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The player.
- Battle: The members of the player's battle group.
- Group: All members of the player's group (in the order they joined).
- Non Battle: The members not in the player's battle group.
- Battle Reserve: The members in the player group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the player's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the player's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.QuestExperienceReward.split;Split Experience;The experience reward will be split through the group members, i.e. every group member will only get a part of the experience.
GamingIsLove.ORKFramework.BattleGridCellType.isRandomCellType;Random Cell Type;"This cell type randomly selects another defined cell type to replace it in-game.
If disabled, this cell type is used as a normal cell type."
GamingIsLove.ORKFramework.BattleGridCellTypeRandom.fallbackCellType;Fallback Cell Type;"Select the grid cell type that will be used as fallback cell type.
The fallback cell type is used in case none of the random cell types is selected."
GamingIsLove.ORKFramework.BattleGridCellTypeSingle.highlightPositionOffset;Highlight Position Offset;The position offset added to all highlight prefabs.
GamingIsLove.ORKFramework.BattleGridCellTypeSingle.highlightRotationOffset;Highlight Rotation Offset;The rotation offset added to all highlight prefabs.
GamingIsLove.ORKFramework.BattleGridCellTypeSingle.lineHighlightPositionOffset;Line Position Offset;The position offset added to all line renderer highlights.
GamingIsLove.ORKFramework.BattleGridCellTypeSingle.editorPrefab;Editor Prefab;"Optionally use a different prefab when displaying this grid cell type in the editor (not when playing).
This can be useful to visualize different grid cell types using the same prefab."
GamingIsLove.ORKFramework.BattleGridCellTypeSingle.usePositionOffset;Use Position Offset;"Add an offset to the cell's original placement position.
Combatants are placed at the cell's position, e.g. use this to create elevated cells."
GamingIsLove.ORKFramework.BattleGridCellTypeSingle.positionOffset;Position Offset;"The position offset added to the cell's original placement position.
Combatants are placed at the cell's position, e.g. use this to create elevated cells."
GamingIsLove.ORKFramework.BattleGridCellTypeSingle.blocked;Blocked;This is a blocked cell, i.e. combatants can't move on it.
GamingIsLove.ORKFramework.BattleGridCellTypeSingle.passable;Passable;"The blocked cell can still be moved over by combatants.
I.e. combatant's can't stop on the cell, but can move over it on their path."
GamingIsLove.ORKFramework.BattleGridCellTypeSingle.blockDiagonalMove;Block Diagonal Move;"The blocked cell blocks diagonal movement around it in 'Square' type grids.
A diagonal move is blocked if the cell is a neighbour of both cells that would be part of the diagonal move.
This is only used in 'Square' type grids that allow diagonal movement."
GamingIsLove.ORKFramework.BattleGridCellTypeSingle.ownCellOccupation;Own Cell Occupation;Override the default cell occupation settings defined in the battle grid settings.
GamingIsLove.ORKFramework.BattleGridCellTypeSingle.useObjectVariables;Use Object Variables;"Automatically adds an 'Object Variables' component to the game objects of this cell type.
Object variables are used to bind variables to game objects in the scene."
GamingIsLove.ORKFramework.GridCellEvent.type;Event Type;"Select what will be performed by this cell event:
- Ability: Uses an ability with the combatant as a target.
- Status Effect: Changes status effects on the combatant.
- Schematic: Starts a schematic with the combatant as 'Starting Object'."
GamingIsLove.ORKFramework.GridCellEvent.startType;Start Type;"Select when this cell event will be started:
- None: Can only be started through schematics.
- Any: Starts with any other type.
- Move To: Starts when a combatant moves to this cell (i.e. target of a move command).
- Move Over: Starts when a combatant moves over this cell (i.e. path of a move command).
- Start Turn: Starts when a combatant's turn starts on this cell.
- End Turn: Starts when a combatant's turn ends on this cell.
- Move From: Starts when a combatant moves from this cell."
GamingIsLove.ORKFramework.GridCellEvent.player;Player;The cell event will be used by members of the active player group.
GamingIsLove.ORKFramework.GridCellEvent.ally;Ally;The cell event will be used by members of ally groups.
GamingIsLove.ORKFramework.GridCellEvent.enemy;Enemy;The cell event will be used by members of enemy groups.
GamingIsLove.ORKFramework.GridCellEvent.animateAbility;Animate Ability;"Using the ability will be animated.
If disabled, the ability will only calculate the outcome."
GamingIsLove.ORKFramework.GridCellEvent.faction;Faction;Select the faction of the combatant that will use the ability.
GamingIsLove.ORKFramework.GridCellEvent.schematicAsset;Schematic Asset;"Select the schematic asset that will be used.
The cell will be used as 'Machine Object', the combatant as 'Starting Object'."
GamingIsLove.ORKFramework.GridCellMoveCostSettings.useMoveCost;Use Move Cost;Reduce the combatant's move points when moving on/over this cell.
GamingIsLove.ORKFramework.GridCellMoveCostSettings.moveCost;Move Cost;"Defines how much moving on/over this cell will reduce a combatant's move points.
When calculating the cost for a specific cell, the cell will be available in the formula as (local) selected data via key 'action'."
GamingIsLove.ORKFramework.GridCellMoveCostSettings.useActionCost;Use Action Cost;"Reduce the combatant's actions per turn when moving on/over this cell.
Actions per turn are only used in 'Turn Based' and 'Phase' battle systems."
GamingIsLove.ORKFramework.GridCellMoveCostSettings.actionCost;Action Cost;"Defines how much moving on/over this cell will reduce a combatant's actions per turn.
Actions per turn are only used in 'Turn Based' and 'Phase' battle systems.
When calculating the cost for a specific cell, the cell will be available in the formula as (local) selected data via key 'action'."
GamingIsLove.ORKFramework.GridCellMoveCostSettings.useStatusValueCost;Use Status Value Cost;"Reduce the defined 'Consumable' type status value of the combatant when moving on/over this cell.
The used status value is defined in 'Battles > Battle Grid Settings' in the 'Move Command' settings."
GamingIsLove.ORKFramework.GridCellMoveCostSettings.statusValueCost;Status Value Cost;"Defines how much moving on/over this cell will reduce the combatant's status value (whole numbers only).
The used status value is defined in 'Battles > Battle Grid Settings' in the 'Move Command' settings.
When calculating the cost for a specific cell, the cell will be available in the formula as (local) selected data via key 'action'."
GamingIsLove.ORKFramework.GridCellOccupation.singleOccupant;Single Occupant;"Only a single combatant can occupy a cell.
If disabled, a defined number of player/ally and enemy combatants can share the same cell."
GamingIsLove.ORKFramework.GridCellOccupation.allyLimit;Player/Ally Limit;Define the maximum number of player and player ally combatants that can occupy a cell.
GamingIsLove.ORKFramework.GridCellOccupation.enemyLimit;Enemy Limit;Define the maximum number of enemy combatants that can occupy a cell.
GamingIsLove.ORKFramework.GridCellPrefab.prefab;Prefab;Select the prefab used for this grid cell type.
GamingIsLove.ORKFramework.GridCellPrefab.positionOffset;Position Offset;The offset added to the position of the grid cell.
GamingIsLove.ORKFramework.GridCellPrefab.useOriginalPosition;Use Original Position;"Use the original placement position of the cell.
Only used by cells that use a position offset."
GamingIsLove.ORKFramework.GridCellPrefab.rotationOffset;Rotation Offset;The offset added to the rotation of the grid cell.
GamingIsLove.ORKFramework.GridCellPrefab.usePrefabRotation;Use Prefab Rotation;The rotation of the prefab will be added to the cell's rotation.
GamingIsLove.ORKFramework.GridCellPrefab.setScale;Set Scale;"Set the scale of the grid cell.
If disabled, the scale of the prefab will be used."
GamingIsLove.ORKFramework.GridCellPrefab.scale;Scale;The scale used for the grid cell.
GamingIsLove.ORKFramework.GridCellTypeChance.cellType;Cell Type;Select the grid cell type that will be used.
GamingIsLove.ORKFramework.GridCellTypeChance.chance;Chance (%);The chance that this grid cell type will be used.
GamingIsLove.ORKFramework.GridCellTypeCost.cellType;Grid Cell Type;Select the grid cell type that will be used.
GamingIsLove.ORKFramework.GridCellTypeCost.blockMovement;Block Movement;Movement from the defined grid cell types to this type is blocked, i.e. a combatant can't move from the defined cell types to this cell type.
GamingIsLove.ORKFramework.GridDeploymentCell.type;Deployment Type;"Select if the cell is available for deployment:
- None: The cell is not available for deployment.
- Player: Player combatants can be deployed on the cell.
- Ally: Allies of the player can be deployed on the cell.
- Enemy: Enemies of the player can be deployed on the cell.
- All: All combatants can be deployed on the cell.
- Faction: Combatants of a selected faction can be deployed on the cell.
- Combatant: Places the defined combatant on the cell."
GamingIsLove.ORKFramework.GridDeploymentCell.faction;Faction;"Faction: Select the faction that can deploy on the cell.
Combatant: Select the faction of the combatant that will be placed on the cell."
GamingIsLove.ORKFramework.GridDeploymentCell.preferredMemberIndex;Preferred Member Index;"Prefer the combatant of the defined battle group member index when placing combatants on cells.
0 is the group leader (1st member), 1 is the 2nd member, 2 is the 3rd member, etc.
Use -1 to not use a preferred member.
This is only used when placing combatants on cells automatically, i.e. not by the player combatant placement."
GamingIsLove.ORKFramework.BattleGridFormation.name;Name;The name of this grid formation.
GamingIsLove.ORKFramework.BattleGridFormation.allowRearranging;Allow Rearranging;"Combatants can change their formation positions when the formation is moved or rotated.
This is used when combatants are on the cells of other formation positions after the formation changed."
GamingIsLove.ORKFramework.BattleGridFormation.rearrangeUseRequired;Use Required;"Combatants already placed on positions using requirements will also be available for rearranging.
If disabled, combatants from positions using requirements will not be rearranged."
GamingIsLove.ORKFramework.BattleGridFormation.rows;Rows;The number of rows of the formation.
GamingIsLove.ORKFramework.BattleGridFormation.columns;Columns;The number of columns of the formation.
GamingIsLove.ORKFramework.BattleGridFormation.finishedEffectOnlyFilled;Only Filled Positions;"Only positions that have a combatant assigned will be checked.
If disabled, an empty position will result in failure."
GamingIsLove.ORKFramework.BattleGridFormation.finishedEffectCheckRotation;Check Rotation;"Checks if the combatant's rotation matches the rotation defined by the position (e.g. matching the leader's rotatin).
If disabled, rotations are ignored."
GamingIsLove.ORKFramework.BattleGridFormationLeader.isGroupLeader;Is Group Leader;"The leader of the group will be the formation leader.
If disabled, the combatant that used the formation will be the formation leader."
GamingIsLove.ORKFramework.BattleGridFormationLeader.isLocalSpace;Local Space;The formation is defined in local space of the leader.
GamingIsLove.ORKFramework.BattleGridFormationLeader.onDeath;Leader Death;"Select what happens with the formation when the leader dies:
- Keep: The dead combatant will remain the leader of the formation. The formation ends if the leader is removed from the group.
- Break: The formation ends.
- Select: A new leader is selected (optionally based on conditions). The formation ends if no new leader is found."
GamingIsLove.ORKFramework.BattleGridFormationLeader.fromPositions;From Positions;Use a combatant from positions if no other combatant is available.
GamingIsLove.ORKFramework.BattleGridFormationLeader.ignoreConditions;Ignore Conditions;"Ignore the conditions if no combatant is found.
The formation will end if no combatant is found."
GamingIsLove.ORKFramework.BattleGridFormationPosition.priority;Priority;"The priority of this position.
Positions will be filled based on their priority, the higher the priority number, the sooner they'll be filled.
E.g. priority 1 positions will be filled before priority 0 positions."
GamingIsLove.ORKFramework.BattleGridFormationPosition.fromPositions;From Positions;"Use a combatant from another position if no other combatant is available.
Uses combatants from positions with lower priority."
GamingIsLove.ORKFramework.BattleGridFormationPosition.freeOnDeath;Free On Death;"The position is freed when the combatant dies.
The position is freed in any case if the combatant leaves the battle or group."
GamingIsLove.ORKFramework.BattleGridFormationPosition.setRotation;Set Rotation;"Select if the combatant's rotation will be changed when reaching the cell:
- None: Doesn't change the rotation.
- Leader: Uses the same rotation as the leader.
- Select: Define the rotation (within the formation's rotation)."
GamingIsLove.ORKFramework.BattleGridFormationPosition.rotation;Rotation;"Define the rotation the combatant will use.
0 is front/north."
GamingIsLove.ORKFramework.BattleGridFormationPosition.ignoreConditions;Ignore Conditions;"Ignore the conditions if no combatant is found.
If disabled, the position will not be filled if no combatant is found."
GamingIsLove.ORKFramework.GridCellAreaSettings.type;Range Type;"Select which cells around the origin cell will be used:
- Distance: Cells defined by a grid distance.
- Battle Range Template: Cells defined by a battle range template.
- Custom: A custom grid shape.
- Use Range: The use range of a defined action (e.g. an ability or item)."
GamingIsLove.ORKFramework.GridCellAreaSettings.minDistance;Minimum Distance;"Define the minimum distance around the origin cell.
The minimum distance is 1 (i.e. the cells around the origin cell)."
GamingIsLove.ORKFramework.GridCellAreaSettings.maxDistance;Maximum Distance;"Define the maximum distance around the origin cell.
The minimum distance is 1 (i.e. the cells around the origin cell)."
GamingIsLove.ORKFramework.GridCellAreaSettings.template;Battle Range Template;Select the battle range template that will be used.
GamingIsLove.ORKFramework.GridMoveHeightLimit.limitUpwardMove;Limit Upward Move;"Moving upward is limited to a defined maximum height difference.
A combatant can only move from a cell to another cell if the other cell isn't higher than a defined distance."
GamingIsLove.ORKFramework.GridMoveHeightLimit.maxUpwardDistance;Max Upward Distance;The maximum height distance a cell can be above to allow movement to it.
GamingIsLove.ORKFramework.GridMoveHeightLimit.limitDownwardMove;Limit Downward Move;"Moving downward is limited to a defined maximum height difference.
A combatant can only move from a cell to another cell if the other cell isn't lower than a defined distance."
GamingIsLove.ORKFramework.GridMoveHeightLimit.maxDownwardDistance;Max Downward Distance;The maximum height distance a cell can be below to allow movement to it.
GamingIsLove.ORKFramework.GridMoveSettings.moveType;Move Type;"Select how the combatant will move:
- Move Toward Target: Moves near a target on the battle grid.
- Flee From Target: Moves away from the target to the cell with the biggest grid distance.
- Random: Moves to a random cell within move range.
- Grid Formation: Moves to the combatant's grid formation position (only if part of a formation and not on the position's cell).
- Grid Cell Type: Moves to the nearest or farthest cell of a defined grid cell type."
GamingIsLove.ORKFramework.GridMoveSettings.targetType;Target Cell;"Select which cell will be moved to:
- Nearest: The nearest cell (to the moving combatant).
- North: A cell north of the target (global space).
- East: A cell east of the target (global space).
- South: A cell south of the target (global space).
- West: A cell west of the target (global space).
- Front: A cell in front of the target (local space).
- Back: A cell in the back of the target (local space).
- Left: A cell left of the target (local space).
- Right: A cell right of the target (local space)."
GamingIsLove.ORKFramework.GridMoveSettings.ignoreBlockingCombatants;Ignore Blocking Combatants;"Ignore combatants that are blocking the path.
They'll still block the path, i.e. you can't move over them, but the path will still be used, going as far as possible."
GamingIsLove.ORKFramework.GridMoveSettings.gridCellTypeNearest;Nearest/Farthest;"Moves toward the nearest cell of the defined grid cell types.
If disabled, moves toward the farthest cell of the defined grid cell types."
GamingIsLove.ORKFramework.GridMoveSettings.gridCellTypeFromTarget;From Target;"The grid cell types are searched from the target (e.g. nearest cell to the target).
If disabled, they're searched from the user."
GamingIsLove.ORKFramework.GridMoveSettings.gridCellTypeUseDistance;Use Distance;Only use cells within a defined grid distance to the user/target.
GamingIsLove.ORKFramework.GridMoveSettings.gridCellTypeMinDistance;Minimum Distance;The minimum grid distance a cell can have to the user/target to be used.
GamingIsLove.ORKFramework.GridMoveSettings.gridCellTypeMaxDistance;Maximum Distance;The maximum grid distance a cell can have to the user/target to be used.
GamingIsLove.ORKFramework.GridMoveSettings.gridCellType;Grid Cell Type;Select the grid cell type that will be used.
GamingIsLove.ORKFramework.GridMoveSettings.considerGridFormation;Consider Formation;"If the user is the leader of a grid formation, the formation positions will be considered when moving.
The user will move to a position along the path that allows all formation positions to not be blocked cells."
GamingIsLove.ORKFramework.GridMoveSettings.considerGridFormationCombatants;Check Combatants;"Select if combatants blocking a cell will also prevent a formation from being placed:
- None: Combatants will not be checked.
- All: All combatants can block the formation.
- Ignore Formation: Combatants that are part of the formation are ignored, others can block the formation."
GamingIsLove.ORKFramework.GridMoveSettings.considerGridFormationReachable;Check Reachable;Checks if the formation position is within move range of their combatants and if they can reach it.
GamingIsLove.ORKFramework.GridMoveSettings.considerGridFormationCellType;Same Cell Type;Checks if all formation positions have the same cell type.
GamingIsLove.ORKFramework.GridMoveSettings.formationRotateToTarget;Rotate To Target;"The grid formation will be checked rotated toward the target (if using the leader's rotation).
If disabled, the rotation from the last cell move will be used for the check.
Keep in mind that this doesn't change the rotation of the combatant at the end of the grid move."
GamingIsLove.ORKFramework.GridMoveSettings.formationToNearest;Move To Nearest;"Move to the nearest available cell if the cell of the formation position is blocked or occupied.
If disabled, the combatant will not move if the cell is blocked or occupied."
GamingIsLove.ORKFramework.GridMoveSettings.blockTargetDiagonalDistance1;Block Diagonal Distance 1;"Diagonal cells around combatants in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
This forces the combatant to move to a non-diagonal cell around the target."
GamingIsLove.ORKFramework.GridMoveSettings.inMoveRange;In Move Range;"Limit movement to targets within move range.
If disabled, the user can also move toward targets outside of move range."
GamingIsLove.ORKFramework.GridMoveSettings.directMoveOnly;Direct Move Only;"Only move if the target cell can be reached directly.
'Reachable' will be executed next in case the cell is reachable, but other conditions (e.g. grid formation) prevent directly moving on it."
GamingIsLove.ORKFramework.GridMoveSettings.markTargetCell;Mark Target Cell;"Mark the target cell to prevent other AI controlled combatants from moving on it.
This is only done if the combatant can't reach the target cell within one move."
GamingIsLove.ORKFramework.GridMoveSettings.noMoveOver;No Move Over;"Moving over other combatants (if allowed) is ignored when the found path results in not being able to move at all.
E.g. used if the path to a target cell is reachable, but the combatant can't move due to all path cells being occupied by other combatants, it'll try to find a path around the combatants."
GamingIsLove.ORKFramework.GridMoveSettings.avoidEnemies;Avoid Enemies;Avoid cells around enemies when moving to the target.
GamingIsLove.ORKFramework.GridMoveSettings.avoidAllies;Avoid Allies;Avoid cells around allies when moving to the target.
GamingIsLove.ORKFramework.GridMoveSettings.ignoreAvoidedCells;Ignore Avoided Cells;Ignore avoided cells if no valid path is found when using them.
GamingIsLove.ORKFramework.GridMoveSettings.useEnemyDistance;Use Enemy Distance;Only allow target cells that are a defined grid distance away from enemies.
GamingIsLove.ORKFramework.GridMoveSettings.enemyDistanceCheckPath;Check Non-Direct Move;"If the user can't reach the target cell in one move (direct move), the cell the combatant moves to must also match the enemy distance conditions.
If disabled, the enemy distance is only checked for the target cell."
GamingIsLove.ORKFramework.GridMoveSettings.enemyDistanceIgnoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.ORKFramework.GridMoveSettings.enemyDistanceMin;Minimum Distance;"The minimum grid distance a target cell must have to an enemy combatant.
The minimum distance is inclusive, i.e. cells within this distance to enemies are allowed."
GamingIsLove.ORKFramework.GridMoveSettings.useEnemyDistanceMax;Use Maximum Distance;Use a maximum grid distance an enemy must have to the target cell.
GamingIsLove.ORKFramework.GridMoveSettings.enemyDistanceMax;Maximum Distance;"The maximum grid distance a target cell can have to an enemy combatant.
The maximum distance is inclusive, i.e. cells within this distance to enemies are allowed."
GamingIsLove.ORKFramework.GridMoveSettings.useLineOfSight;Use Line of Sight;Use a line of sight between the center of the user's cell and the center of the target cells to determine if they're available.
GamingIsLove.ORKFramework.GridHighlightSetting.enable;Use Highlight;Use this cell highlight.
GamingIsLove.ORKFramework.GridHighlightSetting.ownHighlight;Own Highlight Settings;"This grid highlight defines its own highlight settings.
If disabled, a selected base highlight will be used."
GamingIsLove.ORKFramework.GridHighlightSetting.baseType;Base Highlight;"Select which base highlight will be used:
- Area: The area highlight.
- Selection: The selection highlight.
- No Selection: The no selection highlight."
GamingIsLove.ORKFramework.GridHighlightType.type;Highlight Type;Select the type of this grid highlight:
GamingIsLove.ORKFramework.BlinkGridHighlightType;Blink;"The highlighted cell's game object will blink.
Only use one blink per highlight."
GamingIsLove.ORKFramework.BlinkGridHighlightType.blinkChildren;Blink Children;"All child game objects of the prefab will blink.
If disabled, only the root object of the prefab will blink."
GamingIsLove.ORKFramework.BlinkGridHighlightType.blinkHighlightPrefab;Blink Highlight Prefab;"The highlight prefab will also blink (if used).
If disabled, only the cell's prefab will blink."
GamingIsLove.ORKFramework.BlinkGridHighlightType.blinkOnlyPrefab;Blink Only Prefab;"Only the highlight prefab will blink (if used).
If disabled, the cell's prefab will also blink."
GamingIsLove.ORKFramework.LineRendererGridHighlightType;Line Renderer;"Use a prefab with a 'Line Renderer' to create an outline or a path line on the highlighted cells.
Only use one line renderer per highlight."
GamingIsLove.ORKFramework.PrefabGridHighlightType;Prefab;"Use a prefab to mark highlighted cells.
Only use one prefab per highlight."
GamingIsLove.ORKFramework.PrefabGridHighlightType.replaceCellPrefab;Replace Cell Prefab;"A highlighted cell's prefab (defined by it's cell type) will be replaced by the highlight prefab.
If disabled, the highlight prefab will be added additionally to the cell's prefab."
GamingIsLove.ORKFramework.SchematicGridHighlightType;Schematic;Use a schematic when highlighting cells.
GamingIsLove.ORKFramework.SchematicGridHighlightType.highlightSchematicAsset;Highlight Schematic;"Select a schematic asset that will be started when highlighting cells.
The highlighted cells are used as 'Machine Object'."
GamingIsLove.ORKFramework.SchematicGridHighlightType.stopHighlightSchematicAsset;Stop Highlight Schematic;"Select a schematic asset that will be started when stopping the highlight of cells.
The highlighted cells are used as 'Machine Object'."
GamingIsLove.ORKFramework.LineGridHighlight.prefab;Prefab;"Select the prefab used for the line highlight.
The prefab must have a 'Line Renderer' component attached."
GamingIsLove.ORKFramework.LineGridHighlight.positionOffset;Position Offset;The offset added to the position of the grid cell.
GamingIsLove.ORKFramework.LineGridHighlight.distanceToCenter;Distance To Center (0-1);"Define where on the cell's area the line will be placed.
0 is at the center, creating a path line.
1 is at the edge of the cell, based on the cell size defined in the battle grid settings."
GamingIsLove.ORKFramework.LineGridHighlight.mergeDistance;Merge Distance;The distance between 2 line positions that'll cause them to merge into one position.
GamingIsLove.ORKFramework.LineGridHighlight.enclosedCells;Enclosed Cells;"Cells that are completely enclosed by the outline will be included.
If disabled, enclosed cells will result in a line around them."
GamingIsLove.ORKFramework.GridCellPotentialAttackedSettings.cacheResults;Cache Results;"Results for a grid cell will be kept while the grid selection is active.
I.e. selecting the same cell again will reuse previously found combatants instead of checking again.
If disabled, each time a cell is selected the results will be calculated again."
GamingIsLove.ORKFramework.GridCellPotentialAttackedSettings.limitGridDistance;Limit By Distance;"Only enemies that are within their move range and a defined grid distance to the selected cell will be checked.
This'll use the enemy's move range as grid distance, i.e. ignore potential move cost based actual move range."
GamingIsLove.ORKFramework.GridCellPotentialAttackedSettings.gridDistanceLimit;Grid Distance;The grid distance that is added to the enemy's move range (current/max based on 'Move Range' setting).
GamingIsLove.ORKFramework.GridCellPotentialAttackedSettings.moveRangeType;Move Range;"Select which move range will be used:
- Current: The user's current move range.
- Max: The user's maximum move range.
- All: All cells."
GamingIsLove.ORKFramework.GridCellPotentialAttackedSettings.actionRangeType;Action Type;"Select which actions will be checked:
- Attack: The combatant's base attack.
- Abilities: All abilities of the combatant that can target the user.
- All: The combatant's base attack and all abilities that can target the user."
GamingIsLove.ORKFramework.GridCellPotentialAttackedSettings.actionCanUse;Check Can Use;"Checked actions will first check if they can be used by the enemy.
This'll e.g. check for use costs, but not for timebar/action points costs."
GamingIsLove.ORKFramework.GridCellPotentialAttackedSettings.highlightSchematicAsset;Highlight Schematic Asset;"Select the schematic asset that will be performed when highlighting a combatant that can attack the selected cell.
The highlighted combatant (potential attacker) will be used as 'Machine Object', the selected cell as 'Starting Object'."
GamingIsLove.ORKFramework.GridCellPotentialAttackedSettings.stopRunningHighlight;Stop Running;"A running valid cell schematic will be stopped before starting a new schematic.
If disabled, the running schematic will continue even if a new schematic is started."
GamingIsLove.ORKFramework.GridCellPotentialAttackedSettings.stopHighlightSchematicAsset;Stop Highlight Schematic Asset;"Select the schematic asset that will be performed when stopping to highlight a combatant.
The highlighted combatant (potential attacker) will be used as 'Machine Object', the selected cell as 'Starting Object'."
GamingIsLove.ORKFramework.GridCellPotentialAttackedSettings.stopRunningStopHighlight;Stop Running;"A running invalid cell schematic will be stopped before starting a new schematic.
If disabled, the running schematic will continue even if a new schematic is started."
GamingIsLove.ORKFramework.GridCellSelectionSchematics.validCellSchematicAsset;Valid Cell Schematic Asset;"Select the schematic asset that will be performed when a valid cell was selected.
The user will be used as 'Machine Object', the selected cell as 'Starting Object'."
GamingIsLove.ORKFramework.GridCellSelectionSchematics.stopRunningValid;Stop Running;"A running valid cell schematic will be stopped before starting a new schematic.
If disabled, the running schematic will continue even if a new schematic is started."
GamingIsLove.ORKFramework.GridCellSelectionSchematics.invalidCellSchematicAsset;Invalid Cell Schematic Asset;"Select the schematic asset that will be performed when an invalid cell was selected.
The user will be used as 'Machine Object', the selected cell as 'Starting Object'."
GamingIsLove.ORKFramework.GridCellSelectionSchematics.stopRunningInvalid;Stop Running;"A running invalid cell schematic will be stopped before starting a new schematic.
If disabled, the running schematic will continue even if a new schematic is started."
GamingIsLove.ORKFramework.GridCellSelectionSchematics.acceptSchematicAsset;Accept Schematic Asset;"Select the schematic asset that will be performed when accepting a selected cell.
The user will be used as 'Machine Object', the selected cell as 'Starting Object'."
GamingIsLove.ORKFramework.GridCellSelectionSchematics.waitAccept;Wait;Wait for the accept schematic to finish before accepting is executed.
GamingIsLove.ORKFramework.GridCellSelectionSchematics.cancelSchematicAsset;Cancel Schematic Asset;"Select the schematic asset that will be performed when canceling the cell selection.
The user will be used as 'Machine Object', the selected cell as 'Starting Object'."
GamingIsLove.ORKFramework.GridCellSelectionSchematics.waitCancel;Wait;Wait for the cancel schematic to finish before canceling is executed.
GamingIsLove.ORKFramework.GridCellSelectionSettings.useInputSelection;Use Input Keys;Use input keys to select a cell.
GamingIsLove.ORKFramework.GridCellSelectionSettings.axisMinimum;Axis Minimum;Define the minimum value an axis must have to trigger a selection change.
GamingIsLove.ORKFramework.GridCellSelectionSettings.useCameraDirection;Use Camera Direction;The axis keys will change the cell selection based on the camera view.
GamingIsLove.ORKFramework.GridCellSelectionSettings.cameraDirectionOffset;Camera Direction Offset;"Define the angle in degrees that will be added to the camera direction.
E.g. use 45 to shift the selection 45 degrees to the camera view."
GamingIsLove.ORKFramework.GridCellSelectionSettings.cursorTimeout;Cursor Timeout (s);The time in seconds that has to pass between 2 cursor moves.
GamingIsLove.ORKFramework.GridCellSelectionSettings.mouseHoverSelect;Hover Select;"Select cells by hovering the mouse over them.
The selected cell can be accepted with a mouse click or touch."
GamingIsLove.ORKFramework.GridCellSelectionSettings.mouseHoverUIBlock;UI Blocks Selection;Hover selection is blocked when the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.GridCellSelectionSettings.mouseMoveOnly;Cursor Move Only;"Only check for hover selection when the cursor has actually been moved.
If disabled, hover selection is checked at all times."
GamingIsLove.ORKFramework.GridCellSelectionSettings.mouseAcceptOnlySelected;Accept Only Selected;"Mouse/touch input can only accept already selected cells.
E.g. first click will select, 2nd click (on selected cell) will accept the cell."
GamingIsLove.ORKFramework.GridCellSelectionSettings.mouseLimitSelectionRange;Limit Selection Range;"Limit the range of mouse/touch selection to use the nearest cell within a defined distance to the click/touch position.
If disabled, the selection will use the nearest cell without a distance check (i.e. even using far away cells)."
GamingIsLove.ORKFramework.GridCellSelectionSettings.mouseSelectionRange;Selection Range;Define the range in which the nearest cell will be searched.
GamingIsLove.ORKFramework.GridCellSelectionSettings.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.GridCellSelectionSettings.selectAudio;Select Audio;Played when the selected cell is changed.
GamingIsLove.ORKFramework.GridCellSelectionSettings.selectVolume;Select Volume;The volume (0-1) used to play the select clip.
GamingIsLove.ORKFramework.GridCellSelectionSettings.playHoverSelectAudio;Play Hover Select;Play the select clip when using mouse hover for cell selection.
GamingIsLove.ORKFramework.GridCellSelectionSettings.acceptAudio;Accept Audio;Played when the selected cell is accepted.
GamingIsLove.ORKFramework.GridCellSelectionSettings.acceptVolume;Accept Volume;The volume (0-1) used to play the accept clip.
GamingIsLove.ORKFramework.GridCellSelectionSettings.cancelAudio;Cancel Audio;Played when the cell selection is canceled.
GamingIsLove.ORKFramework.GridCellSelectionSettings.cancelVolume;Cancel Volume;The volume (0-1) used to play the cancel clip.
GamingIsLove.ORKFramework.GridCellSelectionSettings.failAudio;Fail Audio;Played when an unselectable cell is accepted.
GamingIsLove.ORKFramework.GridCellSelectionSettings.failVolume;Fail Volume;The volume (0-1) used to play the fail clip.
GamingIsLove.ORKFramework.GridCombatantPlacementInfo.isAcceptDialogue;Is Accept Dialogue;"This combatant info box is used as accept dialogue to accept a selected combatant.
When the dialogue is accepted, the combatant will be used for placement.
Please note that only the first combatant info box with 'Is Accept Dialogue' enabled will be used as accept dialogue, the other boxes will only show information."
GamingIsLove.ORKFramework.GridCombatantPlacementInfo.showDuringSelection;During Selection;Show this combatant info box while selecting a combatant.
GamingIsLove.ORKFramework.GridCombatantPlacementInfo.showDuringPlacement;During Placement;Show this combatant info box while selecting a combatant's cell for placement.
GamingIsLove.ORKFramework.GridCombatantPlacementInfo.showDuringOrientation;During Orientation;Show this combatant info box while selecting a combatant's orientation.
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.selectBattleGroup;Select Battle Group;"The combatant selection is used to select the members of the battle group.
All group members will be displayed, allowing to select those who will be used as battle group for the battle.
If locked battle members are available, you'll first have to place them.
If disabled, only shows the battle group members for placement."
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.useWholeGroup;Use Whole Group;"All members of the player's group are available.
If disabled, only the current battle group and the battle reserve are available. When not using the battle reserve ('Game > Game Settings'), this will still be the whole player group."
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.showSelection;Use Selection;"The player can select the combatant that will be placed.
If disabled, the player can't select combatants and the order is predetermined by the sorting."
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.combatantSelection;Combatant Selection;The combatant selection select from the available combatants.
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.cancelRemovePlaced;Cancel Remove Placed;"Placed combatants can be removed by canceling in the combatant selection.
When not using a combatant selection, canceling in the cell selection during placement will remove the previously placed combatant (requires 'Allow Cancel Cell' enabled)."
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.rememberCell;Remember Cell;Start the cell selection at the last selected cell.
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.placeOnSelection;Place On Selection;The combatant's prefab will be placed on the selected cell before accepting it.
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.allowCancelCell;Allow Cancel Cell;"The cell selection can be canceled using the 'Cancel' key.
This will return to the combatant selection."
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.cellOwnCancelKey;Own Cancel Key;"Define an input key that can be used to cancel the cell selection.
If disabled, the default cancel key (defined in 'UI > UI Boxes > General Settings') will be used."
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.cellCancelKey;Cancel Key;Select the input key that will be used to cancel the cell selection.
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.examineCell;Examine Cell;Display the cell info text for the selected cell ('Examine Grid' settings).
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.examineCellCombatant;Examine Cell Combatant;"Display the combatant info dialogue for the selected cell's combatant ('Examine Grid' settings).
Please note that this only shows the information dialogue and doesn't show cell highlights (e.g. move range of a combatant)."
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.selectOrientation;Select Orientation;Select the combatant's orientation after placement.
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.allowCancelOrientation;Allow Cancel Orientation;"The orientation selection can be canceled using the 'Cancel' key.
This will return to the cell selection."
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.cameraControlTarget;Camera Control Target;"Changes the camera control target to the selected cell.
The camera control must descent from the 'BaseCameraControl' class (like all built-in camera controls)."
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.ownControlTargetTransition;Own Transition;"Use a custom camera control transition when changing the camera control target.
If disabled, the default transition defined in 'Base/Control > Game Controls' will be used."
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.showInfo;Show Info Text;An info text will be displayed while selecting a target cell for the placement.
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.showAcceptQuestion;Show Accept Question;"A question dialogue will be displayed when a cell was accepted.
If the player accepts the question, the cell will be used, otherwise the cell selection will be resumed."
GamingIsLove.ORKFramework.GridCombatantPlacementSettings.ownCellSelection;Own Cell Selection;"The placement selection uses a different cell selection setup.
If disabled, the cell selection will be used."
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.allowCancel;Allow Cancel;The cell selection can be canceled using the 'Cancel' key defined in the UI boxes.
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.ownCancelKey;Own Cancel Key;"Define an input key that can be used to cancel the cell selection.
If disabled, the default cancel key (defined in 'UI > UI Boxes > General Settings') will be used."
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.cancelKey;Cancel Key;Select the input key that will be used to cancel the cell selection.
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.startFromUser;Start From User;"The cell selection will always start from the user's cell.
If disabled, a previously selected cell (also from other cell selections) will be used."
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.rotateToCell;Rotate To Cell;"Rotate the user to the selected cell.
If disabled, a previously selected cell (also from other cell selections) will be used."
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.gridRotation;Grid Rotation;Limit the rotation to the nearest grid rotation during grid battles.
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.examineCell;Examine Cell;Display the cell info text for the selected cell ('Examine Grid' settings).
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.examineCellCombatant;Examine Cell Combatant;"Display the combatant info dialogue for the selected cell's combatant ('Examine Grid' settings).
Please note that this only shows the information dialogue and doesn't show cell highlights (e.g. move range of a combatant)."
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.useRangeTemplate;Use Range Template;"Use a battle range template to select cells based on the selected cell.
The cells selected by the battle range template will be used.
If disabled, only uses the selected cell."
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.rangeTemplate;Battle Range Template;Select the battle range template that will be used.
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.cameraControlTarget;Camera Control Target;"Changes the camera control target to the selected cell.
The camera control must descent from the 'BaseCameraControl' class (like all built-in camera controls)."
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.ownControlTargetTransition;Own Transition;"Use a custom camera control transition when changing the camera control target.
If disabled, the default transition defined in 'Base/Control > Game Controls' will be used."
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.showInfo;Show Info Text;An info text will be displayed while selecting a cell.
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.showAcceptQuestion;Show Accept Question;"A question dialogue will be displayed when a cell was accepted.
If the player accepts the question, the cell will be used, otherwise the cell selection will be resumed."
GamingIsLove.ORKFramework.GridCustomCellSelectionSettings.ownCellSelection;Own Cell Selection;"The cell selection uses a different cell selection setup.
If disabled, the cell selection will be used."
GamingIsLove.ORKFramework.GridExamineSettings.allowCancel;Allow Cancel;"The grid cell selection can be canceled using the 'Cancel' key defined in the UI boxes.
If disabled, the cell of the selecting combatant must be selected and accepted to stop the grid examination."
GamingIsLove.ORKFramework.GridExamineSettings.ownCancelKey;Own Cancel Key;"Define an input key that can be used to cancel the cell selection.
If disabled, the default cancel key (defined in 'UI > UI Boxes > General Settings') will be used."
GamingIsLove.ORKFramework.GridExamineSettings.cancelKey;Cancel Key;Select the input key that will be used to cancel the cell selection.
GamingIsLove.ORKFramework.GridExamineSettings.blockActionUse;Block Action Use;"Using actions is blocked for the combatant during the grid cell selection.
This isn't used during 'Always Active' selection phases."
GamingIsLove.ORKFramework.GridExamineSettings.alwaysActive;Always Active;"Grid examine is always active during grid battles.
Please note that grid examine isn't active during other cell selections (e.g. move command or target cell selections), but you can enable showing the cell info and combatant info dialogues for the selected cell in the individual settings.
'Block Action Use' is not used during 'Always Active' selection phases."
GamingIsLove.ORKFramework.GridExamineSettings.alwaysActiveDuringTargetSelection;During Target Selection;"Grid examine is also active during target selections.
If disabled, 'Always Active' isn't used when a target for an action is being selected."
GamingIsLove.ORKFramework.GridExamineSettings.alwaysActiveDuringActions;During Actions;"Grid examine is also active during actions.
If disabled, 'Always Active' is only used while no action is being performed."
GamingIsLove.ORKFramework.GridExamineSettings.alwaysActiveOnlyPlayerPhase;Only Player Phase;In 'Phase' battles, always active is only used during the player's phase.
GamingIsLove.ORKFramework.GridExamineSettings.targetExamineCell;Examine Cell;"Display the cell info text for the selected combatant's cell during target selections.
This isn't used for target cell selections, see the separate setting in the 'Target Cell Selection' settings."
GamingIsLove.ORKFramework.GridExamineSettings.targetExamineCellCombatant;Examine Cell Combatant;"Display the combatant info dialogue for the selected combatant ('Examine Grid' settings).
Please note that this only shows the information dialogue and doesn't show cell highlights (e.g. move range of a combatant).
This isn't used for target cell selections, see the separate setting in the 'Target Cell Selection' settings"
GamingIsLove.ORKFramework.GridExamineSettings.cameraControlTarget;Camera Control Target;"Changes the camera control target to the selected cell.
The camera control must descent from the 'BaseCameraControl' class (like all built-in camera controls)."
GamingIsLove.ORKFramework.GridExamineSettings.ownControlTargetTransition;Own Transition;"Use a custom camera control transition when changing the camera control target.
If disabled, the default transition defined in 'Base/Control > Game Controls' will be used."
GamingIsLove.ORKFramework.GridExamineSettings.showInfo;Show Info Text;An info text will be displayed while selecting a target cell.
GamingIsLove.ORKFramework.GridExamineSettings.ownCellSelection;Own Cell Selection;"The grid examination uses a different cell selection setup.
If disabled, the cell selection will be used."
GamingIsLove.ORKFramework.GridExamineSettings.combatantHUD;Add To HUD;Add the combatants occupying the examined cell to an 'Information' type HUD.
GamingIsLove.ORKFramework.GridExamineSettings.showMoveRange;Show Move Range;Highlight the move range of the examined combatant.
GamingIsLove.ORKFramework.GridExamineSettings.moveRangeMaxEnemy;Max Move Range (Enemy);"Show the maximum move range of enemy combatants.
If disabled, the current move range will be shown."
GamingIsLove.ORKFramework.GridExamineSettings.moveRangeMaxAlly;Max Move Range (Ally);"Show the maximum move range of ally combatants.
If disabled, the current move range will be shown."
GamingIsLove.ORKFramework.GridExamineSettings.moveRangeAuto;Auto Show Move Range;The move range is automatically shown when a cell with a combatant is selected.
GamingIsLove.ORKFramework.GridExamineSettings.moveRangeKey;Move Range Input Key;Select the input key used to show/hide the move range of a cell's combatant.
GamingIsLove.ORKFramework.GridExamineSettings.moveRangeAudio;Move Range Audio;Played when the move range is shown/hidden.
GamingIsLove.ORKFramework.GridExamineSettings.channelMoveRange;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.GridExamineSettings.moveRangeVolume;Move Range Volume;The volume (0-1) used to play the move range clip.
GamingIsLove.ORKFramework.GridExamineSettings.showAttackRange;Show Attack Range;"Highlight the attack range of the examined combatant.
The attack range is the use range of the combatant's base attack."
GamingIsLove.ORKFramework.GridExamineSettings.useCounterRange;Use Counter Attack;Use the use range of the combatant's counter attack instead of the current base attack.
GamingIsLove.ORKFramework.GridExamineSettings.attackRangeAuto;Auto Show Attack Range;The attack range is automatically shown when a cell with a combatant is selected.
GamingIsLove.ORKFramework.GridExamineSettings.attackRangeKey;Attack Range Input Key;Select the input key used to show/hide the attack range of a cell's combatant.
GamingIsLove.ORKFramework.GridExamineSettings.attackRangeAudio;Attack Range Audio;Played when the attack range is shown/hidden.
GamingIsLove.ORKFramework.GridExamineSettings.channelAttackRange;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.GridExamineSettings.attackRangeVolume;Attack Range Volume;The volume (0-1) used to play the attack range clip.
GamingIsLove.ORKFramework.GridMoveCommandSettings.useOnlyOnce;Use Only Once;"A combatant can use the move command only once per turn.
If disabled, the combatant can move multiple times (if the move range allows it)."
GamingIsLove.ORKFramework.GridMoveCommandSettings.useOnlyOncePlayer;Player;Members of the player can only move once per turn.
GamingIsLove.ORKFramework.GridMoveCommandSettings.useOnlyOnceAlly;Ally;Allies of the player can only move once per turn.
GamingIsLove.ORKFramework.GridMoveCommandSettings.useOnlyOnceEnemy;Enemy;Enemies of the player can only move once per turn.
GamingIsLove.ORKFramework.GridMoveCommandSettings.markTargetCell;Mark Target Cell;"The selected target cell will be marked for the user.
Other combatants can't move on the marked cell.
If disabled, the cell will remain free until the combatant actually moved there."
GamingIsLove.ORKFramework.GridMoveCommandSettings.allowCancel;Allow Cancel;The target cell selection can be canceled using the 'Cancel' key defined in the UI boxes.
GamingIsLove.ORKFramework.GridMoveCommandSettings.cancelUserCell;User Cell Cancels;Selecting the combatant's own cell will cancel the cell selection.
GamingIsLove.ORKFramework.GridMoveCommandSettings.ownCancelKey;Own Cancel Key;"Define an input key that can be used to cancel the cell selection.
If disabled, the default cancel key (defined in 'UI > UI Boxes > General Settings') will be used."
GamingIsLove.ORKFramework.GridMoveCommandSettings.cancelKey;Cancel Key;Select the input key that will be used to cancel the cell selection.
GamingIsLove.ORKFramework.GridMoveCommandSettings.blockActionUse;Block Action Use;Using actions is blocked for the combatant during the grid cell selection.
GamingIsLove.ORKFramework.GridMoveCommandSettings.startFromUser;Start From User;"The target cell selection will always start from the user's cell.
If disabled, a previously selected cell (also from other cell selections) will be used."
GamingIsLove.ORKFramework.GridMoveCommandSettings.rotateToCell;Rotate To Cell;"Rotate the user to the selected cell.
If disabled, a previously selected cell (also from other cell selections) will be used."
GamingIsLove.ORKFramework.GridMoveCommandSettings.gridRotation;Grid Rotation;Limit the rotation to the nearest grid rotation during grid battles.
GamingIsLove.ORKFramework.GridMoveCommandSettings.examineCell;Examine Cell;Display the cell info text for the selected cell ('Examine Grid' settings).
GamingIsLove.ORKFramework.GridMoveCommandSettings.examineCellCombatant;Examine Cell Combatant;"Display the combatant info dialogue for the selected cell's combatant ('Examine Grid' settings).
Please note that this only shows the information dialogue and doesn't show cell highlights (e.g. move range of a combatant)."
GamingIsLove.ORKFramework.GridMoveCommandSettings.useShortestPath;Use Shortest Path;"Use the shortest path to a cell if multiple paths with the same move costs are available.
If disabled, the first path that was found will be used."
GamingIsLove.ORKFramework.GridMoveCommandSettings.prioritizeDirection;Prioritize Direction;"The path will prioritize the direction of the selected/target cell.
Please note that this can have a heavy impact on performance due to the move range being created for multiple directions instead of only once."
GamingIsLove.ORKFramework.GridMoveCommandSettings.moveToOwnCells;Move To Own Cells;"A combatant can move on cells it currently occupies itself.
E.g. a combatant using grid cell size can move its own size cells.
The combatant's origin cell (the actual cell the combatant is placed on) can't be moved on in any case."
GamingIsLove.ORKFramework.GridMoveCommandSettings.moveOverAllies;Move Over Allies;A combatant can move over cells that are currently occupied by allied combatants.
GamingIsLove.ORKFramework.GridMoveCommandSettings.moveOverEnemies;Move Over Enemies;A combatant can move over cells that are currently occupied by enemy combatants.
GamingIsLove.ORKFramework.GridMoveCommandSettings.squareDiagonalMove;Diagonal Move;Diagonal movement is allowed in 'Square' type grids.
GamingIsLove.ORKFramework.GridMoveCommandSettings.squareDiagonalMoveBlockingCombatants;Blocking Combatants;Combatants blocking the path will prevent diagonal movement around them.
GamingIsLove.ORKFramework.GridMoveCommandSettings.costStatusValue;Cost Status Value;"Select the status value that will be used by 'Status Value Cost' move costs of grid cell types.
Grid cell types can optionally reduce a status value of the moving combatant - this setting defines which status value will be used.
Only 'Consumable' type status values are allowed."
GamingIsLove.ORKFramework.GridMoveCommandSettings.costSVShowFlyingText;Show Flying Text;"The change flying texts will be displayed (if defined, e.g. status value change, inventory change).
If disabled, the no flying text will appear."
GamingIsLove.ORKFramework.GridMoveCommandSettings.costSVShowConsole;Show Console;The change will be displayed in the console.
GamingIsLove.ORKFramework.GridMoveCommandSettings.moveRange;Default Move Range;"Define the default base grid move range for all combatants.
The grid move range defines how far a combatant can move when using the move command in grid battles.
The base move range can be changed through grid move range bonuses applied from status bonuses.
Can be overridden by each individual combatant."
GamingIsLove.ORKFramework.GridMoveCommandSettings.cameraControlTarget;Camera Control Target;"Changes the camera control target to the selected cell.
The camera control must descent from the 'BaseCameraControl' class (like all built-in camera controls)."
GamingIsLove.ORKFramework.GridMoveCommandSettings.ownControlTargetTransition;Own Transition;"Use a custom camera control transition when changing the camera control target.
If disabled, the default transition defined in 'Base/Control > Game Controls' will be used."
GamingIsLove.ORKFramework.GridMoveCommandSettings.showInfo;Show Info Text;An info text will be displayed while selecting a target cell for the move command.
GamingIsLove.ORKFramework.GridMoveCommandSettings.infoOnlyAvailableCells;Only Available Cells;"Only display the info text box if a cell is selected that is available to move to.
If disabled, the info text box will be displayed with 0 move costs."
GamingIsLove.ORKFramework.GridMoveCommandSettings.showAcceptQuestion;Show Accept Question;"A question dialogue will be displayed when a cell was accepted.
If the player accepts the question, the cell will be used, otherwise the cell selection will be resumed."
GamingIsLove.ORKFramework.GridMoveCommandSettings.ownCellSelection;Own Cell Selection;"The move target selection uses a different cell selection setup.
If disabled, the cell selection will be used."
GamingIsLove.ORKFramework.GridMoveCommandSettings.highlightPotentialAttacks;Highlight Potential Attacks;Highlight enemies of the user that can attack a selected path cell.
GamingIsLove.ORKFramework.GridMoveWaypointSettings.useWaypoints;Use Waypoints;"Allow setting waypoints when selecting a move path.
Waypoints can be set using separate inputs or while holding an input and using the mouse/touch inputs.
Accepting/clicking the last selected waypoint again will accept the cell to finish the path selection."
GamingIsLove.ORKFramework.GridMoveWaypointSettings.canMoveToPath;Can Move To Path;"Cells of the already selected path can be used as waypoints/target cells.
I.e. moving on cells of the path is allowed.
If disabled, combatants can only select cells that are not yet part of the path (but still move over path cells)."
GamingIsLove.ORKFramework.GridMoveWaypointSettings.canMoveToPathPassableHighlight;Highlight As Passable;"Cells of the path will be highlighted as passable.
If disabled, the cells will not be highlighted (but are still passable)."
GamingIsLove.ORKFramework.GridMoveWaypointSettings.setWaypointKey;Set Waypoint Key;The key used to set a waypoint.
GamingIsLove.ORKFramework.GridMoveWaypointSettings.useRemoveKey;Use Remove Key;"Use a seprate input key to remove waypoints.
When used, the cancel key will cancel out of the grid move selection completely.
If disabled, the cancel key will be used to remove waypoints."
GamingIsLove.ORKFramework.GridMoveWaypointSettings.removeWaypointKey;Remove Waypoint Key;"The key used to remove the last waypoint.
The cancel key will cancel out of the grid move selection completely."
GamingIsLove.ORKFramework.GridMoveWaypointSettings.acceptUsesWaypoints;Accept Uses Waypoints;"Using the accept key will use the plotted waypoint path.
This is used regardless of which cell is currently selected (e.g. an unavailable cell)."
GamingIsLove.ORKFramework.GridMoveWaypointSettings.acceptUseCurrentCell;Use Current Cell;"Accepting the plotted waypoint path will also use the path to the currently selected cell if it's a valid cell.
If disabled or no valid cell selected, only the path along the waypoints will be used."
GamingIsLove.ORKFramework.GridMoveWaypointSettings.mouseModifierKey;Mouse Modifier Key;"Using mouse/touch controls to select a cell will set a waypoint while this modifier key is used.
E.g. holding 'Shift' and clicking to set a waypoint."
GamingIsLove.ORKFramework.GridMoveWaypointSettings.ownMouseTouch;Own Mouse/Touch;Use a seprate mouse/touch control setup for selecting waypoints.
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.onlyNeighbourCells;Only Neighbour Cells;"The orientation cell selection only uses cells that are neighbours of the combatant's cell.
If disabled, any cell can be selected for the orientation."
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.blockActionUse;Block Action Use;Using actions is blocked for the combatant during the grid cell selection.
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.rotateOnSelection;Rotate On Selection;The combatant will rotate to the selected cell before accepting it.
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.blockDiagonalRotation;Block Diagonal Rotation;"Diagonal cells in square grids will be ignored (when 'Diagonal Distance 1' is enabled in the grid settings).
The combatant won't rotate to a diagonal direction (square grids)."
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.examineCell;Examine Cell;Display the cell info text for the selected cell ('Examine Grid' settings).
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.examineCellCombatant;Examine Cell Combatant;"Display the combatant info dialogue for the selected cell's combatant ('Examine Grid' settings).
Please note that this only shows the information dialogue and doesn't show cell highlights (e.g. move range of a combatant)."
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.ownCancelKey;Own Cancel Key;"Define an input key that can be used to cancel the orientation selection (when allowed).
If disabled, the default cancel key (defined in 'UI > UI Boxes > General Settings') will be used."
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.cancelKey;Cancel Key;Select the input key that will be used to cancel the orientation selection.
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.cameraControlTarget;Camera Control Target;"Changes the camera control target to the selected cell.
The camera control must descent from the 'BaseCameraControl' class (like all built-in camera controls).
When using 'Only Neighbour Cells', the selecting combatant's cell will be the camera control target."
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.ownControlTargetTransition;Own Transition;"Use a custom camera control transition when changing the camera control target.
If disabled, the default transition defined in 'Base/Control > Game Controls' will be used."
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.showInfo;Show Info Text;An info text will be displayed while selecting a target cell.
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.showAcceptQuestion;Show Accept Question;"A question dialogue will be displayed when a cell was accepted.
If the player accepts the question, the cell will be used, otherwise the cell selection will be resumed."
GamingIsLove.ORKFramework.GridOrientationSelectionSettings.ownCellSelection;Own Cell Selection;"The orientation selection uses a different cell selection setup.
If disabled, the cell selection will be used."
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.allowCancel;Allow Cancel;The target cell selection can be canceled using the 'Cancel' key defined in the UI boxes.
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.ownCancelKey;Own Cancel Key;"Define an input key that can be used to cancel the cell selection.
If disabled, the default cancel key (defined in 'UI > UI Boxes > General Settings') will be used."
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.cancelKey;Cancel Key;Select the input key that will be used to cancel the cell selection.
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.blockActionUse;Block Action Use;Using actions is blocked for the combatant during the grid cell selection.
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.startFromUser;Start From User;"The target cell selection will always start from the user's cell.
If disabled, a previously selected cell (also from other cell selections) will be used."
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.rotateToCell;Rotate To Cell;"Rotate the user to the selected cell.
If disabled, a previously selected cell (also from other cell selections) will be used."
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.gridRotation;Grid Rotation;Limit the rotation to the nearest grid rotation during grid battles.
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.examineCell;Examine Cell;Display the cell info text for the selected cell ('Examine Grid' settings).
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.examineCellCombatant;Examine Cell Combatant;"Display the combatant info dialogue for the selected cell's combatant ('Examine Grid' settings).
Please note that this only shows the information dialogue and doesn't show cell highlights (e.g. move range of a combatant)."
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.cameraControlTarget;Camera Control Target;"Changes the camera control target to the selected cell.
The camera control must descent from the 'BaseCameraControl' class (like all built-in camera controls)."
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.ownControlTargetTransition;Own Transition;"Use a custom camera control transition when changing the camera control target.
If disabled, the default transition defined in 'Base/Control > Game Controls' will be used."
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.showInfo;Show Info Text;An info text will be displayed while selecting a target cell.
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.showAcceptQuestion;Show Accept Question;"A question dialogue will be displayed when a cell was accepted.
If the player accepts the question, the cell will be used, otherwise the cell selection will be resumed."
GamingIsLove.ORKFramework.GridTargetCellSelectionSettings.ownCellSelection;Own Cell Selection;"The target cell selection uses a different cell selection setup.
If disabled, the cell selection will be used."
GamingIsLove.ORKFramework.ActionCheck.type;Action Type;"Select the action type that will be checked for:
- Attack: A base attack.
- Counter Attack: A counter attack.
- Ability: An ability.
- Item: An item.
- Defend: The defend command.
- Escape: The escape command.
- Death: The combatant dies.
- None: Does nothing.
- Change Member: The combatant is exchanged with a non-battle group member (battle reserve).
- Join: Joining the battle (new combatant, not via change member).
- Grid Move: Uses grid movement."
GamingIsLove.ORKFramework.ActionCheck.isValid;Is Valid;"The action must be of the defined type.
If disabled, the action mustn't be of the defined type."
GamingIsLove.ORKFramework.ActionCheck.anyAbility;Any Ability;"Any ability is valid.
If disabled, a defined ability or ability type must be used."
GamingIsLove.ORKFramework.ActionCheck.useAbilityType;Use Ability Type;Use any ability of a defined ability type.
GamingIsLove.ORKFramework.ActionCheck.abilityType;Ability Type;Select the ability type that will be used.
GamingIsLove.ORKFramework.ActionCheck.useAbilitySubTypes;Use Sub-Types;The sub-types of the defined ability type will also be checked.
GamingIsLove.ORKFramework.ActionCheck.anyItem;Any Item;"Any item is valid.
If disabled, a defined item must be used."
GamingIsLove.ORKFramework.ActionCheck.useItemType;Use Item Type;Use any item of a defined item type.
GamingIsLove.ORKFramework.ActionCheck.itemType;Item Type;Select the item type that will be used.
GamingIsLove.ORKFramework.ActionCheck.useItemSubTypes;Use Sub-Types;The sub-types of the defined item type will also be checked.
GamingIsLove.ORKFramework.ActionCheck.item;Item;Select the item that will be used.
GamingIsLove.ORKFramework.ActionCheckSettings.waitingForAction;Waiting For Action;Check actions that have been selected but are not yet performing.
GamingIsLove.ORKFramework.ActionCheckSettings.performingAction;Performing Action;Check currently performing actions.
GamingIsLove.ORKFramework.ActionComboRequirement.type;Action Type;"Select the action type the combatant performed:
- Attack: A base attack.
- Counter Attack: A counter attack..
- Ability: An ability.
- Item: An item.
- Defend: The defend command.
- Escape: The escape command.
- Death: Died.
- None: Did nothing.
- Change Member: Was exchanged for another group member.
- Class Ability: The combatant's class ability.
- Shortcut: A shortcut slot of the combatant.
- Ability Type: An ability of a defined ability type.
- Item Type: An item of a defined item type.
- Inventory Container Slot: The content stored in a defined inventory container slot."
GamingIsLove.ORKFramework.ActionComboRequirement.anyAttack;Any Attack;"Checks for any base attack of the combatant.
If disabled, you need to define which attack index will be checked for."
GamingIsLove.ORKFramework.ActionComboRequirement.attackIndex;Attack Index;"Set the index of the base attack that will be checked for, e.g.:
- 0: Index of the first base attack.
- 1: Index of the second base attack."
GamingIsLove.ORKFramework.ActionComboRequirement.ability;Ability;Select the ability that will be checked for.
GamingIsLove.ORKFramework.ActionComboRequirement.abilityType;Ability Type;Select the ability type that will be checked for.
GamingIsLove.ORKFramework.ActionComboRequirement.useSubAbilityType;Use Sub-Types;The sub-types of the defined ability type will also be checked.
GamingIsLove.ORKFramework.ActionComboRequirement.abilityAnyLevel;Any Level;Checks for any level of the ability.
GamingIsLove.ORKFramework.ActionComboRequirement.abilityLevel;Ability Level;Define the ability level that will be checked for.
GamingIsLove.ORKFramework.ActionComboRequirement.item;Item;Select the item the combatant will be checked for.
GamingIsLove.ORKFramework.ActionComboRequirement.itemType;Item Type;Select the item type that will be checked for.
GamingIsLove.ORKFramework.ActionComboRequirement.useSubItemType;Use Sub-Types;The sub-types of the defined item type will also be checked.
GamingIsLove.ORKFramework.ActionComboSettings.name;Name;The name of the action combo.
GamingIsLove.ORKFramework.ActionComboSettings.decreaseTime;Decrease Time;"Select when the available time of combo actions will decrease:
- 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."
GamingIsLove.ORKFramework.ActionComboStageSettings.availableTime;Available Time (s);"The time in seconds this stage will be available to perform.
Set to 0 if you don't want to use time.
The available time of stage 0 (first stage) will be ignored."
GamingIsLove.ORKFramework.ActionComboStageSettings.useReplacementAction;Use Replacement Action;Use an action to replace the required action.
GamingIsLove.ORKFramework.ActionComboStageSettings.resetStageOnFail;Reset Stage On Fail;Reset to stage 0 (first stage) of the action combo when the replacement action can't be used.
GamingIsLove.ORKFramework.ActionCost.endTurn;End Turn;"The combatant's turn will end after using the action.
Please note that the 'None' action always ends the turn."
GamingIsLove.ORKFramework.ActionCost.useRemaining;Use Remaining;"Uses the remaining actions per turn (APT) - the defined value will be the minimum required APT a combatant must have.
E.g.: A combatant has 1.5 APT left and 1 is the minimum requirement, the action can be performed and costs 1.5 APT.
A combatant has 0.5 APT left and 1 is the minimum requirement, the action can't be performed."
GamingIsLove.ORKFramework.ActionCost.consume;Consume Cost;"The action cost will be consumed.
If disabled, the cost is only used as a condition, but doesn't reduce the combatant's actions per turn."
GamingIsLove.ORKFramework.ActionCost.cost;Action Cost;"The actions per turn that will be used.
Formulas:
The user is available as user and target.
An ability/item will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.ActionSelection.type;Action Type;"Select the action type the combatant will perform:
- Attack: Performs a base attack.
- Counter Attack: Performs a counter attack. Counter attacks can't be countered.
- Ability: Uses an ability.
- Item: Uses an item.
- Defend: Uses the defend command.
- Escape: Uses the escape command.
- Death: The combatant dies.
- None: Does nothing.
- Change Member: The combatant is exchanged with a non-battle group member (battle reserve).
- Class Ability: Performs the combatant's class ability (first useable class ability when multiple are avaialble, e.g. due to class slots).
- Shortcut: Uses a shortcut slot of the combatant.
- Ability Type: Uses the first useable ability of a defined ability type.
- Item Type: Uses the first useable item of a defined item type.
- Inventory Container Slot: The content stored in a defined inventory container slot."
GamingIsLove.ORKFramework.ActionSelection.resetAttackIndex;Reset Index;"The attack index will be reset to 0 after the attack is used.
This only happens if the attack is used."
GamingIsLove.ORKFramework.ActionSelection.ability;Ability;"Select the ability the combatant will use.
If the combatant doesn't have the ability, the ability won't be used."
GamingIsLove.ORKFramework.ActionSelection.abilityType;Ability Type;Select the ability type that will be used.
GamingIsLove.ORKFramework.ActionSelection.useSubAbilityType;Use Sub-Types;The sub-types of the defined ability type will also be used.
GamingIsLove.ORKFramework.ActionSelection.abilityUseHighestLevel;Use Highest Level;The highest available level of the ability will be used.
GamingIsLove.ORKFramework.ActionSelection.abilityLevel;Ability Level;"Define the ability level that will be used.
Uses the highest available level when the defined level exceeds the available levels."
GamingIsLove.ORKFramework.ActionSelection.item;Item;"Select the item the combatant will use.
If the combatant doesn't have the item in his inventory, the item won't be used."
GamingIsLove.ORKFramework.ActionSelection.itemType;Item Type;Select the item type that will be used.
GamingIsLove.ORKFramework.ActionSelection.useSubItemType;Use Sub-Types;The sub-types of the defined item type will also be used.
GamingIsLove.ORKFramework.ActionSelection.isSilent;Is Silent;The 'None' action will be silent, i.e. no battle info will be displayed and no battle animation (schematics) will be used.
GamingIsLove.ORKFramework.ActionSelection.memberIndex;Member Index;The index of the non-battle member the combatant will be exchanged with.
GamingIsLove.ORKFramework.ActionsPerTurnSettings.actionsPerTurn;Actions Per Turn;"The number of actions a combatant can perform each turn.
This is used as a float value, i.e. you can also use 0.5 actions for an action.
As long as a combatant has more than 0 actions per turn left, he will be able to perform actions."
GamingIsLove.ORKFramework.ActionsPerTurnSettings.addActionsPerTurn;Add Count;"The actions per turn will be added to the combatant's previous actions per turn, i.e. unused actions per turn can be saved for the next turn.
If disabled, the actions per turn will be set each turn, i.e. unused actions per turn will be lost."
GamingIsLove.ORKFramework.ActionsPerTurnSettings.ownAbilityCost;Own Ability Cost;"Abilities use their own action cost, overriding the default action cost.
Individual abilities can also override the default/ability action cost."
GamingIsLove.ORKFramework.ActionsPerTurnSettings.ownItemCost;Own Item Cost;"Items use their own action cost, overriding the default action cost.
Individual items can also override the default/item action cost."
GamingIsLove.ORKFramework.ActionsPerTurnSettings.ownDefendCost;Own Defend Cost;The defend command uses its own action cost, overriding the default action cost.
GamingIsLove.ORKFramework.ActionsPerTurnSettings.ownEscapeCost;Own Escape Cost;The escape command uses its own action cost, overriding the default action cost.
GamingIsLove.ORKFramework.ActionsPerTurnSettings.ownNoneCost;Own None Cost;"A 'None' action (end turn) uses its own action cost, overriding the default action cost.
Please note that a 'None' actions ends the turn of the combatant in any case."
GamingIsLove.ORKFramework.ActionsPerTurnSettings.ownChangeMemberCost;Own Change Cost;Changing a battle member uses its own action cost, overriding the default action cost.
GamingIsLove.ORKFramework.ActionsPerTurnSettings.ownGridMoveCost;Own Grid Move Cost;A 'Grid Move' action uses its own action cost, overriding the default action cost.
GamingIsLove.ORKFramework.AutoEndTurnSettings.checkAttack;Check Attack;Check if the combatant's base attack can be used.
GamingIsLove.ORKFramework.AutoEndTurnSettings.checkAbilities;Check Abilities;Check if any of the combatant's abilities can be used.
GamingIsLove.ORKFramework.AutoEndTurnSettings.checkItems;Check Items;Check if the default item action costs can be used (or items are blocked).
GamingIsLove.ORKFramework.AutoEndTurnSettings.checkDefend;Check Defend;Check if the defend can be used.
GamingIsLove.ORKFramework.AutoEndTurnSettings.checkEscape;Check Escape;Check if the escape can be used.
GamingIsLove.ORKFramework.AutoEndTurnSettings.checkChangeMember;Check Change Member;Check if combatant can be exchanged for another member.
GamingIsLove.ORKFramework.AutoEndTurnSettings.checkGridMove;Check Grid Move;Check if the grid move command can be used.
GamingIsLove.ORKFramework.AutoEndTurnSettings.exceedActionsPerTurn;Actions Per Turn;"End the turn if the combatant's actions per turn are less or equal than the defined value.
The minimum value is 0."
GamingIsLove.ORKFramework.AutoJoinBattle.autoJoin;Auto Join;"Combatants within a defined range of a battle will automatically join the battle when it starts.
If disabled, only combatants defined by the battle or that are part of a combatant's group will participate in the battle.
Note that this isn't used for real time area battles."
GamingIsLove.ORKFramework.AutoJoinBattle.usePlayer;Use Player;"The player's current position is used for range checks.
If disabled, the battle's position is used."
GamingIsLove.ORKFramework.AutoJoinBattle.runningBattle;Join Running Battle;"Combatants also join a running battle when coming within range.
If disabled, only combatants within range at the start of the battle will join."
GamingIsLove.ORKFramework.AutoJoinBattle.runnintBattleTimeout;Check Every (s);The time in seconds between two auto join checks.
GamingIsLove.ORKFramework.AutoJoinBattle.runningBattleOwnPositionSpot;Own Position Spot;"Use the combatant's position as battle spot.
If disabled, finds a free battle spot or creates a new one based on the battle spot settings."
GamingIsLove.ORKFramework.AutoJoinBattle.joinTurnOrder;Join Turn Order;"Join the turn order of a running battle.
This is only used by 'Turn Based' and 'Phase' battles, allowing the combatant to perform actions in the current turn.
Please note that the current state of the battle and if joining the battle is animated can still lead to the combatant's first action being in the next turn."
GamingIsLove.ORKFramework.AutoStartBattleSettings.onlyLeader;Only Leader;"Only check the leader of the player group.
If disabled, checks spawned members of the player group (only 1 has to be in range/detected and match the requirements)."
GamingIsLove.ORKFramework.AutoStartBattleSettings.useNearestArena;Use Nearest Battle;"Use the nearest 'Battle' component in the scene.
If disabled or none found, a new battle will be created."
GamingIsLove.ORKFramework.AutoStartBattleSettings.arenaRange;Nearest Range;"The range in which to check for available 'Battle' components.
Range is in world units from the combatant."
GamingIsLove.ORKFramework.AutoStartBattleSettings.setRotation;Set Rotation;Set the rotation of created 'Battle' components using the initiating combatant's rotation (usually the player).
GamingIsLove.ORKFramework.AutoStartBattleSettings.useRange;Auto Start Battles;"Automatically start battles when the player comes within a defined range of this combatant.
Only used when the player and this combatant are enemies and there is currently no battle running."
GamingIsLove.ORKFramework.AutoStartBattleSettings.useMoveDetection;Use Move Detection;"Automatically start battles when the player is detected (sight, movement) by this combatant.
Only used when the player and this combatant are enemies and there is currently no battle running."
GamingIsLove.ORKFramework.AutoStartBattleSettings.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (i.e. this combatant).
- Target: The target will be checked (i.e. the player).
The battle will only start if the check is valid."
GamingIsLove.ORKFramework.BaseAttackSelection.useCurrentAttack;Use Current Attack;"Uses the current base attack of the combatant.
If disabled, you need to define which attack index will be used."
GamingIsLove.ORKFramework.BaseAttackSelection.attackIndex;Attack Index;"Set the index of the base attack that will be used, e.g.:
- 0: Index of the first base attack.
- 1: Index of the second base attack.
Attack index 0 can always be used, the others only if the combatant currently has the set attack index."
GamingIsLove.ORKFramework.BaseAttackSelection.forceAttackIndex;Force Index;"The defined attack index is forced (if available).
The attack will be performed, even if the user's attack index isn't set to this index (i.e. you can use the attack outside of attack combos).
If disabled, the user's attack index has to be set to the defined index - the attack can only be performed in sequence."
GamingIsLove.ORKFramework.BaseAttackSelection.useEquipmentSlot;Use Equipment Slot;"Use the attack of a selected equipment slot.
If disabled, the usual base attack is used (i.e. either the attack of an equipped equipment or the default attack)."
GamingIsLove.ORKFramework.BaseAttackSelection.equipmentSlot;Equipment Slot;"Select the equipment slot used to attack.
Can only be used if the equipment slot has an equipment with 'Override Attack' equipped."
GamingIsLove.ORKFramework.BattleAnimation.schematicAsset;Schematic Asset;"Select the schematic asset that will be performed.
The user will be used as 'Machine Object', the target(s) as 'Starting Object'."
GamingIsLove.ORKFramework.BattleAnimation.chance;Chance (%);The chance this schematic will be performed.
GamingIsLove.ORKFramework.BattleAnimation.autoDamageDealers;Auto Damage Dealers;"Select if 'Damage Dealer' components on the user's game object will be automatically activated at the start of this schematic and deactivated at the end:
- None: Not used.
- Set Action: Only set's the action, but doesn't activate it. The damage dealer can be activated later.
- Activate: Activates the damage dealers.
Keep in mind that only those damage dealers can be automatically activated, which have 'Auto Activate' enabled for the currently used battle system (or field) and either are set up for the used ability/item, or have at least one tag matching the tags defined in the ability's or item's settings."
GamingIsLove.ORKFramework.BattleAnimation.blockMoveAI;Block Move AI;The user's move AI will be blocked during this schematic.
GamingIsLove.ORKFramework.BattleAnimation.ignoreCameraBlock;Ignore Camera Block;"Ignores the battle camera settings (found in 'Battle System > Battle Camera') and allows camera changes in this schematic.
If disabled and the battle camera blocks the schematic cameras, all camera nodes are ignored."
GamingIsLove.ORKFramework.BattleAnimation.noCameraBlockChance;Chance (%);"The chance the schematic's camera changes won't be blocked.
The schematic will perform camera changes if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to chance defined here."
GamingIsLove.ORKFramework.BattleAnimation.field;Field;Available in the field (i.e. outside of battles).
GamingIsLove.ORKFramework.BattleAnimation.player;Player;The schematic will be used by members of the active player group.
GamingIsLove.ORKFramework.BattleAnimation.ally;Ally;The schematic will be used by members of ally groups.
GamingIsLove.ORKFramework.BattleAnimation.enemy;Enemy;The schematic will be used by members of enemy groups.
GamingIsLove.ORKFramework.BattleAnimationOverride.type;Action Type;"Select which animation will be overridden:
- Ability: An ability's animation.
- Item: An item's animation.
- Defend: The defend command's animation.
- Escape: The escape command's animation.
- Death: The combatant's death animation.
- None: The none command's animation (doing nothing).
- Retreat: Retreating from battle when changing members.
- Enter Battle: Entering battle when changing members.
- Join Battle: Joining the battle when using 'Auto Join'.
- Grid Move: The grid move command's animation.
- Ability Start: Used before an ability's battle animations (if the ability uses start animations).
- Ability End: Used after an ability's battle animations (if the ability uses end animations).
- Item Start: Used before an item's battle animations (if the item uses start animations).
- Item End: Used after an item's battle animations (if the item uses end animations)."
GamingIsLove.ORKFramework.BattleAnimationOverride.ability;Ability;Select the ability that will be overridden.
GamingIsLove.ORKFramework.BattleAnimationOverride.abilityAllLevels;All Levels;"All levels of the ability will be overridden.
If disabled, only a defined level will be overridden."
GamingIsLove.ORKFramework.BattleAnimationOverride.abilityLevel;Level;The level of the ability that will be overridden.
GamingIsLove.ORKFramework.BattleAnimationOverride.item;Item;Select the item that will be overridden.
GamingIsLove.ORKFramework.BattleAnimationOverride.joinLookAt;Look At Enemies;The combatant will automatically look at his enemies when joining a battle.
GamingIsLove.ORKFramework.DefaultBattleAnimations.joinLookAt;Look At Enemies;The combatant will automatically look at his enemies when joining a battle.
GamingIsLove.ORKFramework.BattleBonuses.reviveAfterBattle;Revive After Battle;Dead members of the player group will be revived after battle.
GamingIsLove.ORKFramework.BattleGainsCollection.useInventoryAddType;Use Stack Type;"Items and equipment will be added to the battle gains according to their inventory stack type (e.g. auto stack).
If disabled, items/equipment will be added as is, i.e. with their defined quantity without grouping them together."
GamingIsLove.ORKFramework.BattleGainsCollection.collectImmediately;Collect Immediately;"Battle gains are collected immediately after an enemy has been defeated.
If disabled, the battle gains are collected at the end of the battle (in a battle end schematic via the 'Collect Battle Gains' node)."
GamingIsLove.ORKFramework.BattleGainsCollection.dropItems;Drop Items;Items gained from defeated enemies will be dropped into the game world instead of added to the group inventory or item box.
GamingIsLove.ORKFramework.BattleGainsCollection.dropAI;Drop AI;AI behaviours and AI rulesets gained from defeated enemies will be dropped into the game world instead of added to the group inventory or item box.
GamingIsLove.ORKFramework.BattleGainsCollection.dropRecipes;Drop Recipes;Crafting recipes gained from defeated enemies will be dropped into the game world instead of added to the group inventory or item box.
GamingIsLove.ORKFramework.BattleGainsCollection.dropCurrency;Drop Currency;Currency gained from defeated enemies will be dropped into the game world instead of added to the group inventory or item box.
GamingIsLove.ORKFramework.BattleSpotPosition.spot;Spot Position;The position of the spot in local space of the battle arena.
GamingIsLove.ORKFramework.BattleSpotPosition.ignoreScale;Ignore Scale;"Ignore the battle game object's scale when placing the battle spots.
If disabled, the position of the battle spot is influenced by the scale of the battle (and it's parent game objects)."
GamingIsLove.ORKFramework.BattleSpotPosition.addRandom;Add Random;Add a random offset to the position of this spot.
GamingIsLove.ORKFramework.BattleSpotPosition.setRotation;Set Rotation;Set the rotation of this spot.
GamingIsLove.ORKFramework.BattleSpotPosition.rotateToCenter;Rotate To Center;Rotate to the battle arena's center (i.e. the position of the 'Battle' component's game object).
GamingIsLove.ORKFramework.BattleSpotPosition.rotateToCenterIgnoreHeight;Ignore Height;Ignore height differences between the battle spot and the battle arena.
GamingIsLove.ORKFramework.BattleSpotPosition.rotation;Rotation;The rotation of this spot.
GamingIsLove.ORKFramework.BattleSpotPosition.setScale;Set Scale;Set the local scale of this spot.
GamingIsLove.ORKFramework.BattleSpotPosition.scale;Scale;The local scale of this spot.
GamingIsLove.ORKFramework.BattleSpotSettings.usePlayerAdvantageSpot;Use Player Adv. Spot;Use a different battle spot in a battle with player advantage.
GamingIsLove.ORKFramework.BattleSpotSettings.useEnemyAdvantageSpot;Use Enemy Adv. Spot;Use a different battle spot in a battle with enemy advantage.
GamingIsLove.ORKFramework.CriticalChance.hasCritical;Critical Hit;"The action can perform a critical hit.
Critical hits have their own damage calculation.
If disabled, the action can only perform normal damage."
GamingIsLove.ORKFramework.CriticalChance.sharedChance;Shared Chance;"The critical chance is shared for all targets.
The chance is calculated for the first target, using the same outcome for all other targets."
GamingIsLove.ORKFramework.CriticalChance.sharedChanceUser;For User Changes;"The critical chance is also shared for user changes.
Uses the outcome of the first target for the user changes."
GamingIsLove.ORKFramework.CriticalChance.criticalChance;Critical Chance (%);The critical chance that will be used.
GamingIsLove.ORKFramework.HitChance.useHitChance;Hit Chance;"The action has a certain chance to hit or miss the target.
If not set, the action will always hit."
GamingIsLove.ORKFramework.HitChance.useUserHitChance;For User Changes;"The hit chance is also used for the user changes.
If disabled, the user changes are always used."
GamingIsLove.ORKFramework.HitChance.sharedChance;Shared Chance;"The hit chance is shared for all targets.
The chance is calculated for the first target, using the same outcome for all other targets."
GamingIsLove.ORKFramework.HitChance.sharedChanceUser;For User Changes;"The hit chance is also shared for user changes.
Uses the outcome of the first target for the user changes."
GamingIsLove.ORKFramework.HitChance.hitChance;Hit Chance (%);The hit chance that will be used.
GamingIsLove.ORKFramework.HitChance.missSchematicAsset;Miss Schematic;"Select the schematic asset used when missing a target.
The user will be used as 'Maschine Object', the target will be used as 'Starting Object', the action is available as (local) selected data via the key 'action'.
The schematic will perform per target, with and without using an actual action (i.e. battle animations) and shares local variables and selected data with schematics animating the action."
GamingIsLove.ORKFramework.HitChance.userMissSchematicAsset;User Miss Schematic;"Select the schematic asset used when the status changes are used.
The user will be used as 'Maschine Object', the target will be used as 'Starting Object', the action is available as (local) selected data via the key 'action'.
The schematic will perform per target, with and without using an actual action (i.e. battle animations) and shares local variables and selected data with schematics animating the action."
GamingIsLove.ORKFramework.CollectBattleGainsSettings`1.display;Show Gains;"Show the battle gains and level up texts.
The display options are defined in the battle end settings."
GamingIsLove.ORKFramework.CollectBattleGainsSettings`1.autoClose;Auto Close;Automatically close the battle gains after a defined time.
GamingIsLove.ORKFramework.CollectBattleGainsSettings`1.closeTime;Close After (s);"The time in seconds until the gains dialogue closes automatially.
This time is used for each page of the battle gains."
GamingIsLove.ORKFramework.CollectBattleGainsSettings`1.blockAccept;Block Accept Button;The accept button is blocked - the gains dialogue will only close after its auto close time ran out.
GamingIsLove.ORKFramework.CollectBattleGainsSettings`1.collectLoot;Collect Loot;"Loot (items, equipment and currency) will be collected.
If disabled, the loot will be kept for later collection."
GamingIsLove.ORKFramework.CollectBattleGainsSettings`1.collectExp;Collect Experience;"Experience will be collected.
If disabled, the experience will be kept for later collection."
GamingIsLove.ORKFramework.CollectBattleGainsSettings`1.useItemBox;Use Item Box;"Store loot in an item box (via a box ID).
If disabled, the loot will be added to the player's inventory."
GamingIsLove.ORKFramework.CollectBattleGainsSettings`1.useAddType;Use Stack Type;"Items and equipment will be added to the item box according to their inventory stack type (e.g. auto stack).
If disabled, items/equipment will be added as is, i.e. with their defined quantity without grouping them together."
GamingIsLove.ORKFramework.CollectBattleGainsSettings`1.itemBoxID;Item Box ID;Define the box ID the items will be stored in.
GamingIsLove.ORKFramework.BattleCombatant.faction;Faction;Select the faction the combatant/group will be part of.
GamingIsLove.ORKFramework.BattleCombatant.useGroup;Use Group;"Use a combatant group.
If disabled, a single combatant will be used."
GamingIsLove.ORKFramework.BattleCombatant.group;Combatant Group;Select the combatant group that will be used.
GamingIsLove.ORKFramework.ChanceBattleCombatant.chance;Chance;Define the chance that this combatant is used.
GamingIsLove.ORKFramework.SpawnerCombatant.spawnAll;Spawn All;Spawn all members of the combatant's battle group.
GamingIsLove.ORKFramework.SpawnerCombatant.quantity;Quantity;Define the number of combatants that will spawn.
GamingIsLove.ORKFramework.SpawnerCombatant.randomRotation;Random Rotation;The combatant will spawn with a random rotation.
GamingIsLove.ORKFramework.SpawnerCombatant.setScale;Set Scale;Set the scale of the spawned combatant.
GamingIsLove.ORKFramework.SpawnerCombatant.scale;Scale;Define the scale that will be used.
GamingIsLove.ORKFramework.SpawnerCombatant.respawn;Respawn;"Respawn the combatant after it was killed.
For groups, the group will respawn after all members have been killed."
GamingIsLove.ORKFramework.SpawnerCombatant.respawnTime;Respawn Time (s);The time in seconds until respawn.
GamingIsLove.ORKFramework.SpawnerCombatant.despawn;Despawn;"Despawn the combatant after time (if not in battle).
Despawning will not cause respawn."
GamingIsLove.ORKFramework.SpawnerCombatant.despawnTime;Despawn Time (s);The time in seconds until despawn.
GamingIsLove.ORKFramework.SpawnerCombatant.blockMoveAI;Block Move AI;Block the combatant's move AI.
GamingIsLove.ORKFramework.SpawnerCombatant.ownMoveAI;Own Move AI;Define a different move AI the combatant will use.
GamingIsLove.ORKFramework.SpawnerCombatant.moveAI;Move AI;Select the move AI the combatant will use.
GamingIsLove.ORKFramework.SpawnerCombatant.moveAIRange;Move AI Range;"Optionally use a 'Move AI Range' component to set a move AI range.
When the combatant exits the trigger of an attached collider, the combatant will return to it's original position."
GamingIsLove.ORKFramework.SpawnerCombatant.useFormation;Use Formation;"Use a formation for this group.
Formations are used in the field and battles to change the position a combatant uses to follow the group's leader (using move AI) and the placement of battle spots."
GamingIsLove.ORKFramework.SpawnerCombatant.formation;Formation;Select the formation that will be used.
GamingIsLove.ORKFramework.FactionSchematicSetting.playerSchematic;Player Schematic;"Select the schematic asset used for combatants of the player group.
The combatant will be used as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.FactionSchematicSetting.allySchematic;Ally Schematic;"Select the schematic asset used for groups that are allies of the player.
The combatant will be used as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.FactionSchematicSetting.enemySchematic;Enemy Schematic;"Select the schematic asset used for groups that are enemies of the player.
The combatant will be used as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.KeyFactionSchematicSetting.callKey;Call Key;"Define the key that identifies these schematics.
The schematics will be used by 'Custom Combatant Schematic' nodes using a matching key."
GamingIsLove.ORKFramework.KeySchematicSetting.callKey;Call Key;"Define the key that identifies these schematics.
The schematics will be used by 'Custom Combatant Schematic' or 'Custom Selected Data Schematic' nodes using a matching key."
GamingIsLove.ORKFramework.KeySchematicSetting.schematic;Schematic;"Select the schematic asset that will be used.
The ability/item/equipment is available as (local) selected data via the key 'action'."
GamingIsLove.ORKFramework.DamageDealerActivation.addAudio;Add Audio;An audio clip is played on the game object hit by the damage dealer (when doing damage).
GamingIsLove.ORKFramework.DamageDealerActivation.useSoundType;Use Sound Type;The user or target combatant's defined sound of a selected sound type will be used.
GamingIsLove.ORKFramework.DamageDealerActivation.soundType;Sound Type;Select the sound type that will be played.
GamingIsLove.ORKFramework.DamageDealerActivation.targetSound;Use Target;"Use the target combatant's audio clip.
If disabled, the user combatant's audio clip is used."
GamingIsLove.ORKFramework.DamageDealerActivation.audioClip;Audio Clip;Select the audio clip that will be played.
GamingIsLove.ORKFramework.DamageDealerActivation.addPrefab;Add Prefab;"A prefab is spawned on the position it hit an object when doing damage.
This prefab can't be used by the battle animation (schematic).
Please note that only using 'Collision' to deal damage will use the hit position, using 'Trigger' will use the position of the combatant."
GamingIsLove.ORKFramework.DamageDealerActivation.prefab;Prefab;Select the prefab that will be used.
GamingIsLove.ORKFramework.DamageDealerActivation.mountPrefab;Mount Prefab;Parent/mount the prefab to the combatant that was hit.
GamingIsLove.ORKFramework.DamageDealerActivation.stopParticles;Stop Particles;Particles emitting from the prefab will stop emitting.
GamingIsLove.ORKFramework.DamageDealerActivation.stopAfter;Stop After (s);The time in seconds before emitting particles will stop.
GamingIsLove.ORKFramework.DamageDealerActivation.after;Destroy After (s);"The spawned prefab will be destroyed after the set amout of time in seconds.
Set to 0 if you don't want to destroy it after time."
GamingIsLove.ORKFramework.StealChance.stealItem;Steal Item;An item can be stolen.
GamingIsLove.ORKFramework.StealChance.itemChance;Steal Chance (%);"Define the chance for successful item stealing.
The item will be stolen if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value."
GamingIsLove.ORKFramework.StealChance.itemBonus;Chance Bonus;A bonus added (or subtracted if negative value) to the steal chance.
GamingIsLove.ORKFramework.StealChance.itemFromInventory;From Inventory;"The stolen item will be removed from the target's inventory (requires the item to be in the inventory).
If disabled, the item will not be removed and doesn't need to be in the target's inventory."
GamingIsLove.ORKFramework.StealChance.fixItem;Fix Item;"A defined item will be stolen.
This also enables enemies to steal not stealable items."
GamingIsLove.ORKFramework.StealChance.stealCurrency;Steal Currency;"Currency can be stolen.
When an enemy steals from a player combatant, the amount of currency defined by the enemies victory gain settings is stolen. When the player group kills the enemy, it will get the currency back.
When a player combatant steals from an enemy, the amount of currency set in the enemies steal settings is stolen. If the enemy doesn't have steal currency enabled, nothing can be stolen."
GamingIsLove.ORKFramework.StealChance.currencyChance;Steal Chance (%);"Define the chance for successful currency stealing.
The currency will be stolen if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value."
GamingIsLove.ORKFramework.StealChance.currencyBonus;Chance Bonus;A bonus added (or subtracted if negative value) to the steal chance.
GamingIsLove.ORKFramework.StealChance.currencyFromInventory;From Inventory;"The stolen currency will be removed from the target's inventory (can't steal more currency than available in the inventory).
If disabled, the currency will not be removed and doesn't need to be in the target's inventory."
GamingIsLove.ORKFramework.StealChance.currency;Currency;Select the currency that will be stolen.
GamingIsLove.ORKFramework.StealChance.fixCurrencyQuantity;Fix Quantity;A defined amount of currency will be stolen.
GamingIsLove.ORKFramework.StealChance.currencyQuantity;Currency Quantity;The amount of currency that will be stolen.
GamingIsLove.ORKFramework.StealContent.minLevel;Minimum Level;The minimum level a combatant must have to enable this steal setup.
GamingIsLove.ORKFramework.StealContent.maxLevel;Maximum Level;The maximum level a combatant must have to enable this steal setup.
GamingIsLove.ORKFramework.StealContent.isClassLevel;Use Class Level;"The combatant's class level is used to check the level range.
If disabled, the combatant's base level is used."
GamingIsLove.ORKFramework.StealContent.stealItem;Steal Item;Items can be stolen from the combatant.
GamingIsLove.ORKFramework.StealContent.stealItemFactor;Steal Factor;"The steal chance is multiplied by this number.
E.g. if an ability has a steal chance of 50 % (including bonuses) and the steal factor is 0.5, the steal chance will be reduced to 25 %."
GamingIsLove.ORKFramework.StealContent.stealFixItem;Fix Item;"A defined item will be stolen.
If not set, a random item from the inventory will be stolen.
This setting won't be used if the abilities steal settings use a fix item."
GamingIsLove.ORKFramework.StealContent.itemFromInventory;From Inventory;"The stolen item will be removed from the combatant's inventory (requires the item to be in the inventory).
If disabled, the item will not be removed and doesn't need to be in the combatant's inventory."
GamingIsLove.ORKFramework.StealContent.stealItemOnce;Steal Once;"If enabled, the item can be stolen only once.
If not set, the item can be stolen multiple times."
GamingIsLove.ORKFramework.StealContent.stealCurrency;Steal Currency;Currency can be stolen from the combatant.
GamingIsLove.ORKFramework.StealContent.stealCurrencyFactor;Steal Factor;"The steal chance is multiplied by this number.
E.g. if an ability has a steal chance of 50 % (including bonuses) and the steal factor is 0.5, the steal chance will be reduced to 25 %."
GamingIsLove.ORKFramework.StealContent.stealCurrencyQuantity;Currency Quantity;The amount of currency that can be stolen.
GamingIsLove.ORKFramework.StealContent.stealCurrencyOnce;Steal Once;"If enabled, the currency can be stolen only once.
If not set, the currency can be stolen multiple times."
GamingIsLove.ORKFramework.ActionTimeSettings.useActionTime;Use Action Time;"Enables using action time.
Action time allows a combatant to select actions within a defined amount of time during their turn.
When the time is up, the combatant's turn ends (finishing already performing or fired actions)."
GamingIsLove.ORKFramework.ActionTimeSettings.keepUnusedTime;Keep Unused Time;"The action time will be added to the combatant's previous action time, i.e. unused time can be saved for the next turn.
If disabled, the action time will be set each turn, i.e. unused time will be lost."
GamingIsLove.ORKFramework.ActionTimeSettings.decreaseType;Decrease Time;"Select when the action time will decrease:
- 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."
GamingIsLove.ORKFramework.ActionTimeSettings.actionTime;Default Action Time;"The time in seconds a combatant is able to select actions in.
When the combatant's action time reaches 0, the combatant is no longer able to select new actions until the next turn.
Each combatant can individually override the default action time."
GamingIsLove.ORKFramework.AIDecisionTime.minTime;Min AI Decision Time;The minimum time an AI controlled combatant needs to decide an action.
GamingIsLove.ORKFramework.AIDecisionTime.maxTime;Max AI Decision Time;The maximum time an AI controlled combatant needs to decide an action.
GamingIsLove.ORKFramework.CastTime.castTimeValue;Cast Time (s);The time in seconds used for casting.
GamingIsLove.ORKFramework.CastTime.cancelable;Cancelable;"The action can be canceled while casting.
The action will only be canceled when the caster is attacked by an attack with cancel action option selected."
GamingIsLove.ORKFramework.CastTime.castMove;Move While Casting;"The combatant can move while casting this action.
If disabled, the combatant can't move (like a status effect with 'Stop Movement')."
GamingIsLove.ORKFramework.CastTime.castPlaySound;Play Sound;A sound will be played on the user when starting to cast this action.
GamingIsLove.ORKFramework.CastTime.startCastingSchematic;Start Casting Schematic;"Select the schematic asset used when a combatant starts casting.
The combatant will be used as 'Machine Object' and 'Starting Object', the casted action is available as (local) selected data via the key 'action'."
GamingIsLove.ORKFramework.CastTime.cancelCastingSchematic;Cancel Casting Schematic;"Select the schematic asset used when a combatant cancels casting.
The combatant will be used as 'Machine Object' and 'Starting Object', the casted action is available as (local) selected data via the key 'action'."
GamingIsLove.ORKFramework.CastTime.finishCastingSchematic;Finish Casting Schematic;"Select the schematic asset used when a combatant finishes casting.
The combatant will be used as 'Machine Object' and 'Starting Object', the casted action is available as (local) selected data via the key 'action'."
GamingIsLove.ORKFramework.CastTime.field;Field;Available in the field (i.e. outside of battles).
GamingIsLove.ORKFramework.DelayTime.delayTimeValue;Delay Time (s);The delay time in seconds.
GamingIsLove.ORKFramework.DelayTime.setOn;Set On;"Select when the delay time will be set:
- Start: At the start of the action.
- Calculation: When the action's outcome is calculated (at the same time as calculating use costs).
- End: At the end of the action."
GamingIsLove.ORKFramework.DelayTime.field;Field;Available in the field (i.e. outside of battles).
GamingIsLove.ORKFramework.ReuseSettings`1.type;Reuse Type;"The action can be reused after:- Turn: The action can be reused after a defined amount of turns.
- Time: The action can be reused after a defined amount of time.
- Battle Start: The action can be reused after the start of the next battle.
- Battle End: The action can be reused after the end of the battle."
GamingIsLove.ORKFramework.ReuseSettings`1.scope;Block Scope;"Select the scope that will be blocked:
- Single: This action is blocked.
- Type: All action of this action's ability/item type are blocked (only uses the main type, not secondary types).
- Root Type: All action of this action's root ability/item type are blocked (i.e. the uppermost type in the ability/item type tree and all it's sub-types).
- All: All abilities or items are blocked.
- Custom: All abilities or items using the 'Custom' scope with the same reuse key are blocked."
GamingIsLove.ORKFramework.ReuseSettings`1.key;Reuse Key;"Define the custom reuse key.
All abilities/items with the same reuse key will be blocked."
GamingIsLove.ORKFramework.ReuseSettings`1.removeOnBattleEnd;Remove On Battle End;Remove the reuse block when a battle ends.
GamingIsLove.ORKFramework.ReuseSettings`1.reuseAfter;Reuse After;The turns or time (in seconds) until the action can be reused.
GamingIsLove.ORKFramework.ReuseTime.setOn;Set On;"Select when the reuse time will be set:
- Start: At the start of the action.
- Calculation: When the action's outcome is calculated (at the same time as calculating use costs).
- End: At the end of the action."
GamingIsLove.ORKFramework.ReuseTime.field;Field;Available in the field (i.e. outside of battles).
GamingIsLove.ORKFramework.ReuseTimeSettings.multiUse;Multi Use;"Optionally allow using multiple reuse times.
If disabled, the first available reuse time will be used (based on current battle system).
Please note that displaying reuse times in UI will always display the first found reuse time (i.e. not using 'Multi Use')."
GamingIsLove.ORKFramework.TimebarCost.endTurn;End Turn;"Using the action will end the turn of the combantant and set set the timebar to zero.
If disabled, you can define the value that will be subtracted from a combatant's timebar after using the action."
GamingIsLove.ORKFramework.TimebarCost.consume;Consume Cost;"The timebar cost will be consumed.
If disabled, the cost is only used as a condition, but doesn't reduce the combatant's timebar."
GamingIsLove.ORKFramework.TimebarCost.timebarUse;Timebar Use;"The timebar will be reduced by this value when using the action.
Formulas:
The user is available as user and target.
An ability/item will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.TurnBasedOrderChanges.removeTurnOrder;Remove Turn;"Removes the target from the turn order, resulting in the target skipping a turn.
If the target already performed his turn, nothing happens.
When using 'Multi Turns', the target's turn value will be reset to 0."
GamingIsLove.ORKFramework.TurnBasedOrderChanges.changeOrder;Change Turn Order;The target's turn order will be changed by a defined value.
GamingIsLove.ORKFramework.TurnBasedOrderChanges.changeValue;Change Value;The value used to change the turn order.
GamingIsLove.ORKFramework.TurnBasedOrderChanges.changeRounding;Result Rounding;"Rounds the result of the turn order change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.BattleSystem.name;Name;The name of the battle system.
GamingIsLove.ORKFramework.BattleSystem.type;Battle System Type;Select the battle system that will be used:
GamingIsLove.ORKFramework.BattleSystem.ownBattleMenu;Own Battle Menu;Override the default battle menu defined in the battle settings.
GamingIsLove.ORKFramework.BattleSystem.battleMenu;Battle Menu;"Select the battle menu that will be used by this battle system.
Classes and combatants can override the battle menu."
GamingIsLove.ORKFramework.BattleSystem.playerControl;Block Player Control;"Select when the player control will be blocked:
- None: The control won't be blocked.
- Battle: During the whole battle (i.e. from before the start schematic till after the end schematic).
- All Actions: While performing an action (all combatants).
- Player Actions: While performing an action of the player combatant."
GamingIsLove.ORKFramework.BattleSystem.playerControlAllowTurn;Allow In Turn;"Select if the player control will be available during the player controlled combatant's turn:
- None: Blocked during the turn.
- Always: Allowed during the turn.
- While Choosing: Allowed while choosing.
- While In Action: Allowed while in action."
GamingIsLove.ORKFramework.BattleSystem.playerBattleMenu;Block in Battle Menu;Block the player control while displaying a battle menu.
GamingIsLove.ORKFramework.BattleSystem.transferPlayerControl;Transfer Player Control;Transfer the player control to non-AI controlled player group members during their turn.
GamingIsLove.ORKFramework.BattleSystem.cameraControl;Block Camera Control;"Select when the camera control will be blocked:
- None: The control won't be blocked.
- Battle: During the whole battle (i.e. from before the start schematic till after the end schematic).
- All Actions: While performing an action (all combatants).
- Player Actions: While performing an action of the player combatant."
GamingIsLove.ORKFramework.BattleSystem.cameraControlAllowTurn;Allow In Turn;"Select if the camera control will be available during the player controlled combatant's turn:
- None: Blocked during the turn.
- Always: Allowed during the turn.
- While Choosing: Allowed while choosing.
- While In Action: Allowed while in action."
GamingIsLove.ORKFramework.BattleSystem.cameraBattleMenu;Block in Battle Menu;Block the camera control while displaying a battle menu.
GamingIsLove.ORKFramework.BattleSystem.startSchematicAsset;Start Schematic;"Select the schematic asset used to start battles.
If none is selected, the battle will start right away and place all combatants at their battle spots.
This setting can be overridden by the battle setup in scenes."
GamingIsLove.ORKFramework.BattleSystem.victorySchematicAsset;Victory Schematic;"Select the schematic asset used to end battles when the player group won.
If none is selected, the battle will end right away and collect all battle gains (without displaying them).
This setting can be overridden by the battle setup in scenes."
GamingIsLove.ORKFramework.BattleSystem.escapeSchematicAsset;Escape Schematic;"Select the schematic asset used to end battles when the player group escaped.
If none is selected, the battle will end right away and collect all battle gains (without displaying them).
This setting can be overridden by the battle setup in scenes."
GamingIsLove.ORKFramework.BattleSystem.defeatSchematicAsset;Defeat Schematic;"Select the schematic asset used to end battles when the player group has been defeated.
If none is selected, the battle will end right away and collect all battle gains (without displaying them), no game over will be called.
This setting can be overridden by the battle setup in scenes."
GamingIsLove.ORKFramework.BattleSystem.leaveArenaSchematicAsset;Leave Arena Schematic;"Select the schematic asset used to end battles when the player has left the battle arena.
If none is selected, the battle will end right away and collect all battle gains (without displaying them).
This setting can be overridden by the battle setup in scenes."
GamingIsLove.ORKFramework.BattleSystem.canCounter;Can Counter;"Combatants can counter attack.
If disabled, combatants can't counter attack."
GamingIsLove.ORKFramework.BattleSystem.defeatPlayerDead;Defeat on Player Death;"The player is defeated if the player combatant is dead.
If disabled, the whole player battle group has to be dead."
GamingIsLove.ORKFramework.BattleSystem.deathImmediately;Death Immediately;"A combatant's death action will be performed immediately when dying.
If disabled, the death action will be performed after the current action ends."
GamingIsLove.ORKFramework.BattleSystem.endImmediately;End Immediately;"The battle will end immediately, stopping the actions that are still performing.
If disabled, the battle will wait for all active actions to end."
GamingIsLove.ORKFramework.BattleSystem.defendFirst;Defend First;"The defend command will perform before other actions.
Doesn't take already performing actions into account."
GamingIsLove.ORKFramework.BattleSystem.escapeFirst;Escape First;"The escape command will perform before other actions.
Doesn't take already performing actions into account."
GamingIsLove.ORKFramework.BattleSystem.changeMemberFirst;Change Member First;"The change member command will perform before other actions.
Doesn't take already performing actions into account."
GamingIsLove.ORKFramework.BattleSystem.allowMoveAI;Allow Move AI;"Combatants will use their move AI while fighting.
If disabled, move AI's won't work while a battle is running."
GamingIsLove.ORKFramework.BattleSystem.blockInBattleMoveAI;Block In Battle;"The move AI of combatants that are participating in battle will be blocked.
If disabled, the move AI of all combatants can be used."
GamingIsLove.ORKFramework.BattleSystem.allowInTurnMoveAI;Allow In Turn;The move AI can be used by combatants performing their turn.
GamingIsLove.ORKFramework.BattleSystem.useMoveAIRange;Use Move AI Range;"The move AI range is used to determine if a combatant can use the move AI.
If disabled, the distance to the player doesn't prevent using the move AI."
GamingIsLove.ORKFramework.BattleSystem.useLeaveArena;Use Leave Arena (Player);Ends the battle if the player leaves the battle arena.
GamingIsLove.ORKFramework.BattleSystem.useLeaveArenaNonPlayer;Use Leave Arena (Non-Player);Non-player group combatants will leave the battle (same as escaping) when leaving the battle arena.
GamingIsLove.ORKFramework.BattleSystem.leaveArenaDestroyNonPlayer;Destroy Combatant;Destroy the combatant's prefab when leaving the arena.
GamingIsLove.ORKFramework.BattleSystem.leaveArenaDistanceToPlayer;Distance To Player;Uses the distance to the player instead of distance to the battle arena.
GamingIsLove.ORKFramework.BattleSystem.playerAutoGridMove;Player Auto Grid Move;"Select if player controlled combatants can will be forced into the grid move command selection:
- None: No forced selection.
- First Action: First action of a turn.
- Always: Whenever the combatant's action selection comes up."
GamingIsLove.ORKFramework.BattleSystem.canCancelAutoGridMove;Can Cancel;The auto grid move can be canceled.
GamingIsLove.ORKFramework.BattleSystem.gridTurnEndOrientation;Turn End Orientation;Combatants can select their orientation on the grid at the end of their turn (i.e. after performing their actions).
GamingIsLove.ORKFramework.BattleSystem.ownGainsCollection;Own Gains Collection;Override the default battle gains collection defined in the battle end settings.
GamingIsLove.ORKFramework.BattleSystemActionSchematicsSettings.addedSchematicAsset;Action Added Schematic;"Select the schematic asset that'll be used when an action is added to the battle system.
Actions are added to the system after a combatant selects them.
The action's user is available as 'Machine Object', the action's targets as 'Starting Object' of the schematic.
The action itself is the action of the schematic (like when a schematic animates an action).
If it's an ability/item action, the ability/item will be available as local selected data via the data key 'action'.
The schematic will share local variables and local selected data with the action (i.e. using the same as the schematics animating the action)."
GamingIsLove.ORKFramework.BattleSystemActionSchematicsSettings.removedSchematicAsset;Action Removed Schematic;"Select the schematic asset that'll be used when an action is removed from the battle system.
This is only used when the action is removed from the action schedule without casting or performing it (e.g. user died or action canceled/removed via schematics).
The action's user is available as 'Machine Object', the action's targets as 'Starting Object' of the schematic.
The action itself is the action of the schematic (like when a schematic animates an action).
If it's an ability/item action, the ability/item will be available as local selected data via the data key 'action'.
The schematic will share local variables and local selected data with the action (i.e. using the same as the schematics animating the action)."
GamingIsLove.ORKFramework.BattleSystemActionSchematicsSettings.startCastingSchematicAsset;Start Casting Schematic;"Select the schematic asset that'll be used when an action starts casting (only used by actions using cast time).
The action's user is available as 'Machine Object', the action's targets as 'Starting Object' of the schematic.
The action itself is the action of the schematic (like when a schematic animates an action).
If it's an ability/item action, the ability/item will be available as local selected data via the data key 'action'.
The schematic will share local variables and local selected data with the action (i.e. using the same as the schematics animating the action)."
GamingIsLove.ORKFramework.BattleSystemActionSchematicsSettings.cancelCastingSchematicAsset;Cancel Casting Schematic;"Select the schematic asset that'll be used when casting an action was canceled (only used by actions using cast time).
The action's user is available as 'Machine Object', the action's targets as 'Starting Object' of the schematic.
The action itself is the action of the schematic (like when a schematic animates an action).
If it's an ability/item action, the ability/item will be available as local selected data via the data key 'action'.
The schematic will share local variables and local selected data with the action (i.e. using the same as the schematics animating the action)."
GamingIsLove.ORKFramework.BattleSystemActionSchematicsSettings.finishCastingSchematicAsset;Finish Casting Schematic;"Select the schematic asset that'll be used when an action finishes casting (only used by actions using cast time).
The action's user is available as 'Machine Object', the action's targets as 'Starting Object' of the schematic.
The action itself is the action of the schematic (like when a schematic animates an action).
If it's an ability/item action, the ability/item will be available as local selected data via the data key 'action'.
The schematic will share local variables and local selected data with the action (i.e. using the same as the schematics animating the action)."
GamingIsLove.ORKFramework.BattleSystemActionSchematicsSettings.startPerformingSchematicAsset;Start Performing Schematic;"Select the schematic asset that'll be used when an action starts performing.
The action's user is available as 'Machine Object', the action's targets as 'Starting Object' of the schematic.
The action itself is the action of the schematic (like when a schematic animates an action).
If it's an ability/item action, the ability/item will be available as local selected data via the data key 'action'.
The schematic will share local variables and local selected data with the action (i.e. using the same as the schematics animating the action)."
GamingIsLove.ORKFramework.BattleSystemActionSchematicsSettings.stopPerformingSchematicAsset;Stop Performing Schematic;"Select the schematic asset that'll be used when a performing action was stopped (e.g. by a schematic).
The action's user is available as 'Machine Object', the action's targets as 'Starting Object' of the schematic.
The action itself is the action of the schematic (like when a schematic animates an action).
If it's an ability/item action, the ability/item will be available as local selected data via the data key 'action'.
The schematic will share local variables and local selected data with the action (i.e. using the same as the schematics animating the action)."
GamingIsLove.ORKFramework.BattleSystemActionSchematicsSettings.finishPerformingSchematicAsset;Finish Performing Schematic;"Select the schematic asset that'll be used when an action finishes performing (also used when the action was stopped).
The action's user is available as 'Machine Object', the action's targets as 'Starting Object' of the schematic.
The action itself is the action of the schematic (like when a schematic animates an action).
If it's an ability/item action, the ability/item will be available as local selected data via the data key 'action'.
The schematic will share local variables and local selected data with the action (i.e. using the same as the schematics animating the action)."
GamingIsLove.ORKFramework.BattleSystemCheck.allBattleSystems;All Battle Systems;"Available in all battle systems.
If disabled, only available in defined battle systems."
GamingIsLove.ORKFramework.BattleSystemCheck.battleSystem;Battle System;Available in the selected battle system.
GamingIsLove.ORKFramework.BattleSystemCheck.gridBattles;Grid Battles;"Available in battles using a battle grid:
- Yes: A battle grid must be used.
- No: A battle grid must not be used.
- Ignore: Using a battle grid is ignored (i.e. available in both with and without a grid)."
GamingIsLove.ORKFramework.BattleSystemSelection.ownBattleSystem;Own Battle System;Use a different battle system than the default system defined in the battle system settings.
GamingIsLove.ORKFramework.BattleSystemSelection.battleSystem;Battle System;Select which battle system will be used.
GamingIsLove.ORKFramework.FieldMode.ownBattleMenu;Own Battle Menu;Override the default battle menu defined in the battle settings.
GamingIsLove.ORKFramework.FieldMode.battleMenu;Battle Menu;"Select the battle menu that will be used in the field.
Classes and combatants can override the battle menu."
GamingIsLove.ORKFramework.FieldMode.blockPlayerControl;Block Player Control;The player's control will be blocked while he performs an action in the field.
GamingIsLove.ORKFramework.FieldMode.playerBattleMenu;Block in Battle Menu;Block the player control while displaying a battle menu (e.g. target selection).
GamingIsLove.ORKFramework.FieldMode.blockCameraControl;Block Camera Control;The camera control will be blocked while the player performs an action in the field.
GamingIsLove.ORKFramework.FieldMode.cameraBattleMenu;Block in Battle Menu;Block the camera control while displaying a battle menu.
GamingIsLove.ORKFramework.FieldMode.canCounter;Can Counter;"Combatants can counter attack in the field.
If disabled, combatants can't counter attack."
GamingIsLove.ORKFramework.FieldMode.battleMenuKeyCloses;2nd Press Closes;A second press on the same input key closes the menu.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem;Active Time;Combatants perform actions when their timebar is filled.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.dynamicCombat;Use Dynamic Combat;"Multiple actions are allowed at the same time.
Combatants will attack as soon as they can and won't wait for the last action to finish.
Please note that only camera changes from the latest battle action (battle animation) will be performed."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.minTimeBetween;Time Between Actions (s);The minimum time in seconds between two battle actions.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.multiChoice;Use Multi Choice;The combatants can select multiple actions before using them.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.useAllActions;Use All Actions;"All selected battle actions of a combatant will be used consecutively.
A combatant can only select new actions after all previous actions have been used."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.useTimebarAction;Use Actions;"Select when the battle actions of a combatant are performed:
- Action Border: The actions will be performed when the combatant's timebar reaches the action border.
- Max Timebar: The actions will be performed when the combatants timebar reaches the timebar maximum.
- End Turn: The actions will be performed when the combatant ends his turn."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.timeValue;Time Calculation;"Define the value that is added to the timebar every tick (e.g. using a formula).
It determines how quickly the timebar of a combatant is filled."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.timeSkip;Time Skip;"Skip time until the next combatant selects or performs an action, filling timebars immediately.
Please note that this only skips filling the timebar and doesn't affect any other times (e.g. status effect durations or cast times)."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.startValue;Start Calculation;Define the value used as a combatant's timebar value at the start of a battle (e.g. using a formula).
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.menuBorder;Menu Border;"The value the timebar must reach to show the battle menu of a combatant.
Once the timebar reaches this value, the battle menu is called (player controlled combatants only)."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.actionBorder;Action Border;"The value the timebar must reach to allow performing battle actions.
AI controlled combatants select actions at this point."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.maxTimebar;Maximum Timebar;The maximum value the timebar can reach.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.tickInterval;Tick Interval (s);"The time in seconds between two ticks.
The timebar is filled using the time calculation value each tick."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.separateTicks;Separate Ticks;"Increasing the timebar and starting actions are in separate ticks, i.e. the timebar will fill every 2nd tick interval.
If disabled, increasing timebar and starting actions happens in the same tick."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.menuPause;Pause On Menu;The battle time (filling the timebar) is paused while displaying the battle menu (i.e. the battle pauses while you select your actions).
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.menuPauseInRoot;Pause In Root;The battle pauses while the root of the battle menu is open (i.e. the main battle menu option selection).
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.menuPauseInSub;Pause In Sub;The battle pauses while a sub menu is open (i.e. not in root or target selections).
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.menuPauseInTargetSelections;Pause In Target Selections;The battle pauses while a target selection is used (includes grid examine/move/orientation).
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.menuPauseCastTime;Pause Cast Time;Pausing the battle while displaying the battle menu will also pause the cast time of actions.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.choosingPause;Pause On Choosing;The battle time (filling the timebar) is paused while a combatant chooses actions (i.e. the battle pauses while any combatant is selecting an action, e.g. AI decision timeout, turn start schematics, etc.).
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.choosingPauseCastTime;Pause Cast Time;Pausing the battle while a combatant chooses actions will also pause the cast time of actions.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.actionPause;Pause On Action;The battle time (filling the timebar) is paused while actions are performed (i.e. the battle pauses while combatant's attack, use abilities, etc.).
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.actionPauseCastTime;Pause Cast Time;Pausing the battle while actions are performed will also pause the cast time of actions.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.singleChoosing;Single Choosing;"Only one combatant will choose an action at a time.
If disabled, combatants can choose actions regardless of other combatants currently choosing actions."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.actionBlocksChoosing;Action Blocks Choosing;"Performing actions will not allow a combatant to start choosing actions.
This doesn't prevent a combatant already choosing actions from continuing to do so.
If disabled, combatants can choose actions while actions are already performed."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.selectingControlMap;Selecting Control Map;"The control map of the currently selecting player group member is used (and only while selecting).
If disabled, the control map of the player is used at all times."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.canAutoAttack;Can Auto Attack;Combatants can perform auto attacks.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.blockAutoAttackMenu;Menu Block Auto Atk;"A combatant's auto attack is blocked while his battle menu is opened.
Another combatant's menu won't block auto attacks."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.autoCallBattleMenu;Auto Call Menu;"Automatically call the battle menu when a player controlled combatant's turn starts.
If disabled, the battle menu can be called through an input key during the combatant's turn, or rely on other methods to select battle actions (e.g. control maps or shortcut HUDs)."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.battleMenuCancelCloses;Cancel Closes;Using the cancel key will close the battle menu.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.battleMenuOwnCancelKey;Own Cancel Key;"Define an input key that can be used to close the battle menu.
If disabled, the default cancel key (defined in 'UI > UI Boxes > General Settings') will be used."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.battleMenuCancelKey;Cancel Key;Select the input key that will be used to cancel/close the battle menu.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.battleMenuKeyCloses;2nd Press Closes;A second press on the battle menu key closes the battle menu.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.battleMenuKeyEndsTurn;Close Ends Turn;Closing the battle menu with the 2nd key press ends the combatant's turn.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.ownAbilityTimebarCost;Own Ability Timebar Cost;"Abilities use their own timebar cost, overriding the default timebar cost.
Individual abilities can also override the default/ability timebar cost."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.ownItemTimebarCost;Own Item Timebar Cost;"Abilities use their own timebar cost, overriding the default timebar cost.
Individual abilities can also override the default/item timebar cost."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.ownDefendTimebarCost;Own Defend Timebar Cost;The defend command uses its own timebar cost, overriding the default timebar cost.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.ownEscapeTimebarCost;Own Escape Timebar Cost;The escape command uses its own timebar cost, overriding the default timebar cost.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.ownNoneTimebarCost;Own None Timebar Cost;"A 'None' action (end turn) uses its own timebar cost, overriding the default timebar cost.
Please note that a 'None' actions ends the turn of the combatant in any case."
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.ownChangeMemberTimebarCost;Own Change Member Timebar Cost;The change member command uses its own timebar cost, overriding the default timebar cost.
GamingIsLove.ORKFramework.ActiveTimeBattleSystem.ownGridMoveTimebarCost;Own Grid Move Timebar Cost;The grid move command uses its own timebar cost, overriding the default timebar cost.
GamingIsLove.ORKFramework.PhaseBattleSystem;Phase;Combatants perform actions in phases, each faction being grouped together in a phase.
GamingIsLove.ORKFramework.PhaseBattleSystem.activeCommand;Use Active Command;"Battle actions are executed right after selecting them, resulting in each combatant selecting his action after the previous combatant finished it's action.
If disabled, the battle actions are selected at the beginning of each phase and executed after all faction members chose their actions."
GamingIsLove.ORKFramework.PhaseBattleSystem.dynamicCombat;Use Dynamic Combat;"Multiple actions are allowed at the same time.
Combatants will attack as soon as they can, the strict battle order isn't followed.
In any case, the next faction's phase will begin after all actions of the current phase have ended.
Please note that only camera changes from the latest battle action (battle animations) will be performed."
GamingIsLove.ORKFramework.PhaseBattleSystem.minTimeBetween;Time Between Actions (s);The minimum time in seconds between two battle actions.
GamingIsLove.ORKFramework.PhaseBattleSystem.autoStartTurn;Auto Start Turn;"Select when combatants of a phase will start their turn:
- None: A combatant's turn starts when selecting the first action, combatants that don't select any actions will not progress their turn.
- Phase Start: All combatant turns are started after the phase start schematic.
- Phase End: A combatant's turn starts when selecting the first action, combatants that don't select any actions will progress their turn before the phase end schematic."
GamingIsLove.ORKFramework.PhaseBattleSystem.autoEndTurn;Auto End Turn;"Automatically end a combatant's turn if no useable action is available.
This also prevents a combatant from selecting actions if no useable action is available.
Which actions are checked need to be defined here.
Please note that a combatant's turn also ends if not enough actions per turn remain (see below in the action settings)."
GamingIsLove.ORKFramework.PhaseBattleSystem.calculatePhase;Calculate Phase Order;"The order in which factions will get their phase will be defined by a value (e.g. using a formula).
If disabled, the order is based on sorting the factions."
GamingIsLove.ORKFramework.PhaseBattleSystem.phaseValue;Phase Calculation;"Define the value used by every participating faction (e.g. using a formula).
The value is used for every member of a faction that isn't dead.
The faction with the highest value performs the first phase, followed by the faction with the next (lower) value."
GamingIsLove.ORKFramework.PhaseBattleSystem.sumValues;Sum Values;"The value of a faction is the sum of all faction member's value.
If disabled, the value of a faction is the highest value of all faction members."
GamingIsLove.ORKFramework.PhaseBattleSystem.calculateCombatantOrder;Calculate Order;"The order in which combatants of a factions will get their turns will be determined by a value (e.g. using a formula).
If disabled, the order is based on sorting the combatants."
GamingIsLove.ORKFramework.PhaseBattleSystem.combatantOrderValue;Order Calculation;"Define the value used by each combatant of a faction (e.g. using a formula).
The combatant with the highest value will be the first, followed by the combatant with the next (lower) value."
GamingIsLove.ORKFramework.PhaseBattleSystem.calculateUseSecondaryCheck;Use Secondary Check;Use a 2nd calculation if 2 combatants have the same value to determine their order.
GamingIsLove.ORKFramework.PhaseBattleSystem.calculateSecondaryValue;Secondary Calculation;Define the value used as secondary value when 2 combatants have the same value.
GamingIsLove.ORKFramework.PhaseBattleSystem.groupLeadersFirst;Group Leaders First;Group leaders will be prioritized, even if their calculated/sorted order wouldn't place them first.
GamingIsLove.ORKFramework.PhaseBattleSystem.selectingControlMap;Selecting Control Map;"The control map of the currently selecting player group member is used (and only while selecting).
If disabled, the control map of the player is used at all times."
GamingIsLove.ORKFramework.PhaseBattleSystem.autoCallBattleMenu;Auto Call Menu;"Automatically call the battle menu when a player controlled combatant's turn starts.
If disabled, the battle menu can be called through an input key during the combatant's turn, or rely on other methods to select battle actions (e.g. control maps or shortcut HUDs)."
GamingIsLove.ORKFramework.PhaseBattleSystem.battleMenuReopenInTurn;Reopen In Turn;"Reopen the battle menu when a combatant can select additional actions in a turn.
If disabled, the player has to call the battle menu using the input key each time."
GamingIsLove.ORKFramework.PhaseBattleSystem.battleMenuCancelCloses;Cancel Closes;Using the cancel key will close the battle menu.
GamingIsLove.ORKFramework.PhaseBattleSystem.battleMenuOwnCancelKey;Own Cancel Key;"Define an input key that can be used to close the battle menu.
If disabled, the default cancel key (defined in 'UI > UI Boxes > General Settings') will be used."
GamingIsLove.ORKFramework.PhaseBattleSystem.battleMenuCancelKey;Cancel Key;Select the input key that will be used to cancel/close the battle menu.
GamingIsLove.ORKFramework.PhaseBattleSystem.battleMenuKeyCloses;2nd Press Closes;A second press on the battle menu key closes the battle menu.
GamingIsLove.ORKFramework.PhaseBattleSystem.battleMenuKeyBack;Close Back to Selection;Closing the battle menu with the 2nd key press will return to the combatant selection.
GamingIsLove.ORKFramework.RealTimeBattleSystem;Real Time;Combatants perform actions in real time.
GamingIsLove.ORKFramework.RealTimeBattleSystem.canAutoAttack;Can Auto Attack;Combatants can perform auto attacks.
GamingIsLove.ORKFramework.RealTimeBattleSystem.blockAutoAttackMenu;Menu Block Auto Atk;"A combatant's auto attack is blocked while his battle menu is opened.
Another combatant's menu won't block auto attacks."
GamingIsLove.ORKFramework.RealTimeBattleSystem.ignoreNoneActions;Ignore None Actions;None actions will be ignored and dismissed.
GamingIsLove.ORKFramework.RealTimeBattleSystem.keyCloses;2nd Press Closes;A second press on the same menu key closes the menu.
GamingIsLove.ORKFramework.RealTimeBattleSystem.menuPause;Pause On Menu;The battle is paused while displaying the battle menu (i.e. the battle pauses while you select your actions).
GamingIsLove.ORKFramework.RealTimeBattleSystem.leaveAreaCollectGains;Collect Gains;Collect battle gains when leaving a real time area.
GamingIsLove.ORKFramework.TurnBasedBattleSystem;Turn Based;Combatants perform actions one after each other.
GamingIsLove.ORKFramework.TurnBasedBattleSystem.mode;Turn Based Mode;"Select the mode of the turn based battle system:
Classic
Actions are selected at the beginning of each turn and executed after all combatants chose their actions.
Active
Actions are executed right after selecting them, resulting in each combatant selecting his action after the previous combatant finished its action.
Multi Turns
A combatant can have multiple turns before another combatant had a turn. A combatant's turn value will be reset to 0 after finishing the turn, and the turn value of all combatants will be increased (using the 'Turn Calculation'). The combatant with the highest turn value will have the next turn."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.dynamicCombat;Use Dynamic Combat;"Multiple actions are allowed at the same time.
Combatants will attack as soon as they can, the strict turn based battle order isn't followed.
Please note that only camera changes from the latest battle action (battle animations) will be performed."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.minTimeBetween;Time Between Actions (s);The minimum time in seconds between two battle actions.
GamingIsLove.ORKFramework.TurnBasedBattleSystem.autoStartTurn;Auto Start Turn;"Automatically start the turn of combatants at the start of a new battle turn.
If disabled, a combatant's turn starts when they start selecting actions based on the turn order."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.autoEndTurn;Auto End Turn;"Automatically end a combatant's turn if no useable action is available.
This also prevents a combatant from selecting actions if no useable action is available.
Which actions are checked need to be defined here.
Please note that a combatant's turn also ends if not enough actions per turn remain (see below in the action settings)."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.invertTurnOrder;Invert Turn Order;"Inverts the order of turns, the values will be sorted ascending.
The combatant with the lowest turn value performs the first action.
If disabled, the turn order is sorted descending.
Multi Turns
In 'Multi Turns' mode, the combatant's turn value will be increased after the combatant's turn.
The other combatants turn values will not be increased, the combatant with the lowest turn value will have the next turn."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.groupLeadersFirst;Group Leaders First;Group leaders will be prioritized, even if their calculated/sorted order wouldn't place them first.
GamingIsLove.ORKFramework.TurnBasedBattleSystem.alternatingTurnOrder;Alternating Turn Order;"Player/ally and enemy combatants will alternate in the turn order (e.g. player > enemy > player > enemy > etc.).
The turn calculation (using the combined outcome of the whole group) determines which side will start the turn order.
Each individual's outcome will still determine their place in the turn order."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.turnValue;Turn Calculation;"Define the value used as the turn value for every combatant (e.g. using a formula).
Afterwards the values are sorted descending - the combatant with the highest turn value performs the first action, followed by the combatant with the next (lower) value."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.turnUseSecondaryCheck;Use Secondary Check;Use a 2nd turn value if 2 combatants have the same turn value to determine their order.
GamingIsLove.ORKFramework.TurnBasedBattleSystem.turnSecondaryValue;Secondary Calculation;Define the value used to as secondary value when 2 combatants have the same turn value (e.g. using a formula).
GamingIsLove.ORKFramework.TurnBasedBattleSystem.selectingControlMap;Selecting Control Map;"The control map of the currently selecting player group member is used (and only while selecting).
If disabled, the control map of the player is used at all times."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.canAutoAttack;Can Auto Attack;Combatants can perform auto attacks.
GamingIsLove.ORKFramework.TurnBasedBattleSystem.blockAutoAttackMenu;Menu Block Auto Atk;"A combatant's auto attack is blocked while his battle menu is opened.
Another combatant's menu won't block auto attacks."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.autoCallBattleMenu;Auto Call Menu;"Automatically call the battle menu when a player controlled combatant's turn starts.
If disabled, the battle menu can be called through an input key during the combatant's turn, or rely on other methods to select battle actions (e.g. control maps or shortcut HUDs)."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.battleMenuReopenInTurn;Reopen In Turn;"Reopen the battle menu when a combatant can select additional actions in a turn.
If disabled, the player has to call the battle menu using the input key each time."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.battleMenuCancelCloses;Cancel Closes;Using the cancel key will close the battle menu.
GamingIsLove.ORKFramework.TurnBasedBattleSystem.battleMenuOwnCancelKey;Own Cancel Key;"Define an input key that can be used to close the battle menu.
If disabled, the default cancel key (defined in 'UI > UI Boxes > General Settings') will be used."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.battleMenuCancelKey;Cancel Key;Select the input key that will be used to cancel/close the battle menu.
GamingIsLove.ORKFramework.TurnBasedBattleSystem.battleMenuKeyCloses;2nd Press Closes;A second press on the battle menu key closes the battle menu.
GamingIsLove.ORKFramework.TurnBasedBattleSystem.battleMenuKeyEndsTurn;Close Ends Turn;Closing the battle menu with the 2nd key press ends the combatant's turn.
GamingIsLove.ORKFramework.TurnBasedBattleSystem.turnOrderCounter;Turn Order Counter;"Select how the turn order is displayed in HUDs when using the '' and '' text code:
- None: No counter is added.
- Letters: Letters are used (A, B, C, ...).
- Numbers: Numbers are used (1, 2, 3, ...)."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.turnOrderSelectingInfo;Selecting Combatant Text;The text used for the currently selecting (and in action) combatant when using the '' and '' text code.
GamingIsLove.ORKFramework.TurnBasedBattleSystem.turnOrderNoneInfo;None Text;The text used for combatants that aren't in the turn order (e.g. already had their turn) when using the '' and '' text code.
GamingIsLove.ORKFramework.TurnBasedBattleSystem.turnStartSchematicAsset;Battle Turn Start Schematic;"Select the schematic that will be performed when a new battle turn starts.
The battle continues after the schematic finished executing."
GamingIsLove.ORKFramework.TurnBasedBattleSystem.turnEndSchematicAsset;Battle Turn End Schematic;"Select the schematic that will be performed when a battle turn ends.
The battle continues after the schematic finished executing (increasing the battle turn and starting the battle turn start schematic."
GamingIsLove.ORKFramework.AttackModifierValueSortedCustomTargetType;Attack Modifier Value Sorted;"The targets are sorted by a defined attack modifier's value.
Single targeting uses the target with the lowest/highest value."
GamingIsLove.ORKFramework.AttackModifierValueSortedCustomTargetType.getValue;Used Value;"Select which value will be used:
- Current Value: The current value of the modifier attribute.
- Base Value: The base value of the modifier attribute (without bonuses).
- Min Value: The minimum value of the modifier attribute.
- Max Value: The maximum value of the modifier attribute.
- Start Value: The start value of the modifier attribute (i.e. the modifier attribute's initial value).
- Preview Value: The preview value, displaying changes when an equipment would be equipped."
GamingIsLove.ORKFramework.AttackModifierValueSortedCustomTargetType.inverseOrder;Inverse Order;Inverse the sorting - sorts from highest to lowest value.
GamingIsLove.ORKFramework.CustomTargetSettings.type;Custom Target Type;Select the type of this custom targeting:
GamingIsLove.ORKFramework.DefenceModifierValueSortedCustomTargetType;Defence Modifier Value Sorted;"The targets are sorted by a defined defence modifier's value.
Single targeting uses the target with the lowest/highest value."
GamingIsLove.ORKFramework.DefenceModifierValueSortedCustomTargetType.getValue;Used Value;"Select which value will be used:
- Current Value: The current value of the modifier attribute.
- Base Value: The base value of the modifier attribute (without bonuses).
- Min Value: The minimum value of the modifier attribute.
- Max Value: The maximum value of the modifier attribute.
- Start Value: The start value of the modifier attribute (i.e. the modifier attribute's initial value).
- Preview Value: The preview value, displaying changes when an equipment would be equipped."
GamingIsLove.ORKFramework.DefenceModifierValueSortedCustomTargetType.inverseOrder;Inverse Order;Inverse the sorting - sorts from highest to lowest value.
GamingIsLove.ORKFramework.DistancePositionSortedCustomTargetType;Distance Sorted (Position);"The targets are sorted by the distance to a defined position.
Single targeting uses the nearest/farthest target."
GamingIsLove.ORKFramework.DistancePositionSortedCustomTargetType.ignoreDistance;Ignore Distance;Enable the axes that will be ignored for the distance check.
GamingIsLove.ORKFramework.DistancePositionSortedCustomTargetType.inverseOrder;Inverse Order;Inverse the sorting - sorts from farthest to nearest.
GamingIsLove.ORKFramework.DistanceUserSortedCustomTargetType;Distance Sorted (User);"The targets are sorted by the distance to the user.
Single targeting uses the nearest/farthest target."
GamingIsLove.ORKFramework.DistanceUserSortedCustomTargetType.ignoreHeightDistance;Ignore Height Distance;"Height differences between user and targets are ignored when calculating the distance.
Depending on the 'Horizontal Plane' defined in the game settings, this either ignores the Y-axis (XZ plane, 3D) or the Z-axis (XY plane, 2D)."
GamingIsLove.ORKFramework.DistanceUserSortedCustomTargetType.ignoreRadius;Ignore Radius;The radius of the combatants will be ignored when calculating the distance (radius is defined by 'Radius' components).
GamingIsLove.ORKFramework.DistanceUserSortedCustomTargetType.inverseOrder;Inverse Order;Inverse the sorting - sorts from farthest to nearest.
GamingIsLove.ORKFramework.GridDistanceUserSortedCustomTargetType;Grid Distance Sorted (User);"The targets are sorted by the grid distance to the user.
Single targeting uses the nearest/farthest target."
GamingIsLove.ORKFramework.GridDistanceUserSortedCustomTargetType.blockDiagonalDistance1;Block Diagonal Distance 1;Diagonal cells in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
GamingIsLove.ORKFramework.GridDistanceUserSortedCustomTargetType.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.ORKFramework.GridDistanceUserSortedCustomTargetType.inverseOrder;Inverse Order;Inverse the sorting - sorts from farthest to nearest.
GamingIsLove.ORKFramework.StatusValueSortedCustomTargetType;Status Value Sorted;"The targets are sorted by a defined status value.
Single targeting uses the target with the lowest/highest value."
GamingIsLove.ORKFramework.StatusValueSortedCustomTargetType.status;Status Value;"Select the status value that will be used to sort.
The combatants will be sorted from lowest to highest value."
GamingIsLove.ORKFramework.StatusValueSortedCustomTargetType.usedValue;Used Value;"Select which value will be used:
- Current Value: The current value of the status value.
- Base Value: The base value of the status value (without bonuses).
- Min Value: The minimum value of the status value.
- Max Value: The maximum value of the status value.
- Display Value: The currently displayed value of the status value (e.g. when using 'Count To Value').
- Preview Value: The preview value, displaying changes when an equipment would be equipped.
- Preview Max Value: The preview maximum value, displaying changes when an equipment would be equipped.
- Preview Min Value: The preview minimum value, displaying changes when an equipment would be equipped.
- Last Change Value: The last value used to change the status value.
- Last Combined Change Value: The combined value of the last changes to the status value.
- Last Combined Change Value Positive: The combined value of the last positive changes to the status value.
- Last Combined Change Value Negative: The combined value of the last negative changes to the status value."
GamingIsLove.ORKFramework.StatusValueSortedCustomTargetType.inverseOrder;Inverse Order;Inverse the sorting - sorts from highest to lowest value.
GamingIsLove.ORKFramework.VariableSortedCustomTargetType;Variable Sorted;"The targets are sorted by a defined object variable value.
Single targeting uses the target with the lowest/highest value."
GamingIsLove.ORKFramework.VariableSortedCustomTargetType.variableKey;Variable Key;Define the key of the variable that will be used.
GamingIsLove.ORKFramework.VariableSortedCustomTargetType.variableType;Variable Type;Select the type of variable that will be used.
GamingIsLove.ORKFramework.VariableSortedCustomTargetType.axisType;Axis;Select the axis used for sorting.
GamingIsLove.ORKFramework.VariableSortedCustomTargetType.inverseOrder;Inverse Order;Inverse the sorting - sorts from highest to lowest value.
GamingIsLove.ORKFramework.DirectionalTargetSelection.loop;Loop;Loop the target selection and search from the other side of the screen when no target is found in a direction.
GamingIsLove.ORKFramework.DirectionalTargetSelection.selectionTimeout;Selection Timeout (s);The time in seconds between allowing 2 target selections.
GamingIsLove.ORKFramework.BattleRangeSetting.onlyAIControlled;Only AI Controlled;"The range settings are only used for AI controlled combatants, i.e. the player isn't bound to this range.
If disabled, all combatants use this range."
GamingIsLove.ORKFramework.BattleRangeSetting.useMin;Minimum Range;A minimum range is used.
GamingIsLove.ORKFramework.BattleRangeSetting.useMax;Maximum Range;A maximum range is used.
GamingIsLove.ORKFramework.BattleRangeSetting.useCombatantTrigger;Use Combatant Triggers;Use combatants that are within the user's 'Combatant Trigger' components.
GamingIsLove.ORKFramework.BattleRangeSetting.moveAIMoveIntoRange;Move Into Range;"Use the move AI to move into range if the target is out of range.
Only used when the move AI is allowed in battle and the combatant can move."
GamingIsLove.ORKFramework.BattleRangeSetting.moveAIUseStopAngle;Use Stop Angle;If the hunt or caution settings of the move AI use a stop angle, the action can only be used from the angled position when moving into range.
GamingIsLove.ORKFramework.BattleRangeSetting.checkHeight;Check Height Differences;"Check the height difference between user and target.
E.g. only use targets that are above the user."
GamingIsLove.ORKFramework.BattleRangeTemplate.name;Name;The name of this battle range template.
GamingIsLove.ORKFramework.GridLineOfSight.visibleCellArea;Visible Cell Area (0-0.5);"Defines how much of a cell is checked for visibility.
Set to 0 to only check the center."
GamingIsLove.ORKFramework.GridLineOfSight.losBlockedCells;LOS Blocked Cells;Blocked cells will block the line of sight.
GamingIsLove.ORKFramework.GridLineOfSight.losPassableCells;LOS Passable Cells;Blocked cells that are passable will block the line of sight.
GamingIsLove.ORKFramework.GridLineOfSight.losAlliedCombatants;LOS Allied Combatants;Cells occupied by allied combatants will block the line of sight.
GamingIsLove.ORKFramework.GridLineOfSight.losAlliedIgnoreDead;Ignore Dead;Dead allied combatants will not block line of sight.
GamingIsLove.ORKFramework.GridLineOfSight.losAlliedIgnoreFirstInLine;Ignore First In Line;The first ally in a line can be targeted, but allies behind it can't.
GamingIsLove.ORKFramework.GridLineOfSight.losAlliedIgnoreDistance;Ignore Distance;Define the cell distance to the user that ignores allied combatants.
GamingIsLove.ORKFramework.GridLineOfSight.losEnemyCombatants;LOS Enemy Combatants;Cells occupied by enemy combatants will block the line of sight.
GamingIsLove.ORKFramework.GridLineOfSight.losEnemyIgnoreDead;Ignore Dead;Dead enemy combatants will not block line of sight.
GamingIsLove.ORKFramework.GridLineOfSight.losEnemyIgnoreFirstInLine;Ignore First In Line;The first enemy in a line can be targeted, but enemies behind it can't.
GamingIsLove.ORKFramework.GridLineOfSight.losEnemyIgnoreDistance;Ignore Distance;Define the cell distance to the user that ignores enemy combatants.
GamingIsLove.ORKFramework.GridLineOfSight.losCheckCellTypes;LOS Check Cell Types;Defined grid cell types will block the line of sight.
GamingIsLove.ORKFramework.GridLineOfSight.losCellType;Grid Cell Type;Select the grid cell type that will block the line of sight.
GamingIsLove.ORKFramework.GridRangeSetting.gridShapeType;Shape Type;"Select the type of this grid shape:
- None: Uses the range settings (i.e. no special grid handling).
- All: Uses the whole grid.
- Range: All cells within a defined range of the origin cell.
- Mask: Only defined cells around the origin cell.
- Ring: All cells on a ring with a defined range (radius) around the origin cell."
GamingIsLove.ORKFramework.GridRangeSetting.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatant.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.ORKFramework.GridRangeSetting.gridRange;Range (Cells);"The range around the origin cell in cells.
This defines the available cells for selection when using 'Mask' type."
GamingIsLove.ORKFramework.GridRangeSetting.minDistance;Minimum Distance;The minimum distance around the origin cell.
GamingIsLove.ORKFramework.GridRangeSetting.addOriginCell;Add Origin Cell;"The origin cell will also be used by this shape.
If disabled, only the cells around the origin cell will be used."
GamingIsLove.ORKFramework.GridRangeSetting.addEmptyCells;Add Empty Cell;"Empty cells will be used by this shape.
If disabled, empty cells will be omitted."
GamingIsLove.ORKFramework.GridRangeSetting.addOccupiedCells;Add Occupied Cell;"Occupied cells will also be used by this shape.
If disabled, occupied cells will be omitted."
GamingIsLove.ORKFramework.GridRangeSetting.addBlockedCells;Add Blocked Cells;"Blocked cells will be selected by this shape.
If disabled, blocked cells will be omitted."
GamingIsLove.ORKFramework.GridRangeSetting.addNotPassableCells;Add Not Passable Cells;"Blocked cells that are not passable will be selected by this shape.
If disabled, blocked cells that aren't passable will be omitted."
GamingIsLove.ORKFramework.GridRangeSetting.blockDiagonalDistance1;Block Diagonal Distance 1;Diagonal cells around in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
GamingIsLove.ORKFramework.GridRangeSetting.shapeLocalSpace;Local Space;"The shape will be rotated in the local space of the combatant using it.
If disabled, the shape is rotated in world space."
GamingIsLove.ORKFramework.GridRangeSetting.inUserSpace;In User Space;"The shape will rotate in the local space of the user.
If disabled, the shape will rotate in the local space of the used cell's combatant (if available)."
GamingIsLove.ORKFramework.GridRangeSetting.useLineOfSight;Use Line of Sight;Use a line of sight between the center of the origin cell and the center of the used cells to determine if they're available.
GamingIsLove.ORKFramework.GridRangeSetting.checkHeight;Check Height Differences;"Check the height difference between user and target.
E.g. only use targets that are above the user."
GamingIsLove.ORKFramework.GridRangeSetting.checkVariables;Check Variables;"Check variable conditions.
The grid cell's variables are available via the 'Local' origin.
The grid cell's game object must have an 'Object Variables' component attached."
GamingIsLove.ORKFramework.UseRange.type;Range Type;"Select which range will be used:
- None: No range restriction.
- Template: The range defined in a battle range template.
- Custom: A custom range defined here."
GamingIsLove.ORKFramework.UseRange.template;Template;Select the template that will be used.
GamingIsLove.ORKFramework.UseRange.field;Field;Available in the field (i.e. outside of battles).
GamingIsLove.ORKFramework.UseRangeCheck`1.type;Use Range;"Select which use range to check:
- Attack: The use range of the combatant's base attack.
- Counter Attack: The use range of the combatant's counter attack.
- Abiltiy: The use range of an ability.
- Class Abiltiy: The use range of the combatant's class ability.
- Item: The use range of an item.
- Shortcut Slot: The use range of a shortcut slot's attack, ability or item.
- Battle Range Template: A battle range template.
- Custom: A custom battle range.
- Selected Data: An ability or item stored in selected data."
GamingIsLove.ORKFramework.UseRangeCheck`1.onlyCanTarget;Only Can Target;"Only check target combatants that can be targeted by the action.
Please note that this setting is ignored when used for grid action range checks."
GamingIsLove.ORKFramework.UseRangeCheck`1.item;Item;Select the item that will be used.
GamingIsLove.ORKFramework.UseRangeCheck`1.template;Battle Range Template;Select the battle range template that will be used.
GamingIsLove.ORKFramework.SelectedTargetsSettings.noActionOnly;No Action Only;The target can only be selected while the player doesn't perform an action (i.e. when you can call the battle menu).
GamingIsLove.ORKFramework.SelectedTargetsSettings.inMenus;In Menus;The target can be selected while displaying menus (e.g. the battle menu).
GamingIsLove.ORKFramework.SelectedTargetsSettings.autoSelect;Auto Select;"The target is automatically selected.
If no target is set (e.g. the current target dies) the nearest one is selected."
GamingIsLove.ORKFramework.SelectedTargetsSettings.onlyInBattleRange;Only In Battle Range;Only targets in battle range can be selected.
GamingIsLove.ORKFramework.SelectedTargetsSettings.selectEnemies;Select Enemies;"Select if enemies are selected:
- Yes: Only enemies of the player can be selected.
- No: Only allies of the player can be selected.
- Ignore: All combatants can be selected."
GamingIsLove.ORKFramework.SelectedTargetsSettings.selectDead;Select Dead;"Select if dead combatants are selected:
- Yes: Only dead combatants can be selected.
- No: Only alive combatants can be selected.
- Ignore: All combatants can be selected."
GamingIsLove.ORKFramework.SelectedTargetsSettings.onlyVisible;Only Visible;"Select only combatants that are currently visible by a camera.
If disabled, all combatants can be selected, regardless of if they're visible or not."
GamingIsLove.ORKFramework.SelectedTargetsSettings.canSelectUser;Can Select User;"The user combatant can be selected.
This is usually the player, but can also be the current menu user in a running battle."
GamingIsLove.ORKFramework.SelectedTargetsSettings.canSelectPlayer;Can Select Player;The player combatant can be selected.
GamingIsLove.ORKFramework.SelectedTargetsSettings.field;Field;Available in the field (i.e. outside of battles).
GamingIsLove.ORKFramework.SelectedTargetsSettings.sortType;Sort Type;"Select how the available combatants for the 'Next' and 'Previous' input keys will be sorted:
- None: No sorting, used as-is.
- Distance: Sort by distance to the user.
- Screen Position: Sort by position on the screen."
GamingIsLove.ORKFramework.SelectedTargetsSettings.useDirectionalSelection;Use Directional Selection;"Use directional keys (up, down, left, right, or horizontal and vertical axes) to select targets based on screen-space directions from the current target (e.g. pressing up selects the nearest target above the current one, in screen space).
If no target is selected, the selection is done based on the screen center."
GamingIsLove.ORKFramework.SelectedTargetsSettings.allowClickRemove;Allow Remove;A click/touch that doesn't target a combatant will remove the target.
GamingIsLove.ORKFramework.SelectedTargetsSettings.clickRaycastDistance;Raycast Distance;"The distance the raycast will use.
If nothing is hit within this distance, no target will be found."
GamingIsLove.ORKFramework.SelectedTargetsSettings.clickLayerMask;Layer Mask;"Select the layer the raycast will use.
Only objects on this layer can be hit by the raycast."
GamingIsLove.ORKFramework.SelectedTargetsSettings.useRaycastTargeting;Use Raycast Targeting;Use raycast targeting to select targets via constant raycasting each frame.
GamingIsLove.ORKFramework.SelectedTargetsSettings.raycastTargetingSelectAfter;Select After (s);"The time in seconds before a target is selected.
Requires to continuously hover the cursor above the same target (combatant).
Set to 0 to immediately select a target."
GamingIsLove.ORKFramework.SelectedTargetsSettings.raycastTargetingRemove;Remove No Target;Remove the selected target if the raycast didn't hit any valid combatant.
GamingIsLove.ORKFramework.SelectedTargetsSettings.raycastTargetingRemoveAfter;Remove After (s);"The time in seconds before the target is removed.
Hovering the cursor above the target again will reset the time.
Set to 0 to immediately remove a target."
GamingIsLove.ORKFramework.SelectedTargetsSettings.raycastTargetingRemoveBlockedByInput;Blocked By Input;Selecting a target via input keys or mouse/touch controls will block removing the target via raycasts until a new target is selected via raycasts.
GamingIsLove.ORKFramework.SelectedTargetsSettings.autoAttackTarget;Auto Attack Target;Auto attacks (if enabled) are performed on this target.
GamingIsLove.ORKFramework.SelectedTargetsSettings.aaPlayerOnly;Player Only;Only the player performs auto attacks.
GamingIsLove.ORKFramework.SelectedTargetsSettings.limitAbilityUse;Limit Ability Use;"Limit using abilities on targets to defined abilities and ability types.
If disabled, all abilities will be used on the selected target (if possible)."
GamingIsLove.ORKFramework.SelectedTargetsSettings.limitItemUse;Limit Item Use;"Limit using items on targets to defined items and item types.
If disabled, all items will be used on the selected target (if possible)."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType;Game Object;"Available target positions are defined by game objects in the scene.
The game objects are searched within use range of the action."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.distance;Distance;"The distance the raycast will use.
If nothing is hit within this distance, no target will be found."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.layerMask;Layer Mask;"Select the layer the raycast will use.
Only objects on this layer can be hit by the raycast."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.searchType;Search Type;"Select how the game object will be searched:
- Name: Using the game object's name.
- Tag: Using the game object's tag.
- Component: Using the name of a component attached to the game object."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.searchFor;Search For;The name, tag or component to search for.
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.nameCheck;Check Type;"The check is valid if:
- Is Equal: The game object's name/tag equals the defined value.
- Starts With: The game object's name/tag starts with the defined value.
- Ends With: The game object's name/tag ends with the defined value.
- Contains: The game object's name/tag contains the defined value."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.nameIsValid;Is Valid;"The check must be valid to use the game object.
If disabled, the check must be invalid (e.g. name doesn't contain the defined value)."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.updatePositionChange;Update Position Change;"Search the game objects again when the user's position changed.
If disabled, only uses the game objects that where found when starting the raycast target selection."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.useDirectionalSelection;Use Directional Selection;"Use directional keys (up, down, left, right, or horizontal and vertical axes) to select targets based on screen-space directions from the current target (e.g. pressing up selects the nearest target above the current one, in screen space).
If no target is selected, the selection is done based on the screen center."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.autoTargetType;Auto Target;"Select how AI/auto targeting will find a target position for raycasting:
- Screen: Uses the screen center (also used if user/target aren't available).
- User: Uses the user's position on screen.
- Target: Uses a nearby target (selected based on the action's target type and the user's AI settings)."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.targetChildObject;Child Object;You can define a child object of the user/target to be the raycast target.
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.targetOffset;Target Offset;Offset added to the AI target position (user or target).
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.useMousePosition;Use Mouse Position;Use the current mouse position instead of the screen center for targeting.
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.mouseOnlyPlayer;Only Player (Mouse);Use the mouse position only when the player is the user.
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.screenOffset;Screen Offset;Offset added to the screen center or mouse position.
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.useTargetCursor;Use Target Cursor;A cursor game object is used to highlighted available target game objects.
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.targetCursorPrefab;Prefab;"Select the prefab used as available target cursor.
Components implementing the 'ITargetRaycastCursorPrefab' interface attached to the prefab (and it's child objects) will get notified about the raycast action and it's user. Can be used to adjust the cursor prefab based on the raycast action, e.g. scaling based on the affect range."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.targetCursorUsePooling;Use Pooling;"This prefab will try to get an instance from the game object pool.
If the prefab is added to the pooling settings (found in 'Game Settings'), an already created game object from the object pool will be used.
If the prefab isn't added to the pooling settings or no pooled object is free, a new object will be created.
When using pooling, the game object will only be disabled, not destroyed."
GamingIsLove.ORKFramework.GameObjectTargetRaycastType.targetCursorOffset;Offset;The offset added to the target's position.
GamingIsLove.ORKFramework.GridTargetRaycastType;Grid;"Available target positions are created by raycasts based on a square or hexagonal grid around the user.
The positions are created within use range of the action."
GamingIsLove.ORKFramework.GridTargetRaycastType.distance;Distance;"The distance the raycast will use.
If nothing is hit within this distance, no target will be found."
GamingIsLove.ORKFramework.GridTargetRaycastType.layerMask;Layer Mask;"Select the layer the raycast will use.
Only objects on this layer can be hit by the raycast."
GamingIsLove.ORKFramework.GridTargetRaycastType.sourceOffset;Source Offset;The offset added to the raycast's source (position of the user + checked cell position) when creating grid cell positions.
GamingIsLove.ORKFramework.GridTargetRaycastType.hitOffset;Hit Offset;The offset added to the hit position when generating the cell positions.
GamingIsLove.ORKFramework.GridTargetRaycastType.useBlockedLayerMask;Use Blocked Layer Mask;Use a different layer mask to determine blocked positions (i.e. no target position available).
GamingIsLove.ORKFramework.GridTargetRaycastType.blockedLayerMask;Blocked Layer Mask;The layer mask used to determine blocked positions.
GamingIsLove.ORKFramework.GridTargetRaycastType.sphereCastSize;Check Cell Size Factor;"Blocked/Empty raycast checks use sphere casts with the cell size.
You can change how much of the cell size is used via the cell size factor, i.e. when a cell is considered blocked/empty due to hitting something."
GamingIsLove.ORKFramework.GridTargetRaycastType.gridType;Grid Type;"Select which type of grid will be used:
- Square: The grid consists of square cells.
- Hexagonal: The grid consists of hexagonal cells."
GamingIsLove.ORKFramework.GridTargetRaycastType.hexagonalType;Hexagonal Type;"Select which type of hexagonal grid will be used:
- Horizontal Even: Pointy topped, every even row will be offset by half X cell offset.
- Horizontal Odd: Pointy topped, every odd row will be offset by half X cell offset.
- Vertical Even: Flat topped, every even column will be offset by half Y cell offset.
- Vertical Odd: Flat topped, every odd column will be offset by half Y cell offset."
GamingIsLove.ORKFramework.GridTargetRaycastType.rows;Max Rows;"The maximum number of rows the generated grid will have.
The available positions are limited by the use range of the action."
GamingIsLove.ORKFramework.GridTargetRaycastType.columns;Max Columns;"The maximum number of columns the generated grid will have.
The available positions are limited by the use range of the action."
GamingIsLove.ORKFramework.GridTargetRaycastType.positionAnchor;Position Anchor;Select which point of the grid will be placed at this user's position.
GamingIsLove.ORKFramework.GridTargetRaycastType.cellSize;Cell Size;The size of individual cells in world units.
GamingIsLove.ORKFramework.GridTargetRaycastType.cellOffset;Cell Offset;"The offset between individual cells.
X is the horizontal/column offset (X-axis), Y is the vertical/row offset (Z-axis)."
GamingIsLove.ORKFramework.GridTargetRaycastType.updatePositionChange;Update Position Change;"Search the game objects again when the user's position changed.
If disabled, only uses the game objects that where found when starting the raycast target selection."
GamingIsLove.ORKFramework.GridTargetRaycastType.useDirectionalSelection;Use Directional Selection;"Use directional keys (up, down, left, right, or horizontal and vertical axes) to select targets based on screen-space directions from the current target (e.g. pressing up selects the nearest target above the current one, in screen space).
If no target is selected, the selection is done based on the screen center."
GamingIsLove.ORKFramework.GridTargetRaycastType.autoTargetType;Auto Target;"Select how AI/auto targeting will find a target position for raycasting:
- Screen: Uses the screen center (also used if user/target aren't available).
- User: Uses the user's position on screen.
- Target: Uses a nearby target (selected based on the action's target type and the user's AI settings)."
GamingIsLove.ORKFramework.GridTargetRaycastType.targetChildObject;Child Object;You can define a child object of the user/target to be the raycast target.
GamingIsLove.ORKFramework.GridTargetRaycastType.targetOffset;Target Offset;Offset added to the AI target position (user or target).
GamingIsLove.ORKFramework.GridTargetRaycastType.useMousePosition;Use Mouse Position;Use the current mouse position instead of the screen center for targeting.
GamingIsLove.ORKFramework.GridTargetRaycastType.mouseOnlyPlayer;Only Player (Mouse);Use the mouse position only when the player is the user.
GamingIsLove.ORKFramework.GridTargetRaycastType.screenOffset;Screen Offset;Offset added to the screen center or mouse position.
GamingIsLove.ORKFramework.GridTargetRaycastType.useTargetCursor;Use Target Cursor;A cursor game object is used to highlighted available target positions.
GamingIsLove.ORKFramework.GridTargetRaycastType.targetCursorPrefab;Prefab;"Select the prefab used as available target cursor.
Components implementing the 'ITargetRaycastCursorPrefab' interface attached to the prefab (and it's child objects) will get notified about the raycast action and it's user. Can be used to adjust the cursor prefab based on the raycast action, e.g. scaling based on the affect range."
GamingIsLove.ORKFramework.GridTargetRaycastType.targetCursorUsePooling;Use Pooling;"This prefab will try to get an instance from the game object pool.
If the prefab is added to the pooling settings (found in 'Game Settings'), an already created game object from the object pool will be used.
If the prefab isn't added to the pooling settings or no pooled object is free, a new object will be created.
When using pooling, the game object will only be disabled, not destroyed."
GamingIsLove.ORKFramework.GridTargetRaycastType.targetCursorOffset;Offset;The offset added to the target's position.
GamingIsLove.ORKFramework.PositionTargetRaycastType;Position;Raycasts into the scene to find a target position.
GamingIsLove.ORKFramework.PositionTargetRaycastType.distance;Distance;"The distance the raycast will use.
If nothing is hit within this distance, no target will be found."
GamingIsLove.ORKFramework.PositionTargetRaycastType.layerMask;Layer Mask;"Select the layer the raycast will use.
Only objects on this layer can be hit by the raycast."
GamingIsLove.ORKFramework.PositionTargetRaycastType.ignoreUser;Ignore User;The game object of the user of this ability/item will be ignored by the raycast.
GamingIsLove.ORKFramework.PositionTargetRaycastType.clampToUseRange;Clamp To Use Range;"The raycasted position will clamp to the use range.
If disabled, the cursor prefab will not be updated and using the ability/item will not be possible when the position is out of range."
GamingIsLove.ORKFramework.PositionTargetRaycastType.rayOrigin;Ray Origin;"The origin position of the raycast.
- User: The user of the ability/item is the origin.
- Screen: The screen is the origin. If you use mouse/touch control, the point you clicked/touched the screen is the origin, otherwise the center of the screen."
GamingIsLove.ORKFramework.PositionTargetRaycastType.userChildObject;Child Object;Use a child object of the user as origin of the raycast.
GamingIsLove.ORKFramework.PositionTargetRaycastType.offset;Offset;The offset will be added to the origin position of the raycast.
GamingIsLove.ORKFramework.PositionTargetRaycastType.rayDirection;Direction;"The direction in local space the raycast will be sent to.
E.g. X=0, Y=0, Z=1 will send the raycast forward.
This setting is only used when no mouse/touch control is enabled."
GamingIsLove.ORKFramework.PositionTargetRaycastType.autoTargetType;Auto Target;"Select how AI/auto targeting will find a target position for raycasting:
- Screen: Uses the screen center (also used if user/target aren't available).
- User: Uses the user's position on screen.
- Target: Uses a nearby target (selected based on the action's target type and the user's AI settings)."
GamingIsLove.ORKFramework.PositionTargetRaycastType.targetChildObject;Child Object;You can define a child object of the user/target to be the raycast target.
GamingIsLove.ORKFramework.PositionTargetRaycastType.targetOffset;Target Offset;Offset added to the AI target position (user or target).
GamingIsLove.ORKFramework.PositionTargetRaycastType.useMousePosition;Use Mouse Position;Use the current mouse position instead of the screen center for targeting.
GamingIsLove.ORKFramework.PositionTargetRaycastType.mouseOnlyPlayer;Only Player (Mouse);Use the mouse position only when the player is the user.
GamingIsLove.ORKFramework.PositionTargetRaycastType.screenOffset;Screen Offset;Offset added to the screen center or mouse position.
GamingIsLove.ORKFramework.PositionTargetRaycastType.useInputKeys;Use Input Keys;"Use input keys to move the raycast cursor.
Use the 'Accept' key to use the current cursor position for the raycast target."
GamingIsLove.ORKFramework.PositionTargetRaycastType.inputCursorSpeed;Cursor Speed;The speed in world units per second the cursor will be moved using the input keys.
GamingIsLove.ORKFramework.TargetRaycast.type;Use Target Raycast;"Use a raycast to set the target (position) for an ability or item:
- None: Not used.
- Default: Uses the default target raycast setup defined in 'Battles > Target Settings'.
- Custom: Uses a custom target raycast setup."
GamingIsLove.ORKFramework.TargetRaycastSetting.blockPlayerControl;Block Player Control;Block the player control while selecting the raycast target.
GamingIsLove.ORKFramework.TargetRaycastSetting.blockCameraControl;Block Camera Control;Block the camera control while selecting the raycast target.
GamingIsLove.ORKFramework.TargetRaycastSetting.rotateToRaycast;Rotate To Raycast;Rotate the user to the raycast position during raycast targeting.
GamingIsLove.ORKFramework.TargetRaycastSetting.type;Raycast Type;Select the type of the target raycast:
GamingIsLove.ORKFramework.TargetRaycastSetting.useRayCursor;Use Cursor;A cursor game object is used to highlighted the raycast position.
GamingIsLove.ORKFramework.TargetRaycastSetting.rayCursorPrefab;Prefab;"Select the prefab used as cursor.
Components implementing the 'ITargetRaycastCursorPrefab' interface attached to the prefab (and it's child objects) will get notified about the raycast action and it's user. Can be used to adjust the cursor prefab based on the raycast action, e.g. scaling based on the affect range."
GamingIsLove.ORKFramework.TargetRaycastSetting.usePooling;Use Pooling;"This prefab will try to get an instance from the game object pool.
If the prefab is added to the pooling settings (found in 'Game Settings'), an already created game object from the object pool will be used.
If the prefab isn't added to the pooling settings or no pooled object is free, a new object will be created.
When using pooling, the game object will only be disabled, not destroyed."
GamingIsLove.ORKFramework.TargetRaycastSetting.rayCursorOffset;Offset;The offset added to the raycast's position.
GamingIsLove.ORKFramework.ConditionalAffectRange.checkDistance;Check Distance;Check the distance between user and the target the affect range is used on.
GamingIsLove.ORKFramework.ConditionalAffectRange.statusUseTarget;Check Target;"Check the target the affect range is used for instead of the user.
When using 'From User', this will use the user."
GamingIsLove.ORKFramework.DefaultTargetSelections.enemySingle;Enemy Single;Select the default target selection template used for the 'Default Enemy Single' target selection type.
GamingIsLove.ORKFramework.DefaultTargetSelections.enemyGroup;Enemy Group;Select the default target selection template used for the 'Default Enemy Group' target selection type.
GamingIsLove.ORKFramework.DefaultTargetSelections.enemyNone;Enemy None;Select the default target selection template used for the 'Default Enemy None' target selection type.
GamingIsLove.ORKFramework.DefaultTargetSelections.allySingle;Ally Single;Select the default target selection template used for the 'Default Ally Single' target selection type.
GamingIsLove.ORKFramework.DefaultTargetSelections.allyGroup;Ally Group;Select the default target selection template used for the 'Default Ally Group' target selection type.
GamingIsLove.ORKFramework.DefaultTargetSelections.allyNone;Ally None;Select the default target selection template used for the 'Default Ally None' target selection type.
GamingIsLove.ORKFramework.DefaultTargetSelections.allSingle;All Single;Select the default target selection template used for the 'Default All Single' target selection type.
GamingIsLove.ORKFramework.DefaultTargetSelections.allGroup;All Group;Select the default target selection template used for the 'Default All Group' target selection type.
GamingIsLove.ORKFramework.DefaultTargetSelections.allNone;All None;Select the default target selection template used for the 'Default All None' target selection type.
GamingIsLove.ORKFramework.DefaultTargetSelections.self;Self;Select the default target selection template used for the 'Default Self' target selection type.
GamingIsLove.ORKFramework.TargetAffectRangeSettings.type;Affect Range;"Select if affect range is used and when affected targets will be selected:
- None: No affect range is used.
- Calculation: Each time the outcome is calculated (targets not available in schematic).
- Execution: When the action is started (targets available in schematic)."
GamingIsLove.ORKFramework.TargetAffectRangeSettings.fromUser;From User;The affect range is based on the user instead of the targets.
GamingIsLove.ORKFramework.TargetOrientationSettings.checkUserOrientation;Check User Orientation;Check the orientation from user to target.
GamingIsLove.ORKFramework.TargetOrientationSettings.userFront;Target In Front;The target has to be in front of the user.
GamingIsLove.ORKFramework.TargetOrientationSettings.userBack;Target In Back;The target has to be in the back of the user.
GamingIsLove.ORKFramework.TargetOrientationSettings.userLeft;Target Left;The target has to be left of the user.
GamingIsLove.ORKFramework.TargetOrientationSettings.userRight;Target Right;The target has to be right of the user.
GamingIsLove.ORKFramework.TargetOrientationSettings.checkTargetOrientation;Check Target Orientation;Check the orientation from target to user.
GamingIsLove.ORKFramework.TargetOrientationSettings.targetFront;User In Front;The user has to be in front of the target.
GamingIsLove.ORKFramework.TargetOrientationSettings.targetBack;User In Back;The user has to be in the back of the target.
GamingIsLove.ORKFramework.TargetOrientationSettings.targetLeft;User Left;The user has to be left of the target.
GamingIsLove.ORKFramework.TargetOrientationSettings.targetRight;User Right;The user has to be right of the target.
GamingIsLove.ORKFramework.TargetSelection.type;Target Selection Type;"Select which target selection will be used:
- Template: The target selection defined in a target selection template.
- Custom: A custom target selection defined here.
- Default: The related default target selection defined in 'Battles > Target Settings'. E.g. 'Default Enemy Single' uses the default 'Enemy Single' target selection.
An 'Enemy Single' target selection will be used if no defined target selection is found."
GamingIsLove.ORKFramework.TargetSelection.template;Template;Select the template that will be used.
GamingIsLove.ORKFramework.TargetSelectionSettings.targetType;Target Type;"Select which group will be the target:
- Self: The user is the target.
- Ally: The target is in an allied group of the user.
- Enemy: The target is in an enemy group.
- All: All combatant's are possible targets."
GamingIsLove.ORKFramework.TargetSelectionSettings.targetRange;Target Range;"Sets if a single or multiple combatants are targeted:
- None: No target required. Use this setting for 'area of effect' spells, etc.
- Single: Only one combatant is the target.
- Group: The whole group of combatants are the target."
GamingIsLove.ORKFramework.TargetSelectionSettings.isDead;Is Dead;"Select if the target must be dead:
- Yes: The target must be dead to be a valid target.
- No: The target mustn't be dead to be a valid target.
- Ignore: The target's death status is ignored."
GamingIsLove.ORKFramework.TargetSelectionSettings.targetRangeToggle;Target Range Toggle;"This ability/item can toggle between 'Single' and 'Group' target range using the 'Target Range Key' defined in 'Battles > Target Settings'.
The 'Target Range' defines the default state, toggling between ranges is possible during target selection (e.g. in battle menus or menu screens)."
GamingIsLove.ORKFramework.TargetSelectionSettings.targetTypeToggle;Target Type Toggle;"This ability/item can toggle between 'Enemy' and 'Ally' target type using the 'Target Type Key' defined in 'Battles > Target Settings'.
The 'Target Type' defines the default state, toggling between ranges is possible during target selection (e.g. in battle menus)."
GamingIsLove.ORKFramework.TargetSelectionSettings.notSelf;Not On Self;The user can't be the target.
GamingIsLove.ORKFramework.TargetSelectionSettings.onlyGroup;Only Group;"The target(s) has to be part of the user's group.
Can't target combatants from allied factions that are not part of the user's group.
Please note that adding individual combatants to a battle will keep them all in separate groups."
GamingIsLove.ORKFramework.TargetSelectionSettings.noneSelectGridCell;Select Target Cell;Select a cell as target for the ability in grid battles.
GamingIsLove.ORKFramework.TargetSelectionSettings.ownControlMapTargeting;Own Control Map Targeting;Override control map key targeting settings.
GamingIsLove.ORKFramework.TargetSelectionTemplate.name;Name;The name of this target selection template.
GamingIsLove.ORKFramework.TargetUseRangeSettings.ownUseRange;Own Use Range;Override the default use range (found in 'Battle Settings').
GamingIsLove.ORKFramework.BestiaryAttackModifierSettings.learnOn;Learn On;"Select how attack modifier attribute values are learned:
- None: They aren't learned automatically.
- Encounter: They are learned when encountering a combatant (all modifiers).
- Attack: They are learned when attacking a combatant with the different modifier attributes (single attribute).
- Attacked By: They are learned when a player group member is attacked by a combatant (all modifiers).
- Death: They are learned when the combatant has been killed (all modifiers)."
GamingIsLove.ORKFramework.BestiaryAttackModifierSettings.unknownText;Unknown Value;"The text used to display the value of an unknown attack modifier attribute.
Note that this text will only replace the value, not any other information of the attack modifier."
GamingIsLove.ORKFramework.BestiaryDefenceModifierIDSettings.learnOn;Learn On;"Select how defence modifier IDs are learned:
- None: They aren't learned automatically.
- Encounter: They are learned when encountering a combatant.
- Attack: They are learned when attacking a combatant.
- Attacked By: They are learned when a player group member is attacked by a combatant.
- Death: They are learned when the combatant has been killed.
All defence modifier IDs are learned at the same time."
GamingIsLove.ORKFramework.BestiaryDefenceModifierIDSettings.unknownText;Unknown Modifier ID;"The text used to display the unknown defence modifier ID of a combatant.
Note that this text will only replace the name of the defence modifier attribute, other information (e.g. icons) will be ignored/not displayed when displayed."
GamingIsLove.ORKFramework.BestiaryDefenceModifierSettings.learnOn;Learn On;"Select how defence modifier values are learned:
- None: They aren't learned automatically.
- Encounter: They are learned when encountering a combatant (all modifiers).
- Attack: They are learned when attacking a combatant (all modifiers).
- Attacked By: They are learned when a player group member is attacked by a combatant with the different modifiers (single attribute).
- Death: They are learned when the combatant has been killed (all modifiers)."
GamingIsLove.ORKFramework.BestiaryDefenceModifierSettings.unknownText;Unknown Value;"The text used to display the value of an unknown defence modifier.
Note that this text will only replace the value, not any other information of the defence modifier."
GamingIsLove.ORKFramework.BestiaryEquipmentSettings.learnOn;Learn On;"Select how equipped equipment is learned:
- None: They aren't learned automatically.
- Encounter: They are learned when encountering a combatant.
- Attack: They are learned when attacking a combatant.
- Attacked By: They are learned when a player group member is attacked by a combatant.
- Death: They are learned when the combatant has been killed.
All equipment is learned at the same time."
GamingIsLove.ORKFramework.BestiaryEquipmentSettings.unknownText;Unknown Equipment;"The text used to display the unknown equipment of a combatant.
Note that this text will only replace the name of the equipment, other information (e.g. icons) will be ignored when displayed."
GamingIsLove.ORKFramework.BestiaryLearnSetting.combatant;Combatant;Select the combatant used for the bestiary entry.
GamingIsLove.ORKFramework.BestiaryLearnSetting.faction;Faction;Select the faction of the bestiary entry.
GamingIsLove.ORKFramework.BestiaryLearnSetting.useClass;Class;"Select the class of the bestiary entry.
Refers to the single-class of the combatant."
GamingIsLove.ORKFramework.BestiaryLearnSetting.level;Level;Set the level of the bestiary entry.
GamingIsLove.ORKFramework.BestiaryLearnSetting.classLevel;Class Level;Set the level of the bestiary entry.
GamingIsLove.ORKFramework.BestiarySettings.useBestiary;Use Bestiary;"The bestiary is used.
Information on enemies is learned by encountering them."
GamingIsLove.ORKFramework.BestiarySettings.autoAddEntry;Auto Add Entry;"Automatically add a new bestiary entry even if there is no information learned about a combatant.
E.g. encountering a combatant will add a new entry even if none of the status information is learned upon 'Encounter'.
If disabled, a new entry will only be added if something is learned about the combatant."
GamingIsLove.ORKFramework.BestiarySettings.factionSeparation;Faction Separation;"Encountering the same combatant in different factions will add separate entries for each faction.
If disabled, encountering a combatant once will create an entry for all factions."
GamingIsLove.ORKFramework.BestiarySettings.classSeparation;Class Separation;"Encountering the same combatant with different classes will add separate entries for each class.
If disabled, encountering a combatant once will create an entry for all classes."
GamingIsLove.ORKFramework.BestiarySettings.levelSeparation;Level Separation;"Encountering the same combatant with different levels will add separate entries for each level.
If disabled, encountering a combatant once will create an entry for all levels."
GamingIsLove.ORKFramework.BestiarySettings.classLevelSeparation;Class Level Separation;"Encountering the same combatant with different class levels will add separate entries for each class level.
If disabled, encountering a combatant once will create an entry for all class levels."
GamingIsLove.ORKFramework.BestiarySettings.useInBattleAI;Use in Battle AI;"Combatants of the player group will use bestiary when checking status information in battle AIs.
I.e. if an information of a combatant isn't in the bestiary, it can't be checked by the AI."
GamingIsLove.ORKFramework.BestiarySettings.faction;Faction;"Select the faction that will be used by combatants displayed in the bestiary.
When using faction separation, combatants will be displayed with their encountered faction, using this faction as a fallback."
GamingIsLove.ORKFramework.BestiaryStatusValueSettings.learnOn;Learn On;"Select how status values are learned:
- None: They aren't learned automatically.
- Encounter: They are learned when encountering a combatant.
- Attack: They are learned when attacking a combatant.
- Attacked By: They are learned when a player group member is attacked by a combatant.
- Death: They are learned when the combatant has been killed.
All status values are learned at the same time."
GamingIsLove.ORKFramework.BestiaryStatusValueSettings.noValueBars;No Value Bars;"Unknown status values won't display value bars.
If disabled, the value bars will also be displayed for unknown status values."
GamingIsLove.ORKFramework.BestiaryStatusValueSettings.unknownText;Unknown Value Text;"The text used to display the value of an unknown status value.
Note that this text will only replace the value, not any other information of the status value."
GamingIsLove.ORKFramework.AddClass.addClass;Class;"Select the class that will be added to the combatant.
The class isn't equipped on any class slot or made the combatant's class, it's only added with the defined level."
GamingIsLove.ORKFramework.AddClass.level;Class Level;Define the level of the class that will be added.
GamingIsLove.ORKFramework.AddClass.showNotification;Show Notification;Show the add notification.
GamingIsLove.ORKFramework.AddClass.showConsole;Show Console;Show the add text in the console.
GamingIsLove.ORKFramework.ClassChangeOptions.unequipAll;Unequip All;"Unequips all equipment currently equipped on the combatant.
It's recommended to unequip everything before class changes, as this might lead to equipment slots changing and being unable to unequip afterwards."
GamingIsLove.ORKFramework.ClassChangeOptions.forget;Forget Old Abilities;Abilities and research trees learned through the previous class will be lost.
GamingIsLove.ORKFramework.ClassChangeOptions.learn;Learn Abilities;Abilities and research trees of the new class will be learned (up to the current level and class level).
GamingIsLove.ORKFramework.ClassChangeOptions.reset;Reset Class Level;The class level will be reset to the combatant's start class level.
GamingIsLove.ORKFramework.ClassChangeOptions.rem;Remove Old Bonuses;The status value bonuses earned by the status value development of the previous class will be removed.
GamingIsLove.ORKFramework.ClassChangeOptions.add;Get New Bonuses;The status value bonuses of the new classes status value development will be applied (up to the current class level).
GamingIsLove.ORKFramework.ClassChangeOptions.showNotification;Show Notification;Show the add notification in case the new class is added to the combatant's classes.
GamingIsLove.ORKFramework.ClassChangeOptions.showConsole;Show Console;Show the add text in the console in case the new class is added to the combatant's classes.
GamingIsLove.ORKFramework.Class.isGroupClass;Is Group Class;"This class is available to all members of a group when added to a combatant.
Each combatant still use their own unique instances of the class, increasing the class level on their own."
GamingIsLove.ORKFramework.Class.itemType;Item Type;"Select the primary item type of this class.
The item type is used when listing classes in shops.
This is the item type the class will belong to.
Add secondary item types to list the class under multiple item types in shops or other type checks."
GamingIsLove.ORKFramework.Class.secondaryItemType;Item Type;"Select the item type that'll be used as a secondary item type.
Secondary item types are used to list classes under multiple item types in shops or other type checks."
GamingIsLove.ORKFramework.Class.useClassAbility;Use Class Ability;"The class uses a class ability.
The class ability can be leveled up by the combatant."
GamingIsLove.ORKFramework.Class.ownBattleMenu;Own Battle Menu;"The class overrides the default and battle system's battle menus.
Combatants can override this battle menu setting."
GamingIsLove.ORKFramework.Class.initSchematicAsset;Init Schematic;"Select a schematic asset that will be started when initializing the class to a level.
This e.g. happens when first adding the class, resetting it's level or adding it again with a higher level.
The combatant the class belongs to will be used as 'Machine Object' and 'Starting Object'.
The class is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.Class.addSchematicAsset;Add Schematic;"Select a schematic asset that will be started when adding this class to a combatant.
The combatant the class is added to will be used as 'Machine Object' and 'Starting Object'.
The class is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.Class.removeSchematicAsset;Remove Schematic;"Select a schematic asset that will be started when removing this class from a combatant.
The combatant the class is added to will be used as 'Machine Object' and 'Starting Object'.
The class is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.Class.equipSchematicAsset;Equip Schematic;"Select a schematic asset that will be started when equipping this class on a class slot.
The combatant the class is equipped on will be used as 'Machine Object' and 'Starting Object'.
The class is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.Class.unequipSchematicAsset;Unequip Schematic;"Select a schematic asset that will be started when unequipping this class from a class slot.
The combatant the class is unequipped from will be used as 'Machine Object' and 'Starting Object'.
The class is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.Class.controlMap;Control Map;Select the control map that will be available.
GamingIsLove.ORKFramework.Class.useClassLevel;Use Class Level;This class can be leveled up using 'Experience' type status values with class level up enabled.
GamingIsLove.ORKFramework.Class.statusDevelopment;Status Development;Select the status development used by this class.
GamingIsLove.ORKFramework.Class.ownLevelUp;Own Level Up;This class overrides the default level up settings (combatant general settings).
GamingIsLove.ORKFramework.Class.ownShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for this class.
GamingIsLove.ORKFramework.Class.ownNotifications;Own Notifications;This class overrides the default class notification settings.
GamingIsLove.ORKFramework.Class.ownConsoleTexts;Own Console Texts;This class overrides the default console class texts.
GamingIsLove.ORKFramework.ClassSlotAssignment.classSlot;Class Slot;Select the class slot that will be used.
GamingIsLove.ORKFramework.ClassSlotAssignment.equipClass;Class;"Select the class that will be equipped on the class slot (must be available to the combatant).
Select the 'None' class to unequip the slot (i.e. not equip a class)."
GamingIsLove.ORKFramework.ClassSlotEquipSettings.type;Equipable On;"Select on which class slots the class can be equipped on:
- All: All class slots.
- Only Defined: Only defined class slots.
- Exclude Defined: All class slots excluding the defined slots."
GamingIsLove.ORKFramework.ClassSlotEquipSettings.autoUnequip;Auto Unequip;"Automatically unequip the class if the conditions are invalid while equipped.
Not used when equipped on class slots that don't allow unequipping."
GamingIsLove.ORKFramework.ClassSlotSetting.hidden;Hidden;"This class slot is hidden from the player.
It won't be displayed in any listing (e.g. in menus), only if printed directly using text codes."
GamingIsLove.ORKFramework.ClassSlotSetting.allowUnequip;Allow Unequip;"Classes equipped on this class slot can be unequipped.
If disabled, you can only change the class but not unequip it (i.e. the class slot can't be empty once it was equipped with something)."
GamingIsLove.ORKFramework.ClassSlotSetting.useClassAbility;Use Class Ability;Use the class ability of the class equipped on this class slot.
GamingIsLove.ORKFramework.ClassSlotSetting.useEquipment;Use Equipment;Use the equipment of the class equipped on this class slot.
GamingIsLove.ORKFramework.ClassSlotSetting.useAttackModifiers;Use Attack Modifiers;"Use the attack modifier start values of the class equipped on this class slot.
An attack modifier start value is only used if no other is found before this slot's class (from combatant, single class or class slots before this slot)."
GamingIsLove.ORKFramework.ClassSlotSetting.useDefenceModifiers;Use Defence Modifiers;"Use the defence modifiers start values of the class equipped on this class slot.
A defence modifier start value is only used if no other is found before this slot's class (from combatant, single class or class slots before this slot)."
GamingIsLove.ORKFramework.ClassSlotSetting.useBattleMenu;Use Battle Menu;"Use the battle menu of the class equipped on this class slot.
The battle menu is only used if no other battle menu before it (from combatant, single class or class slots before this slot) is found."
GamingIsLove.ORKFramework.ClassSlotSetting.useControlMaps;Use Control Maps;Use the control maps of the class equipped on this class slot.
GamingIsLove.ORKFramework.ClassSlotSetting.useShortcuts;Use Shortcuts;"Use the shortcuts of the class equipped on this class slot.
The shortcuts are only used if no other class shortcuts are found before (from combatant, single class or class slots before this slot)."
GamingIsLove.ORKFramework.ClassSlotSetting.useStatusBonuses;Use Status Bonuses;Use the status bonuses of the class equipped on this class slot.
GamingIsLove.ORKFramework.ClassSlotSetting.useStatusBonusFactor;Use Status Value Factor;"Multiply the status value bonuses of the class by a defined factor.
E.g. use a factor of 1 to use the actual values, 0.5 to only use half or 2 to use double values.
The factors are only used for value bonuses, not percent bonuses."
GamingIsLove.ORKFramework.ClassSlotSetting.useStatusDevelopment;Use Status Development;Use the status development of the class equipped on this class slot.
GamingIsLove.ORKFramework.ClassSlotSetting.receiveExperience;Receive Experience;"The class will receive experience while equipped on this class slot.
Experience can be received even when not using the equipped class's status development."
GamingIsLove.ORKFramework.ClassSlotSetting.useStatusDevelopmentClassLevelLimit;Limit Class Level;"Limit the status development level that'll be used.
E.g. only use status development changes up to class level 10."
GamingIsLove.ORKFramework.ClassSlotSetting.statusDevelopmentClassLevelLimit;Class Level Limit;"Define the maximum class level that'll be used.
The minimum level is 1.
The class is available as (local) selected data with the key 'action' when using a formula."
GamingIsLove.ORKFramework.ClassSlotSetting.useStatusDevelopmentFactor;Use Status Value Factor;"Multiply the status development values of the class by a defined factor.
E.g. use a factor of 1 to use the actual values, 0.5 to only use half or 2 to use double values."
GamingIsLove.ORKFramework.ClassSlotSetting.useAbilityDevelopment;Use Ability Development;"Use the ability development of the class equipped on this class slot.
The abilities will be removed from the combatant when unequipping the class."
GamingIsLove.ORKFramework.ClassSlotSetting.useAbilityDevelopmentLevelLimit;Limit Level;"Limit combatant level that'll be used for the ability development.
E.g. only add abilities up to combatant level 10."
GamingIsLove.ORKFramework.ClassSlotSetting.abilityDevelopmentLevelLimit;Level Limit;"Define the maximum combatant level that'll be used.
The minimum level is 1.
The class is available as (local) selected data with the key 'action' when using a formula."
GamingIsLove.ORKFramework.ClassSlotSetting.useAbilityDevelopmentClassLevelLimit;Limit Class Level;"Limit class level that'll be used for the ability development.
E.g. only add abilities up to class level 10."
GamingIsLove.ORKFramework.ClassSlotSetting.abilityDevelopmentClassLevelLimit;Class Level Limit;"Define the maximum class level that'll be used.
The minimum level is 1.
The class is available as (local) selected data with the key 'action' when using a formula."
GamingIsLove.ORKFramework.ClassSlotSetting.ownNotifications;Own Notifications;This class overrides the default class notification settings.
GamingIsLove.ORKFramework.ClassSlotSetting.ownConsoleTexts;Own Console Texts;This class overrides the default console class texts.
GamingIsLove.ORKFramework.InitialClassSlot.classSlot;Class Slot;Select the class slot that will be added.
GamingIsLove.ORKFramework.InitialClassSlot.equipClass;Class;"Select the class that will be equipped on the class slot.
Select the 'None' class leave the class slot empty."
GamingIsLove.ORKFramework.InitialClassSlot.level;Class Level;"Define the level of the class that will be equipped.
The class will be added to the combatant with the defined level."
GamingIsLove.ORKFramework.InitialClassSlot.showNotification;Show Notification;Show the add notification.
GamingIsLove.ORKFramework.InitialClassSlot.showConsole;Show Console;Show the add text in the console.
GamingIsLove.ORKFramework.CombatantBodyPartSetting.useType;Use Combatant Type;"Use a random combatant from a defined combatant type as basis for this body part.
If disabled, a defined combatant is used."
GamingIsLove.ORKFramework.CombatantBodyPartSetting.combatantType;Combatant Type;"Select the combatant type that will be used as basis for this body part.
A random combatant of the defined type will be used."
GamingIsLove.ORKFramework.CombatantBodyPartSetting.useSubTypes;Use Sub-Types;The sub-types of the defined combatant type will also be used.
GamingIsLove.ORKFramework.CombatantBodyPartSetting.combatant;Base Combatant;"Select the combatant that'll be used as basis for this body part.
Please note that body parts don't use their base combatant's body parts (i.e. body parts don't have body parts), move AI or movement component."
GamingIsLove.ORKFramework.CombatantBodyPartSetting.learnAbilities;Learn Abilities;Learn the combatant's abilities.
GamingIsLove.ORKFramework.CombatantBodyPartSetting.useStartInventory;Use Start Inventory;Use the combatant's start inventory.
GamingIsLove.ORKFramework.CombatantBodyPartSetting.useStartEquipment;Use Start Equipment;Use the combatant's start equipment.
GamingIsLove.ORKFramework.CombatantBodyPartSetting.useInitSchematic;Use Init Schematic;Use the combatant's init schematic.
GamingIsLove.ORKFramework.CombatantBodyPartSetting.blockConditionalPrefabs;Block Conditional Prefabs;"The combatant will not use conditional prefabs.
Can also be changed using schematics."
GamingIsLove.ORKFramework.CombatantBodyPartSetting.isPassive;Is Passive;"The combatant will be passive and not part of the battle order, i.e. not use any actions but can still be targeted.
E.g. use this for creating destructable objects like crates.
Please note that a passive combatant's turns don't increase, i.e. turn-based status effects will not have any effect on them."
GamingIsLove.ORKFramework.CombatantBodyPartSetting.passiveMustDefeat;Must Defeat;The passive combatant has to be defeated for a battle to end.
GamingIsLove.ORKFramework.CombatantBodyPartSetting.sameLevel;Same Level;The body part (base combatant) will have the same level as the main combatant.
GamingIsLove.ORKFramework.CombatantBodyPartSetting.objectType;Body Part Object;"Select what'll be used as game object of the body part:
- Parent: The defined child object of the parent combatant (requires using a child object).
- Empty: Creates an empty game object and mounts it to the parent's game object (child object).
- Prefab: Spawns the base combatant's prefab and mounts it to the parent's game object (child object)."
GamingIsLove.ORKFramework.CombatantBodyPartSetting.childObject;Child Object;"The defined child object of the parent's game object that will be used.
When spawning the prefab or creating an empty game object, it'll be mounted to the child object.
Otherwise the child object will be used as the body part's game object, adding a combatant component to it."
GamingIsLove.ORKFramework.CombatantBodyPartSetting.spawnOffset;Spawn Offset;Offset added to the body part's game object position.
GamingIsLove.ORKFramework.CombatantBodyPartSetting.useParentRotation;Use Rotation;"Use the rotation of the parent's game object (child object).
If disabled, the prefab's rotation will be used (or no rotation for empty game object)."
GamingIsLove.ORKFramework.CombatantBodyPartSetting.removeOnDeath;Remove On Death;"Remove this body part from it's parent upon death.
Please keep in mind that the base combatant's death settings are also used (e.g. destroying prefab or removing from battle)."
GamingIsLove.ORKFramework.BattleStartMoveDetection.needed;Needed;Select if all or just one move detection must detect the target.
GamingIsLove.ORKFramework.CombatantAbilityAvailability.limitAvailability;Limit Availability;"Select if availability of the combatant's abilities is limited:
- Disabled: No limitations.
- Enabled: Limitations for all combatants.
- Player Only: Limitations for player group combatants only.
- Non Player Only: Limitations for everyone except the player group combatants."
GamingIsLove.ORKFramework.CombatantAbilityAvailability.combatantShortcuts;Combatant Shortcuts;"The abilities are only available if they're currently set in a shortcut slot of the combatant or the combatant's class (when using class shortcut slots.
Only slots of the currently active shortcut list are considered."
GamingIsLove.ORKFramework.CombatantAbilityAvailability.groupShortcuts;Group Shortcuts;The abilities are only available if they're currently set in a shortcut slot of the combatant's group (i.e. group shortcuts).nOnly slots of the currently active shortcut list are considered.
GamingIsLove.ORKFramework.CombatantAbilityAvailability.fieldAbilities;Field Abilities;Active abilities useable in the field (or both) are always available.
GamingIsLove.ORKFramework.CombatantAbilityAvailability.battleAbilities;Battle Abilities;Active abilities useable in battle (or both) are always available.
GamingIsLove.ORKFramework.CombatantAbilityAvailability.passiveAbilities;Passive Abilities;Passive abilities are always available.
GamingIsLove.ORKFramework.CombatantAbilityAvailability.equipmentAbilities;Equipment Abilities;Abilities coming from equipment are always available.
GamingIsLove.ORKFramework.CombatantAbilityAvailability.temporaryAbilities;Temporary Abilities;Temporary abilities are always available.
GamingIsLove.ORKFramework.CombatantAISettings.aiStartBlocked;Start AI Blocked;"The battle AI of the combatant is blocked when the combatant is instantiated.
If the combatant's battle AI is blocked, the only action performed through the AI will be the 'None' action (i.e. doing nothing).
You can block/unblock the AI in schematics."
GamingIsLove.ORKFramework.CombatantAISettings.aiControlled;AI Controlled;"The combatant is AI controlled (only used by combatants of the player group).
If you set a player combatant to be AI controlled, you won't have to select battle commands (if he's not the actual player).
Other combatants will still perform actions if they aren't AI controlled."
GamingIsLove.ORKFramework.CombatantAISettings.aiControlledPlayer;AI Controlled Player;The combatant is AI controlled even when it's the player (i.e. the combatant controlled by the player, usually the group leader).
GamingIsLove.ORKFramework.CombatantAISettings.notControllable;Not Controllable;"The combatant is not controllable by the player (when member of the player group).
The combatant can still be controlled if set as the player in schematics (or being the first/only combatant in the player group).
If disabled, the player can control the combatant."
GamingIsLove.ORKFramework.CombatantAISettings.aiAutoTarget;Auto Target;The 'Auto Target' settings of abilities and items will be used when attacking, otherwise the nearest target (if enabled) or a random target in range.
GamingIsLove.ORKFramework.CombatantAISettings.aiNearestTarget;Nearest Target;The nearest target will be used when attacking, otherwise a random target in range.
GamingIsLove.ORKFramework.CombatantAISettings.attackLastTarget;Attack Last Target;The last target that was attacked will be used for the next attack.
GamingIsLove.ORKFramework.CombatantAISettings.attackGroupTarget;Attack Group Target;The combatant will attack a group target (if possible).
GamingIsLove.ORKFramework.CombatantAISettings.attackIndividualTarget;Attack Individual Target;The combatant will attack an individual target (if possible).
GamingIsLove.ORKFramework.CombatantAISettings.aggressionType;Aggression Type;"Select when the combatant will become aggressive:
- Always: The combatant will always be aggressive.
- On Damage: The combatant will become aggressive when he received damage.
- On Selection: The combatant will become aggressive when selected as a target for a battle action or as group target.
- On Action: The combatant will become aggressive when another combatant starts using a battle action against him.
An aggressive combatant will hunt enemies in the field and attack them in 'Real Time Battle Areas'."
GamingIsLove.ORKFramework.CombatantAISettings.aggressionNotifyGroup;Notify Group;The combatant will notify it's group when changing aggression state (i.e. when becoming aggressive or stop being aggressive).
GamingIsLove.ORKFramework.CombatantAISettings.aggressionReactGroup;React to Group;The combatant will change it's aggression state as well when notified by the group.
GamingIsLove.ORKFramework.CombatantAISettings.aggressionReactGroupMoveAI;React Move AI;The combatant's move AI will react to the aggressor and detect it when using 'Detect On Aggression' (move AI settings).
GamingIsLove.ORKFramework.CombatantAISettings.aggressionReactGroupNotify;Notify Others;Notify other group members when becoming agressive through notification.
GamingIsLove.ORKFramework.CombatantAISettings.aggressionNotifyFaction;Notify Faction;"The combatant will notify it's faction when changing aggression state (i.e. when becoming aggressive or stop being aggressive).
All faction members in the scene will be notified."
GamingIsLove.ORKFramework.CombatantAISettings.aggressionReactFaction;React to Faction;The combatant will change it's aggression state as well when notified by the faction.
GamingIsLove.ORKFramework.CombatantAISettings.aggressionReactFactionMoveAI;React Move AI;The combatant's move AI will react to the aggressor and detect it when using 'Detect On Aggression' (move AI settings).
GamingIsLove.ORKFramework.CombatantAISettings.aggressionReactFactionNotify;Notify Others;Notify other faction members when becoming agressive through notification.
GamingIsLove.ORKFramework.CombatantAISettings.ownAIDecisionTime;Own AI Decision Time;Override the default AI decision time of the current battle system.
GamingIsLove.ORKFramework.CombatantAISettings.realTimeAITimeout;Timeout (s);The timeout in seconds between two AI actions in real time battles.
GamingIsLove.ORKFramework.CombatantAISettings.limitRealTimeAIRange;Limit Range;"The combatant must be within a defined range to the leader of it's group to be able to use battle AI in real time.
You can use this to prevent AI controlled player group members to continuing battle when the player moves away.
If disabled, the combatant can use battle AI regardless of the distance to the leader."
GamingIsLove.ORKFramework.CombatantDeathSettings.noRevive;No Revive;The combatant can't be revived when he is dead.
GamingIsLove.ORKFramework.CombatantDeathSettings.leaveOnDeath;Leave on Death;The combatant leaves the group he belongs to if he dies.
GamingIsLove.ORKFramework.CombatantDeathSettings.deathKeepPrefab;Keep Prefab;"The combatant's prefab won't be destroyed when the combatant dies.
Members of the player group will never be destroyed on death."
GamingIsLove.ORKFramework.CombatantDeathSettings.removeFromBattle;Remove From Battle;"Remove the combatant from battle.
Disable this setting to allow enemy combatants to be revived.
Members of the player group will never be removed from battle on death."
GamingIsLove.ORKFramework.CombatantDeathSettings.sympathyChange;Sympathy Change;"Additional to the faction's kill member sympathy change, this value will be added to the change.
The sympathy for all factions participating in the attack on the combatant will be changed.
Use negative values to decrease sympathy, positive values to increase."
GamingIsLove.ORKFramework.CombatantDeathSettings.learnLog;Learn Log Text;The player learns a new log text or complete log.
GamingIsLove.ORKFramework.CombatantDeathSettings.completeLog;Complete Log;"Learn all log texts of a log.
If disabled, only a selected log text will be learned."
GamingIsLove.ORKFramework.CombatantDeathSettings.logText;Log Text;Select the log text the player will learn.
GamingIsLove.ORKFramework.CombatantDeathSettings.log;Log;Select the log the player will learn completely.
GamingIsLove.ORKFramework.CombatantDeathSettings.logShowNotification;Show Notification;Show the log's learning/update notification.
GamingIsLove.ORKFramework.CombatantDeathSettings.logShowConsole;Show Console;Show the log's learning/update text in the console.
GamingIsLove.ORKFramework.CombatantDeathSettings.variableOrigin;Local Origin;"Select the origin of the local variables/selected Data:
- Global: Global variables/selected data will be used.
- Combatant: Object variables/selected data on the combatant's game object will be used.
- Spawner: Object variables/selected data on the combatant's spawner game object will be used."
GamingIsLove.ORKFramework.CombatantMoveAISettings.useMoveAI;Use Move AI;The combatant uses a move AI to determine it's movement behaviour.
GamingIsLove.ORKFramework.CombatantMoveAISettings.moveAI;Move AI;Select the move AI that will be used.
GamingIsLove.ORKFramework.CombatantMoveAISettings.useBattleMoveAI;Use Battle Move AI;Use a different move AI when the combatant is in battle.
GamingIsLove.ORKFramework.CombatantMoveAISettings.battleMoveAI;Battle Move AI;Select the move AI that will be used in battle.
GamingIsLove.ORKFramework.CombatantMoveSpeedSettings.min;Minimum Speed;"The minimum move speed of the combatant.
Since status effects and equipment can change the move speed you may want to set it to a realistic value (e.g. 1-2), otherwise the combatant could need a long time get anywhere."
GamingIsLove.ORKFramework.CombatantMoveSpeedSettings.max;Maximum Speed;"The maximum move speed of the combatant.
Since status effects and equipment can change the move speed you may want to limit it to a realistic value (e.g. 10-12), otherwise the combatant could move too fast."
GamingIsLove.ORKFramework.CombatantMoveSpeedSettings.usePositionChange;Use Position Change;"The change of the combatant's position will be used to determine the real speed of the combatant's movement. The real speed is used for auto move animations, control maps and other things.
If disabled, other components will be used in that order: CharacterController > Rigidbody > Rigidbody2D > NavMeshAgent > Position Change
Enable this setting if you have problems with auto move animations not playing properly."
GamingIsLove.ORKFramework.CombatantMoveSpeedSettings.walkSpeed;Walk Speed;The walk speed in world units per second.
GamingIsLove.ORKFramework.CombatantMoveSpeedSettings.runSpeed;Run Speed;The run speed in world units per second.
GamingIsLove.ORKFramework.CombatantMoveSpeedSettings.sprintSpeed;Sprint Speed;The sprint speed in world units per second.
GamingIsLove.ORKFramework.CombatantSchematicSettings.ownInitSchematics;Own Init Schematics;"This combatant overrides the default init schematics defined in the general settings.
Define the schematics that will be performed when first initializing a combatant.
The combatant will be used as 'Machine Object' and 'Starting Object'.
The schematics are separated into player group, ally group and enemy group combatants."
GamingIsLove.ORKFramework.CombatantSchematicSettings.ownSpawnSchematics;Own Spawn Schematics;"This combatant overrides the default spawn schematics defined in the general settings.
Define the schematics that will be performed when spawning a combatant.
The combatant will be used as 'Machine Object' and 'Starting Object'.
The schematics are separated into player group, ally group and enemy group combatants."
GamingIsLove.ORKFramework.CombatantSchematicSettings.ownBattleStartSchematics;Own Battle Start Schematics;"This combatant overrides the default battle start schematics defined in the general settings.
Define the schematics that will be performed at the start of a combatant's battle (either at the start of a battle or when joining a running battle).
The combatant will be used as 'Machine Object' and 'Starting Object'.
The schematics are separated into player group, ally group and enemy group combatants."
GamingIsLove.ORKFramework.CombatantSchematicSettings.ownBattleEndSchematics;Own Battle End Schematics;"This combatant overrides the default battle end schematics defined in the general settings.
Define the schematics that will be performed at the end of a combatant's battle (either at the end of a battle of when leaving a running battle).
The combatant will be used as 'Machine Object' and 'Starting Object'.
The schematics are separated into player group, ally group and enemy group combatants."
GamingIsLove.ORKFramework.CombatantSchematicSettings.ownTurnStartSchematics;Own Turn Start Schematics;"This combatant overrides the default turn start schematics defined in the general settings.
Define the schematics that will be performed at the start of a combatant's turn (after the grid cell schematics).
The combatant will be used as 'Machine Object' and 'Starting Object'.
The schematics are separated into player group, ally group and enemy group combatants."
GamingIsLove.ORKFramework.CombatantSchematicSettings.ownTurnEndSchematics;Own Turn End Schematics;"This combatant overrides the default turn end schematics defined in the general settings.
Define the schematics that will be performed at the end of a combatant's turn (before the grid cell schematics).
The combatant will be used as 'Machine Object' and 'Starting Object'.
The schematics are separated into player group, ally group and enemy group combatants."
GamingIsLove.ORKFramework.CombatantSchematicSettings.ownStatusResetSchematics;Own Status Reset Schematics;"This combatant overrides the default status reset schematics defined in the general settings.
Define the schematics that will be performed after a combatant's status was recalculated.
Status recalculation happens e.g. when equipment or status effects of a combatant change, 'Normal' type status values are changed, etc.
The combatant will be used as 'Machine Object' and 'Starting Object'.
The schematics are separated into player group, ally group and enemy group combatants."
GamingIsLove.ORKFramework.CombatantSchematicSettings.replaceCustomSchematics;Replace Custom Schematics;"This combatant doesn't use the 'Custom Schematics' defined in the general settings and only uses the schematics defined here.
Otherwise, this combatant will only replace the schematics that are defined here (based on the 'Call Key' setting)."
GamingIsLove.ORKFramework.CombatantSchematicSettings.replaceSVChangeSchematics;Replace SV Schematics;This combatant doesn't use the 'Change Schematics' defined by the status values and only uses the schematics defined here.
GamingIsLove.ORKFramework.CombatantSetting.type;Combatant Type;"Select the primary combatant type of this combatant.
This is the combatant type the combatant will belong to and that's used for the combatant's type text codes.
Add secondary combatant types to list the combatant under multiple combatant types in menus or other type checks."
GamingIsLove.ORKFramework.CombatantSetting.secondaryCombatantType;Combatant Type;"Select the combatant type that'll be used as a secondary combatant type.
Secondary combatant types are used to list combatants under multiple combatant types in menus or other type checks."
GamingIsLove.ORKFramework.CombatantSetting.battleGroupSizeChange;Battle Group Size Change;"Adding this combatant to the player's battle group can change the maximum group size.
Positive values will increase the maximum battle group size, negative values will decrease it.
Only whole numbers can increase the size, but you can use floating point values from multiple combatants to achieve that as well, e.g. 0.5 + 0.5 will increase the size by 1. The total battle group size change will not be rounded, e.g. 1.1 or 1.9 will be 1.
Only the player group's battle group size is limited, i.e. this is not used by any other group."
GamingIsLove.ORKFramework.CombatantSetting.setObjectName;Set Object Name;"Set the name of the spawned game object (prefab) representing the combatant to the combatant's name.
If disabled, the default name for spawned objects (e.g. 'PrefabName(Clone)') will be used."
GamingIsLove.ORKFramework.CombatantSetting.useShortName;Use Short Name;Use the combatant's short name to set the spawned game object's name.
GamingIsLove.ORKFramework.CombatantSetting.ownObjectVariables;Own Object Variables;Override the default object variable settings defined in ghe gemeral settings.
GamingIsLove.ORKFramework.CombatantSetting.replaceDefaultControlMaps;Replace Default Control Maps;"Replace the default control maps defined in the general settings.
If disabled, the control maps defined here will be used in addition to the default control maps, using these before the default."
GamingIsLove.ORKFramework.CombatantSetting.controlMap;Control Map;Select the control map that will be available.
GamingIsLove.ORKFramework.CombatantSetting.useRandomPortraitSet;Use Random Portrait Set;"The combatant will randomly select a portrait set when being initialized in the game.
Status/variable conditions will be ignored in this case."
GamingIsLove.ORKFramework.CombatantSetting.ownResearchTreeUI;Own Research Tree UI;This combatant overrides the default research tree UI defined in the combatant general settings.
GamingIsLove.ORKFramework.CombatantSetting.ownNumberFormat;Own Number Format;This combatant overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleAddDefend;Own Add Defend Text;This combatant overrides the default add defend action text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleDefend;Own Perform Defend Text;This combatant overrides the default defend text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleAddEscape;Own Add Escape Text;This combatant overrides the default add escape action text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleEscape;Own Perform Escape Text;This combatant overrides the default escape text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleAddDeath;Own Add Death Text;This combatant overrides the default add death action text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleDeath;Own Perform Death Text;This combatant overrides the default death text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleAddNone;Own Add None Text;This combatant overrides the default add none action text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleNone;Own Perform None Text;This combatant overrides the default none text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleAddChangeMember;Own Add Change Member Text;This combatant overrides the default add change member action text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleChangeMember;Own Perform Change Member Text;This combatant overrides the default change member text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleAddJoinBattle;Own Add Join Battle Text;This combatant overrides the default add join battle action text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleJoinBattle;Own Perform Join Battle Text;This combatant overrides the default join battle text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleAddGridMove;Own Add Grid Move Text;This combatant overrides the default add grid move action text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleGridMove;Own Perform Grid Move Text;This combatant overrides the default grid move text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleLevelUp;Own Level Up Text;This combatant overrides the default level up text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleLevelUpClass;Own Class Level Up Text;This combatant overrides the default class level up text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleJoinGroup;Own Join Group Text;This combatant overrides the default join group text.
GamingIsLove.ORKFramework.CombatantSetting.ownConsoleLeaveGroup;Own Leave Group Text;This combatant overrides the default leave group text.
GamingIsLove.ORKFramework.CombatantSetting.blockNotificationsStatusValue;Block Status Value;Block status value notifications for this combatant (i.e. damage/refresh notifications).
GamingIsLove.ORKFramework.CombatantSetting.blockNotificationsStatusEffect;Block Status Effect;Block status effect notifications for this combatant.
GamingIsLove.ORKFramework.CombatantSetting.blockFlyingTextsModifierImmunity;Block Modifier Immunity;Block modifier immunity notifications for this combatant (i.e. attack/defence modifier immunity notifications).
GamingIsLove.ORKFramework.CombatantSetting.blockFlyingTextsLevelUp;Block Level Up;Block level up notifications for this combatant.
GamingIsLove.ORKFramework.CombatantSetting.blockFlyingTextsCastCancel;Block Cast Cancel;Block cast cancel notifications for this combatant.
GamingIsLove.ORKFramework.CombatantSetting.blockFlyingTextsMiss;Block Miss;Block miss notifications for this combatant.
GamingIsLove.ORKFramework.CombatantSetting.blockFlyingTextsBlocking;Block Blocking;Block blocking notifications for this combatant.
GamingIsLove.ORKFramework.CombatantSetting.ownPlayerGroupNotifications;Own Notifications;This combatant overrides the default player group notification settings.
GamingIsLove.ORKFramework.CombatantSetting.ownReactionPortraits;Own Reaction Portraits;Override the default reaction portraits defined in the combatant general settings.
GamingIsLove.ORKFramework.CombatantSetting.startLevel;Start Level;The combatants base level when first appearing in the game.
GamingIsLove.ORKFramework.CombatantSetting.canLevelUp;Can Level Up;"This combatant can level up.
If disabled, the combatant will remain at the level it was initialized with."
GamingIsLove.ORKFramework.CombatantSetting.notScanable;Not Scanable;This combatant can't be scanned, i.e. the bestiary can't learn anything about it's status.
GamingIsLove.ORKFramework.CombatantSetting.noBestiaryEntry;No Bestiary Entry;"This combatant won't get an entry in the bestiary at all.
If disabled, an entry will be made for the combatant, but without status information."
GamingIsLove.ORKFramework.CombatantSetting.startClass;Class;"Select the base class of the combatant (the single-class).
Select the 'None' class to not use a class for this combatant.
The class can be set/changed later, or equipped via class slots."
GamingIsLove.ORKFramework.CombatantSetting.startClassLevel;Start Class Level;The combatants class level when first appearing in the game.
GamingIsLove.ORKFramework.CombatantSetting.canLevelUpClass;Can Level Up;"This combatant can level up classes.
If disabled, the combatant's classes will remain at the level they where initialized with."
GamingIsLove.ORKFramework.CombatantSetting.replaceDefaultInitialClassSlots;Replace Default Initial Slots;"Replace the default initial slots defined in the general settings.
If disabled, the initial slots defined here are used together with the default slots."
GamingIsLove.ORKFramework.CombatantSetting.replaceDefaultAddClasses;Replace Default Add Classes;"Replace the default add classes defined in the general settings.
If disabled, the initial classes defined here are used together with the default classes."
GamingIsLove.ORKFramework.CombatantSetting.hasStatusDevelopment;Has Status Development;The combatant uses a status development.
GamingIsLove.ORKFramework.CombatantSetting.statusDevelopment;Status Development;Select the status development used by this combatant.
GamingIsLove.ORKFramework.CombatantSetting.replaceDefaultBonuses;Replace Default Bonuses;"Replace the default status bonuses defined in the general settings.
If disabled, the bonuses defined here are used together with the default bonuses."
GamingIsLove.ORKFramework.CombatantSetting.replaceDefaultRandomBonuses;Replace Default Bonuses;"Replace the default random status bonuses defined in the general settings.
If disabled, the bonuses defined here are used together with the default bonuses."
GamingIsLove.ORKFramework.CombatantSetting.ownLevelUp;Own Status Effects;Override the default level up settings defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.replaceDefaultBodyParts;Replace Default;"Replace the default body parts defined in the general settings.
If disabled, the body parts defined here will be used in addition to the default body parts (i.e. using default and these body parts)."
GamingIsLove.ORKFramework.CombatantSetting.replaceDefaultActionCombos;Replace Default;"Replace the default action combos defined in 'Battle System > Battle Settings'.
If disabled, the action combos defined here will be used in addition to the default action combos defined in the battle settings."
GamingIsLove.ORKFramework.CombatantSetting.actionCombo;Action Combo;Select the action combo that will be available.
GamingIsLove.ORKFramework.CombatantSetting.ownBaseAttack;Own Base Attack;Override the default base attack defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.actionStopResetsAttackIndex;Action Stop Resets Index;If a base attack is stopped (e.g. due to canceled action), the base attack index is reset to the first attack.
GamingIsLove.ORKFramework.CombatantSetting.ownCounterAttack;Own Counter Attack;Override the default counter attack defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.ownAutoAttack;Own Auto Attack;Override the default auto attack settings defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.ownAbilityAvailability;Own Ability Availability;Override the default ability availability settings defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.ownShortcuts;Own Shortcuts;Override the default shortcuts defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.useClassShortcuts;Use Class Shortcuts;"The combatant will use class shortcut lists.
I.e. the number of available shortcut lists and default shortcuts are defined by the current class - changing the class will also change the shortcut lists.
If disabled, all classes share the same shortcut lists."
GamingIsLove.ORKFramework.CombatantSetting.replaceDefaultStartInventory;Replace Default;"Replace the default start inventory defined in the general settings.
If disabled, the default start inventory and this combatant's start inventory will both be used."
GamingIsLove.ORKFramework.CombatantSetting.replaceDefaultLoot;Replace Default;"Replace the default loot settings defined in the general settings.
If disabled, the default loot and this combatant's loot will both be used."
GamingIsLove.ORKFramework.CombatantSetting.replaceClassEquipment;Replace Class Equipment;"If enabled, the combatant's available equipment will replace the class's available equipment settings.
If disabled, both the comatant and class equipment settings are used together, i.e. the class can add additional equipment slots and available equipment to the combatant."
GamingIsLove.ORKFramework.CombatantSetting.ownStealSettings;Own Steal Settings;Override the default steal settings defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.replaceDefaultBattleAI;Replace Default;"Replace the default battle AI defined in the general settings.
If disabled, the default battle AI and this combatant's battle AI will both be used (first using the combatant's battle AI)."
GamingIsLove.ORKFramework.CombatantSetting.ownBattleMenu;Own Battle Menu;"The combatant has it's own battle menu.
This setting overrides the class battle menu setting and the default battle menu."
GamingIsLove.ORKFramework.CombatantSetting.ownDeathSettings;Own Death Settings;Override the default death settings defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.ownCounterChance;Own Counter Chance;This combatant overrides the default counter chance defined in the battle settings.
GamingIsLove.ORKFramework.CombatantSetting.counterChance;Base Counter Chance;"Define the base counter chance.
The counter chance decides if a combatant counters an attack (i.e. when received damage).
The counter is performed if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value.
When using a formula, the attacked combatant (who will counter) will be used as the user in the calculation, while the attacker is the target."
GamingIsLove.ORKFramework.CombatantSetting.ownBlockChance;Own Block Chance;This combatant overrides the default block chance defined in the battle settings.
GamingIsLove.ORKFramework.CombatantSetting.blockChance;Base Block Chance;"Define the base block chance.
Attacks and abilities can be blocked (if enabled) if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value.
When using a formula, the attacked combatant will be used as the target in the calculation, while the attacker is the user."
GamingIsLove.ORKFramework.CombatantSetting.ownEscapeChance;Own Escape Chance;This combatant overrides the default escape chance defined in the battle settings.
GamingIsLove.ORKFramework.CombatantSetting.escapeChance;Base Escape Chance;"Define the base escape chance when using the escape command.
The escape is performed if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value."
GamingIsLove.ORKFramework.CombatantSetting.ownExperienceFactor;Own Experience Factor;This combatant overrides the default experience factor defined in the battle settings.
GamingIsLove.ORKFramework.CombatantSetting.experienceFactor;Base Experience Factor;"Define the base experience factor.
The experience factor influences the experience a combatant gains from battle. E.g.:
- factor 1: The combatant gets 100 % of the experience.
- factor 0.5: The combatant gets 50 % of the experience.
- factor 2: The combatant gets 200 % of the experience.
A negative experience factor is not possible, the smallest factor is 0."
GamingIsLove.ORKFramework.CombatantSetting.ownActionTime;Own Action Time;This combatant overrides the default action time.
GamingIsLove.ORKFramework.CombatantSetting.actionTime;Action Time;"The time in seconds a combatant is able to select actions in.
When the combatant's action time reaches 0, the combatant is no longer able to select new actions until the next turn."
GamingIsLove.ORKFramework.CombatantSetting.ownAutoStartBattles;Own Auto Start Battles;This combatant overrides the default auto start battles settings defined in the battle settings.
GamingIsLove.ORKFramework.CombatantSetting.ownGridMoveRange;Own Grid Move Range;This combatant overrides the default grid move range defined in the battle grid settings.
GamingIsLove.ORKFramework.CombatantSetting.gridMoveRange;Move Range;"Define the default base grid move range for all combatants.
The grid move range defines how far a combatant can move when using the move command in grid battles.
The base move range can be changed through grid move range bonuses applied from status bonuses."
GamingIsLove.ORKFramework.CombatantSetting.ownGridMoveHeightLimit;Own Height Move Limit;This combatant overrides the default grid move height limit defined in the battle grid settings.
GamingIsLove.ORKFramework.CombatantSetting.ownGridCellSize;Own Grid Cell Size;Override the default grid cell size defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.useGridCellSize;Use Grid Cell Size;"Define grid cells that will be occupied by the combatant.
If disabled, the combatant will only occupy 1 cell.
The combatant's origin cell (i.e. the cell the combatant is placed on, e.g. the cell selected as the grid move target) will always be occupied by the combatant."
GamingIsLove.ORKFramework.CombatantSetting.ownGridMoveOver;Own Move Over;Override the move over allies/enemies settings for grid movement.
GamingIsLove.ORKFramework.CombatantSetting.gridMoveOverAllies;Move Over Allies;The combatant can move over cells that are currently occupied by allied combatants.
GamingIsLove.ORKFramework.CombatantSetting.gridMoveOverEnemies;Move Over Enemies;The combatant can move over cells that are currently occupied by enemy combatants.
GamingIsLove.ORKFramework.CombatantSetting.ownAISettings;Own AI Settings;Override the default AI settings defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.ownAIBehaviourSlots;Own Slots;Override the default AI behaviour slots defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.ownAIRulesetSlots;Own Slots;Override the default AI ruleset slots defined in the general settings.
GamingIsLove.ORKFramework.CombatantSetting.ownAnimationSystem;Own Animation System;Override the default animation system (defined in the general settings).
GamingIsLove.ORKFramework.CombatantSetting.replaceDefaultAnimations;Replace Default Animations;"Replace the default animations defined in the general settings.
Otherwise these animations will be used in addition (overriding the same animation types)."
GamingIsLove.ORKFramework.CombatantSetting.ownAutoAnimation;Own Auto Animation;Override the default auto animation settings (defined in the general settings).
GamingIsLove.ORKFramework.CombatantShortcutSettings.ownShortcutListCount;Own List Count;Overrides the default shortcut list count defined in 'UI > Shortcut Settings'.
GamingIsLove.ORKFramework.CombatantShortcutSettings.shortcutListCount;Shortcut List Count;"The number of available shortcut lists.
Each list consists of an unspecified amount of slots (index based). Lists can be switched using schematics."
GamingIsLove.ORKFramework.CombatantShortcutSettings.replaceDefaultShortcuts;Replace Default;"Replace the default shortcuts defined in 'UI > Shortcut Settings'.
If disabled, the shorcuts defined here will be used in addition to the default shortcuts defined in the shortcut settings."
GamingIsLove.ORKFramework.CombatantShortcutSettings.replaceDefaultAutoAddSlots;Replace Default;"Replace the default auto add slots defined in 'UI > Shortcut Settings'.
If disabled, the auto add slots defined here will be used in addition to the default auto add slots defined in the shortcut settings."
GamingIsLove.ORKFramework.CombatantShortcutSettings.replaceDefaultAutoArrangeSlots;Replace Default;"Replace the default auto arrange slots defined in 'UI > Shortcut Settings'.
If disabled, the auto arrange slots defined here will be used in addition to the default auto arrange slots defined in the shortcut settings."
GamingIsLove.ORKFramework.CombatantType.itemType;Item Type;"Select the primary item type of this combatant type.
The item type is used when listing combatants in shops.
This is the item type the combatants will belong to.
Add secondary item types to list the combatants under multiple item types in shops or other type checks."
GamingIsLove.ORKFramework.CombatantType.secondaryItemType;Item Type;"Select the item type that'll be used as a secondary item type.
Secondary item types are used to list combatants under multiple item types in shops or other type checks."
GamingIsLove.ORKFramework.BaseSubTypeData`2.isSubType;Is Sub Type;This type is a sub type of another type.
GamingIsLove.ORKFramework.BaseSubTypeData`2.parentType;Parent Type;"Select the type that is the parent type of this type.
Selecting the this type as parent type will result in this type not being a sub type."
GamingIsLove.ORKFramework.BaseSubTypeData`2.hidden;Hidden;"This type is hidden and will not be displayed in menus or shops.
E.g. use hidden types in combination with secondary types for background mechanics, type checks, etc."
GamingIsLove.ORKFramework.FindGroundSettings.type;On Ground Check;"Define how to check if the combatant is on the ground:
- None: No check, combatant is always on ground.
- Character Controller: Use the 'Is Grounded' property of a 'Character Controller' component. Please note that this is only set if the character controller is actually used to move the game object. Will not checked if a 'NavMesh Agent' component is attached.
- Raycast: Use a raycast."
GamingIsLove.ORKFramework.FindGroundSettings.rayDistance;Distance;"The distance the raycast will use.
If nothing is hit within this distance, the combatant is in the air."
GamingIsLove.ORKFramework.FindGroundSettings.rayLayerMask;Layer Mask;"Select the layer the raycast will use.
Only objects on this layer can be hit by the raycast."
GamingIsLove.ORKFramework.FindGroundSettings.rayChildObject;Child Object;Use the position of a child object of the combatant.
GamingIsLove.ORKFramework.FindGroundSettings.rayOffset;Origin Offset;The offset will be added to the origin position of the raycast.
GamingIsLove.ORKFramework.FindGroundSettings.rayOffsetLocalSpace;Local Space;The direction is in local space of the combatant, otherwise in world space.
GamingIsLove.ORKFramework.FindGroundSettings.rayDirection;Direction;"The direction the raycast will be sent to.
E.g. X=0, Y=-1, Z=0 will send the raycast downward (3D)"
GamingIsLove.ORKFramework.FindGroundSettings.rayDirectionLocalSpace;Local Space;The direction is in local space of the combatant, otherwise in world space.
GamingIsLove.ORKFramework.MovementSettings.ownMoveSpeed;Own Move Speed;Override the default move speed settings (defined in the general settings).
GamingIsLove.ORKFramework.MovementSettings.ownMovementComponent;Own Movement Component;Override the default movement component (defined in the general settings).
GamingIsLove.ORKFramework.MovementSettings.ownMoveAI;Own Move AI;Override the default move AI settings (defined in the general settings).
GamingIsLove.ORKFramework.MovementSettings.ownFindGround;Own Find Ground;Override the default find ground settings (defined in the general settings).
GamingIsLove.ORKFramework.FactionBenefit.min;Minimum Sympathy;The minimum sympathy this benefit is valid.
GamingIsLove.ORKFramework.FactionBenefit.max;Maximum Sympathy;The maximum sympathy this benefit is valid.
GamingIsLove.ORKFramework.FactionBenefit.buyMod;Buy Price Modifier;The price items can be bought at shops of the faction will be multiplied by this number.
GamingIsLove.ORKFramework.FactionBenefit.sellMod;Sell Price Modifier;The price items can be sold at shops of the faction will be multiplied by this number.
GamingIsLove.ORKFramework.FactionSetting.setLayer;Set Combatant Layer;Set the layer for the game objects of combatants of this faction.
GamingIsLove.ORKFramework.FactionSetting.layer;Layer;Select the layer the combatant game objects will be placed on.
GamingIsLove.ORKFramework.FactionSetting.layerSetChilObjects;Set Child Objects;"Sets the layer of child objects of the combatant game objects.
If disabled, only the root game object will be set."
GamingIsLove.ORKFramework.FactionSetting.changeKill;Kill Member;"Killing a member of this faction will change the sympathy (for the attacking factions) by this value.
The sympathy for all factions participating in the attack on the member will be changed.
Use negative values to decrease sympathy, positive values to increase."
GamingIsLove.ORKFramework.FactionSetting.changeItem;Take Item;"Taking an item that belongs to this faction will change the sympathy by this value.
Use negative values to decrease sympathy, positive values to increase."
GamingIsLove.ORKFramework.FactionSetting.changeCurrency;Take Currency;"Taking currency that belongs to this faction will change the sympathy by this value.
Use negative values to decrease sympathy, positive values to increase."
GamingIsLove.ORKFramework.FactionSetting.benefits;Benefit;"This benefit will be available for this faction.
If disabled, the benefit won't be available.
The first available benefit with suitable range will be used."
GamingIsLove.ORKFramework.FactionSetting.phaseStartAsset;Phase Start Schematic;"Select the phase change schematic that will be performed when this faction's phase starts.
The combatants of the phase are used as 'Machine Object' of the schematic.
Phase change schematics are used in 'Phase' battles to animate the start and end of a faction's phase."
GamingIsLove.ORKFramework.FactionSetting.phaseEndAsset;Phase End Schematic;"Select the phase change schematic that will be performed when this faction's phase ends.
The combatants of the phase are used as 'Machine Object' of the schematic.
Phase change schematics are used in 'Phase' battles to animate the start and end of a faction's phase."
GamingIsLove.ORKFramework.FactionSympathy.faction;Faction 1;Select the 1st faction.
GamingIsLove.ORKFramework.FactionSympathy.faction2;Faction 2;Select the 2nd faction.
GamingIsLove.ORKFramework.FactionSympathy.sympathy;Sympathy;The sympathy between faction 1 and faction 2.
GamingIsLove.ORKFramework.FactionText.text;Text;Define this faction text.
GamingIsLove.ORKFramework.AlliedStateSettings`1.player;Player;Used for members of the active player group.
GamingIsLove.ORKFramework.AlliedStateSettings`1.ally;Ally;Used for members of ally groups.
GamingIsLove.ORKFramework.AlliedStateSettings`1.enemy;Enemy;Used for members of enemy groups.
GamingIsLove.ORKFramework.ChanceCombatantInit.chance;Chance;Define the chance that this combatant is used.
GamingIsLove.ORKFramework.CombatantInit.useType;Use Combatant Type;"Use a random combatant from a defined combatant type.
If disabled, a defined combatant is used."
GamingIsLove.ORKFramework.CombatantInit.combatantType;Combatant Type;"Select the combatant type that will be used.
A random combatant of the defined type will join the group."
GamingIsLove.ORKFramework.CombatantInit.useSubTypes;Use Sub-Types;The sub-types of the defined combatant type will also be used.
GamingIsLove.ORKFramework.CombatantInit.combatant;Combatant;Select the combatant that will join the group.
GamingIsLove.ORKFramework.CombatantInit.learnAbilities;Learn Abilities;Learn the combatant's abilities.
GamingIsLove.ORKFramework.CombatantInit.useStartInventory;Use Start Inventory;Use the combatant's start inventory.
GamingIsLove.ORKFramework.CombatantInit.useStartEquipment;Use Start Equipment;Use the combatant's start equipment.
GamingIsLove.ORKFramework.CombatantInit.useInitSchematic;Use Init Schematic;Use the combatant's init schematic.
GamingIsLove.ORKFramework.CombatantInit.blockConditionalPrefabs;Block Conditional Prefabs;"The combatant will not use conditional prefabs.
Can also be changed using schematics."
GamingIsLove.ORKFramework.CombatantInit.isPassive;Is Passive;"The combatant will be passive and not part of the battle order, i.e. not use any actions but can still be targeted.
E.g. use this for creating destructable objects like crates.
Please note that a passive combatant's turns don't increase, i.e. turn-based status effects will not have any effect on them."
GamingIsLove.ORKFramework.CombatantInit.passiveMustDefeat;Must Defeat;The passive combatant has to be defeated for a battle to end.
GamingIsLove.ORKFramework.CombatantInit.setBattleGroupIndex;Set Battle Group Index;"Define the position the combatant should have in the battle group.
Group indexes start at 0, e.g. index 0 is the first member, index 2 is the 3rd member, etc.Only used when using 'Use Empty Battle Positions' in the player/group settings in 'Game > Game Settings'."
GamingIsLove.ORKFramework.CombatantInit.battleGroupIndex;Battle Group Index;"Define the index in the battle group this combatant should have.
Group indexes start at 0, e.g. index 0 is the first member, index 2 is the 3rd member, etc.Only used when using 'Use Empty Battle Positions' in the player/group settings in 'Game > Game Settings'"
GamingIsLove.ORKFramework.CombatantInit.useLevelZone;Use Level Zone;"Uses the level settings of a level zone if the position the combatant or battle is spawned at is within one.
If no level zone is found, the settings defined here will be used."
GamingIsLove.ORKFramework.CombatantInit.classUseLevelZone;Use Level Zone;"Uses the level settings of a level zone if the position the combatant or battle is spawned at is within one.
If no level zone is found, the settings defined here will be used."
GamingIsLove.ORKFramework.CombatantGroup.name;Name;The name of the group.
GamingIsLove.ORKFramework.CombatantGroup.useFormation;Use Formation;"Use a formation for this group.
Formations are used in the field and battles to change the position a combatant uses to follow the group's leader (using move AI) and the placement of battle spots."
GamingIsLove.ORKFramework.CombatantGroup.formation;Formation;Select the formation that will be used.
GamingIsLove.ORKFramework.CombatantGroup.lootRandom;Get Random;"One of the defined loot settings will be selected randomly to create the loot.
If disabled, all loot settings are used."
GamingIsLove.ORKFramework.CombatantGroup.loot;Loot;"Select the loot setting that will be used.
Only loot tables matching the group leader's level will be used to generate the loot."
GamingIsLove.ORKFramework.CombatantGroupMember.useRandom;Use Random Combatant;Define multiple combatants and select one randomly.
GamingIsLove.ORKFramework.CombatantGroupMember.useChanceSelection;Use Chance Selection;"Use the combatant's chance setting to determine which combatant will be used.
E.g. combatant 0 has 35% chance, combatant 1 has 50% chance, combatant 2 has 15% chance. i.e. combatant 0 is used for 0-35 chance range, combatant 1 for 35-85 and combatant 2 for 85-100.
- chance check results in 15: combatant 0 is used
- chance check results in 62: combatant 1 is used
- chance check results in 90: combatant 2 is used"
GamingIsLove.ORKFramework.CombatantGroupMember.ownBattleSpot;Own Battle Spot;"Use a custom battle spot for this combatant
This overrides the default battle spot defined in 'Battle System > Battle Spot'.
Battle spots defined in battle components will override this battle spot."
GamingIsLove.ORKFramework.CombatantGroupMemberRequirement.checkDifficulty;Check Difficulty;Only use the combatant at certain difficulties.
GamingIsLove.ORKFramework.GroupMemberSelection.type;Member;"Select how the group member will be selected:
- Combatant: A defined combatant.
- Leader: The leader of the group.
- Index: The combatant at a defined index of the group.
- Offset: The combatant at a defined offset to the used combatant."
GamingIsLove.ORKFramework.GroupMemberSelection.combatant;Combatant;"Select the combatant that will be used.
If the combatant isn't a member of the group, no combatant is used."
GamingIsLove.ORKFramework.GroupMemberSelection.index;Member Index;"The index of the group member that will be used.
Uses the leader if the index is outside of the available range."
GamingIsLove.ORKFramework.GroupMemberSelection.offset;Member Offset;The index of the group member that will be used.
GamingIsLove.ORKFramework.GroupSelection`1.origin;Group Origin;"Select which group is used:
- Active Player Group: The currently active player group.
- Player Group ID: A defined player group (by group ID).
- Combatant: The group of a defined combatant."
GamingIsLove.ORKFramework.GroupSelection`1.playerGroupID;Group ID;"The group ID identifies which player group will be used.
The Group ID has to be 0 or greater, values below 0 will be set to 0.
Group ID 0 is the default player group."
GamingIsLove.ORKFramework.PlayerGroupSettings.faction;Default Faction;"Select the default faction a player group will belong to.
The faction of a player group can be changed using schematics."
GamingIsLove.ORKFramework.PlayerGroupSettings.maxBattleGroup;Battle Group Size;"The maximum size of the player's battle group.
Enemies can form as large battle groups as you like.
The battle group size can be changed using schematics ('Change Max Battle Group' node)."
GamingIsLove.ORKFramework.PlayerGroupSettings.useEmptyBattlePositions;Use Empty Battle Positions;"The battle group can have empty positions between combatants, e.g. having a combatant at position 0 and 2, leaving position 1 unoccupied.
Empty positions are used in group menu screens, battle spot placement and formation positions."
GamingIsLove.ORKFramework.PlayerGroupSettings.useBattleReserve;Use Battle Reserve;"Use a separate list of combatants as battle reserve instead of just using non-battle members.
This allows the player to select specific combatants that can be used to change members in battle.
If disabled, all non-battle members of the player group can be used to change members in battle.
Please note that the battle reserve is only used by the player group, all other groups will use all available (non-battle) members instead."
GamingIsLove.ORKFramework.PlayerGroupSettings.maxBattleReserve;Battle Reserve Size;"The maximum size of the player's battle reserve.
Enemies use all non-battle members as battle reserve.
The battle reserve size can be changed using schematics ('Change Max Battle Reserve' node)."
GamingIsLove.ORKFramework.PlayerGroupSettings.countExcludesHidden;Count Excludes Hidden;"Hidden combatants are excluded from the group size count.
E.g. this impacts the (optional) group size limit, group size conditions or experience splitting by group size."
GamingIsLove.ORKFramework.PlayerGroupSettings.spawnGroup;Spawn Group;"Group members will spawn if the player is spawned.
The members will spawn when spawning the player and changing the group."
GamingIsLove.ORKFramework.PlayerGroupSettings.spawnWholeGroup;Whole Group;"Spawn all members of the player group.
If disabled, only the battle group will be used."
GamingIsLove.ORKFramework.PlayerGroupSettings.spawnCountLimit;Spawn Count Limit;"Define the number of members that will be spawned.
Set to 0 to spawn all members of the group or battle group."
GamingIsLove.ORKFramework.PlayerGroupSettings.onlyInBattleArea;Only in Battles;"The group will be spawned only when you enter a battle area.
This is only used in REALTIME type battles, TURN and ACTIVE type battles will automatically spawn the battle party members at their battle spots."
GamingIsLove.ORKFramework.PlayerGroupSettings.spawnDistance;Distance;The distance to the leader the other group members will be spawned.
GamingIsLove.ORKFramework.CombatantLoot.lootOrigin;Loot Origin;"Select where the combatant's loot comes from:
- None: No loot.
- Start Inventory: The start inventory of the combatant will be used.
- Loot: Loot tables are used.
- Both: Start inventory and loot tables are used."
GamingIsLove.ORKFramework.CombatantLoot.lootRandom;Get Random;"One of the defined loot settings will be selected randomly to create the loot.
If disabled, all loot settings are used."
GamingIsLove.ORKFramework.CombatantLoot.loot;Loot;"Select the loot setting that will be used.
Only loot tables matching the combatant's level will be used to generate the loot."
GamingIsLove.ORKFramework.Loot.name;Name;The name of the AI movement.
GamingIsLove.ORKFramework.Loot.selectionType;Use Loot Table;"Select which loot table(s) will be used. Only loot tables with valid conditions and level check are used):
- All: All valid loot tables will be used.
- First: The first valid loot table is used.
- Random: A random valid loot table is used."
GamingIsLove.ORKFramework.LootDrop.useReplacement;Use Replacement;"Select if the item is replaced:
- None: No replacement is used.
- Auto: When the player's inventory already contains the item.
- Conditions: When defined conditions are valid."
GamingIsLove.ORKFramework.LootDrop.replacementLoot;Replacement Loot;"Select the loot that will be used to select a replacement.
If multiple items are found in the loot, one is selected randomly."
GamingIsLove.ORKFramework.LootTable.levelCheckLooter;Check Looter;Check the combatant receiving the loot instead of the combatant dropping the loot.
GamingIsLove.ORKFramework.LootTable.useChance;Use Chance;"A chance is used to determine if the loot table is used.
Individual loot items have their own chance checks."
GamingIsLove.ORKFramework.LootTable.chance;Chance (%);The chance that will be used.
GamingIsLove.ORKFramework.LootTable.conditionOrigin;Local Origin;"Select the origin of local variables/selected:
- Global: Global variables/selected data will be used.
- Combatant: Object variables/selected data on the combatant's game object will be used.
- Spawner: Object variables/selected data on the combatant's spawner game object will be used."
GamingIsLove.ORKFramework.LootTable.conditionCheckLooter;Check Looter;Check the combatant receiving the loot instead of the combatant dropping the loot.
GamingIsLove.ORKFramework.LootTable.useVarSet;Set Variables;This loot table will change variables when it's dropped by a combatant.
GamingIsLove.ORKFramework.LootTable.varSetOnlyOnDrop;Only On Drop;"Changing variables will only happen if something is dropped by this loot table.
If nothing is dropped (due to 'Chance' settings), the variables won't be changed.
If disabled, the variables will always be changed when this loot table is used."
GamingIsLove.ORKFramework.LootTable.varSetOrigin;Local Origin;"Select the origin of local variables/selected:
- Global: Global variables/selected data will be used.
- Combatant: Object variables/selected data on the combatant's game object will be used.
- Spawner: Object variables/selected data on the combatant's spawner game object will be used."
GamingIsLove.ORKFramework.LootTable.drawType;Draw Type;"Select how items are drawn from the defined list of items:
- All: All items are used.
- Random: A random item is used.
- Pool: A random item is used, removing it from the available item pool when drawing multiple times. When using 'Use Chance Selection', the removed item's chance will reduce the max chance."
GamingIsLove.ORKFramework.LootTable.drawCount;Draw Count;The number of times a random item is received.
GamingIsLove.ORKFramework.LootTable.useChanceSelection;Use Chance Selection;"Use the item's chance setting to determine which item will be used.
E.g. item 0 has 35% chance, item 1 has 50% chance, item 2 has 15% chance, i.e. item 0 is used for 0-35 chance range, item 1 for 35-85 and item 2 for 85-100.
- chance check results in 15: item 0 is used
- chance check results in 62: item 1 is used
- chance check results in 90: item 2 is used"
GamingIsLove.ORKFramework.CombatantNotifyType.type;Notify By;Select what to get notified by:
GamingIsLove.ORKFramework.CombatantNotifyType_AttackModifierAttributeChange;Attack Modifier Attribute Change;Get notified by attack modifier attribute value changes of the combatant.
GamingIsLove.ORKFramework.CombatantNotifyType_AttackModifierAttributeChange.any;Any Attack Modifier;"Notifies of any attack modifier attribute value's change.
If disabled, only notifies for a defined attack modifier attribute value's change."
GamingIsLove.ORKFramework.CombatantNotifyType_AttackModifierAttributeChange.positiveChanges;Positive Changes;Positive changes (increasing the value) to the attribute will notify.
GamingIsLove.ORKFramework.CombatantNotifyType_AttackModifierAttributeChange.negativeChanges;Negative Changes;Negative changes (decreasing the value) to the attribute will notify.
GamingIsLove.ORKFramework.CombatantNotifyType_ClassLevelUp;Class Level Up;Get notified by a class level up of the combatant.
GamingIsLove.ORKFramework.CombatantNotifyType_DefenceModifierAttributeChange;Defence Modifier Attribute Change;Get notified by defence modifier attribute value changes of the combatant.
GamingIsLove.ORKFramework.CombatantNotifyType_DefenceModifierAttributeChange.any;Any Defence Modifier;"Notifies of any defence modifier attribute value's change.
If disabled, only notifies for a defined defence modifier attribute value's change."
GamingIsLove.ORKFramework.CombatantNotifyType_DefenceModifierAttributeChange.positiveChanges;Positive Changes;Positive changes (increasing the value) to the attribute will notify.
GamingIsLove.ORKFramework.CombatantNotifyType_DefenceModifierAttributeChange.negativeChanges;Negative Changes;Negative changes (decreasing the value) to the attribute will notify.
GamingIsLove.ORKFramework.CombatantNotifyType_DefenceModifierIDChange;Defence Modifier ID Change;Get notified by defence modifier ID changes of the combatant.
GamingIsLove.ORKFramework.CombatantNotifyType_DefenceModifierIDChange.any;Any Defence Modifier;"Notifies of any defence modifier ID change.
If disabled, only notifies for a defined defence modifier's change."
GamingIsLove.ORKFramework.CombatantNotifyType_DefenceModifierIDChange.modifier;Defence Modifier;Select the defence modifier that will be used.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryAIBehaviourChange;Inventory AI Behaviour Change;Get notified by AI behaviour changes in the combatant's inventory.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryAIBehaviourChange.any;Any AI Behaviour;"Notifies if any AI behaviour was added or removed.
If disabled, only notifies for a defined AI behaviour's change."
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryAIBehaviourChange.behaviour;AI Behaviour;Select the AI behaviour that will be used.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryAIBehaviourChange.added;AI Behaviour Added;Notify when an AI behaviour was added.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryAIBehaviourChange.removed;AI Behaviour Removed;Notify when an AI behaviour was removed.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryAIRulesetChange;Inventory AI Ruleset Change;Get notified by AI ruleset changes in the combatant's inventory.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryAIRulesetChange.any;Any AI Ruleset;"Notifies if any AI ruleset was added or removed.
If disabled, only notifies for a defined AI ruleset's change."
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryAIRulesetChange.ruleset;AI Ruleset;Select the AI ruleset that will be used.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryAIRulesetChange.added;AI Ruleset Added;Notify when an AI ruleset was added.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryAIRulesetChange.removed;AI Ruleset Removed;Notify when an AI ruleset was removed.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryCraftingRecipeChange;Inventory Crafting Recipe Change;Get notified by crafting recipe changes in the combatant's inventory.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryCraftingRecipeChange.any;Any Crafting Recipe;"Notifies if any crafting recipe was added or removed.
If disabled, only notifies for a defined crafting recipe's change."
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryCraftingRecipeChange.recipe;Crafting Recipe;Select the crafting recipe that will be used.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryCraftingRecipeChange.added;Crafting Recipe Added;Notify when a crafting recipe was added.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryCraftingRecipeChange.removed;Crafting Recipe Removed;Notify when a crafting recipe was removed.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryCurrencyChange;Inventory Currency Change;Get notified by currency changes in the combatant's inventory.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryCurrencyChange.any;Any Currency;"Notifies if any currency was added or removed.
If disabled, only notifies for a defined currency's change."
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryCurrencyChange.currency;Currency;Select the currency that will be used.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryCurrencyChange.added;Currency Added;Notify when a currency was added.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryCurrencyChange.removed;Currency Removed;Notify when a currency was removed.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryEquipmentChange;Inventory Equipment Change;Get notified by equipment changes in the combatant's inventory.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryEquipmentChange.any;Any Equipment;"Notifies if any equipment was added or removed.
If disabled, only notifies for a defined equipment's change."
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryEquipmentChange.equipment;Equipment;Select the equipment that will be used.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryEquipmentChange.added;Equipment Added;Notify when an equipment was added.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryEquipmentChange.removed;Equipment Removed;Notify when an equipment was removed.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryItemChange;Inventory Item Change;Get notified by item changes in the combatant's inventory.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryItemChange.any;Any Item;"Notifies if any item was added or removed.
If disabled, only notifies for a defined item's change."
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryItemChange.item;Item;Select the item that will be used.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryItemChange.added;Item Added;Notify when an item was added.
GamingIsLove.ORKFramework.CombatantNotifyType_InventoryItemChange.removed;Item Removed;Notify when an item was removed.
GamingIsLove.ORKFramework.CombatantNotifyType_LevelUp;Level Up;Get notified by a level up of the combatant.
GamingIsLove.ORKFramework.CombatantNotifyType_StatusEffectChange;Status Effect Change;Get notified by status effect changes of the combatant.
GamingIsLove.ORKFramework.CombatantNotifyType_StatusEffectChange.check;Effect Check;"Select what will be checked for:
- Any: Any status effect will notify.
- Status Effect: A defined status effect will notify.
- Status Effect Type: Any status effect of a status effect type will notify."
GamingIsLove.ORKFramework.CombatantNotifyType_StatusEffectChange.statusEffect;Status Effect;Select the status effect that will be used.
GamingIsLove.ORKFramework.CombatantNotifyType_StatusEffectChange.statusEffectType;Status Effect Type;Select the status effect type that will be used.
GamingIsLove.ORKFramework.CombatantNotifyType_StatusEffectChange.added;Added;Adding a status effect to the combatant will notify.
GamingIsLove.ORKFramework.CombatantNotifyType_StatusEffectChange.removed;Removed;Removing a status effect from the combatant will notify.
GamingIsLove.ORKFramework.CombatantNotifyType_StatusValueChange;Status Value Change;Get notified by status value changes of the combatant.
GamingIsLove.ORKFramework.CombatantNotifyType_StatusValueChange.any;Any Status Value;"Notifies of any status value's change.
If disabled, only notifies for a defined status value's change."
GamingIsLove.ORKFramework.CombatantNotifyType_StatusValueChange.statusValue;Status Value;Select the status value that will be used.
GamingIsLove.ORKFramework.CombatantNotifyType_StatusValueChange.positiveChanges;Positive Changes;Positive changes (refresh) to the status value will notify.
GamingIsLove.ORKFramework.CombatantNotifyType_StatusValueChange.negativeChanges;Negative Changes;Negative changes (damage) to the status value will notify.
GamingIsLove.ORKFramework.CombatantNotifyType_VariableChange;Variable Change;Get notified by variable changes of the combatant (object variables).
GamingIsLove.ORKFramework.CombatantNotifyType_VariableChange.type;Variable Type;"Select the type of the variable change that will be used:
- All: All variable changes.
- String: A defined string variable.
- Bool: A defined bool variable.
- Int: A defined int variable.
- Float: A defined float variable.
- Vector3: A defined Vector3 variable."
GamingIsLove.ORKFramework.CombatantNotifyType_VariableChange.isList;Is Variable List;Use a variable list instead of a single variable.
GamingIsLove.ORKFramework.CombatantNotifyType_VariableChange.key;Variable Key;Define the key of the variable.
GamingIsLove.ORKFramework.LearnResearchTree.atLevel;Learn at Level;The level at which the research tree will be learned.
GamingIsLove.ORKFramework.LearnResearchTree.classLevel;Class Level;The level refers to the combatants class level, i.e. the research tree will be learned on a class level up.
GamingIsLove.ORKFramework.LearnResearchTree.researchTree;Research Tree;Select the research tree that will be learned.
GamingIsLove.ORKFramework.LearnResearchTree.multiAdd;Allow Multiple Trees;"Allow adding the research tree multiple times.
If disabled, the research tree will only be added if it isn't yet known by the combatant."
GamingIsLove.ORKFramework.LearnResearchTree.showNotification;Show Notification;Adding a research tree will display a notification.
GamingIsLove.ORKFramework.LearnResearchTree.showConsole;Show Console;Adding a research tree will display a console text.
GamingIsLove.ORKFramework.LearnResearchTree.classChangeForget;Class Change Forget;"Forget this research tree when changing class (using 'Forget Old Abilities').
This is only used by research trees learned from a class (i.e. class research development)."
GamingIsLove.ORKFramework.LearnResearchTree.classChangeLearn;Class Change Learn;"Learn this research tree when changing class (using 'Learn Abilities').
Research trees will be learned up to the current level and class level of the combatant.
This is only used by research trees learned from a class (i.e. class research development)."
GamingIsLove.ORKFramework.ResearchSchematicSettings.startSchematic;Start Schematic;"Select a schematic asset that will be started when starting research of a research item.
The user combatant will be used as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.ResearchSchematicSettings.cancelSchematic;Cancel Schematic;"Select a schematic asset that will be started when canceling research of a research item.
The user combatant will be used as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.ResearchSchematicSettings.finishSchematic;Finish Schematic;"Select a schematic asset that will be started when finishing research of a research item.
The user combatant will be used as 'Machine Object' and 'Starting Object'.
The created ability or item is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.ResearchItemSetting.type;Type;Select what will be researched:
GamingIsLove.ORKFramework.ResearchItemSetting.limitResearchTimes;Limit Research Times;Limit how often this research item can be researched.
GamingIsLove.ORKFramework.ResearchItemSetting.researchTimes;Research Times;Define how often this research item can be researched.
GamingIsLove.ORKFramework.ResearchItemSetting.duration;Research Duration;"Select how long the research of this item will take:
- None: The research is finished immediately.
- Manual: The research progresses manually using schematics.
- Time: The research takes a defined amount of time (in seconds)."
GamingIsLove.ORKFramework.ResearchItemSetting.durationValue;Duration Value;The value (time) that must be reached to finish researching this item.
GamingIsLove.ORKFramework.ResearchItemSetting.cancelable;Cancelable;Researching this item can be canceled.
GamingIsLove.ORKFramework.ResearchItemSetting.cancelRefundCosts;Refund Costs;Canceling the research will refund the costs that where consumed for starting research of this item.
GamingIsLove.ORKFramework.ResearchItemSetting.refundKeepInstances;Keep Instances;"Refunding items will keep the exact reference that was consumed.
If disabled, a new instance of the item is created on refund."
GamingIsLove.ORKFramework.ResearchItemSetting.cancelKeepProgress;Keep Progress;"Canceling the research will keep the already achieved research progress.
Research will continue from the previous progress when the item is researched again."
GamingIsLove.ORKFramework.ResearchItemSetting.ownSchematics;Own Schematics;This research item uses it's own schematics, overriding the research tree's schematics.
GamingIsLove.ORKFramework.ResearchItemSetting.costsNeeded;Needed;"Either all or only one cost will be used.
When only using one cost, the first available cost will be used (must be consumed)."
GamingIsLove.ORKFramework.ResearchItemSetting.ownResearchItemUI;Own Research Item UI;Use a different research item UI setup for this research item.
GamingIsLove.ORKFramework.AbilityResearchItem;Ability;Learns an ability to the user.
GamingIsLove.ORKFramework.AbilityResearchItem.ability;Ability;Select the ability that will be used.
GamingIsLove.ORKFramework.AbilityResearchItem.nextLevel;Next Level;"Learn the next level of the ability.
If the ability isn't yet learned, it'll learn the 1st level."
GamingIsLove.ORKFramework.AbilityResearchItem.level;Ability Level;Define the level of the ability that will be used.
GamingIsLove.ORKFramework.AbilityResearchItem.learnByClass;Learn By Class;"The ability is learned by the class the research tree was added by.
If the research tree wasn't added by a class (or the class is no longer added to the combatant), the combatant will learn the ability."
GamingIsLove.ORKFramework.AbilityResearchItem.isGroupAbility;Group Ability;"The ability will be learned by the group, i.e. all group members will have access to it.
If disabled, only one combatant learns the ability."
GamingIsLove.ORKFramework.AbilityResearchItem.showNotification;Show Notification;Learning the ability will display a notification.
GamingIsLove.ORKFramework.AbilityResearchItem.showConsole;Show Console;Learning the ability will be displayed in the console.
GamingIsLove.ORKFramework.ClassResearchItem;Class;Adds a class to the user.
GamingIsLove.ORKFramework.ClassSlotResearchItem;Class Slot;Adds a class slot to the user.
GamingIsLove.ORKFramework.ItemResearchItem;Item;Adds an item, equipment, currency, crafting recipe, AI behaviour or AI ruleset to the inventory of the user.
GamingIsLove.ORKFramework.ItemResearchItem.showNotification;Show Notification;Adding the item will display a notification.
GamingIsLove.ORKFramework.ItemResearchItem.showConsole;Show Console;Adding the item will be displayed in the console.
GamingIsLove.ORKFramework.LevelUpResearchItem;Level Up;Increases the level or class level of the user or user's group.
GamingIsLove.ORKFramework.LevelUpResearchItem.useClassLevel;Use Class Level;"Change the class level.
If the research tree was added by a class, the class's level will be changed.
Otherwise, increases the combatant's class level (i.e. the combatant's current single-class).
Leveling up the class of multiple combatants (via 'Combatant Scope' not being set to 'Current'), increases the current single-class of the combatants."
GamingIsLove.ORKFramework.LevelUpResearchItem.showDialogue;Show Level Up Dialogue;Show the standalone level up dialogue defined in 'Battles > Battle End' for each level up.
GamingIsLove.ORKFramework.LevelUpResearchItem.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.LevelUpResearchItem.change;Level Change;"Define the number of levels the combatant's level will increase.
The minimum value is 1."
GamingIsLove.ORKFramework.NoneResearchItem;None;Nothing will be researched (e.g. can be used for requirements or starting schematics).
GamingIsLove.ORKFramework.QuestResearchItem;Quest;Adds a quest to the player's quest list.
GamingIsLove.ORKFramework.QuestResearchItem.quest;Quest;Select the quest that will be added
GamingIsLove.ORKFramework.QuestResearchItem.ignoreRequirements;Ignore Requirements;The quest's requirements will be ignored.
GamingIsLove.ORKFramework.QuestResearchItem.showNotification;Show Notification;Show the quest's add notification.
GamingIsLove.ORKFramework.QuestResearchItem.showConsole;Show Console;Show the quest's add text in the console.
GamingIsLove.ORKFramework.StatusChangeResearchItem;Status Change;Performs defined status changes on the user.
GamingIsLove.ORKFramework.StatusEffectResearchItem;Status Effect;Changes a status effect on the user.
GamingIsLove.ORKFramework.StatusValueResearchItem;Status Value;Gives a status value upgrade to the user.
GamingIsLove.ORKFramework.StatusValueResearchItem.status;Status Value;Select the status value that can be upgraded.
GamingIsLove.ORKFramework.StatusValueResearchItem.change;Change;Define the value added to the status value.
GamingIsLove.ORKFramework.StatusValueResearchItem.upgradeClass;Upgrade Class;"The status value upgrade is added to the class the research tree was added by.
If the research tree wasn't added by a class (or the class is no longer added to the combatant), the combatant's status value will be upgraded."
GamingIsLove.ORKFramework.StatusValueResearchItem.showFlyingText;Show Flying Text;The status value's change flying text will be displayed (if defined).
GamingIsLove.ORKFramework.StatusValueResearchItem.showConsole;Show Console;The changes will be displayed in the console.
GamingIsLove.ORKFramework.ResearchTreeSetting.researchType;Research Type;"Select the research type of this research tree.
This is the research type the research tree will belong to and that's used for the tree's type text codes.
Add secondary research types to list the research tree under multiple research types in menus or other type checks."
GamingIsLove.ORKFramework.ResearchTreeSetting.secondaryResearchType;Research Type;"Select the research type that'll be used as a secondary research type.
Secondary research types are used to list research trees under multiple research types in menus or other type checks."
GamingIsLove.ORKFramework.ResearchTreeSetting.autoRemove;Auto Remove;"Automatically remove this research tree from a combatant when it was fully researched.
A research tree is fully researched if all research items have been fully researched (i.e. reached their limited times).
If a research item doesn't limit the number of times it can be researched, the research tree will never be fully researched."
GamingIsLove.ORKFramework.ResearchTreeSetting.removeShowNotification;Show Notification;Auto removing this research tree will display a notification.
GamingIsLove.ORKFramework.ResearchTreeSetting.removeShowConsole;Show Console;Auto removing this research tree will display a console text.
GamingIsLove.ORKFramework.ResearchTreeSetting.limitResearch;Limit Research;"Researching items is limited to a defined number at the same time.
If disabled, there's no limit to how many research items can be researched simultaneously."
GamingIsLove.ORKFramework.ResearchTreeSetting.globalLimit;Global Limit;" The research limit takes all research of the combatant into account.
E.g. if the limit is 1 and another research tree is currently researching an item, this tree can't start researching an item."
GamingIsLove.ORKFramework.ResearchTreeSetting.researchLimit;Research Limit;Define how many research items can be researched at the same time.
GamingIsLove.ORKFramework.ResearchTreeSetting.ownResearchItemUI;Own Research Item UI;Use a different research item UI setup for this research tree.
GamingIsLove.ORKFramework.ResearchTreeSetting.ownNotifications;Own Notifications;This research tree overrides the default research notifications.
GamingIsLove.ORKFramework.ResearchTreeSetting.ownConsoleTexts;Own Console Texts;This research tree overrides the default console texts.
GamingIsLove.ORKFramework.ResearchType.ownResearchItemUI;Own Research Item UI;Use a different research item UI setup for research trees of this research type.
GamingIsLove.ORKFramework.ResearchType.ownNotifications;Own Notifications;This research type overrides the default research notifications.
GamingIsLove.ORKFramework.ResearchType.ownConsoleTexts;Own Console Texts;This research type overrides the default console texts.
GamingIsLove.ORKFramework.BuyPriceSettings.useAdvancedPrice;Use Advanced Price;"Use advanced price settings.
This allows using multiple currencies, items, status values, etc. as price costs.
Additionally, allowing to buy can depend on conditions being valid (e.g. variable or status conditions)."
GamingIsLove.ORKFramework.BuyPriceSettings.buyPriceValue;Buy Price;"The price the content is sold for in shops.
The price is always defined in the base currency (i.e. the first currency, index 0).
Can't be below 0.
The content is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.CraftingAudioSettings.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.CraftingAudioSettings.successClip;Success Clip;"Select the audio clip that will be played when the crafting has been successful.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.CraftingAudioSettings.successVolume;Success Volume;The volume used to play the success clip (between 0 and 1).
GamingIsLove.ORKFramework.CraftingAudioSettings.failClip;Fail Clip;"Select the audio clip that will be played when the crafting failed.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.CraftingAudioSettings.failVolume;Fail Volume;The volume used to play the fail clip (between 0 and 1).
GamingIsLove.ORKFramework.CraftingAudioSettings.criticalClip;Critical Clip;"Select the audio clip that will be played when the critical chance succeeded.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.CraftingAudioSettings.criticalVolume;Critical Volume;The volume used to play the critical clip (between 0 and 1).
GamingIsLove.ORKFramework.CraftingRecipe.type;Crafting Type;"Select the primary crafting type of this recipe.
This is the crafting type the recipe will belong to and that's used for the recipe's type text codes.
Add secondary crafting types to list the recipe under multiple crafting types in menus or other type checks."
GamingIsLove.ORKFramework.CraftingRecipe.secondaryCraftingType;Crafting Type;"Select the crafting type that'll be used as a secondary crafting type.
Secondary crafting types are used to list recipes under multiple crafting types in menus or other type checks."
GamingIsLove.ORKFramework.CraftingRecipe.consume;Consume Recipe;"Using this crafting recipe will consume it (i.e. remove it).
If enabled, crafting recipes can be collected multiple times and they're treated similar to items.
If disabled, crafting recipes are treated as knowledge."
GamingIsLove.ORKFramework.CraftingRecipe.keepZeroQuantity;Keep 0 Quantity;"Select if this crafting recipe overrides the default 'Keep 0 Quantity' setting:
- Default: Uses the default setting defined in the item type or 'Inventory > Inventory Settings'.
- Yes: This crafting recipe will remain in the inventory with a quantity of 0 when removed.
- No: This crafting recipe will be removed completely."
GamingIsLove.ORKFramework.CraftingRecipe.sympathyChange;Sympathy Change;"Additional to the faction's take item sympathy change, this value will be added to the change.
Use negative values to decrease sympathy, positive values to increase."
GamingIsLove.ORKFramework.CraftingRecipe.ownPrefab;Own Prefab;Override the default item prefab defined in the inventory settings and crafting prefab defined in the crafting settings..
GamingIsLove.ORKFramework.CraftingRecipe.ownInventorySchematics;Own Inventory Schematics;This crafting recipe overrides the default inventory schematics ('Inventory > Inventory Settings').
GamingIsLove.ORKFramework.CraftingRecipe.ownCraftingSchematics;Own Crafting Schematics;Optionally override the default crafting schematics defined in 'Inventory > Crafting Settings & Types'.
GamingIsLove.ORKFramework.CraftingRecipe.ownShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for this crafting recipe.
GamingIsLove.ORKFramework.CraftingRecipe.ownNumberFormat;Own Number Format;This crafting recipe overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.CraftingRecipe.ownLayout;Own Layout;This recipe overrides the default recipe layout setting (defined in the crafting settings).
GamingIsLove.ORKFramework.CraftingRecipe.ownNotifications;Own Notifications;This crafting recipe overrides the default crafting notifications.
GamingIsLove.ORKFramework.CraftingRecipe.ownConsoleLearning;Own Adding Text;This crafting recipe overrides the default console adding text.
GamingIsLove.ORKFramework.CraftingRecipe.ownConsoleForgetting;Own Removing Text;This crafting recipe overrides the default console removing text.
GamingIsLove.ORKFramework.CraftingRecipe.useChance;Use Chance;"A chance is used to determine if the crafting is successful.
If disabled, the crafting is always successful."
GamingIsLove.ORKFramework.CraftingRecipe.chance;Crafting Chance (%);"Define the crafting success chance.
The crafting is successful if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value."
GamingIsLove.ORKFramework.CraftingRecipe.useCriticalChance;Use Critical Chance;"A chance is used to determine if the crafting's outcome is critical or normal.
When using critical chance and it succeeds, the critical outcome will be created, otherwise the (regular) outcome.
If disabled, the crafting will always create the normal outcome."
GamingIsLove.ORKFramework.CraftingRecipe.criticalChance;Critical Chance (%);"Define the critical success chance.
If the critical chance succeeds, the critical outcome will be created instead of the outcome.
The critical chance is successful if the a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value."
GamingIsLove.ORKFramework.CraftingRecipe.ownAudioSettings;Own Audio Settings;Override the default audio settings defined in 'Inventory > Crafting Settings & Types > General Settings'.
GamingIsLove.ORKFramework.CraftingRecipe.ingredientShowNotification;Show Notification;Consuming ingredients will display a notification.
GamingIsLove.ORKFramework.CraftingRecipe.ingredientShowConsole;Show Console;Consuming ingredients will be displayed in the console.
GamingIsLove.ORKFramework.CraftingRecipe.critUseRegularOutcome;Use Regular Outcome;"Use the regular 'Outcome' items in addition to the critical outcome's items.
Only uses the defined items, not the schematic."
GamingIsLove.ORKFramework.CraftingRecipeLayout.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.CraftingRecipeLayout.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.CraftingRecipeLayout.textHUD;Text;The text that will be displayed.
GamingIsLove.ORKFramework.CraftingRecipeLayout.ingSkipZeroQuantity;Skip 0 Quantity;Ingredients with a quantity of 0 will not be shown.
GamingIsLove.ORKFramework.CraftingRecipeLayout.ingSepLine;Line Separation;"Ingredients will be in separate lines.
If disabled, you can define a separator."
GamingIsLove.ORKFramework.CraftingRecipeLayout.ingSeparator;Separator;Define the separator between two ingredients.
GamingIsLove.ORKFramework.CraftingRecipeLayout.ingredientText;Ingredient Text;"The text that will be used to display an ingredient.
This text will be added for each ingredient of a recipe."
GamingIsLove.ORKFramework.CraftingRecipeLayout.useIngNotAvail;Use Not Available Text;"Use a different text to display not available ingredients (i.e. ingredients not in the combatant's inventory).
If disabled, available and not available ingredients will be displayed using the same text."
GamingIsLove.ORKFramework.CraftingRecipeLayout.ingNotAvailText;Not Available Text;"The text that will be used to display an ingredient that isn't available in a combatant's inventory.
This text will be added for each ingredient of a recipe."
GamingIsLove.ORKFramework.CraftingRecipeLayout.outSkipZeroQuantity;Skip 0 Quantity;Outcomes with a quantity of 0 will not be shown.
GamingIsLove.ORKFramework.CraftingRecipeLayout.outSepLine;Line Separation;"Outcomes will be in separate lines.
If disabled, you can define a separator."
GamingIsLove.ORKFramework.CraftingRecipeLayout.outSeparator;Separator;Define the separator between two outcomes.
GamingIsLove.ORKFramework.CraftingRecipeLayout.outcomeText;Outcome;"The text that will be used to display an outcome.
This text will be added for each outcome of a recipe."
GamingIsLove.ORKFramework.CraftingRecipeLayout.useOutNotAvail;Use Not Available Text;"Use a different text to display not available outcomes (i.e. outcomes not in the combatant's inventory).
If disabled, available and not available outcomes will be displayed using the same text."
GamingIsLove.ORKFramework.CraftingRecipeLayout.outNotAvailText;Not Available Text;"The text that will be used to display an outcome that isn't available in a combatant's inventory.
This text will be added for each outcome of a recipe."
GamingIsLove.ORKFramework.CraftingRecipeLayout.critOutSkipZeroQuantity;Skip 0 Quantity;Outcomes with a quantity of 0 will not be shown.
GamingIsLove.ORKFramework.CraftingRecipeLayout.critOutSepLine;Line Separation;"Outcomes will be in separate lines.
If disabled, you can define a separator."
GamingIsLove.ORKFramework.CraftingRecipeLayout.critOutSeparator;Separator;Define the separator between two outcomes.
GamingIsLove.ORKFramework.CraftingRecipeLayout.critOutcomeText;Outcome;"The text that will be used to display an outcome.
This text will be added for each outcome of a recipe."
GamingIsLove.ORKFramework.CraftingRecipeLayout.useCritOutNotAvail;Use Not Available Text;"Use a different text to display not available outcomes (i.e. outcomes not in the combatant's inventory).
If disabled, available and not available outcomes will be displayed using the same text."
GamingIsLove.ORKFramework.CraftingRecipeLayout.critOutNotAvailText;Not Available Text;"The text that will be used to display an outcome that isn't available in a combatant's inventory.
This text will be added for each outcome of a recipe."
GamingIsLove.ORKFramework.CraftingRecipeOutcome.showNotification;Show Notification;Adding outcomes will display a notification.
GamingIsLove.ORKFramework.CraftingRecipeOutcome.showConsole;Show Console;Adding outcomes will be displayed in the console.
GamingIsLove.ORKFramework.CraftingRecipeOutcome.useLoot;Use Loot;"Use a loot table to create an outcome.
Uses the crafting user for level and variable conditions.
The defined outcome items are also used in addition to the defined loot table."
GamingIsLove.ORKFramework.CraftingRecipeOutcome.loot;Loot;"Select the loot table that will be used.
Uses the crafting user for level and variable conditions."
GamingIsLove.ORKFramework.CraftingRecipeOutcome.getRandom;Get Random;"A single, random item from the items defined in the outcome will be created.
If disabled, all items defined in the outcomee will be created (still using the chance check)."
GamingIsLove.ORKFramework.CraftingRecipeOutcome.useChanceSelection;Use Chance Selection;"Use the item's chance setting to determine which item will be used.
E.g. item 0 has 35% chance, item 1 has 50% chance, item 2 has 15% chance. i.e. item 0 is used for 0-35 chance range, item 1 for 35-85 and item 2 for 85-100.
- chance check results in 15: item 0 is used
- chance check results in 62: item 1 is used
- chance check results in 90: item 2 is used"
GamingIsLove.ORKFramework.CraftingSchematics.failSchematicAsset;Fail Schematic Asset;"Select a schematic asset that will be started when crafting fails.
The combatant used to craft is available as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.CraftingSchematics.failSchematicWait;Wait;"Wait for the schematic to finish before reporting the failed crafting outcome.
The combatant used to craft is available as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.CraftingSchematics.preSchematicAsset;Schematic Asset;"Select a schematic asset that will be started before crafting and before the ingredients have been consumed.
The ingredient items are available as (local) selected data using the 'action' key.
The combatant used to craft is available as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.CraftingSchematics.preSchematicPerItem;Per Item;"The schematic will be started per item (ingredient).
The item is available as (local) selected data using the 'action' key."
GamingIsLove.ORKFramework.CraftingSchematics.ingredientSchematicAsset;Schematic Asset;"Select a schematic asset that will be started before crafting, but after the ingredients have been consumed.
The ingredient items are available as (local) selected data using the 'action' key.
The combatant used to craft is available as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.CraftingSchematics.ingredientSchematicWait;Wait;Wait for the schematic to finish before doing the actual crafting.
GamingIsLove.ORKFramework.CraftingSchematics.ingredientSchematicPerItem;Per Item;"The schematic will be started per item (ingredient).
The item is available as (local) selected data using the 'action' key."
GamingIsLove.ORKFramework.CraftingSchematics.outcomeSchematicAsset;Schematic Asset;"Select a schematic asset that will be started after crafting the items.
The created items are available as (local) selected data using the 'action' key.
The combatant used to craft is available as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.CraftingSchematics.outcomeSchematicWait;Wait;Wait for the schematic to finish before reporting the successful crafting outcome.
GamingIsLove.ORKFramework.CraftingSchematics.outcomeSchematicPerItem;Per Item;"The schematic will be started per item (outcome).
The created item is available as (local) selected data using the 'action' key."
GamingIsLove.ORKFramework.CraftingSchematics.criticalOutcomeSchematicAsset;Schematic Asset;"Select a schematic asset that will be started after crafting the items.
The created items are available as (local) selected data using the 'action' key.
The combatant used to craft is available as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.CraftingSchematics.criticalOutcomeSchematicWait;Wait;Wait for the schematic to finish before reporting the successful crafting outcome.
GamingIsLove.ORKFramework.CraftingSchematics.criticalOutcomeSchematicPerItem;Per Item;"The schematic will be started per item (outcome).
The created item is available as (local) selected data using the 'action' key."
GamingIsLove.ORKFramework.CraftingType.itemType;Item Type;"Select the primary item type of this crafting type.
The item type is used when listing crafting recipes in shops or inventory menus.
This is the item type the crafting recipes will belong to.
Add secondary item types to list the crafting recipes under multiple item types in menus/shops or other type checks."
GamingIsLove.ORKFramework.CraftingType.secondaryItemType;Item Type;"Select the item type that'll be used as a secondary item type.
Secondary item types are used to list crafting recipes under multiple item types in menus/shops or other type checks."
GamingIsLove.ORKFramework.CraftingType.ownShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for crafting recipe of this crafting type.
GamingIsLove.ORKFramework.CraftingType.ownNumberFormat;Own Number Format;This crafting type overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.CraftingType.ownLayout;Own Layout;This recipe overrides the default recipe layout setting (defined in the crafting settings).
GamingIsLove.ORKFramework.CraftingType.ownNotifications;Own Notifications;This crafting type overrides the default crafting notifications.
GamingIsLove.ORKFramework.CraftingType.ownConsoleLearning;Own Adding Text;This crafting type overrides the default console adding text.
GamingIsLove.ORKFramework.CraftingType.ownConsoleForgetting;Own Removing Text;This crafting type overrides the default console removing text.
GamingIsLove.ORKFramework.DropItemCollectorSettings.destroyObject;Destroy Object;Destroy the game object after collecting the item.
GamingIsLove.ORKFramework.DropItemCollectorSettings.showDialogue;Show Dialogue;Show the item collection dialogue.
GamingIsLove.ORKFramework.DropItemCollectorSettings.showNotification;Show Notification;Show the inventory notifications when collecting items.
GamingIsLove.ORKFramework.DropItemCollectorSettings.showConsole;Show Console;Show the inventory console texts when collecting items.
GamingIsLove.ORKFramework.DropItemCollectorSettings.blockPlayerControl;Block Player Control;Block the player control while collecting the item.
GamingIsLove.ORKFramework.DropItemCollectorSettings.blockCameraControl;Block Camera Control;Block the camera control while collecting the item.
GamingIsLove.ORKFramework.DropItemCollectorSettings.blockControlMaps;Block Control Maps;Block the control maps while collecting the item.
GamingIsLove.ORKFramework.DropItemCollectorSettings.startSchematicAsset;Start Schematic;Use a schematic asset before starting the item collection.
GamingIsLove.ORKFramework.DropItemCollectorSettings.startSchematicUsePrefab;Use Spawned Prefab;"Use the item's prefab as 'Machine Object'.
If disabled, uses this game object."
GamingIsLove.ORKFramework.DropItemCollectorSettings.endSchematicAsset;End Schematic;Uses a schematic asset after finishing the item collection.
GamingIsLove.ORKFramework.DropItemCollectorSettings.endSchematicUsePrefab;Use Spawned Prefab;"Use the item's prefab as 'Machine Object'.
If disabled, uses this game object."
GamingIsLove.ORKFramework.DropItemCollectorSettings.collectedSchematicAsset;Collected Schematic;Uses a schematic asset when loading the scene and the item is already collected.
GamingIsLove.ORKFramework.DropItemCollectorSettings.useCancelEndSchematic;Use Cancel Schematic;Use a different schematic when canceling the item collection.
GamingIsLove.ORKFramework.DropItemCollectorSettings.cancelEndSchematicAsset;Cancel End Schematic;Uses a schematic asset after canceling the item collection.
GamingIsLove.ORKFramework.DropItemCollectorSettings.cancelEndSchematicUsePrefab;Use Spawned Prefab;"Use the item's prefab as 'Machine Object'.
If disabled, uses this game object."
GamingIsLove.ORKFramework.DropItemCollectorSettings.prefabType;Item Prefab;"Select how the dropped item's prefab will be used:
- None: Doesn't use it, creates an empty game object with the item collector.
- Use: Spawns the item's prefab, adding the item collector to it (creates an empty game object if no prefab is found).
- Collector Spawn: Creates an empty game object with the item collector, spawning them item's prefab (like a regular item collector)."
GamingIsLove.ORKFramework.DropItemCollectorSettings.doMount;Mount Prefab;Parent the prefab on this game object.
GamingIsLove.ORKFramework.DropItemCollectorSettings.mountOnPrefab;Mount On Prefab;Parent the item collector on the spawned prefab instead of the prefab on the item collector.
GamingIsLove.ORKFramework.AvailableEquipment.allSlots;All Equipment Slot;"All equipment slots will be available.
If disabled, only defined equipment slots will be available."
GamingIsLove.ORKFramework.AvailableEquipment.equipSlot;Equipment Slot;Select the equipment slot that will be available.
GamingIsLove.ORKFramework.AvailableEquipment.excludeEquipment;Exclude Equipment;"The defined equipment can't be equipped.
If disabled, the defined equipment can be equipped."
GamingIsLove.ORKFramework.AvailableEquipment.equipment;Equipment;Select the equipment that will be available (or excluded).
GamingIsLove.ORKFramework.AvailableEquipment.excludeItemTypes;Exclude Item Types;"The defined item types can't be equipped.
If disabled, the defined item types can be equipped."
GamingIsLove.ORKFramework.AvailableEquipmentItemType.itemType;Item Type;Select the item type that will be available (or excluded).
GamingIsLove.ORKFramework.AvailableEquipmentItemType.useSubTypes;Use Sub-Types;"The sub-types of the defined item type will also be used.
I.e. allows or excludes all equipment of the defined"
GamingIsLove.ORKFramework.AvailableEquipmentSelection.type;Available Equipment;"Select how available equipment is defined:
- Default: Uses the default available equipment. When used in the 'General Settings' of combatants, it'll use all equipment slots and allow all equipment.
- All: Uses all equipment slots and allows all equipment.
- None: Uses no equipment slots and allows no equipment or item types.
- Template: Uses an available equipment template.
- Custom: Define a custom available equipment setup (like in a template)."
GamingIsLove.ORKFramework.AvailableEquipmentSelection.template;Template;Select the available equipment template that will be used.
GamingIsLove.ORKFramework.AvailableEquipmentTemplate.name;Name;The name of the available equipment template.
GamingIsLove.ORKFramework.EquipableOn.equipType;Equip Type;"Set if the equipment is equipped on one slot, or needs multiple slots.
- Single: The equipment is only equipped on one of the defined equipment slots.
- Multi: The equipment is equipped on all of the defined equipment slots (e.g. two-handed sword on left and right hand)."
GamingIsLove.ORKFramework.EquipableOn.equipSlot;Equipable On;Select the equipment slot this equipment can be equipped on.
GamingIsLove.ORKFramework.EquipableOn.blockSlot;Block Slot;"Select the equipment slot this equipment will block while equipped.
If it's equipped, the equipment on the blocked slot will be unequipped.
If an equipment is equipped on a blocked slot, the equipment blocking the slot is unequipped."
GamingIsLove.ORKFramework.EquipableOn.blockViewer;Block Viewer;"Select the equipment slot this equipment will block the equipment viewer of while equipped.
If it's equipped, the 'Equipment Viewer' components on the blocked slot will not display their equipment."
GamingIsLove.ORKFramework.EquipConditions.autoUnequip;Auto Unequip;Automatically unequip the equipment if the conditions are invalid while equipped.
GamingIsLove.ORKFramework.Equipment.itemType;Item Type;"Select the primary item type of this equipment.
The item type is used to separate equipments in the menu system (inventory menu part) and in shops.
This is the item type the equipment will belong to and that's used for the equipment's type text codes.
Add secondary item types to list the equipment under multiple item types in menus/shops or other type checks."
GamingIsLove.ORKFramework.Equipment.secondaryItemType;Item Type;"Select the item type that'll be used as a secondary item type.
Secondary item types are used to list equipment under multiple item types in menus/shops or other type checks."
GamingIsLove.ORKFramework.Equipment.dropable;Dropable;The equipment can be removed or dropped from the inventory.
GamingIsLove.ORKFramework.Equipment.stealable;Stealable;The equipment can be stolen from the inventory.
GamingIsLove.ORKFramework.Equipment.sympathyChange;Sympathy Change;"Additional to the faction's take item sympathy change, this value will be added to the change.
Use negative values to decrease sympathy, positive values to increase."
GamingIsLove.ORKFramework.Equipment.oneTimeEquip;One Time Equip;"This equipment can only be equipped once.
When unequipped, the equipment is destroyed and not returned to the inventory."
GamingIsLove.ORKFramework.Equipment.overrideInventoryAddType;Own Stack Type;Override the stack setting of the inventory settings.
GamingIsLove.ORKFramework.Equipment.inventoryAddType;Stack Type;"Select how this equipment is stacked in the inventory:
- Add: Just adds the equipment as it is to the inventory (using the same quantity).
- Auto Stack: Automatically stacks this equipment, i.e. equipment that is equal will be grouped together.
- Auto Split: Automatically splits this equipment, i.e. adding multiple will split them into single equipment in the inventory."
GamingIsLove.ORKFramework.Equipment.ownInventorySpace;Own Inventory Space;Override the default inventory space (Inventory Settings).
GamingIsLove.ORKFramework.Equipment.ownQuantityLimit;Own Quantity Limit;Override the default quantity limit settings (Inventory Settings).
GamingIsLove.ORKFramework.Equipment.keepZeroQuantity;Keep 0 Quantity;"Select if this equipment overrides the default 'Keep 0 Quantity' setting:
- Default: Uses the default setting defined in the item type or 'Inventory > Inventory Settings'.
- Yes: This equipment will remain in the inventory with a quantity of 0 when removed.
- No: This equipment will be removed completely."
GamingIsLove.ORKFramework.Equipment.ownStackLimit;Own Stack Limit;Override the default stack limit settings (Inventory Settings).
GamingIsLove.ORKFramework.Equipment.ownMenuTargetSelection;Own Menu Selection;Override the menu target selection settings of this item's item type.
GamingIsLove.ORKFramework.Equipment.ownEquipSchematics;Own Equip Schematics;Override the default init/equip/unequip schematics defined in 'Inventory > Inventory Settings'.
GamingIsLove.ORKFramework.Equipment.ownInventorySchematics;Own Inventory Schematics;This equipment overrides the default inventory schematics ('Inventory > Inventory Settings').
GamingIsLove.ORKFramework.Equipment.ownShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for this equipment.
GamingIsLove.ORKFramework.Equipment.ownNumberFormat;Own Number Format;This equipment overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.Equipment.ownNotifications;Own Notifications;This equipment overrides the default equipment notifications.
GamingIsLove.ORKFramework.Equipment.ownConsoleLevelUp;Own Level Up Text;This equipment overrides the default console level up text.
GamingIsLove.ORKFramework.Equipment.ownConsoleAdd;Own Add Text;This equipment overrides the default console inventory add text.
GamingIsLove.ORKFramework.Equipment.ownConsoleRemove;Own Remove Text;This equipment overrides the default console inventory remove text.
GamingIsLove.ORKFramework.Equipment.ownConsoleEquipped;Own Equipped Text;This equipment overrides the default console equipment equipped text.
GamingIsLove.ORKFramework.Equipment.ownConsoleUnequipped;Own Unquipped Text;This equipment overrides the default console equipment unequipped text.
GamingIsLove.ORKFramework.Equipment.ownConsoleIncrDurab;Own +Durability Text;This equipment overrides the default console increase durability text.
GamingIsLove.ORKFramework.Equipment.ownConsoleDecrDurab;Own -Durability Text;This equipment overrides the default console decrease durability text.
GamingIsLove.ORKFramework.Equipment.ownConsoleOutworn;Own Outworn Text;This equipment overrides the default console durability outworn text.
GamingIsLove.ORKFramework.Equipment.lvlType;Level Up Type;"Select how this equipment will level up:
- None: No level up.
- Auto: Automatically level up when the wearer receives experience points.
- Spend: Level up when the player spends experience points on it.
- Uses: Automatically level up when using a base/counter attack."
GamingIsLove.ORKFramework.Equipment.exp;Experience;Select the 'Experience' type status value used to level up this equipment.
GamingIsLove.ORKFramework.Equipment.ownAttack;Override Attack;The equipment overrides the wearers base attack settings.
GamingIsLove.ORKFramework.Equipment.ownCounter;Override Counter;The equipment overrides the wearers counter attack settings.
GamingIsLove.ORKFramework.EquipmentAbility.learnType;Learn Ability Type;"Select how this equipment ability can be learned by the wearer:
- None: The ability can't be learned.
- Auto: Automatically learns the ability when the wearer receives experience points.
- Spend: Learn the ability when the player spends experience points on it.
- Uses: Automatically learn the ability when using it."
GamingIsLove.ORKFramework.EquipmentAbility.exp;Experience;Select the EXPERIENCE type status value used to learn this ability.
GamingIsLove.ORKFramework.EquipmentAbility.learnPoints;Learn Points;Points needed to learn this ability.
GamingIsLove.ORKFramework.EquipmentLevel.lvlPoints;Level Points;Points needed to reach this level.
GamingIsLove.ORKFramework.EquipmentLevel.ownEquipSchematics;Own Equip Schematics;Override the default init/equip/unequip schematics defined in 'Inventory > Inventory Settings'.
GamingIsLove.ORKFramework.EquipmentLevel.useDurability;Use Durability;"This equipment uses durability, i.e. it can wear off.
When the equipment's durability reaches 0, it can stop giving bonuses, unequip or be destroyed."
GamingIsLove.ORKFramework.EquipmentLevel.autoInitDurability;Auto Init;"Automatically initialize the durability when an instance of the equipment is created in-game, e.g. when adding the equipment to an inventory or item box.
Auto initialization will use the player combatant in formulas.
Equipment is otherwise only initialized when being equipped on a combatant (which happens each time it's equipped).
Initialization will set the maximum durability, depending on the state (e.g. not being initialize dbefore), the durability will also be set."
GamingIsLove.ORKFramework.EquipmentLevel.durabilityType;Outworn Action;"Select what happens if the durability reaches 0:
- No Bonuses: The equipment's bonuses and abilities can't be used, and the equipment can't level up.
- Unequip: The equipment will automatically be unequipped. It can't be equipped any longer.
- Destroy: The equipment will be destroyed (i.e. lost).
- None: The equipment can be used as if it wasn't outworn.
- Schematic: Uses a schematic.
'Unequip' will also block all bonuses from an equipment, i.e. bonuses will not be displayed in status value previews when an equipment is outworn."
GamingIsLove.ORKFramework.EquipmentLevel.outwornSchematicAsset;Outworn Schematic;"Select a schematic asset that will be started when this equipment is outworn.
The combatant the equipment is equipped on will be used as 'Starting Object'.
The equipment is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.EquipmentLevel.maxDurability;Maximum Durability;The maximum durability this equipment can have (also the durability start value).
GamingIsLove.ORKFramework.EquipmentLevel.addEquipmentSlot;Equipment Slot;Select the equipment slot that will be added.
GamingIsLove.ORKFramework.EquipmentLevel.blockedEquipmentSlot;Blocked Slot;Select the equipment slot that will be blocked.
GamingIsLove.ORKFramework.EquipmentLevel.ownPrefab;Own Prefab Settings;This equipment level overrides the equipment's prefab settings.
GamingIsLove.ORKFramework.EquipmentLevel.ownPrice;Own Price;This equipment level overrides the equipment's price settings.
GamingIsLove.ORKFramework.EquipmentLevel.ownPortraits;Own Portraits;"This equipment level overrides the equipment's portrait settings.
If a portrait type isn't found in the override portraits, the equipment's original portraits will be used."
GamingIsLove.ORKFramework.EquipmentLevel.ownEquipConditions;Own Conditions;This equipment level overrides the equipment's conditions.
GamingIsLove.ORKFramework.EquipmentLevel.keepBonus;Keep Bonus;"Keep this level's status bonuses in higher levels.
E.g. enable this to also use level 1 bonuses in level 2, 3, etc."
GamingIsLove.ORKFramework.EquipmentLevel.randomBonusAddPrevious;Add Previous Levels;"Add the random bonuses of previous equipment levels when creating a new equipment in-game at this level.
If disabled, only the random bonuses of this level will be added to new equipment that's created at this level."
GamingIsLove.ORKFramework.EquipmentLevel.variableUsePrevious;Use Previous Levels;"Use the variable changes of previous equipment levels when creating a new equipment in-game at this level.
If disabled, only the variable changes of this level will be used for an equipment that's created at this level."
GamingIsLove.ORKFramework.EquipmentSchematics.initSchematicAsset;Init Schematic;"Select a schematic asset that will be started when creating an instance of an equipment.
The schematic will be performed after the equipment has been initialized, i.e. after setting equipment variables, durability, etc.
The player combatant will be used as 'Machine Object' and 'Starting Object'.
The equipment is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.EquipmentSchematics.levelUpSchematicAsset;Level Up Schematic;"Select a schematic asset that will be started when the equipment is leveled up.
The combatant used for leveling up (usually the combatant wearing it) will be used as 'Machine Object' and 'Starting Object'.
The equipment is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.EquipmentSchematics.equipSchematicAsset;Equip Schematic;"Select a schematic asset that will be started when equipping an equipment.
The combatant the equipment is equipped on will be used as 'Machine Object' and 'Starting Object'.
The equipment is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.EquipmentSchematics.unequipSchematicAsset;Unequip Schematic;"Select a schematic asset that will be started when unequipping an equipment.
The combatant the equipment is unequipped from will be used as 'Machine Object' and 'Starting Object'.
The equipment is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.EquipmentSlotSet.type;Slot Set Type;"Select which equipment slot set will be used:
- Template: An equipment slot set template will be used.
- Custom: Define a custom equipment slot set."
GamingIsLove.ORKFramework.EquipmentSlotSet.template;Template;Select the equipment slot set template that will be used.
GamingIsLove.ORKFramework.EquipmentSlotSetTemplate.name;Name;The name of the equipment slot set.
GamingIsLove.ORKFramework.EquipmentSlotSetting.hidden;Hidden;"This equipment slot is hidden from the player.
It won't be displayed in any listing (e.g. in menus), only if printed directly using text codes."
GamingIsLove.ORKFramework.EquipmentSlotSetting.allowUnequip;Allow Unequip;"Equipment equipped on this equipment slot can be unequipped.
If disabled, you can only change the equipment but not unequip it (i.e. the equipment slot can't be empty once it was equipped with something).
The equipment slot can only become empty when changing a multi-slot equipment or blocking-slot equipment."
GamingIsLove.ORKFramework.EquipmentSlotSetting.contribute;Contribute;"Equipment equipped on this equipment slot will contribute to the combatant's status.
I.e. bonuses, status effects or equipment abilities will be available to the wearer.
Disable this setting to e.g. create a 2nd set of equipment that can be swapped using schematics."
GamingIsLove.ORKFramework.EquipmentSlotSetting.addInventorySpace;Add Inventory Space;"Equipment equipped on this equipment slot will be added to the combatant's inventory space.
If disabled, the equipment isn't counted as inventory space."
GamingIsLove.ORKFramework.StartEquipment.startLevel;Start Level;"The first level this start equipment will be used on.
The start equipment will be equipped when first adding a combatant to the game and his level is within the start and maximum level settings."
GamingIsLove.ORKFramework.StartEquipment.maxLevel;Maximum Level;"The last level this start equipment will be used on.
The start equipment will be equipped when first adding a combatant to the game and his level is within the start and maximum level settings."
GamingIsLove.ORKFramework.StartEquipmentSlot.equipSlot;Equipment Slot;Select the equipment slot that will equip the defined equipment.
GamingIsLove.ORKFramework.StartEquipmentSlot.equip;Equipment;Select the equipment that will be equipped.
GamingIsLove.ORKFramework.StartEquipmentSlot.level;Level;"Select the level of the equipment.
If the level exceeds the maximum level of the equipment, the maximum level is used."
GamingIsLove.ORKFramework.SwitchEquipment.equipmentSlot;Equipment Slot;Select the 1st equipment slot that will be used.
GamingIsLove.ORKFramework.SwitchEquipment.equipmentSlot2;Equipment Slot 2;Select the 2nd equipment slot that will be used.
GamingIsLove.ORKFramework.InventoryAccessSettings.addCurrency;Add Currency;Currency will be added to the list.
GamingIsLove.ORKFramework.InventoryAccessSettings.addEmptyCurrency;Empty Currency;Currency without any quantity will be added to the list.
GamingIsLove.ORKFramework.InventoryAccessSettings.addItems;Add Items;Items will be added to the list.
GamingIsLove.ORKFramework.InventoryAccessSettings.addEquipment;Add Equipment;Equipment will be added to the list.
GamingIsLove.ORKFramework.InventoryAccessSettings.checkEquipmentLevel;Limit Level;Only use equipment that matches a level check.
GamingIsLove.ORKFramework.InventoryAccessSettings.addAIBehaviours;Add AI Behaviours;AI behaviours will be added to the list.
GamingIsLove.ORKFramework.InventoryAccessSettings.addAIRulesets;Add AI Rulesets;AI rulesets will be added to the list.
GamingIsLove.ORKFramework.InventoryAccessSettings.addCraftingRecipes;Add Crafting Recipes;Crafting recipes will be added to the list.
GamingIsLove.ORKFramework.InventoryFullStatusEffect.percent;Filled (%);The status effect will be cast if the inventory is filled with at least to this percentage.
GamingIsLove.ORKFramework.InventoryFullStatusEffect.effect;Status Effect;"Select the status effect that will be cast if the inventory is filled to the set percentage.
Note that only one of the effects can be active at a time."
GamingIsLove.ORKFramework.InventoryContainerSetting.onlyLeader;Only Leader (Group);"Only use the leader of the group when using 'Group' inventory instead of summing up the value for each member.
Only used when using 'Group' inventory."
GamingIsLove.ORKFramework.InventoryContainerSetting.slots;Slots;"Define the number of slots in this container.
If 'Group' inventory is used, the slots are calculated by summing up the value for all active group members.
If 'Only Leader' is enabled, the slots are calculated using the leader instead of summing up for all members.
Using 'Individual' inventory will only use the individual combatant.
Please note: Using variables (global or object variables on combatants), enable 'Update Size By Variables' in 'Inventory > Inventory Settings' to automatically update the slots on variable changes."
GamingIsLove.ORKFramework.InventoryContainerSetting.rememberLost;Remember Lost;"Remember items that where lost due to reducing the slot count.
Remembered items will automatically occupy an empty slot when it becomes available."
GamingIsLove.ORKFramework.InventoryContainerSetting.lostShowNotification;Show Notification;Show the inventory notifications when adding/removing lost items.
GamingIsLove.ORKFramework.InventoryContainerSetting.lostShowConsole;Show Console;Show the inventory console texts when adding/removing lost items.
GamingIsLove.ORKFramework.InventoryContainerSetting.currencies;Currencies;Currencies can be stored in this container.
GamingIsLove.ORKFramework.InventoryContainerSetting.items;Items;Items can be stored in this container.
GamingIsLove.ORKFramework.InventoryContainerSetting.equipment;Equipment;Equipment can be stored in this container.
GamingIsLove.ORKFramework.InventoryContainerSetting.aiBehaviours;AI Behaviours;AI behaviours can be stored in this container.
GamingIsLove.ORKFramework.InventoryContainerSetting.aiRulesets;AI Rulesets;AI rulesets can be stored in this container.
GamingIsLove.ORKFramework.InventoryContainerSetting.craftingRecipes;Crafting Recipes;Crafting can be stored in this container.
GamingIsLove.ORKFramework.InventoryContainerSetting.useSubTypes;Use Sub-Types;The sub-types of the defined item types will also be allowed.
GamingIsLove.ORKFramework.InventoryContainerSetting.itemType;Item Type;Select the item type that will be allowed.
GamingIsLove.ORKFramework.InventoryContainerSetting.ownNotifications;Own Notifications;Override the default notifications defined in the general settings.
GamingIsLove.ORKFramework.InventoryContainerSlotSelection.inventoryContainer;Inventory Container;Select the inventory container that will be used.
GamingIsLove.ORKFramework.InventoryContainerSlotSelection.index;Slot Index;The index of the inventory container slot.
GamingIsLove.ORKFramework.InventoryQuantityLimit.limitQuantity;Limit Quantity;"Limit inventory quantity (individually per item).
If disabled, there is no general quantity limit."
GamingIsLove.ORKFramework.InventoryQuantityLimit.onlyPlayer;Only Player;Only the player group's quantity is limited.
GamingIsLove.ORKFramework.InventoryQuantityLimit.quantityLimit;Maximum Quantity;The maximum quantity that can be in the inventory.
GamingIsLove.ORKFramework.InventorySpace.space;Inventory Space;Set the space an item/equipment will occupy in the inventory.
GamingIsLove.ORKFramework.InventorySpace.perStack;Per Stack;The inventory space is occupied per stack instead of per item/equipment.
GamingIsLove.ORKFramework.InventoryStackLimit.limitStack;Limit Stack;"Item and equipment stacks are limited to stack a maximum amount of items.
Exceeding items will be added to a new/other stack.
If disabled, stacks can increase indefinitely."
GamingIsLove.ORKFramework.InventoryStackLimit.maxQuantity;Maximum Quantity;The maximum quantity that can be stored in a single stack.
GamingIsLove.ORKFramework.StartInventory.lootRandom;Get Random Loot;"One of the defined loot settings will be selected randomly for the start inventory.
If disabled, all loot settings are used."
GamingIsLove.ORKFramework.StartInventory.loot;Loot;"Select the loot setting that will be used.
Only loot tables matching the combatant's level will be used to generate the loot."
GamingIsLove.ORKFramework.ItemCollectionAnimation.useAnimation;Use Animation;The player will play an animation when collecting items.
GamingIsLove.ORKFramework.ItemCollectionAnimation.animationType;Animation Type;Select the animation type that will be used.
GamingIsLove.ORKFramework.ItemCollectionAnimation.playSound;Play Sound;A sound will be played when collecting items.
GamingIsLove.ORKFramework.Currency.itemType;Item Type;"Select the primary item type of this currency.
This is the item type the currency will belong to and that's used for the currency's type text codes.
Add secondary item types to list the currency under multiple item types in menus/shops or other type checks."
GamingIsLove.ORKFramework.Currency.secondaryItemType;Item Type;"Select the item type that'll be used as a secondary item type.
Secondary item types are used to list currencies under multiple item types in menus/shops or other type checks."
GamingIsLove.ORKFramework.Currency.exchangeRate;Exchange Rate;"The exchange rate between the different currencies.
The first currency is used as base and always uses an exchange rate of 1. All other currencies will use the base currency for calculating exchange rates, e.g. Currency A is the base currency, currency B has an exchange rate of 5 - 1 of currency A will be worth 5 in currency B."
GamingIsLove.ORKFramework.Currency.dropable;Dropable;This currency can be dropped into the game world.
GamingIsLove.ORKFramework.Currency.keepZeroQuantity;Keep 0 Quantity;"Select if this currency overrides the default 'Keep 0 Quantity' setting:
- Default: Uses the default setting defined in the item type or 'Inventory > Inventory Settings'.
- Yes: This currency will remain in the inventory with a quantity of 0 when removed.
- No: This currency will be removed completely."
GamingIsLove.ORKFramework.Currency.ownPrefab;Own Prefab;Override the default item prefab defined in the inventory settings.
GamingIsLove.ORKFramework.Currency.ownInventorySchematics;Own Inventory Schematics;This currency overrides the default inventory schematics ('Inventory > Inventory Settings').
GamingIsLove.ORKFramework.Currency.ownShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for this currency.
GamingIsLove.ORKFramework.Currency.ownNumberFormat;Own Number Format;This currency overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.Currency.ownNotifications;Own Notifications;This currency overrides the default currency notifications.
GamingIsLove.ORKFramework.Currency.ownConsoleAdd;Own Add Text;This currency overrides the default console add currency text.
GamingIsLove.ORKFramework.Currency.ownConsoleRemove;Own Remove Text;This currency overrides the default console remove currency text.
GamingIsLove.ORKFramework.Currency.ownConsoleSet;Own Set Text;This currency overrides the default console set currency text.
GamingIsLove.ORKFramework.Item.itemType;Item Type;"Select the primary item type of this item.
This is the item type the item will belong to and that's used for the item's type text codes.
Add secondary item types to list the item under multiple item types in menus/shops or other type checks."
GamingIsLove.ORKFramework.Item.secondaryItemType;Item Type;"Select the item type that'll be used as a secondary item type.
Secondary item types are used to list items under multiple item types in menus/shops or other type checks."
GamingIsLove.ORKFramework.Item.ownDamageType;Own Damage Type;An item can use it's own damage type and override the item type's damage type.
GamingIsLove.ORKFramework.Item.damageType;Damage Type;"Select the damage type of this item.
The damage type defines the animation types that are used for damage, critical damage and evasion.
Override's the item type's damage type."
GamingIsLove.ORKFramework.Item.hidden;Hidden;"This item is hidden from the player.
It won't be displayed in 'Inventory' menu screen parts and battle menus.
It will still be displayed in item collectors."
GamingIsLove.ORKFramework.Item.dropable;Dropable;The item can be removed or dropped from the inventory.
GamingIsLove.ORKFramework.Item.stealable;Stealable;The item can be stolen from the inventory.
GamingIsLove.ORKFramework.Item.sympathyChange;Sympathy Change;"Additional to the faction's take item sympathy change, this value will be added to the change.
Use negative values to decrease sympathy, positive values to increase."
GamingIsLove.ORKFramework.Item.overrideInventoryAddType;Own Stack Type;Override the stack setting of the inventory settings.
GamingIsLove.ORKFramework.Item.inventoryAddType;Stack Type;"Select how this item is stacked in the inventory:
- Add: Just adds the item as it is to the inventory (using the same quantity).
- Auto Stack: Automatically stacks this item, i.e. items that are equal will be grouped together.
- Auto Split: Automatically splits this item, i.e. adding multiple items will split them into single items in the inventory."
GamingIsLove.ORKFramework.Item.ownInventorySpace;Own Inventory Space;Override the default inventory space (Inventory Settings).
GamingIsLove.ORKFramework.Item.ownQuantityLimit;Own Quantity Limit;Override the default quantity limit settings (Inventory Settings).
GamingIsLove.ORKFramework.Item.keepZeroQuantity;Keep 0 Quantity;"Select if this item overrides the default 'Keep 0 Quantity' setting:
- Default: Uses the default setting defined in the item type or 'Inventory > Inventory Settings'.
- Yes: This item will remain in the inventory with a quantity of 0 when removed.
- No: This item will be removed completely."
GamingIsLove.ORKFramework.Item.ownStackLimit;Own Stack Limit;Override the default stack limit settings (Inventory Settings).
GamingIsLove.ORKFramework.Item.ownMenuTargetSelection;Own Menu Selection;Override the menu target selection settings of this item's item type.
GamingIsLove.ORKFramework.Item.ownPrefab;Own Prefab;Override the default item prefab defined in the inventory settings.
GamingIsLove.ORKFramework.Item.ownInitSchematic;Own Init Schematic;Override the default init schematic defined in 'Inventory > Inventory Settings'.
GamingIsLove.ORKFramework.Item.initSchematicAsset;Init Schematic;"Select a schematic asset that will be started when creating an instance of this item.
The schematic will be performed after the item has been initialized, i.e. after setting item variables.
The player combatant will be used as 'Machine Object' and 'Starting Object'.
The item is available as (local) selected data with the key data 'action'."
GamingIsLove.ORKFramework.Item.ownInventorySchematics;Own Inventory Schematics;This item overrides the default inventory schematics ('Inventory > Inventory Settings').
GamingIsLove.ORKFramework.Item.ownShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for this item.
GamingIsLove.ORKFramework.Item.ownNumberFormat;Own Number Format;This item overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.Item.ownTimeFormat;Own Time Formatting;"Override the default time formatting settings ('UI > Text Display Settings').
Used to display the reuse time of the item."
GamingIsLove.ORKFramework.Item.ownBattleInfoText;Own Battle Info;Override the item info text defined in 'Battle System > Battle Texts'.
GamingIsLove.ORKFramework.Item.ownNotifications;Own Notifications;This item overrides the default item notifications.
GamingIsLove.ORKFramework.Item.ownConsoleAddAction;Own Add Action Text;This item overrides the default console add action text.
GamingIsLove.ORKFramework.Item.ownConsoleAction;Own Perform Action Text;This item overrides the default console perform action text.
GamingIsLove.ORKFramework.Item.ownConsoleCast;Own Cast Text;This item overrides the default console cast text.
GamingIsLove.ORKFramework.Item.ownConsoleCastCancel;Own Cancel Cast Text;This item overrides the default console cancel cast text.
GamingIsLove.ORKFramework.Item.ownConsoleAdd;Own Add Text;This item overrides the default console add item text.
GamingIsLove.ORKFramework.Item.ownConsoleRemove;Own Remove Text;This item overrides the default console remove item text.
GamingIsLove.ORKFramework.Item.useableIn;Useable In;"Select where this item will be useable:
- Field: Useable in the field (i.e. not in battles).
- Battle: Useable in battles (i.e. not in the field).
- Both: Useable in battles and in the field.
- None: The item can't be used."
GamingIsLove.ORKFramework.Item.isPriorityAction;Is Priority Action;"This item is a priority action and will be used before other actions.
This doesn't affect already performing actions.
Multiple priority actions will be ordered by their priority action value."
GamingIsLove.ORKFramework.Item.priorityActionValue;Priority Action Value;"Define the value of this priority action.
Higher values will be used before lower values.
Certain actions (e.g. death, defend, escape) can be either highest priority automatically."
GamingIsLove.ORKFramework.Item.allowDeadUser;Dead User Calculation;"Action calculation is allowed if the user is dead.
E.g. if the user fired a projectile (with a 'Damage Dealer' component), the projectile can still do damage if the user died before it can hit something."
GamingIsLove.ORKFramework.Item.revive;Revive Target;A dead target will be revived.
GamingIsLove.ORKFramework.Item.counterable;Counterable;The target can perform a counter attack based on it's counter chance when attacked with this item.
GamingIsLove.ORKFramework.Item.cancelable;Cancelable;The item's use can be canceled by other actions that have 'Cancel Action' enabled in their target changes.
GamingIsLove.ORKFramework.Item.scanTarget;Scan Target;"The target will be added with a complete entry to the bestiary.
Only possible when the user is part of the player group and target is an enemy of the player group."
GamingIsLove.ORKFramework.Item.scanIgnoreNotScanable;Ignore Not Scanable;The combatant's 'Not Scanable' setting will be ignored.
GamingIsLove.ORKFramework.Item.scanIgnoreNoEntry;Ignore No Entry;The combatant's 'No Bestiary Entry' setting will be ignored.
GamingIsLove.ORKFramework.Item.callGlobalMachine;Call Global Machine;The item calls a global machine.
GamingIsLove.ORKFramework.Item.globalMachine;Global Machine;"Select the global machine to be called on item use.
Uses the user as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.Item.itemAbility;Item Ability;"Select if the item can use an ability:
- None: No ability.
- Learn: The targets learn a defined ability.
- Use: The user uses a defined ability's calculations on the targets."
GamingIsLove.ORKFramework.Item.learnAbility;Ability;Select the ability to be learned when using the item.
GamingIsLove.ORKFramework.Item.isGroupAbility;Group Ability;"The ability will be learned by the group, i.e. all group members will have access to it.
If disabled, only one combatant learns the ability."
GamingIsLove.ORKFramework.Item.useAbility;Ability;Select the ability to be used when using the item.
GamingIsLove.ORKFramework.Item.actionType;Action Type;"Select the action type of the ability:
- Base Attack: Used as a base attack.
- Counter Attack: Used as a counter attack.
- Ability: Used as an ability.
Please note that this can have influence on the used ability, e.g. due to the target blocking base attack damage."
GamingIsLove.ORKFramework.Item.abilityLevel;Ability Level;The level of the ability to learn or use.
GamingIsLove.ORKFramework.Item.abilityShowNotification;Show Notification;Learning the ability will display a notification.
GamingIsLove.ORKFramework.Item.abilityShowConsole;Show Console;Learning the ability will be displayed in the console.
GamingIsLove.ORKFramework.Item.ownReuseTime;Own Reuse Time;This item overrides the default reuse time defined in the battle settings.
GamingIsLove.ORKFramework.Item.ownCastTime;Own Cast Time;This item overrides the default cast time defined in the battle settings.
GamingIsLove.ORKFramework.Item.ownDelay;Own Delay Time;"This item overrides the default delay time defined in the battle settings.
If disabled, the default delay time will be used."
GamingIsLove.ORKFramework.Item.delayTime;Delay Time (s);The delay time in seconds.
GamingIsLove.ORKFramework.Item.replaceSystemActionSchematics;Replace Default;"Replace the system action schematics defined by the battle system (or field mode settings).
If disabled, the schematics defined here will be used after the battle system/field mode's schematics."
GamingIsLove.ORKFramework.Item.consume;Consume;The item is consumed after use (one item is removed from the inventory).
GamingIsLove.ORKFramework.Item.consumeShowNotification;Show Notification;Removing this item will display a notification.
GamingIsLove.ORKFramework.Item.consumeShowConsole;Show Console;Removing this item will be displayed in the console.
GamingIsLove.ORKFramework.Item.autoConsumeType;Auto Consume;"Select if the item will automatically be consumed when it is used (i.e. before the schematics):
- No: Only when the item outcome is calculated or through schematics.
- Without Targets: When the item is used without targets (e.g. 'None' target range).
- Always: The item will always be consumed when it is used.
- On Selection: The item will be consumed after selecting/adding the item action to the system."
GamingIsLove.ORKFramework.Item.useCostCalculationMoment;Calculation Moment;"Define when the use costs will be consumed during calculation:
- Before Targets: Calculation happens before calculating target changes.
- After Targets: Calculation happens after calculating target changes."
GamingIsLove.ORKFramework.Item.itemShowNotification;Show Notification;Removing the items from the inventory will display a notification.
GamingIsLove.ORKFramework.Item.itemShowConsole;Show Console;Removing the items from the inventory will be displayed in the console.
GamingIsLove.ORKFramework.Item.ownTimebarCost;Own Timebar Cost;Use different timebar settings for this item than defined in the 'Active Time' battle system.
GamingIsLove.ORKFramework.Item.ownTurnActionCost;Own Turn Action Cost;This item uses its own action cost, overriding the default/item action cost of turn based battles.
GamingIsLove.ORKFramework.Item.ownPhaseActionCost;Own Phase Action Cost;This item uses its own action cost, overriding the default/item action cost of phase battles.
GamingIsLove.ORKFramework.Item.userChangeTargetHitOnly;Target Hit Only;"User changes (including critical) will only be used if at least 1 target was hit.
If disabled, user changes will be used in any case."
GamingIsLove.ORKFramework.Item.userCriticalUseRegular;Use Regular Changes;"Use the regular 'User Changes' with a different damage factor.
You can set up additional user changes for a critical hit, they'll be used together with the regular changes.
If disabled, only uses the critical changes for a critical hit."
GamingIsLove.ORKFramework.Item.userCriticalDamageMultiplier;Damage Multiplier;"Set the damage multiplier of a critical hit, e.g.:
- A damage multiplier of 1 means normal damage.
- A damage multiplier of 2 means double damage.
- A damage multiplier of 0.5 means half damage."
GamingIsLove.ORKFramework.Item.targetIgnoreStatusChangeBlocks;Ignore Status Change Blocks;"The target changes of this item ignore any status change blocks on the target.
Status bonuses (e.g. from status effects or equipment) can block status changes from items or item types, enabling this setting will ignore all status change blocks and perform the regular status changes."
GamingIsLove.ORKFramework.Item.targetCriticalUseRegular;Use Regular Changes;"Use the regular 'Target Changes' with a different damage factor.
You can set up additional target changes for a critical hit, they'll be used together with the regular changes.
If disabled, only uses the critical changes for a critical hit."
GamingIsLove.ORKFramework.Item.targetCriticalDamageMultiplier;Damage Multiplier;"Set the damage multiplier of a critical hit, e.g.:
- A damage multiplier of 1 means normal damage.
- A damage multiplier of 2 means double damage.
- A damage multiplier of 0.5 means half damage."
GamingIsLove.ORKFramework.Item.useStartAnimation;Use Start Animation;"This item uses the item start animation defined in the default battle animations ('Battle System > Battle Settings') or by the user combatant.
The item start animation's schematics will be used before this item's schematics."
GamingIsLove.ORKFramework.Item.useEndAnimation;Use End Animation;"This item uses the item end animation defined in the default battle animations ('Battle System > Battle Settings') or by the user combatant.
The item end animation's schematics will be used after this item's schematics."
GamingIsLove.ORKFramework.Item.activationTags;Tag;"Define the tag that will be used to activate/deactivate the damage dealer.
Damage dealers that match one of the defined tags will be activated/deactivated, ignoring if they're set up for this item or not."
GamingIsLove.ORKFramework.ItemGain`1.quantityValue;Quantity;The amount of items/currency.
GamingIsLove.ORKFramework.ItemGain`1.chanceValue;Chance (%);"The chance this item will be consumed (ability, crafting) or added to the inventory.
The chance check is true if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this number.
The item is available as (local) selected data via the key 'action' when using a formula. However, this item instance is only created for the calculation and has no connection to the actual item that will be used."
GamingIsLove.ORKFramework.ItemType.damageType;Damage Type;"Select the damage type for all items of this item type.
The damage type defines the animation types that are used for damage, critical damage and evasion.
Each item can individually override their item type's damage type."
GamingIsLove.ORKFramework.ItemType.overrideInventoryAddType;Own Stack Type;Override the stack setting of the inventory settings.
GamingIsLove.ORKFramework.ItemType.inventoryAddType;Stack Type;"Select how items/equipment of this item type are stacked in the inventory:
- Add: Just adds the item as it is to the inventory (using the same quantity).
- Auto Stack: Automatically stacks this item, i.e. items that are equal will be grouped together.
- Auto Split: Automatically splits this item, i.e. adding multiple items will split them into single items in the inventory."
GamingIsLove.ORKFramework.ItemType.ownInventorySpace;Own Inventory Space;Override the default inventory space (Inventory Settings).
GamingIsLove.ORKFramework.ItemType.ownQuantityLimit;Own Quantity Limit;Override the default quantity limit settings (Inventory Settings).
GamingIsLove.ORKFramework.ItemType.keepZeroQuantity;Keep 0 Quantity;"Select if this item type overrides the default 'Keep 0 Quantity' setting:
- Default: Uses the default setting defined in 'Inventory > Inventory Settings'.
- Yes: Content of this item type will remain in the inventory with a quantity of 0 when removed.
- No: Content of this item type will be removed completely."
GamingIsLove.ORKFramework.ItemType.ownStackLimit;Own Stack Limit;Override the default stack limit settings (Inventory Settings).
GamingIsLove.ORKFramework.ItemType.ownInventorySchematics;Own Inventory Schematics;This item overrides the default inventory schematics ('Inventory > Inventory Settings').
GamingIsLove.ORKFramework.ItemType.ownTargetSelections;Own Target Selectiosn;"This item type overrides the default target selections for all items using it as their primary item type.
Only defined target selections will override the default target selections (found in 'Battles > Target Settings')."
GamingIsLove.ORKFramework.ItemType.itemOwnShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for items of this item type.
GamingIsLove.ORKFramework.ItemType.itemOwnNumberFormat;Own Number Format;This item type overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.ItemType.itemOwnBattleInfoText;Own Battle Info;Override the item info text defined in 'Battle System > Battle Texts'.
GamingIsLove.ORKFramework.ItemType.itemOwnNotifications;Own Notifications;This item type overrides the default item notifications.
GamingIsLove.ORKFramework.ItemType.itemOwnConsoleAddAction;Own Add Action Text;This item type type overrides the default console add action text.
GamingIsLove.ORKFramework.ItemType.itemOwnConsoleAction;Own Perform Action Text;This item type overrides the default console perform action text.
GamingIsLove.ORKFramework.ItemType.itemOwnConsoleCast;Own Cast Text;This item type overrides the default console cast text.
GamingIsLove.ORKFramework.ItemType.itemOwnConsoleCastCancel;Own Cancel Cast Text;This item type overrides the default console cancel cast text.
GamingIsLove.ORKFramework.ItemType.itemOwnConsoleAdd;Own Add Text;This item type overrides the default console add item text.
GamingIsLove.ORKFramework.ItemType.itemOwnConsoleRemove;Own Remove Text;This item type overrides the default console remove item text.
GamingIsLove.ORKFramework.ItemType.equipmentOwnShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for equipment of this item type.
GamingIsLove.ORKFramework.ItemType.equipmentOwnNumberFormat;Own Number Format;This item type overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.ItemType.equipmentOwnNotifications;Own Notifications;This item type overrides the default equipment notifications.
GamingIsLove.ORKFramework.ItemType.equipmentOwnConsoleLevelUp;Own Level Up Text;This item type overrides the default console level up text.
GamingIsLove.ORKFramework.ItemType.equipmentOwnConsoleAdd;Own Add Text;This item type overrides the default console inventory add text.
GamingIsLove.ORKFramework.ItemType.equipmentOwnConsoleRemove;Own Remove Text;This item type overrides the default console inventory remove text.
GamingIsLove.ORKFramework.ItemType.equipmentOwnConsoleEquipped;Own Equipped Text;This item type overrides the default console equipment equipped text.
GamingIsLove.ORKFramework.ItemType.equipmentOwnConsoleUnequipped;Own Unequipped Text;This item type overrides the default console equipment unequipped text.
GamingIsLove.ORKFramework.ItemType.equipmentOwnConsoleIncrDurab;Own +Durability Text;This item type overrides the default console increase durability text.
GamingIsLove.ORKFramework.ItemType.equipmentOwnConsoleDecrDurab;Own -Durability Text;This item type overrides the default console decrease durability text.
GamingIsLove.ORKFramework.ItemType.equipmentOwnConsoleOutworn;Own Outworn Text;This item type overrides the default console durability outworn text.
GamingIsLove.ORKFramework.LimitItem.itemType;Item Type;Select the item type.
GamingIsLove.ORKFramework.LimitItem.item;Item;Select the item.
GamingIsLove.ORKFramework.PriceCostSettings.costsNeeded;Needed;"Either all or only one cost will be used.
When only using one cost, the first available cost will be used (must be consumed)."
GamingIsLove.ORKFramework.PriceSettings.useAdvancedPrices;Use Advanced Prices;"Use advanced price settings.
This allows using multiple currencies, items, status values, etc. as price costs.
Additionally, allowing to buy or sell can depend on conditions being valid (e.g. variable or status conditions)."
GamingIsLove.ORKFramework.PriceSettings.sellable;Sellable;The content can be sold in shops.
GamingIsLove.ORKFramework.PriceSettings.buyPriceValue;Buy Price;"The price the content is sold for in shops.
The price is always defined in the base currency (i.e. the first currency, index 0).
Can't be below 0.
The content is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.PriceSettings.sellPriceValue;Sell Price;"The price the content can be sold for.
Can't be below 0.
The content is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.PriceSettings.sellSetter;Sell In;"Select how the sell price is used.
- Percent: The sell price value is used as percent of the buy price.
- Value: The sell price value is used as sell price."
GamingIsLove.ORKFramework.PriceSettings.rounding;Rounding;"Rounds the price:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.InventorySchematics.addedSchematicAsset;Added Schematic;"Select the schematic asset that'll be used when an item has been added to an inventory.
Only used when an item instance is added, not when e.g. only increasing the quantity of an existing instance.
The owner of the inventory is available as 'Machine Object' and 'Starting Object' of the schematic (for 'Group' inventories, using the group's leader).
The item will be available as local selected data via the data key 'action'."
GamingIsLove.ORKFramework.InventorySchematics.removedSchematicAsset;Removed Schematic;"Select the schematic asset that'll be used when an item has been removed from an inventory.
Only used when an item instance is removed, not when e.g. only decreasing the quantity.
The owner of the inventory is available as 'Machine Object' and 'Starting Object' of the schematic (for 'Group' inventories, using the group's leader).
The item will be available as local selected data via the data key 'action'."
GamingIsLove.ORKFramework.InventorySchematicsSettings.onlyPlayerGroup;Only Player Group;Schematics are only used for inventories of the player group.
GamingIsLove.ORKFramework.InventorySchematicsSettings.ownCurrencySchematics;Own Inventory Schematics;Currencies override the default inventory schematics.
GamingIsLove.ORKFramework.InventorySchematicsSettings.itemInitSchematicAsset;Init Schematic;"Select a schematic asset that will be started when creating an instance of an item.
The schematic will be performed after the item has been initialized, i.e. after setting item variables.
The player combatant will be used as 'Machine Object' and 'Starting Object'.
The item is available as (local) selected data with the key data 'action'.
Individual items can override the default schematic."
GamingIsLove.ORKFramework.InventorySchematicsSettings.ownItemSchematics;Own Inventory Schematics;Items override the default inventory schematics.
GamingIsLove.ORKFramework.InventorySchematicsSettings.ownEquipmentSchematics;Own Inventory Schematics;Equipment override the default inventory schematics.
GamingIsLove.ORKFramework.InventorySchematicsSettings.ownCraftingRecipeSchematics;Own Inventory Schematics;Crafting recipes override the default inventory schematics.
GamingIsLove.ORKFramework.InventorySchematicsSettings.ownAIBehaviourSchematics;Own Inventory Schematics;AI behaviours override the default inventory schematics.
GamingIsLove.ORKFramework.InventorySchematicsSettings.ownAIRulesetSchematics;Own Inventory Schematics;AI rulesets override the default inventory schematics.
GamingIsLove.ORKFramework.AIBehaviourItemSelection;AI Behaviour;An AI behaviour is used.
GamingIsLove.ORKFramework.AIBehaviourItemSelection.aiBehaviour;AI Behaviour;Select the AI behaviour that will be used.
GamingIsLove.ORKFramework.AIRulesetItemSelection;AI Ruleset;An AI ruleset is used.
GamingIsLove.ORKFramework.AIRulesetItemSelection.aiRuleset;AI Ruleset;Select the AI ruleset that will be used.
GamingIsLove.ORKFramework.CombatantItemSelection;Combatant;"A combatant is used.
When collected, the combatant will join the collecter's group instead of being added to the inventory.
Item boxes using 'Inventory Exchange' menu screens will list them as items.
Please note that the combatant doesn't use level zones."
GamingIsLove.ORKFramework.CraftingRecipeItemSelection;Crafting Recipe;A crafting recipe is used.
GamingIsLove.ORKFramework.CraftingRecipeItemSelection.recipe;Crafting Recipe;Select the crafting recipe that will be used.
GamingIsLove.ORKFramework.CurrencyItemSelection;Currency;A currency is used.
GamingIsLove.ORKFramework.CurrencyItemSelection.currency;Currency;Select the currency that will be used.
GamingIsLove.ORKFramework.EquipmentItemSelection;Equipment;An equipment is used.
GamingIsLove.ORKFramework.EquipmentItemSelection.equipment;Equipment;Select the equipment that will be used.
GamingIsLove.ORKFramework.EquipmentItemSelection.level;Level;"Select the level of the equipment.
If the level exceeds the maximum level of the equipment, the maximum level is used."
GamingIsLove.ORKFramework.ItemItemSelection;Item;An item is used.
GamingIsLove.ORKFramework.ItemItemSelection.item;Item;Select the item that will be used.
GamingIsLove.ORKFramework.ItemSelection.type;Type;Select the type of item that will be used:
GamingIsLove.ORKFramework.ItemTypeItemSelection;Item Type;"An item type is used.
Uses a random item, equipment, currency, crafting recipe, AI behaviour or AI ruleset of the defined item type.
Depending on where it's used, this'll generate a random item, get a random item of the type from an inventory, check if an item of the type is in an inventory, etc."
GamingIsLove.ORKFramework.ItemTypeItemSelection.itemType;Item Type;Select the item type that will be used.
GamingIsLove.ORKFramework.ItemTypeItemSelection.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be used.
GamingIsLove.ORKFramework.DifficultyComponentCondition;Difficulty;Check the game's difficulty.
GamingIsLove.ORKFramework.QuestComponentCondition;Quest;Check quest status conditions.
GamingIsLove.ORKFramework.QuestComponentCondition.needed;Needed;Either all or just one of the quest conditions needs to be valid.
GamingIsLove.ORKFramework.QuestTaskComponentCondition;Quest Task;Check quest task status conditions.
GamingIsLove.ORKFramework.QuestTaskComponentCondition.needed;Needed;Either all or just one of the task conditions needs to be valid.
GamingIsLove.ORKFramework.QuestTypeComponentCondition;Quest Type;Check quest type status conditions.
GamingIsLove.ORKFramework.QuestTypeComponentCondition.needed;Needed;Either all or just one of the quest type conditions needs to be valid.
GamingIsLove.ORKFramework.QuestVariableComponentCondition;Quest Variable;Check quest variable conditions.
GamingIsLove.ORKFramework.QuestVariableComponentCondition.quest;Quest;"Select the quest that will be checked.
The quest has to be added to the player's quest list."
GamingIsLove.ORKFramework.AbilityDropCondition;Ability;The dropped content has to be an ability.
GamingIsLove.ORKFramework.AbilityDropCondition.any;Any Ability;"Any ability can be used.
If disabled, only a defined item can be used."
GamingIsLove.ORKFramework.ItemDropCondition;Item;The dropped content has to be an item.
GamingIsLove.ORKFramework.ItemDropCondition.any;Any Item;"Any item, equipment, currency, crafting recipe or AI behaviour/ruleset.
If disabled, only a defined item can be used."
GamingIsLove.ORKFramework.ItemDropCondition.consumeDrop;Consume Drop;"The dropped item will be removed from the player's inventory.
The item is only consumed when the check is successful."
GamingIsLove.ORKFramework.AttackModifierAttributeChangeNotifyMachineStart;Attack Modifier Attribute Change;Start the machine when a combatant's attack modifier attribute value changes.
GamingIsLove.ORKFramework.AttackModifierAttributeChangeNotifyMachineStart.any;Any Attack Modifier;Starts when any of the combatant's attack modifier attribute values changes.
GamingIsLove.ORKFramework.AttackModifierAttributeChangeNotifyMachineStart.positiveChanges;Positive Changes;Positive changes (increasing the value) to the status value will start the machine.
GamingIsLove.ORKFramework.AttackModifierAttributeChangeNotifyMachineStart.negativeChanges;Negative Changes;Negative changes (decreasing the value) to the status value will start the machine.
GamingIsLove.ORKFramework.BattleEndedNotifyMachineStart;Battle Ended;Start the machine when a defined or any 'Battle'component's battle was finished (after battle end schematic).
GamingIsLove.ORKFramework.BattleEndedNotifyMachineStart.any;Any Battle;"Any starting battle will start the machine.
If disabled, only a battle started by a defined 'Battle' component will start the machine."
GamingIsLove.ORKFramework.BattleEndedNotifyMachineStart.battleComponent;Battle;Select the 'Battle' component that will be used.
GamingIsLove.ORKFramework.BattleStartedNotifyMachineStart;Battle Started;Start the machine when a defined or any 'Battle' component's battle started (before battle start schematic).
GamingIsLove.ORKFramework.BattleStartedNotifyMachineStart.any;Any Battle;"Any finishing battle will start the machine.
If disabled, only a finished battle of a defined 'Battle' component will start the machine."
GamingIsLove.ORKFramework.BattleStartedNotifyMachineStart.battleComponent;Battle;Select the 'Battle' component that will be used.
GamingIsLove.ORKFramework.CombatantSpawnerNotifyMachineStart;Combatant Spawner;Start the machine when a defined 'Combatant Spawner' component spawns or despawns combatants, or reports killed combatants.
GamingIsLove.ORKFramework.CombatantSpawnerNotifyMachineStart.spawnerComponent;Combatant Spawner;Select the 'Combatant Spawner' component that will be used.
GamingIsLove.ORKFramework.CombatantSpawnerNotifyMachineStart.startType;Start By;"Select by which action of the spawner the machine will be started:
- Spawned: The combatants where spawned.
- Despawned: The combatants where despawned.
- Any Killed: Any of the spawned combatants (whole group) was killed.
- All Killed: All spawned combatants where killed (i.e. spawned count is 0, respawns can prevent this from happening).
Please note that kills are only reported after a battle ended (immediately for 'Real Time Battle Area' battles)."
GamingIsLove.ORKFramework.CombatantStatusConditionNotifyMachineStart;Combatant Status Condition;Start the machine when defined status conditions of a combatant are valid.
GamingIsLove.ORKFramework.CombatantVariableChangeNotifyMachineStart;Combatant Variable Change;Start the machine when a variable changes on a combatant.
GamingIsLove.ORKFramework.CombatantVariableChangeNotifyMachineStart.type;Variable Type;"Select the type of the variable change that will be used:
- All: All variable changes.
- String: A defined string variable.
- Bool: A defined bool variable.
- Int: A defined int variable.
- Float: A defined float variable.
- Vector3: A defined Vector3 variable."
GamingIsLove.ORKFramework.CombatantVariableChangeNotifyMachineStart.isList;Is Variable List;Use a variable list instead of a single variable.
GamingIsLove.ORKFramework.CombatantVariableChangeNotifyMachineStart.key;Variable Key;Define the key of the variable.
GamingIsLove.ORKFramework.DefenceModifierAttributeChangeNotifyMachineStart;Defence Modifier Attribute Change;Start the machine when a combatant's defence modifier attribute value changes.
GamingIsLove.ORKFramework.DefenceModifierAttributeChangeNotifyMachineStart.any;Any Defence Modifier;Starts when any of the combatant's defence modifier attribute values changes.
GamingIsLove.ORKFramework.DefenceModifierAttributeChangeNotifyMachineStart.positiveChanges;Positive Changes;Positive changes (increasing the value) to the status value will start the machine.
GamingIsLove.ORKFramework.DefenceModifierAttributeChangeNotifyMachineStart.negativeChanges;Negative Changes;Negative changes (decreasing the value) to the status value will start the machine.
GamingIsLove.ORKFramework.DefenceModifierIDChangeNotifyMachineStart;Defence Modifier ID Change;Start the machine when a combatant's defence modifier ID changes.
GamingIsLove.ORKFramework.DefenceModifierIDChangeNotifyMachineStart.any;Any Defence Modifier;Starts when any of the combatant's defence modifiers changes.
GamingIsLove.ORKFramework.DefenceModifierIDChangeNotifyMachineStart.modifier;Defence Modifier;Select the defence modifier that will be used.
GamingIsLove.ORKFramework.InventoryAIBehaviourChangeNotifyMachineStart;Inventory AI Behaviour Change;Start the machine when AI behaviours in a combatant's inventory changes.
GamingIsLove.ORKFramework.InventoryAIBehaviourChangeNotifyMachineStart.any;Any AI Behaviour;Starts when any AI behaviour was added or removed.
GamingIsLove.ORKFramework.InventoryAIBehaviourChangeNotifyMachineStart.behaviour;AI Behaviour;Select the AI behaviour that will be used.
GamingIsLove.ORKFramework.InventoryAIBehaviourChangeNotifyMachineStart.added;AI Behaviour Added;Start the machine when an AI behaviour was added.
GamingIsLove.ORKFramework.InventoryAIBehaviourChangeNotifyMachineStart.removed;AI Behaviour Removed;Start the machine when an AI behaviour was removed.
GamingIsLove.ORKFramework.InventoryAIRulesetChangeNotifyMachineStart;Inventory AI Ruleset Change;Start the machine when AI rulesets in a combatant's inventory changes.
GamingIsLove.ORKFramework.InventoryAIRulesetChangeNotifyMachineStart.any;Any AI Ruleset;Starts when any AI ruleset was added or removed.
GamingIsLove.ORKFramework.InventoryAIRulesetChangeNotifyMachineStart.ruleset;AI Ruleset;Select the AI ruleset that will be used.
GamingIsLove.ORKFramework.InventoryAIRulesetChangeNotifyMachineStart.added;AI Ruleset Added;Start the machine when an AI ruleset was added.
GamingIsLove.ORKFramework.InventoryAIRulesetChangeNotifyMachineStart.removed;AI Ruleset Removed;Start the machine when an AI ruleset was removed.
GamingIsLove.ORKFramework.InventoryCraftingRecipeChangeNotifyMachineStart;Inventory Crafting Recipe Change;Start the machine when crafting recipes in a combatant's inventory changes.
GamingIsLove.ORKFramework.InventoryCraftingRecipeChangeNotifyMachineStart.any;Any Crafting Recipe;Starts when any crafting recipe was added or removed.
GamingIsLove.ORKFramework.InventoryCraftingRecipeChangeNotifyMachineStart.recipe;Crafting Recipe;Select the crafting recipe that will be used.
GamingIsLove.ORKFramework.InventoryCraftingRecipeChangeNotifyMachineStart.added;Crafting Recipe Added;Start the machine when a crafting recipe was added.
GamingIsLove.ORKFramework.InventoryCraftingRecipeChangeNotifyMachineStart.removed;Crafting Recipe Removed;Start the machine when a crafting recipe was removed.
GamingIsLove.ORKFramework.InventoryCurrencyChangeNotifyMachineStart;Inventory Currency Change;Start the machine when currencies in a combatant's inventory changes.
GamingIsLove.ORKFramework.InventoryCurrencyChangeNotifyMachineStart.any;Any Currency;Starts when any currency was added or removed.
GamingIsLove.ORKFramework.InventoryCurrencyChangeNotifyMachineStart.currency;Currency;Select the currency that will be used.
GamingIsLove.ORKFramework.InventoryCurrencyChangeNotifyMachineStart.added;Currency Added;Start the machine when a currency was added.
GamingIsLove.ORKFramework.InventoryCurrencyChangeNotifyMachineStart.removed;Currency Removed;Start the machine when a currency was removed.
GamingIsLove.ORKFramework.InventoryEquipmentChangeNotifyMachineStart;Inventory Equipment Change;Start the machine when equipment in a combatant's inventory changes.
GamingIsLove.ORKFramework.InventoryEquipmentChangeNotifyMachineStart.any;Any Equipment;Starts when any equipment was added or removed.
GamingIsLove.ORKFramework.InventoryEquipmentChangeNotifyMachineStart.equipment;Equipment;Select the equipment that will be used.
GamingIsLove.ORKFramework.InventoryEquipmentChangeNotifyMachineStart.added;Equipment Added;Start the machine when an equipment was added.
GamingIsLove.ORKFramework.InventoryEquipmentChangeNotifyMachineStart.removed;Equipment Removed;Start the machine when an equipment was removed.
GamingIsLove.ORKFramework.InventoryItemChangeNotifyMachineStart;Inventory Item Change;Start the machine when items in a combatant's inventory changes.
GamingIsLove.ORKFramework.InventoryItemChangeNotifyMachineStart.any;Any Item;Starts when any item was added or removed.
GamingIsLove.ORKFramework.InventoryItemChangeNotifyMachineStart.item;Item;Select the item that will be used.
GamingIsLove.ORKFramework.InventoryItemChangeNotifyMachineStart.added;Item Added;Start the machine when an item was added.
GamingIsLove.ORKFramework.InventoryItemChangeNotifyMachineStart.removed;Item Removed;Start the machine when an item was removed.
GamingIsLove.ORKFramework.NotifyMachineStartCombatantSource.source;Used Combatant;"Select which combatant will be used:
- Machine: On the machine's game object.
- Game Object: On a defined game object.
- Player: The player.
- Player Group Member: A member of the player group (defined index).
- Player Battle Group Member: A member of the player's battle group (defined index)."
GamingIsLove.ORKFramework.NotifyMachineStartCombatantSource.gameObject;Game Object;Select the game object in the scene that will be used.
GamingIsLove.ORKFramework.NotifyMachineStartCombatantSource.memberIndex;Member Index;"The index of the group member (0 being the group leader).
The leader (index 0) is used if the defined index exceeds the member count."
GamingIsLove.ORKFramework.StatusEffectChangeNotifyMachineStart;Status Effect Change;Start the machine when combatant's status effects change.
GamingIsLove.ORKFramework.StatusEffectChangeNotifyMachineStart.check;Effect Check;"Select what will be checked for:
- Any: Any status effect will start the machine.
- Status Effect: A defined status effect will start the machine.
- Status Effect Type: Any status effect of a status effect type will start the machine."
GamingIsLove.ORKFramework.StatusEffectChangeNotifyMachineStart.statusEffect;Status Effect;Select the status effect that will be used.
GamingIsLove.ORKFramework.StatusEffectChangeNotifyMachineStart.statusEffectType;Status Effect Type;Select the status effect type that will be used.
GamingIsLove.ORKFramework.StatusEffectChangeNotifyMachineStart.added;Added;Adding a status effect to the combatant will start the machine.
GamingIsLove.ORKFramework.StatusEffectChangeNotifyMachineStart.removed;Removed;Removing a status effect from the combatant will start the machine.
GamingIsLove.ORKFramework.StatusValueChangeNotifyMachineStart;Status Value Change;Start the machine when a combatant's status value changes.
GamingIsLove.ORKFramework.StatusValueChangeNotifyMachineStart.any;Any Status Value;Starts when any of the combatant's status values changes.
GamingIsLove.ORKFramework.StatusValueChangeNotifyMachineStart.statusValue;Status Value;Select the status value that will be used.
GamingIsLove.ORKFramework.StatusValueChangeNotifyMachineStart.positiveChanges;Positive Changes;Positive changes (refresh) to the status value will start the machine.
GamingIsLove.ORKFramework.StatusValueChangeNotifyMachineStart.negativeChanges;Negative Changes;Negative changes (damage) to the status value will start the machine.
GamingIsLove.ORKFramework.AutoShortcutSlots.isGroupShortcut;Group Shortcut;"Use the group shortcuts of the combatant's group.
If disabled, the combatant's individual shortcuts will be used."
GamingIsLove.ORKFramework.AutoShortcutSlots.listIndex;Shortcut List Index;"The index of the shortcut list.
0 is the first list, 1 the second list, etc.
Set to -1 to use the currently active shortcut list."
GamingIsLove.ORKFramework.AutoShortcutSlots.startIndex;Slot Start Index;The index of the shortcut slot the auto shortcuts start.
GamingIsLove.ORKFramework.AutoShortcutSlots.endIndex;Slot End Index;The index of the shortcut slot the auto shortcuts end.
GamingIsLove.ORKFramework.AutoShortcutSlots.inverseOrder;Inverse Order;"Inverse the slot order, i.e. slots will be used end index to start index.
If disabled, the slots will be used from start index to end index."
GamingIsLove.ORKFramework.AutoShortcutSlots.useActiveAbilities;Active Abilities;Active abilities are used by this auto shortcuts.
GamingIsLove.ORKFramework.AutoShortcutSlots.usePassiveAbilities;Passive Abilities;Passive abilities are used by this auto shortcuts.
GamingIsLove.ORKFramework.AutoShortcutSlots.useUseableItems;Useable Items;Useable items are used by this auto shortcuts.
GamingIsLove.ORKFramework.AutoShortcutSlots.useUnuseableItems;Unusable Items;Not useable items are used by this auto shortcuts.
GamingIsLove.ORKFramework.AutoShortcutSlots.useEquipment;Equipment;Equipment are used by this auto shortcuts.
GamingIsLove.ORKFramework.AutoShortcutSlots.useCurrency;Currency;Currencies are used by this auto shortcuts.
GamingIsLove.ORKFramework.AutoShortcutSlots.useCraftingRecipe;Crafting Recipe;Crafting Recipes are used by this auto shortcuts.
GamingIsLove.ORKFramework.AutoShortcutSlots.useAIBehaviour;AI Behaviour;AI behaviours are used by this auto shortcuts.
GamingIsLove.ORKFramework.AutoShortcutSlots.useAIRuleset;AI Ruleset;AI rulesets are used by this auto shortcuts.
GamingIsLove.ORKFramework.AutoShortcutSlots.limitAbilityType;Limit Ability Type;Limit the used abilites to defined ability types.
GamingIsLove.ORKFramework.AutoShortcutSlots.abilityType;Ability Type;Select the abilit type that will be used.
GamingIsLove.ORKFramework.AutoShortcutSlots.limitItemType;Limit Item Type;Limit the used items to defined item types.
GamingIsLove.ORKFramework.AutoShortcutSlots.itemType;Item Type;Select the item type that will be used.
GamingIsLove.ORKFramework.ShortcutCheck.type;Shortcut Type;"Select the type of the shotcut that will be checked for:
- Empty: No shortcut.
- Item: An item.
- Equipment: An equipment.
- Currency: A currency.
- Crafting Recipe: A crafting recipe.
- AI Behaviour: An AI behaviour.
- AI Ruleset: An AI ruleset.
- Ability: An ability.
- Attack: The base attack of the combatant.
- Counter Attack: The counter attack of the combatant.
- Defend: The defend command.
- Escape: The escape command.
- None: The none command (end turn).
- Grid Move: The grid move command.
- Grid Orientation: The grid orientation command.
- Grid Examine: The grid examine command (player group members only)."
GamingIsLove.ORKFramework.ShortcutCheck.checkType;Check For;"Select what to check for:
- Any: Any shortcut of the defined type.
- Type: Any shortcut of a item/ability/AI type of the defined type.
- Defined: A defined shortcut."
GamingIsLove.ORKFramework.ShortcutCheck.itemType;Item Type;Select the item type that will be checked for.
GamingIsLove.ORKFramework.ShortcutCheck.useItemSubTypes;Use Sub-Types;The sub-types of the defined item type will also be checked.
GamingIsLove.ORKFramework.ShortcutCheck.craftingType;Crafting Type;Select the crafting type that will be checked for.
GamingIsLove.ORKFramework.ShortcutCheck.useCraftingSubTypes;Use Sub-Types;The sub-types of the defined crafting type will also be checked.
GamingIsLove.ORKFramework.ShortcutCheck.aiType;AI Type;Select the AI type that will be checked for.
GamingIsLove.ORKFramework.ShortcutCheck.useAISubTypes;Use Sub-Types;The sub-types of the defined AI type will also be checked.
GamingIsLove.ORKFramework.ShortcutCheck.abilityType;Ability Type;Select the ability type that will be checked for.
GamingIsLove.ORKFramework.ShortcutCheck.useAbilitySubTypes;Use Sub-Types;The sub-types of the defined ability type will also be checked.
GamingIsLove.ORKFramework.ShortcutCheck.item;Item;Select the item that will be checked for.
GamingIsLove.ORKFramework.ShortcutCheck.equipment;Equipment;Select the equipment that will be checked for.
GamingIsLove.ORKFramework.ShortcutCheck.currency;Currency;Select the currency that will be checked for.
GamingIsLove.ORKFramework.ShortcutCheck.craftingRecipe;Crafting Recipe;Select the crafting recipe that will be checked for.
GamingIsLove.ORKFramework.ShortcutCheck.aiBehaviour;AI Behaviour;Select the AI behaviour that will be checked for.
GamingIsLove.ORKFramework.ShortcutCheck.aiRuleset;AI Ruleset;Select the AI ruleset that will be checked for.
GamingIsLove.ORKFramework.ShortcutCheck.ability;Ability;Select the ability that will be checked for.
GamingIsLove.ORKFramework.ShortcutCheck.level;Level;The level that will be checked for.
GamingIsLove.ORKFramework.ShortcutListContentInformation.listIndex;Shortcut List Index;"The index of the shortcut list.
0 is the first list, 1 the second list, etc."
GamingIsLove.ORKFramework.ShortcutSelection.type;Shortcut Type;"Select the type of the shotcut:
- Empty: No shortcut.
- Item: An item.
- Equipment: An equipment.
- Currency: A currency.
- Crafting Recipe: A crafting recipe.
- AI Behaviour: An AI behaviour.
- AI Ruleset: An AI ruleset.
- Ability: An ability.
- Attack: The base attack of the combatant.
- Counter Attack: The counter attack of the combatant.
- Defend: The defend command.
- Escape: The escape command.
- None: The none command (end turn).
- Grid Move: The grid move command.
- Grid Orientation: The grid orientation command.
- Grid Examine: The grid examine command (player group members only)."
GamingIsLove.ORKFramework.ShortcutSelection.item;Item;Select the item that will be used.
GamingIsLove.ORKFramework.ShortcutSelection.equipment;Equipment;Select the equipment that will be used.
GamingIsLove.ORKFramework.ShortcutSelection.currency;Currency;Select the currency that will be used.
GamingIsLove.ORKFramework.ShortcutSelection.craftingRecipe;Crafting Recipe;Select the crafting recipe that will be used.
GamingIsLove.ORKFramework.ShortcutSelection.aiBehaviour;AI Behaviour;Select the AI behaviour that will be used.
GamingIsLove.ORKFramework.ShortcutSelection.aiRuleset;AI Ruleset;Select the AI ruleset that will be used.
GamingIsLove.ORKFramework.ShortcutSelection.ability;Ability;Select the ability that will be used.
GamingIsLove.ORKFramework.ShortcutSelection.level;Level;The level that will be used.
GamingIsLove.ORKFramework.ShortcutSelection.attackIndex;Attack Index;"Define the index of the base attack that will be used, e.g.:
- -1: The current base attack.
- 0: Index of the first base attack.
- 1: Index of the second base attack."
GamingIsLove.ORKFramework.ShortcutSelection.attackUseAbility;Use Attack Ability;"Use the ability of the base attack, i.e. a shortcut of the ability currently used for the attack.
If disabled, only a link to the base attack of the defined index is used, i.e. it'll change if the base attack of that index also changes (e.g. when equipping an equipment overriding the base attack)."
GamingIsLove.ORKFramework.ShortcutSelection.counterUseAbility;Use Counter Ability;"Use the ability of the counter attack, i.e. a shortcut of the ability currently used for the counter.
If disabled, only a link to the counter attack is used, i.e. it'll change if the counter attack also changes (e.g. when equipping an equipment overriding the counter attack)."
GamingIsLove.ORKFramework.ShortcutSelection.useCenter;Use Center;"Use the center position when multiple targets are available.
If disabled, the first available target will be used."
GamingIsLove.ORKFramework.ShortcutSlot.isGroupShortcut;Group Shortcut;"Use the group shortcuts of the combatant's group.
If disabled, the combatant's individual shortcuts will be used."
GamingIsLove.ORKFramework.ShortcutSlot.listIndex;Shortcut List Index;"The index of the shortcut list.
0 is the first list, 1 the second list, etc.
Set to -1 to use the currently active shortcut list."
GamingIsLove.ORKFramework.ShortcutSlot.index;Shortcut Slot Index;The index of the shortcut slot.
GamingIsLove.ORKFramework.ShortcutSlotContentInformation.listIndex;Shortcut List Index;"The index of the shortcut list.
0 is the first list, 1 the second list, etc.
Use -1 to use for all lists."
GamingIsLove.ORKFramework.ShortcutSlotContentInformation.index;Shortcut Slot Index;The index of the shortcut slot.
GamingIsLove.ORKFramework.ShortcutSlotValue`1.isGroupShortcut;Group Shortcut;"Use the group shortcuts of the combatant's group.
If disabled, the combatant's individual shortcuts will be used."
GamingIsLove.ORKFramework.ShortcutSlotValue`1.listIndex;Shortcut List Index;"The index of the shortcut list.
0 is the first list, 1 the second list, etc.
Set to -1 to use the currently active shortcut list."
GamingIsLove.ORKFramework.ShortcutSlotValue`1.index;Shortcut Slot Index;The index of the shortcut slot.
GamingIsLove.ORKFramework.Ability.abilityType;Ability Type;"Select the primary type of the ability.
This is the ability type the ability will belong to and that's used for the ability's type text codes.
Add secondary ability types to list the ability under multiple ability types in menus or other type checks."
GamingIsLove.ORKFramework.Ability.secondaryAbilityType;Ability Type;"Select the ability type that'll be used as a secondary ability type.
Secondary ability types are used to list abilities under multiple ability types in menus or other type checks."
GamingIsLove.ORKFramework.Ability.ownDamageType;Own Damage Type;An ability can use it's own damage type and override the ability type's damage type.
GamingIsLove.ORKFramework.Ability.damageType;Damage Type;"Select the damage type of this ability.
The damage type defines the animation types that are used for damage, critical damage and evasion.
Override's the ability type's damage type."
GamingIsLove.ORKFramework.Ability.hidden;Hidden;"This ability is hidden from the player.
It won't be displayed in 'Ability' menu screen parts and battle menus."
GamingIsLove.ORKFramework.Ability.useableIn;Useable In;"Select where this ability can be used:
- Field: Useable in the field (i.e. not in battles).
- Battle: Useable in battles (i.e. not in the field).
- Both: Useable in battles and in the field.
- None: The ability is passive and can't be used. Passive abilities can give bonuses to status values, attack/defence modifiers and chances and grant auto status effects and status effect immunities."
GamingIsLove.ORKFramework.Ability.passiveStateType;Passive State Type;"Select when the passive ability is enabled:
- Always Enabled: The ability is starts enabled and can't be turned on/off.
- Start Enabled: The ability starts enabled and can be turned on/off.
- Start Disabled: The ability starts disabled and can be turned on/off."
GamingIsLove.ORKFramework.Ability.isPriorityAction;Is Priority Action;"This ability is a priority action and will be used before other actions.
This doesn't affect already performing actions.
Multiple priority actions will be ordered by their priority action value."
GamingIsLove.ORKFramework.Ability.priorityActionValue;Priority Action Value;"Define the value of this priority action.
Higher values will be used before lower values.
Certain actions (e.g. death, defend, escape) can be either highest priority automatically."
GamingIsLove.ORKFramework.Ability.allowLvlChange;Allow Level Change;"The use level of this ability can be changed by using the level change keys.
If disabled, the level can't be changed, resulting in the ability always using it's highest learned level."
GamingIsLove.ORKFramework.Ability.allowDeadUser;Dead User Calculation;"Action calculation is allowed if the user is dead.
E.g. if the user fired a projectile (with a 'Damage Dealer' component), the projectile can still do damage if the user died before it can hit something."
GamingIsLove.ORKFramework.Ability.lvlType;Level Up Type;"Select how this ability will level up:
- None: No level up.
- Auto: Automatically level up when the combatant receives experience points. When the ability is used as a group ability, the battle group leader is used for auto level up.
- Spend: Level up when the player spends experience points on it.
- Uses: Automatically level up when used (only for active abilities)."
GamingIsLove.ORKFramework.Ability.exp;Experience;Select the EXPERIENCE type status value used to level up this ability.
GamingIsLove.ORKFramework.Ability.ownShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for this ability.
GamingIsLove.ORKFramework.Ability.ownNumberFormat;Own Number Format;This ability overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.Ability.ownTimeFormat;Own Time Formatting;"Override the default time formatting settings ('UI > Text Display Settings').
Used to display the reuse time of the ability."
GamingIsLove.ORKFramework.Ability.ownBattleInfoText;Own Battle Info;"Override the info text defined in 'Battle System > Battle Texts'.
This overrides the attack, ability and counter info texts (depending on where the ability is used)."
GamingIsLove.ORKFramework.Ability.ownNotifications;Own Notifications;This ability overrides the default ability notifications.
GamingIsLove.ORKFramework.Ability.ownConsoleAddAction;Own Add Action Text;This ability overrides the default console add action text.
GamingIsLove.ORKFramework.Ability.ownConsoleAction;Own Perform Action Text;This ability overrides the default console perform action text.
GamingIsLove.ORKFramework.Ability.ownConsoleCast;Own Cast Text;This ability overrides the default console cast text.
GamingIsLove.ORKFramework.Ability.ownConsoleCastCancel;Own Cancel Cast Text;This ability overrides the default console cancel cast text.
GamingIsLove.ORKFramework.Ability.ownConsoleLearning;Own Learning Text;This ability overrides the default console learning text.
GamingIsLove.ORKFramework.Ability.ownConsoleGroupLearning;Own Group Learning Text;This ability overrides the default console group learning text.
GamingIsLove.ORKFramework.Ability.ownConsoleForgetting;Own Forgetting Text;This ability overrides the default console forgetting text.
GamingIsLove.ORKFramework.Ability.ownConsoleGroupForgetting;Own Group Forgetting Text;This ability overrides the default console group forgetting text.
GamingIsLove.ORKFramework.Ability.ownConsoleLevelUp;Own Level Up Text;This ability overrides the default console level up text.
GamingIsLove.ORKFramework.AbilityCombo.ability;Ability;The ability will be available after the selected ability has been used.
GamingIsLove.ORKFramework.AbilityCombo.limitTime;Limit Time;The ability will only be available for a set amount of time.
GamingIsLove.ORKFramework.AbilityCombo.time;Time (s);The time in seconds the ability will be available.
GamingIsLove.ORKFramework.AbilityLevel.lvlPoints;Level Points;Points needed to reach this level
GamingIsLove.ORKFramework.AbilityLevel.addSchematicAsset;Add Schematic;"Select a schematic asset that will be started when adding this ability to a combatant/group (e.g. learning it, getting it from equipment, etc.).
The combatant will be used as 'Starting Object', when it's a group ability, it'll use the group leader.
The ability is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.AbilityLevel.removeSchematicAsset;Remove Schematic;"Select a schematic asset that will be started when removing this ability from a combatant/group (e.g. when forgetting it, removing the equipment it came from, etc.).
The combatant will be used as 'Starting Object', when it's a group ability, it'll use the group leader.
The ability is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.AbilityLevel.levelUpSchematicAsset;Level Up Schematic;"Select a schematic asset that will be started when this ability is leveld up (using the new level's schematic).
The combatant used for leveling up (usually the combatant knowing it) will be used as 'Machine Object' and 'Starting Object'.
The ability is available as (local) selected data with the key 'action'."
GamingIsLove.ORKFramework.AbilityLevel.ownPortraits;Own Portraits;"This ability level overrides the ability's portrait settings.
If a portrait type isn't found in the override portraits, the ability's original portraits will be used."
GamingIsLove.ORKFramework.AbilityLevel.variableUsePrevious;Use Previous Levels;"Use the variable changes of previous ability levels when creating a new ability in-game at this level.
If disabled, only the variable changes of this level will be used for an ability that's created at this level."
GamingIsLove.ORKFramework.AbilitySelection.ability;Ability;Select the ability that will be used.
GamingIsLove.ORKFramework.AbilitySelection.level;Ability Level;Define the level of the ability that will be used.
GamingIsLove.ORKFramework.AbilityType.damageType;Damage Type;"Select the damage type for all abilities of this ability type.
The damage type defines the animation types that are used for damage, critical damage and evasion.
Each ability can individually override their ability type's damage type."
GamingIsLove.ORKFramework.AbilityType.itemType;Item Type;"Select the primary item type of this ability type.
The item type is used when listing abilities in shops.
This is the item type the abilities will belong to.
Add secondary item types to list the abilities under multiple item types in shops or other type checks."
GamingIsLove.ORKFramework.AbilityType.secondaryItemType;Item Type;"Select the item type that'll be used as a secondary item type.
Secondary item types are used to list abilities under multiple item types in shops or other type checks."
GamingIsLove.ORKFramework.AbilityType.ownTargetSelections;Own Target Selectiosn;"This ability type overrides the default target selections for all abilities using it as their primary ability type.
Only defined target selections will override the default target selections (found in 'Battles > Target Settings')."
GamingIsLove.ORKFramework.AbilityType.ownShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for abilities of this ability type.
GamingIsLove.ORKFramework.AbilityType.ownNumberFormat;Own Number Format;This ability type overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.AbilityType.ownBattleInfoText;Own Battle Info;"Override the info text defined in 'Battle System > Battle Texts'.
This overrides the attack, ability and counter info texts (depending on where the abilities are used)."
GamingIsLove.ORKFramework.AbilityType.ownNotifications;Own Notifications;This ability type overrides the default ability notifications.
GamingIsLove.ORKFramework.AbilityType.ownConsoleAddAction;Own Add Action Text;This ability type overrides the default console add action text.
GamingIsLove.ORKFramework.AbilityType.ownConsoleAction;Own Perform Action Text;This ability type overrides the default console perform action text.
GamingIsLove.ORKFramework.AbilityType.ownConsoleCast;Own Cast Text;This ability type overrides the default console cast text.
GamingIsLove.ORKFramework.AbilityType.ownConsoleCastCancel;Own Cancel Cast Text;This ability type overrides the default console cancel cast text.
GamingIsLove.ORKFramework.AbilityType.ownConsoleLearning;Own Learning Text;This ability type overrides the default console learning text.
GamingIsLove.ORKFramework.AbilityType.ownConsoleGroupLearning;Own Group Learning Text;This ability type overrides the default console group learning text.
GamingIsLove.ORKFramework.AbilityType.ownConsoleForgetting;Own Forgetting Text;This ability type overrides the default console forgetting text.
GamingIsLove.ORKFramework.AbilityType.ownConsoleGroupForgetting;Own Group Forgetting Text;This ability type overrides the default console group forgetting text.
GamingIsLove.ORKFramework.AbilityType.ownConsoleLevelUp;Own Level Up Text;This ability type overrides the default console level up text.
GamingIsLove.ORKFramework.ActiveAbility.availableTime;Available Time (s);"The time in seconds this ability will be available to perform.
The available time is only used when the ability is used as base attack and it isn't the first base attack of a combatant.
Set to 0 if you don't want to use time. Use this setting to reset to the first base attack after time."
GamingIsLove.ORKFramework.ActiveAbility.revive;Revive Target;A dead target will be revived.
GamingIsLove.ORKFramework.ActiveAbility.counterable;Counterable;The target can perform a counter attack based on it's counter chance when attacked with this ability.
GamingIsLove.ORKFramework.ActiveAbility.reflectable;Reflectable;The ability will be reflected by status effects with the reflect ability option enabled.
GamingIsLove.ORKFramework.ActiveAbility.cancelable;Cancelable;The ability's use can be canceled by other actions that have 'Cancel Action' enabled in their target changes.
GamingIsLove.ORKFramework.ActiveAbility.scanTarget;Scan Target;"The target will be added with a complete entry to the bestiary.
Only possible when the user is part of the player group and target is an enemy of the player group."
GamingIsLove.ORKFramework.ActiveAbility.scanIgnoreNotScanable;Ignore Not Scanable;The combatant's 'Not Scanable' setting will be ignored.
GamingIsLove.ORKFramework.ActiveAbility.scanIgnoreNoEntry;Ignore No Entry;The combatant's 'No Bestiary Entry' setting will be ignored.
GamingIsLove.ORKFramework.ActiveAbility.callGlobalMachine;Call Global Machine;The ability calls a global machine.
GamingIsLove.ORKFramework.ActiveAbility.globalMachine;Global Machine;"Select the global machine to be called on ability use.
Uses the user as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.ActiveAbility.ownReuseTime;Own Reuse Time;This ability overrides the default reuse time defined in the battle settings.
GamingIsLove.ORKFramework.ActiveAbility.ownCastTime;Own Cast Time;This ability overrides the default cast time defined in the battle settings.
GamingIsLove.ORKFramework.ActiveAbility.ownDelay;Own Delay Time;"This ability overrides the default delay time defined in the battle settings.
If disabled, the default delay time will be used."
GamingIsLove.ORKFramework.ActiveAbility.delayTime;Delay Time (s);The delay time in seconds.
GamingIsLove.ORKFramework.ActiveAbility.replaceSystemActionSchematics;Replace Default;"Replace the system action schematics defined by the battle system (or field mode settings).
If disabled, the schematics defined here will be used after the battle system/field mode's schematics."
GamingIsLove.ORKFramework.ActiveAbility.autoConsumeType;Auto Consume;"Select if the use costs will automatically be consumed when the ability is used (i.e. before the schematics):
- No: Only when the ability outcome is calculated or through schematics.
- Without Targets: When the ability is used without targets (e.g. 'None' target range).
- Always: The use costs will always be consumed when the ability is used.
- On Selection: The use costs will be consumed after selecting/adding the ability action to the system."
GamingIsLove.ORKFramework.ActiveAbility.useCostCalculationMoment;Calculation Moment;"Define when the use costs will be consumed during calculation:
- Before Targets: Calculation happens before calculating target changes.
- After Targets: Calculation happens after calculating target changes."
GamingIsLove.ORKFramework.ActiveAbility.itemShowNotification;Show Notification;Removing the items from the inventory will display a notification.
GamingIsLove.ORKFramework.ActiveAbility.itemShowConsole;Show Console;Removing the items from the inventory will be displayed in the console.
GamingIsLove.ORKFramework.ActiveAbility.ownTimebarCost;Own Timebar Cost;Use different timebar settings for this ability than defined in the 'Active Time' battle system.
GamingIsLove.ORKFramework.ActiveAbility.ownTurnActionCost;Own Turn Action Cost;This ability uses its own action cost, overriding the default/ability action cost of turn based battles.
GamingIsLove.ORKFramework.ActiveAbility.ownPhaseActionCost;Own Phase Action Cost;This ability uses its own action cost, overriding the default/ability action cost of phase battles.
GamingIsLove.ORKFramework.ActiveAbility.userChangeTargetHitOnly;Target Hit Only;"User changes (including critical) will only be used if at least 1 target was hit.
If disabled, user changes will be used in any case."
GamingIsLove.ORKFramework.ActiveAbility.userCriticalUseRegular;Use Regular Changes;"Use the regular 'User Changes' with a different damage factor.
You can set up additional user changes for a critical hit, they'll be used together with the regular changes.
If disabled, only uses the critical changes for a critical hit."
GamingIsLove.ORKFramework.ActiveAbility.userCriticalDamageMultiplier;Damage Multiplier;"Set the damage multiplier of a critical hit, e.g.:
- A damage multiplier of 1 means normal damage.
- A damage multiplier of 2 means double damage.
- A damage multiplier of 0.5 means half damage."
GamingIsLove.ORKFramework.ActiveAbility.targetIgnoreStatusChangeBlocks;Ignore Status Change Blocks;"The target changes of this ability ignore any status change blocks on the target.
Status bonuses (e.g. from status effects or equipment) can block status changes from attacks, abilities or ability types, enabling this setting will ignore all status change blocks and perform the regular status changes."
GamingIsLove.ORKFramework.ActiveAbility.targetCriticalUseRegular;Use Regular Changes;"Use the regular 'Target Changes' with a different damage factor.
You can set up additional target changes for a critical hit, they'll be used together with the regular changes.
If disabled, only uses the critical changes for a critical hit."
GamingIsLove.ORKFramework.ActiveAbility.targetCriticalDamageMultiplier;Damage Multiplier;"Set the damage multiplier of a critical hit, e.g.:
- A damage multiplier of 1 means normal damage.
- A damage multiplier of 2 means double damage.
- A damage multiplier of 0.5 means half damage."
GamingIsLove.ORKFramework.ActiveAbility.useStartAnimation;Use Start Animation;"This ability uses the ability start animation defined in the default battle animations ('Battle System > Battle Settings') or by the user combatant.
The ability start animation's schematics will be used before this ability's schematics."
GamingIsLove.ORKFramework.ActiveAbility.useEndAnimation;Use End Animation;"This ability uses the ability end animation defined in the default battle animations ('Battle System > Battle Settings') or by the user combatant.
The ability end animation's schematics will be used after this ability's schematics."
GamingIsLove.ORKFramework.ActiveAbility.activationTags;Tag;"Define the tag that will be used to activate/deactivate the damage dealer.
Damage dealers that match one of the defined tags will be activated/deactivated, ignoring if they're set up for this ability or not."
GamingIsLove.ORKFramework.ActiveAbilitySelection.ability;Ability;Select the ability that will be used.
GamingIsLove.ORKFramework.ActiveAbilitySelection.level;Ability Level;Define the level of the ability that will be used.
GamingIsLove.ORKFramework.AutoAttack.type;Auto Attack Type;"Select the type of auto attack that will be used:
- None: No auto attack is used.
- Base Attack: Uses the combatant's base attack.
- Counter Attack: Uses the combatant's counter attack.
- Abiltiy: Uses a defined ability, can also use abilities not available to the combatant.
- Shortcut Slot Ability: Uses an ability stored in a shortcut slot."
GamingIsLove.ORKFramework.AutoAttack.targetType;Target Type;"Select the possible targets for auto attacks:
- All: All combatants can be targeted (group/individual targets are prioritized).
- Group Targets: Only a selected group target is used.
- Individual Targets: Only a selected individual target is used.
- Group and Individual: Only a selected group or individual target is used."
GamingIsLove.ORKFramework.AutoAttack.intervalValue;Time Interval (s);"The time in seconds between 2 auto attacks.
The time starts counting after an auto attack (battle animation) is finished.
Using a formula has the used ability available as (local) selected data via the selected key 'action'."
GamingIsLove.ORKFramework.LimitAbility.abilityType;Ability Type;Select the ability type.
GamingIsLove.ORKFramework.LimitAbility.ability;Ability;Select the ability.
GamingIsLove.ORKFramework.PassiveAbility.addEquipmentSlot;Equipment Slot;Select the equipment slot that will be added.
GamingIsLove.ORKFramework.PassiveAbility.blockedEquipmentSlot;Blocked Slot;Select the equipment slot that will be blocked.
GamingIsLove.ORKFramework.PassiveAbility.keepBonus;Keep Bonus;"Keep this level's status bonuses in higher levels.
E.g. enable this to also use level 1 bonuses in level 2, 3, etc."
GamingIsLove.ORKFramework.PassiveAbility.randomBonusAddPrevious;Add Previous Levels;"Add the random bonuses of previous equipment levels when creating a new equipment in-game at this level.
If disabled, only the random bonuses of this level will be added to new equipment that's created at this level."
GamingIsLove.ORKFramework.TemporaryAbilitySettings`1.type;Remove Type;"The ability will automatically be removed after:- None: Doesn't remove the ability automatically.
- Turn: The ability is removed after a defined amount of turns.
- Time: The ability is removed after a defined amount of time.
- Battle Start: The ability is removed at the start of the next battle.
- Battle End: The ability is removed at the end of the battle."
GamingIsLove.ORKFramework.TemporaryAbilitySettings`1.removeOnBattleEnd;Remove On Battle End;Remove the ability when a battle ends.
GamingIsLove.ORKFramework.TemporaryAbilitySettings`1.reuseAfter;Remove After;The turns or time (in seconds) until the action can be reused.
GamingIsLove.ORKFramework.BonusSettings.useCustomBonus;Custom Bonus;"Add a custom bonus setting.
A custom bonus allows you to define status bonus settings directly in the bonus settings."
GamingIsLove.ORKFramework.ConditionalBonus.bonus;Status Bonus;Select the status bonus that will be used.
GamingIsLove.ORKFramework.RandomStatusBonusSettings.bonusRange;Add Bonus Range;"Select:
- All: All bonuses will be added (using chance check).
- Random: Randomly selects a defined number of bonuses. If the chance check fails for a bonus, it's not added.
- First: Only adds a number of defined bonuses that are added due to chance checks (checked in order they're set up).
- Chance Selection: Use the bonus's chance setting to determine which bonus will be used.
E.g. bonus 0 has 35% chance, bonus 1 has 50% chance, bonus 2 has 15% chance, i.e. bonus 0 is used for 0-35 chance range, bonus 1 for 35-85 and bonus 2 for 85-100.
- chance check results in 15: bonus 0 is used
- chance check results in 62: bonus 1 is used
- chance check results in 90: bonus 2 is used"
GamingIsLove.ORKFramework.RandomStatusBonusSettings.addCount;Add Count;"Define how many of the bonuses will be added.
For 'Random' it randomly selects the defined number of bonuses, if the chance misses, the bonus isn't added (a bonus isn't checked multiple times).
For 'First' it adds the defined number of bonuses that are added due to chance checks."
GamingIsLove.ORKFramework.AttackModifierFactorRandomBonusType;Attack Modifier Factor;"Change an attack modifier attribute's factor - the default factor is 1, i.e. using the defined value and bonuses.
E.g. a factor of 0 will give immunity, 0.5 will half the value, 2 will double the value.
Factor changes are multiplied by each other, i.e. 1 * factor A * factor B * etc."
GamingIsLove.ORKFramework.BaseRandomBonusType.useChance;Use Chance;Use a chance check to determine if this random bonus will be added.
GamingIsLove.ORKFramework.BaseRandomBonusType.chance;Chance (%);The chance this random bonus will be added.
GamingIsLove.ORKFramework.AttackModifierRandomBonusType;Attack Modifier;Add a random bonus to an attack modifier.
GamingIsLove.ORKFramework.BlockChanceRandomBonusType;Block Chance;Add a random bonus to a combatant's block chance.
GamingIsLove.ORKFramework.CounterChanceRandomBonusType;Counter Chance;Add a random bonus to a combatant's counter chance.
GamingIsLove.ORKFramework.CriticalChanceRandomBonusType;Critical Chance;Add a random bonus to a combatant's critical hit chance.
GamingIsLove.ORKFramework.CurrencyStealChanceRandomBonusType;Currency Steal Chance;Add a random bonus to a combatant's currency steal chance.
GamingIsLove.ORKFramework.DefenceModifierFactorRandomBonusType;Defence Modifier Factor;"Change a defence modifier attribute's factor - the default factor is 1, i.e. using the defined value and bonuses.
E.g. a factor of 0 will give immunity, 0.5 will half the value, 2 will double the value.
Factor changes are multiplied by each other, i.e. 1 * factor A * factor B * etc."
GamingIsLove.ORKFramework.DefenceModifierRandomBonusType;Defence Modifier;Add a random bonus to a defence modifier.
GamingIsLove.ORKFramework.EscapeChanceRandomBonusType;Escape Chance;Add a random bonus to a combatant's escape chance.
GamingIsLove.ORKFramework.ExperienceFactorChanceRandomBonusType;Experience Factor;Add a random bonus to a combatant's experience factor.
GamingIsLove.ORKFramework.GridMoveRangeRandomBonusType;Grid Move Range;Add a random bonus to a combatant's grid move range.
GamingIsLove.ORKFramework.HitChanceRandomBonusType;Hit Chance;Add a random bonus to a combatant's hit chance.
GamingIsLove.ORKFramework.InventorySlotRandomBonusType;Inventory Slot;Add a random bonus to a combatant's inventory slots.
GamingIsLove.ORKFramework.ItemLimitRandomBonusType;Item Limit;Add a random bonus to a combatant's item limit.
GamingIsLove.ORKFramework.ItemStealChanceRandomBonusType;Item Steal Chance;Add a random bonus to a combatant's item steal chance.
GamingIsLove.ORKFramework.RandomBattleFactorRandomBonusType;Random Battle Factor;Add a random bonus to the random battle factor (player group only).
GamingIsLove.ORKFramework.RandomBonusRandomBonusType;Random Bonus;Add a set of random bonuses.
GamingIsLove.ORKFramework.RandomStatusBonusSelection.type;Random Bonus;Select which type of random status bonus will be used:
GamingIsLove.ORKFramework.RunSpeedRandomBonusType;Run Speed;Add a random bonus to a combatant's run speed.
GamingIsLove.ORKFramework.SprintSpeedRandomBonusType;Sprint Speed;Add a random bonus to a combatant's sprint speed.
GamingIsLove.ORKFramework.StatusValueChangeModifierRandomBonusType;Status Value Change Modifier;"Add a random bonus to selected status value changes.
The default change modifier is 100 (i.e. 100 %) - adding a bonus to the modifier can influence the changes done to the status value by abilities and items.
E.g. reducing use costs of abilities or damage received from all attacks."
GamingIsLove.ORKFramework.StatusValueChangeModifierRandomBonusType.status;Status Value;"Select the status value that will receive a random change modifier.
The default change modifier is 100 (i.e. 100 %), adding a bonus to the modifier can increase or decrease the changes made to the status value."
GamingIsLove.ORKFramework.StatusValueChangeModifierRandomBonusType.changeType;Change Type;"Select for what changes the percentage bonus will be given:
- None: Not used.
- Negative: Negative changes (i.e. reducing the status value).
- Positive: Positive changes (i.e. increasing the status value).
- All: Both negative and positive changes."
GamingIsLove.ORKFramework.StatusValuePercentRandomBonusType;Status Value Percent;Add a random percent bonus to a 'Normal' type status value.
GamingIsLove.ORKFramework.StatusValuePercentRandomBonusType.status;Status Value;"Select the status value that will receive the random bonus.
Only 'Normal' type status values are allowed."
GamingIsLove.ORKFramework.StatusValuePercentRandomBonusType.percentMultiply;Multiply;"The percent bonus is multiplied with other percent bonuses instead of added.
E.g. 50% * 50% = 125% increase instead of 50% + 50% = 100% increase.
-50% * -50% = 75% decrease instead of -50% + -50% = 100% decrease."
GamingIsLove.ORKFramework.StatusValueRandomBonusType;Status Value;Add a random bonus to a 'Normal' type status value.
GamingIsLove.ORKFramework.StatusValueRandomBonusType.status;Status Value;"Select the status value that will receive the random bonus.
Only 'Normal' type status values are allowed."
GamingIsLove.ORKFramework.WalkSpeedRandomBonusType;Walk Speed;Add a random bonus to a combatant's walk speed.
GamingIsLove.ORKFramework.StatusBonus.name;Name;The name of this status bonus.
GamingIsLove.ORKFramework.StatusValueFactor.status;Status Value;"Select the status value that will receive a factor.
Only 'Normal' type status values are allowed."
GamingIsLove.ORKFramework.StatusValueFactor.factor;Factor;"Define the factor the status value will be multiplied by.
E.g. use a factor of 1 to use the actual values, 0.5 to only use half or 2 to use double values."
GamingIsLove.ORKFramework.StatusValueFactorSettings.factor;Factor;"Define the factor the status values will be multiplied by.
E.g. use a factor of 1 to use the actual values, 0.5 to only use half or 2 to use double values.
Used for all 'Normal' type status values, unless a custom factor is defined below."
GamingIsLove.ORKFramework.AttackModifierBonusType;Attack Modifier;Add a bonus to an attack modifier.
GamingIsLove.ORKFramework.AttackModifierBonusType.bonus;Attribute Bonus;"Set the value by which this attack modifier attribute will be changed.
Use positive numbers to increase damage, negative numbers to reduce damage."
GamingIsLove.ORKFramework.AttackModifierFactorBonusType;Attack Modifier Factor;"Change an attack modifier attribute's factor - the default factor is 1, i.e. using the defined value and bonuses.
E.g. a factor of 0 will give immunity, 0.5 will half the value, 2 will double the value.
Factor changes are multiplied by each other, i.e. 1 * factor A * factor B * etc."
GamingIsLove.ORKFramework.AttackModifierFactorBonusType.factor;Factor;"Define the factor that will be used.
E.g. a factor of 0 will give immunity, 0.5 will halve the value, 2 will double the value.
Factor changes are multiplied by each other, i.e. 1 * factor A * factor B * etc."
GamingIsLove.ORKFramework.BlockChanceBonusType;Block Chance;Add a bonus to the combatant's block chance.
GamingIsLove.ORKFramework.BlockChanceBonusType.bonus;Block Bonus;Bonus added to the combatant's block chance.
GamingIsLove.ORKFramework.CounterChanceBonusType;Counter Chance;Add a bonus to the combatant's counter attack chance.
GamingIsLove.ORKFramework.CounterChanceBonusType.bonus;Counter Bonus;Bonus added to the combatant's counter attack chance.
GamingIsLove.ORKFramework.CriticalChanceBonusType;Critical Chance;Add a bonus to the combatant's critical hit chance.
GamingIsLove.ORKFramework.CriticalChanceBonusType.bonus;Critical Bonus;Bonus added to the combatant's critical hit chance.
GamingIsLove.ORKFramework.CurrencyStealChanceBonusType;Currency Steal Chance;Add a bonus to the combatant's currency steal chance.
GamingIsLove.ORKFramework.CurrencyStealChanceBonusType.bonus;Currency Steal Bonus;Bonus added to the combatant's currency steal chance.
GamingIsLove.ORKFramework.DefenceModifierBonusType;Defence Modifier;Add a bonus to a defence modifier.
GamingIsLove.ORKFramework.DefenceModifierBonusType.bonus;Attribute Bonus;"Set the value by which this attribute will be changed.
Use positive numbers to increase damage, negative numbers to reduce damage."
GamingIsLove.ORKFramework.DefenceModifierFactorBonusType;Defence Modifier Factor;"Change the defence modifier attribute's factor - the default factor is 1, i.e. using the defined value and bonuses.
E.g. a factor of 0 will give immunity, 0.5 will half the value, 2 will double the value.
Factor changes are multiplied by each other, i.e. 1 * factor A * factor B * etc."
GamingIsLove.ORKFramework.DefenceModifierFactorBonusType.factor;Factor;"Define the factor that will be used.
E.g. a factor of 0 will give immunity, 0.5 will halve the value, 2 will double the value.
Factor changes are multiplied by each other, i.e. 1 * factor A * factor B * etc."
GamingIsLove.ORKFramework.EscapeChanceBonusType;Escape Chance;Add a bonus to the combatant's escape chance.
GamingIsLove.ORKFramework.EscapeChanceBonusType.bonus;Escape Bonus;Bonus added to the combatant's escape chance.
GamingIsLove.ORKFramework.ExperienceFactorBonusType;Experience Factor;Add a bonus to the combatant's experience factor.
GamingIsLove.ORKFramework.ExperienceFactorBonusType.bonus;Experience Factor Bonus;"Bonus added to the combatant's experience factor.
The experience factor is used to multiply the experience a combatant gains through battle.
E.g. an experience factor of 1 means default experience gain, while a factor of 2 will double the experience gain."
GamingIsLove.ORKFramework.GridMoveRangeBonusType;Grid Move Range;Add a bonus to the combatant's grid move range.
GamingIsLove.ORKFramework.GridMoveRangeBonusType.bonus;Grid Move Range Bonus;"Bonus added to the combatant's grid move range.
The grid move range defines how far a combatant can move when using the move command in grid battles."
GamingIsLove.ORKFramework.HitChanceBonusType;Hit Chance;Add a bonus to the combatant's hit chance.
GamingIsLove.ORKFramework.HitChanceBonusType.bonus;Hit Bonus;Bonus added to the combatant's hit chance.
GamingIsLove.ORKFramework.InventorySlotBonusType;Inventory Slot;Add a bonus to the combatant's inventory slots.
GamingIsLove.ORKFramework.InventorySlotBonusType.bonus;Inventory Slot Bonus;"Bonus added to the combatant's inventory slots.
Inventory slots are used by inventory containers, see 'Inventory > Inventory Containers'."
GamingIsLove.ORKFramework.ItemLimitBonusType;Item Limit;Add a bonus to the combatant's item limit.
GamingIsLove.ORKFramework.ItemLimitBonusType.bonus;Item Limit Bonus;Bonus added to the combatant's item limit.
GamingIsLove.ORKFramework.ItemStealChanceBonusType;Item Steal Chance;Add a bonus to the combatant's item steal chance.
GamingIsLove.ORKFramework.ItemStealChanceBonusType.bonus;Item Steal Bonus;Bonus added to the combatant's item steal chance.
GamingIsLove.ORKFramework.RandomBattleFactorBonusType;Random Battle Factor;Add a bonus to the random battle factor (player group only).
GamingIsLove.ORKFramework.RandomBattleFactorBonusType.bonus;Random Battle Bonus;"Bonus added to the random battle factor.
Only the bonus of player battle group combatants is used.
A negative bonus to reduces the chances for random battles occurring."
GamingIsLove.ORKFramework.RunSpeedBonusType;Run Speed;Add a bonus to the combatant's run speed.
GamingIsLove.ORKFramework.RunSpeedBonusType.bonus;Run Speed Bonus;Bonus added to the run speed of the combatant.
GamingIsLove.ORKFramework.SprintSpeedBonusType;Sprint Speed;Add a bonus to the combatant's sprint speed.
GamingIsLove.ORKFramework.SprintSpeedBonusType.bonus;Sprint Speed Bonus;Bonus added to the sprint speed of the combatant.
GamingIsLove.ORKFramework.StatusBonusSelection.type;Status Bonus;Select which type of status bonus will be used:
GamingIsLove.ORKFramework.StatusValueBonusType;Status Value;Add a bonus to a 'Normal' type status value.
GamingIsLove.ORKFramework.StatusValueBonusType.status;Status Value;"Select the status value that will receive the bonus.
Only 'Normal' type status values are allowed."
GamingIsLove.ORKFramework.StatusValueBonusType.bonus;Status Bonus;"The value added to the status value.
Use positive numbers to increase the status value and negative numbers to decrease.
E.g. 10 will increase the status value by 10 points."
GamingIsLove.ORKFramework.StatusValueChangeModifierBonusType;Status Value Change Modifier;"Add a bonus to selected status value changes.
The default change modifier is 100 (i.e. 100 %) - adding a bonus to the modifier can influence the changes done to the status value by abilities and items.
E.g. reducing use costs of abilities or damage received from all attacks."
GamingIsLove.ORKFramework.StatusValueChangeModifierBonusType.status;Status Value;"Select the status value that will receive a change modifier.
The default change modifier is 100 (i.e. 100 %), adding a bonus to the modifier can increase or decrease the changes made to the status value."
GamingIsLove.ORKFramework.StatusValueChangeModifierBonusType.bonusPercent;Percent Bonus;"The percent value added to the change modifier.
Use positive numbers to increase the status value change and negative numbers to decrease.
E.g. a total bonus of -50 will decrease the change made to the status value by 50 %.
The total bonus (i.e. all bonuses summed up) will be limited between 0 and 100."
GamingIsLove.ORKFramework.StatusValueChangeModifierBonusType.changeType;Change Type;"Select for what changes the percentage bonus will be given:
- None: Not used.
- Negative: Negative changes (i.e. reducing the status value).
- Positive: Positive changes (i.e. increasing the status value).
- All: Both negative and positive changes."
GamingIsLove.ORKFramework.StatusValuePercentBonusType;Status Value Percent;Add a percent bonus to a 'Normal' type status value.
GamingIsLove.ORKFramework.StatusValuePercentBonusType.status;Status Value;"Select the status value that will receive the bonus.
Only 'Normal' type status values are allowed."
GamingIsLove.ORKFramework.StatusValuePercentBonusType.bonusPercent;Percent Bonus;"The percent value added to the status value.
Use positive numbers to increase the status value and negative numbers to decrease.
E.g. 10 will increase the status value by 10 %."
GamingIsLove.ORKFramework.StatusValuePercentBonusType.percentMultiply;Multiply;"The percent bonus is multiplied with other percent bonuses instead of added.
E.g. 50% * 50% = 125% increase instead of 50% + 50% = 100% increase.
-50% * -50% = 75% decrease instead of -50% + -50% = 100% decrease."
GamingIsLove.ORKFramework.WalkSpeedBonusType;Walk Speed;Add a bonus to the combatant's walk speed.
GamingIsLove.ORKFramework.WalkSpeedBonusType.bonus;Walk Speed Bonus;Bonus added to the walk speed of the combatant.
GamingIsLove.ORKFramework.AbilityDevelopment.name;Name;The name of the ability development.
GamingIsLove.ORKFramework.LearnAbility.atLevel;Learn at Level;The level at which the ability will be learned.
GamingIsLove.ORKFramework.LearnAbility.classLevel;Class Level;The level refers to the combatants class level, i.e. the ability will be learned on a class level up.
GamingIsLove.ORKFramework.LearnAbility.isGroupAbility;Group Ability;"The ability will be learned by the group, i.e. all group members will have access to it.
If disabled, only one combatant learns the ability."
GamingIsLove.ORKFramework.LearnAbility.showNotification;Show Notification;Learning this ability will display a notification.
GamingIsLove.ORKFramework.LearnAbility.showConsole;Show Console;Learning this ability will be displayed in the console.
GamingIsLove.ORKFramework.LearnAbility.classChangeForget;Class Change Forget;"Forget this ability when changing class (using 'Forget Old Abilities').
This is only used by abilities learned from a class (i.e. class ability development).
Only used when changing the single-class of a combatant, not when using class slots."
GamingIsLove.ORKFramework.LearnAbility.classChangeLearn;Class Change Learn;"Learn this ability when changing class (using 'Learn Abilities').
Abilities will be learned up to the current level and class level of the combatant.
This is only used by abilities learned from a class (i.e. class ability development).
Only used when changing the single-class of a combatant, not when using class slots."
GamingIsLove.ORKFramework.LearnAbility.useConditions;Use Conditions;"Use conditions, e.g. check for valid combatant status or variable conditions.
The combatant's variables and selected data are available as 'Local' origin, the combatant itself is the 'User'."
GamingIsLove.ORKFramework.LearnAbility.conditionMinLevel;Is Min Level;"The 'Learn at Level' setting is the minimum level the ability can be learned at.
This allows learning the ability at a later level up when the conditions are valid.
If disabled, the ability can only be learned at the defined level and will not be learned if the conditions fail."
GamingIsLove.ORKFramework.LearnAbilitySetting.abilityDevelopment;Ability Development;"Select the abiltiy development the class/combatant will use.
You can add additional abilities through the 'Add Ability' button."
GamingIsLove.ORKFramework.LearnAbilitySetting.findTypesAbilityDevelopment;Use Ability Development;Ability types are found based on the defined ability developments.
GamingIsLove.ORKFramework.LearnAbilitySetting.findTypesAbility;Use Ability;Ability types are found based on the defined abilities.
GamingIsLove.ORKFramework.LearnAbilitySetting.findTypesResearchTree;Use Research Tree;Ability types are found based on the defined research trees.
GamingIsLove.ORKFramework.LearnAbilitySetting.abilityType;Ability Type;Select the ability type that will be available in menus.
GamingIsLove.ORKFramework.CostSetting.type;Cost Type;"Select the type of the cost:
- Status Value: A status value will be used.
- Item: An item, equipment, currency, etc. will be used."
GamingIsLove.ORKFramework.CostSetting.consume;Consume Cost;"This cost will be consumed.
If disabled, the cost is only used as a requirement."
GamingIsLove.ORKFramework.CostSetting.status;Status Value;"Select the status value that will be used.
When using 'Normal' type status values, the cost will also reduce the base value."
GamingIsLove.ORKFramework.CostSetting.costValue;Cost Value;The required/consumed quantity of the status value when learning/upgrading.
GamingIsLove.ORKFramework.CostSetting.showFlyingText;Show Flying Text;"The change flying texts will be displayed (if defined, e.g. status value change, inventory change).
If disabled, the no flying text will appear."
GamingIsLove.ORKFramework.CostSetting.showConsole;Show Console;The change will be displayed in the console.
GamingIsLove.ORKFramework.LevelInitSettings.type;Set Level;"Select which level this combatant will have:
- Default: The level will be set according to it's start level in the combatant settings.
- Player: The level will be set to match the average level of the player's group.
- Random: The level will be set randomly between a minimum and maximum.
- Variable: The level will be set using the value of a variable (int).
- Formula: The level will be set using the result of a formula calculation."
GamingIsLove.ORKFramework.LevelInitSettings.onlyBattle;Only Battle;Only members of the players battle group will be used to get the average level.
GamingIsLove.ORKFramework.LevelInitSettings.minOffset;Minimum Offset;Minimum offset added to the average level of the players group.
GamingIsLove.ORKFramework.LevelInitSettings.maxOffset;Maximum Offset;Maximum offset added to the average level of the players group.
GamingIsLove.ORKFramework.LevelInitSettings.minRandom;Minimum Random;Minimum random level (included).
GamingIsLove.ORKFramework.LevelInitSettings.maxRandom;Maximum Random;Maximum random level (included).
GamingIsLove.ORKFramework.LevelInitSettings.key;Variable Key;The key (name) of the variable (int) used.
GamingIsLove.ORKFramework.LevelInitSettings.formula;Formula;"Select the formula that will be used.
Uses the player as both user and target of the formula."
GamingIsLove.ORKFramework.LevelInitSettings.formulaInitialValue;Initial Value;The initial value used when calling the formula.
GamingIsLove.ORKFramework.LevelUpBonus.recover;Full Recovery;All 'Consumable' type status values will be set to their maximum when reaching a new level.
GamingIsLove.ORKFramework.LevelUpBonus.revive;Revive;"Revive a dead combatant.
If disabled, dead combatants will not recover."
GamingIsLove.ORKFramework.LevelUpBonus.schematicAsset;Schematic Asset;"Select the schematic asset that will be used.
The schematic will start after adding status value bonuses and learning abilities, using the combatant as 'Maschine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.LevelUpBonus.onlyPlayerGroup;Only Player Group;The schematic will only start if the combatant is a member of the player group.
GamingIsLove.ORKFramework.LevelUpBonus.onlyPlayer;Only Player;The schematic will only start if the combatant is the player.
GamingIsLove.ORKFramework.LevelUpgradeSettings.canUpgrade;Can Upgrade;"This level can be learned by upgrading using status value and item costs.
Please note that level 1 upgrades will not be used."
GamingIsLove.ORKFramework.LevelUpgradeSettings.costsNeeded;Needed;"Either all or only one cost will be used.
When only using one cost, the first available cost will be used (must be consumed)."
GamingIsLove.ORKFramework.ConditionalStatusDevelopment.statusDevelopment;Status Development;Select the used status development.
GamingIsLove.ORKFramework.StatusValueDistributionPoints.type;Point Type;"Select where the available distribution points come from:
- Value: A defined value.
- Experience: An 'Experience' type status value.
- Item: The quantity of an item, equipment, etc."
GamingIsLove.ORKFramework.StatusValueDistributionPoints.consume;Consume;The points will be consumed when accepting the distribution.
GamingIsLove.ORKFramework.StatusValueDistributionPoints.useAllPoints;Use All Points;"All available distribution points have to be used.
The distribution can only be accepted when all points have been distributed."
GamingIsLove.ORKFramework.StatusValueDistributionPoints.status;Status Value;"Select the 'Experience' type status value that will be used.
Only 'Experience' type status values are allowed."
GamingIsLove.ORKFramework.StatusValueDistributionPoints.showFlyingText;Show Flying Text;"The change flying text will be displayed (if defined, e.g. status value change, inventory change).
If disabled, the no flying text will appear."
GamingIsLove.ORKFramework.StatusValueDistributionPoints.showConsole;Show Console;The change will be displayed in the console.
GamingIsLove.ORKFramework.LearnStatusValue.status;Status Value;Select the 'Normal' or 'Experience' type status value that will be used.
GamingIsLove.ORKFramework.LearnStatusValue.type;Development Type;"Select the type of this status value's development:
- None: No development, only the initial value will be defined.
- Curve: Create a development curve or set the value for each level.
- Formula: A formula is used to calculate a value added at each level up.
- Percent: Uses a defined percent of the level's percent points."
GamingIsLove.ORKFramework.LearnStatusValue.startValue;Start Value;The value the status value will have at the lowest level when a combatant is initialized.
GamingIsLove.ORKFramework.LearnStatusValue.formula;Formula;"Select the formula used to calculate a value added at each level up.
The formula is calculated after the level has been increased, but before the status values change."
GamingIsLove.ORKFramework.LearnStatusValue.initialValueFormula;Initial Value (Formula);"The initial value passed to the formula.
The formula will use the initial value as it's base and start the calculation with that value."
GamingIsLove.ORKFramework.LearnStatusValue.percentValue;Percent Value;"The percent of the level's percent points this status value will receive.
You can also distribute more than 100% of the percent points to your status values."
GamingIsLove.ORKFramework.LearnStatusValue.percentRounding;Rounding;"Rounds the percent value result:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.LevelLimitSetting.maxLevel;Maximum Level;The maximum level a combatant can reach if the break conditions are not valid.
GamingIsLove.ORKFramework.StatusDevelopment.name;Name;The name of the status development.
GamingIsLove.ORKFramework.StatusDevelopment.minLevel;Minimum Level;The minimum level the development can have.
GamingIsLove.ORKFramework.StatusDevelopment.maxLevel;Maximum Level;The maximum level the development can reach.
GamingIsLove.ORKFramework.StatusDevelopment.usePercentCurve;Use Curve;"Use a curve to define the percent points for each level.
If disabled, uses a formula to calculate the percent points for each level."
GamingIsLove.ORKFramework.StatusDevelopment.percentStartValue;Start Value;The initial percent points available at the lowest level when a combatant is initialized.
GamingIsLove.ORKFramework.StatusDevelopment.percentFormula;Formula;"Select the formula used to calculate a percent points at each level up.
The formula is calculated after the level has been increased, but before the status values change."
GamingIsLove.ORKFramework.StatusDevelopment.percentInitialValueFormula;Initial Value (Formula);"The initial value passed to the formula.
The formula will use the initial value as it's base and start the calculation with that value."
GamingIsLove.ORKFramework.StatusValueLeaf.status;Status Value;Select the status value that can be upgraded.
GamingIsLove.ORKFramework.StatusValueLeaf.change;Change;Define the value added to the status value.
GamingIsLove.ORKFramework.StatusValueLeaf.showFlyingText;Show Flying Text;The status value's change flying text will be displayed (if defined).
GamingIsLove.ORKFramework.StatusValueLeaf.showConsole;Show Console;The changes will be displayed in the console.
GamingIsLove.ORKFramework.StatusValueLeaf.ownCostDescription;Own Cost Description;Override the description of the status value if it can't be upgraded due to the upgrade costs.
GamingIsLove.ORKFramework.StatusValueLeaf.costDescription;Description;The description used for the upgrade when it can't be used due to the upgrade costs.
GamingIsLove.ORKFramework.StatusValueLeaf.ownConditionsDescription;Own Condition Description;Override the description of the status value if it can't be upgraded due to the learn conditions.
GamingIsLove.ORKFramework.StatusValueLeaf.conditionsDescription;Description;The description used for the upgrade when it can't be used due to the learn conditions.
GamingIsLove.ORKFramework.DevelopmentLeaf.costsNeeded;Needed;"Either all or only one cost will be used.
When only using one cost, the first available cost will be used (must be consumed)."
GamingIsLove.ORKFramework.AttackModifierAttributeSelection.modifier;Attack Modifier;Select the attack modifier that will be used.
GamingIsLove.ORKFramework.AttackModifierAttributeSelection.index;Attribute;Select the attribute that will be used.
GamingIsLove.ORKFramework.AttackModifierAttributeSetting.startValue;Start Value;"The start value of this attribute.
Can be overridden by classes and combatants."
GamingIsLove.ORKFramework.AttackModifierAttributeSetting.ownRefreshColors;Own Refresh Colors;"This attribute overrides the text colors of refresh flying texts.
The text color is added as a text code at the start of the text."
GamingIsLove.ORKFramework.AttackModifierAttributeSetting.refreshColor;Text Color;The color used for the text.
GamingIsLove.ORKFramework.AttackModifierAttributeSetting.ownDamageColors;Own Damage Colors;"This attribute overrides the text colors of damage flying texts.
The text color is added as a text code at the start of the text."
GamingIsLove.ORKFramework.AttackModifierAttributeSetting.damageColor;Text Color;The color used for the text.
GamingIsLove.ORKFramework.AttackModifierAttributeSetting.ownImmunityFlyingText;Own Flying Text;Override the attack modifier's immunity flying text.
GamingIsLove.ORKFramework.AttackModifierAttributeSetting.ownStrengthFlyingText;Own Flying Text;Override the attack modifier's strength flying text.
GamingIsLove.ORKFramework.AttackModifierAttributeSetting.ownWeaknessFlyingText;Own Flying Text;Override the attack modifier's weakness flying text.
GamingIsLove.ORKFramework.AttackModifierAttributeSetting.ownRecoveryFlyingText;Own Flying Text;Override the attack modifier's recovery flying text.
GamingIsLove.ORKFramework.AttackModifierAttributeSetting.ownBonusDisplay;Own Bonus Display;This attack modifier attribute overrides the default 'Bonus Display' for attack modifiers defined in 'UI > Text Display Settings'.
GamingIsLove.ORKFramework.AttackModifierMultiplier.modifier;Attack Modifier;Select attack modifier that will be multiplied.
GamingIsLove.ORKFramework.AttackModifierMultiplier.multiplier;Multiplier;The initial attack modifiers of all members of this faction will be multiplied by this number.
GamingIsLove.ORKFramework.AttackModifierSetting.minValue;Minimum Value;The minimum value possible for this attack modifier's attributes.
GamingIsLove.ORKFramework.AttackModifierSetting.maxValue;Maximum Value;The maximum value possible for this attack modifier's attributes
GamingIsLove.ORKFramework.AttackModifierSetting.strengthDisplay;Strength Display (0-100);"Define the value this attack modifier's attribute must be below to be recognized as a strength.
Strengths can be displayed in HUDs and must be between 0 and 100, i.e. damage received will be below 100 % (but above 0 %)."
GamingIsLove.ORKFramework.AttackModifierSetting.weaknessDisplay;Weakness Display (>100);"Define the value this attack modifier's attribute must be above to be recognized as a weakness.
Weaknesses can be displayed in HUDs and must be above 100, i.e. damage received will be above 100 %."
GamingIsLove.ORKFramework.AttackModifierSetting.recoveryDisplay;Recovery Display (<0);"Define the value this attack modifier's attribute must be below to be recognized as a recovery.
Recoveries can be displayed in HUDs and must be below 0, i.e. damage received will be negative, healing instead of damaging."
GamingIsLove.ORKFramework.AttackModifierSetting.ownValueFormat;Own Value Format;This attack modifier overrides the default value format defined in the text display settings.
GamingIsLove.ORKFramework.AttackModifierSetting.ownChangeFormat;Own Change Format;This attack modifier overrides the default value change format defined in the text display settings.
GamingIsLove.ORKFramework.AttackModifierSetting.previewOwnNoChangeValueText;Own No Change Value Text;This attack modifier overrides the default 'No Change Value Text' defined in the preview settings in 'UI > Text Display Settings'.
GamingIsLove.ORKFramework.AttackModifierSetting.previewUseNoChangeValueText;No Change Value Text;"Use a text to replace the current value of this attack modifier when displaying a preview that doesn't change this attack modifier.
This will replace the '' text code in 'Attack Modifier' HUD elements."
GamingIsLove.ORKFramework.AttackModifierSetting.previewNoChangeValueText;No Change Value Text;"This text replaces the current value of this attack modifier when displaying a preview that doesn't change this attack modifier.
This will replace the '' text code in 'Attack Modifier' HUD elements."
GamingIsLove.ORKFramework.AttackModifierSetting.previewOwnNoChangeChangeText;Own No Change Change Text;This attack modifier overrides the default 'No Change Change Text' defined in the preview settings in 'UI > Text Display Settings'.
GamingIsLove.ORKFramework.AttackModifierSetting.previewUseNoChangeChangeText;No Change Change Text;"Use a text to replace the change value of this attack modifier when displaying a preview that doesn't change this attack modifier.
This will replace the '' text code in 'Attack Modifier' HUD elements."
GamingIsLove.ORKFramework.AttackModifierSetting.previewNoChangeChangeText;No Change Change Text;"This text replaces the change value of this attack modifier when displaying a preview that doesn't change this attack modifier.
This will replace the '' text code in 'Attack Modifier' HUD elements."
GamingIsLove.ORKFramework.AttackModifierStartValue.startValue;Start Value;Set the start value of the attack modifier attribute.
GamingIsLove.ORKFramework.DefenceModifierAttributeSelection.modifier;Defence Modifier;Select the defence modifier that will be used.
GamingIsLove.ORKFramework.DefenceModifierAttributeSelection.index;Attribute;Select the attribute that will be used.
GamingIsLove.ORKFramework.DefenceModifierAttributeSetting.startValue;Start Value;"The start value of this attribute.
Can be overridden by classes and combatants."
GamingIsLove.ORKFramework.DefenceModifierAttributeSetting.ownImmunityFlyingText;Own Flying Text;Override the defence modifier's immunity flying text.
GamingIsLove.ORKFramework.DefenceModifierAttributeSetting.ownBonusDisplay;Own Bonus Display;This defence modifier attribute overrides the default 'Bonus Display' for defence modifiers defined in 'UI > Text Display Settings'.
GamingIsLove.ORKFramework.DefenceModifierMultiplier.modifier;Defence Modifier;Select defence modifier that will be multiplied.
GamingIsLove.ORKFramework.DefenceModifierMultiplier.multiplier;Multiplier;The initial defence modifiers of all members of this faction will be multiplied by this number.
GamingIsLove.ORKFramework.DefenceModifierSetting.minValue;Minimum Value;The minimum value possible for this defence modifier's attributes.
GamingIsLove.ORKFramework.DefenceModifierSetting.maxValue;Maximum Value;The maximum value possible for this defence modifier's attributes
GamingIsLove.ORKFramework.DefenceModifierSetting.strengthDisplay;Strength Display (>100);"Define the value this defence modifier's attribute must be above to be recognized as a strength.
Strengths can be displayed in HUDs and must be above 100, i.e. damage given will be above 100 %."
GamingIsLove.ORKFramework.DefenceModifierSetting.weaknessDisplay;Weakness Display (0-100);"Define the value this defence modifier's attribute must be below to be recognized as a weakness.
Weaknesses can be displayed in HUDs and must be between 0 and 100, i.e. damage given will be below 100 % (but above 0 %)."
GamingIsLove.ORKFramework.DefenceModifierSetting.recoveryDisplay;Recovery Display (<0);"Define the value this defence modifier's attribute must be below to be recognized as a recovery.
Recoveries can be displayed in HUDs and must be below 0, i.e. damage given will be negative, healing instead of damaging."
GamingIsLove.ORKFramework.DefenceModifierSetting.ownValueFormat;Own Number Format;This defence modifier overrides the default value format defined in the text display settings.
GamingIsLove.ORKFramework.DefenceModifierSetting.ownChangeFormat;Own Change Format;This defence modifier overrides the default value change format defined in the text display settings.
GamingIsLove.ORKFramework.DefenceModifierSetting.previewOwnNoChangeValueText;Own No Change Value Text;This defence modifier overrides the default 'No Change Value Text' defined in the preview settings in 'UI > Text Display Settings'.
GamingIsLove.ORKFramework.DefenceModifierSetting.previewUseNoChangeValueText;No Change Value Text;"Use a text to replace the current value of this defence modifier when displaying a preview that doesn't change this defence modifier.
This will replace the '' text code in 'Defence Modifier' HUD elements."
GamingIsLove.ORKFramework.DefenceModifierSetting.previewNoChangeValueText;No Change Value Text;"This text replaces the current value of this defence modifier when displaying a preview that doesn't change this defence modifier.
This will replace the '' text code in 'Defence Modifier' HUD elements."
GamingIsLove.ORKFramework.DefenceModifierSetting.previewOwnNoChangeChangeText;Own No Change Change Text;This defence modifier overrides the default 'No Change Change Text' defined in the preview settings in 'UI > Text Display Settings'.
GamingIsLove.ORKFramework.DefenceModifierSetting.previewUseNoChangeChangeText;No Change Change Text;"Use a text to replace the change value of this defence modifier when displaying a preview that doesn't change this defence modifier.
This will replace the '' text code in 'Defence Modifier' HUD elements."
GamingIsLove.ORKFramework.DefenceModifierSetting.previewNoChangeChangeText;No Change Change Text;"This text replaces the change value of this defence modifier when displaying a preview that doesn't change this defence modifier.
This will replace the '' text code in 'Defence Modifier' HUD elements."
GamingIsLove.ORKFramework.DefenceModifierStartValue.startValue;Start Value;Set the start value of the defence modifier attribute.
GamingIsLove.ORKFramework.StatusValueModifierChange.useEffectModifiers;Use Effect Modifiers;"Select if attack modifiers from status effects and equipment will change the attack modifiers defined here:
- None: Doesn't use status effect modifiers.
- Add: Only adds not defined modifiers.
- Replace: Only replaces defined modifiers.
- Add Replace: Adds not defined modifiers and replaces defined modifiers.
Note: Replacing will only replace a defined modifier if an effect sets that modifier."
GamingIsLove.ORKFramework.StatusValueModifierChange.atkCalculationType;Damage Calculation Type;"Select how attack modifier damage is calculated (e.g. 100 damage, 1 attribute with 150% > * 1.5, one with 50% > * 0.5):
- Continuously: Damage is calculated on the same value, e.g.: 100 * 1.5 * 0.5 = 75
- Per Attribute: Damage is calculated per attribute, e.g.: 100 * 1.5 + 100 * 0.5 = 200
- Per Attribute Divided: Like 'Per Attribute', but divided by the number of used attributes, e.g.: (100 * 1.5 + 100 * 0.5) / 2 = 100
- Highest: Uses the highest value attribute (i.e. highest change value), e.g.: 100 * 1.5 = 150
- Lowest: Uses the lowest value attribute (i.e. lowest change value), e.g.: 100 * 0.5 = 50"
GamingIsLove.ORKFramework.StatusValueModifierChange.defCalculationType;Damage Calculation Type;"Select how defence modifier damage is calculated (e.g. 100 damage after attack modifiers, 1 attribute with 150% > * 1.5, one with 50% > * 0.5):
- Continuously: Damage is calculated on the same value, e.g.: 100 * 1.5 * 0.5 = 75
- Per Attribute: Damage is calculated per attribute, e.g.: 100 * 1.5 + 100 * 0.5 = 200
- Per Attribute Divided: Like 'Per Attribute', but divided by the number of used attributes, e.g.: (100 * 1.5 + 100 * 0.5) / 2 = 100
- Highest: Uses the highest value attribute (i.e. highest change value), e.g.: 100 * 1.5 = 150
- Lowest: Uses the lowest value attribute (i.e. lowest change value), e.g.: 100 * 0.5 = 50"
GamingIsLove.ORKFramework.StatusValueModifierChange.ignoreDefendeModifier;Defence Modifier;Select the defence modifier that will be ignored.
GamingIsLove.ORKFramework.PreviewSettings.tooltipPreview;Tooltip Preview;Hovering the cursor over a choice or shortcut that provides a tooltip will update the preview for combatants.
GamingIsLove.ORKFramework.PreviewSettings.dragPreview;Drag Preview;Dragging a choice or shortcut will update the preview for combatants.
GamingIsLove.ORKFramework.PreviewSettings.actionSelectionPreview;Action Selection Preview;The action selection in the battle menu will update the preview for combatants.
GamingIsLove.ORKFramework.PreviewSettings.targetSelectionPreview;Target Selection Preview;The target selection will update the preview for combatants.
GamingIsLove.ORKFramework.PreviewSettings.overruleSelectionPreviews;Overrule Selection Previews;Selection previews (e.g. during target selection or grid move selection) can be overruled by other previews (e.g. from a tooltip when hovering over a shortcut bar).
GamingIsLove.ORKFramework.PreviewSettings.uiHidesSelectionPreviews;UI Hides Selection Previews;Selection previews (e.g. during target selection or grid move selection) are hidden while the cursor is over a UI (e.g. a HUD).
GamingIsLove.ORKFramework.PreviewSettings.onlyPlayerGroup;Only Player Group;"Only the player group will have status previews.
If disabled, you can also have status previews for other combatants based on defined settings.
Please note that the player group will always have status previews."
GamingIsLove.ORKFramework.PreviewSettings.isEnemy;Enemy Combatants;"Enemy combatants will have status previews:
- Yes: Only enemy combatants.
- No: Only allied combatants.
- Ignore: All combatants."
GamingIsLove.ORKFramework.PreviewSettings.isDead;Dead Combatants;"Dead combatants will have status previews:
- Yes: Only dead combatants.
- No: Only alive combatants.
- Ignore: All combatants."
GamingIsLove.ORKFramework.PreviewSettings.inBattle;Combatants In Battle;"Combatants currently in battle will have status previews:
- Yes: Only combatants in battle.
- No: Only combatants out of battle.
- Ignore: All combatants."
GamingIsLove.ORKFramework.PreviewSettings.othersPreviewAbilities;Preview Abilities;Ability previews are displayed for other combatants than the player group.
GamingIsLove.ORKFramework.PreviewSettings.othersPreviewItems;Preview Items;Item previews are displayed for other combatants than the player group.
GamingIsLove.ORKFramework.PreviewSettings.othersPreviewEquipment;Preview Equipment;Equipment previews are displayed for other combatants than the player group.
GamingIsLove.ORKFramework.PreviewSettings.abilityUseCosts;Ability Use Costs;The use costs of abilities will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.abilityActionCost;Ability Action Cost;The action cost changes (i.e. actions per turn in 'Turn Based' and 'Phase' battles) will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.abilityUserChanges;Ability User Changes;The user status changes of abilities will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.abilityTargetChanges;Ability Target Changes;The target status changes of abilities will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.abilityCriticalChanges;Ability Critical Changes;The critical user/target status changes of abilities will be displayed if the normal changes didn't change anything.
GamingIsLove.ORKFramework.PreviewSettings.itemUseCosts;Item Use Costs;The use costs of items will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.itemActionCost;Item Action Cost;The action cost changes (i.e. actions per turn in 'Turn Based' and 'Phase' battles) will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.itemUserChanges;Item User Changes;The user status changes of items will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.itemTargetChanges;Item Target Changes;The target status changes of items will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.itemCriticalChanges;Item Critical Changes;The critical user/target status changes of items will be displayed if the normal changes didn't change anything.
GamingIsLove.ORKFramework.PreviewSettings.defendActionCost;Defend Action Cost;The defend action cost changes (i.e. actions per turn in 'Turn Based' and 'Phase' battles) will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.escapeActionCost;Escape Action Cost;The escape action cost changes (i.e. actions per turn in 'Turn Based' and 'Phase' battles) will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.noneActionCost;None Action Cost;The none (do nothing) action cost changes (i.e. actions per turn in 'Turn Based' and 'Phase' battles) will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.gridMoveActionCost;Grid Move Action Cost;The grid move action cost changes (i.e. actions per turn in 'Turn Based' and 'Phase' battles) will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.gridMoveMoveCost;Grid Move Move Cost;The grid move move cost changes will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.gridMoveStatusValueCost;Grid Move Status Value Cost;The grid move status value cost changes will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.changeMemberActionCost;Change Member Action Cost;The change member action cost changes (i.e. actions per turn in 'Turn Based' and 'Phase' battles) will be displayed by the preview.
GamingIsLove.ORKFramework.PreviewSettings.blinkPreview;Blink Preview;Displayed preview values will blink between the actual value and the preview value in a defined amount of time.
GamingIsLove.ORKFramework.PreviewSettings.blinkTime;Blink Time (s);The time in seconds before switching between actual value and preview value.
GamingIsLove.ORKFramework.PreviewSettings.blinkStartWithPreview;Start With Preview;"Blinking starts with the preview values.
If disabled, blinking starts with the current values."
GamingIsLove.ORKFramework.PreviewSettings.blinkTargetCursorOverReset;Target Cursor Over Reset;"Hovering the cursor over a target in battle will reset blinking to start from the current value.
Only used if cursor over is used in any form, e.g. when using cursor over selection in target selections."
GamingIsLove.ORKFramework.PreviewSettings.minMaxRangeText;Min/Max Range Text;"The default text used for displaying a preview with a minimum and maximum value.
This is e.g. used for previewing abilities using 'Min/Max Preview'."
GamingIsLove.ORKFramework.PreviewSettings.svUseNoChangeValueText;No Change Value Text;"Use a text to replace the current value of a status value when displaying a preview that doesn't change the status value.
This will replace the '' text code in 'Status Value' HUD elements."
GamingIsLove.ORKFramework.PreviewSettings.svNoChangeValueText;No Change Value Text;"This text replaces the current value of a status value when displaying a preview that doesn't change the status value.
This will replace the '' text code in 'Status Value' HUD elements."
GamingIsLove.ORKFramework.PreviewSettings.svUseNoChangeChangeText;No Change Change Text;"Use a text to replace the change value of a status value when displaying a preview that doesn't change the status value.
This will replace the '' text code in 'Status Value' HUD elements."
GamingIsLove.ORKFramework.PreviewSettings.svNoChangeChangeText;No Change Change Text;"This text replaces the change value of a status value when displaying a preview that doesn't change the status value.
This will replace the '' text code in 'Status Value' HUD elements."
GamingIsLove.ORKFramework.PreviewSettings.attackModifierUseNoChangeValueText;No Change Value Text;"Use a text to replace the current value of an attack modifier attribute when displaying a preview that doesn't change the attack modifier attribute.
This will replace the '' text code in 'Attack Modifier' HUD elements."
GamingIsLove.ORKFramework.PreviewSettings.attackModifierNoChangeValueText;No Change Value Text;"This text replaces the current value of an attack modifier attribute when displaying a preview that doesn't change the attack modifier attribute.
This will replace the '' text code in 'Attack Modifier' HUD elements."
GamingIsLove.ORKFramework.PreviewSettings.attackModifierUseNoChangeChangeText;No Change Change Text;"Use a text to replace the change value of an attack modifier attribute when displaying a preview that doesn't change the attack modifier attribute.
This will replace the '' text code in 'Attack Modifier' HUD elements."
GamingIsLove.ORKFramework.PreviewSettings.attackModifierNoChangeChangeText;No Change Change Text;"This text replaces the change value of an attack modifier attribute when displaying a preview that doesn't change the attack modifier attribute.
This will replace the '' text code in 'Attack Modifier' HUD elements."
GamingIsLove.ORKFramework.PreviewSettings.defenceModifierUseNoChangeValueText;No Change Value Text;"Use a text to replace the current value of a defence modifier attribute when displaying a preview that doesn't change the defence modifier attribute.
This will replace the '' text code in 'Defence Modifier' HUD elements."
GamingIsLove.ORKFramework.PreviewSettings.defenceModifierNoChangeValueText;No Change Value Text;"This text replaces the current value of a defence modifier attribute when displaying a preview that doesn't change the defence modifier attribute.
This will replace the '' text code in 'Defence Modifier' HUD elements."
GamingIsLove.ORKFramework.PreviewSettings.defenceModifierUseNoChangeChangeText;No Change Change Text;"Use a text to replace the change value of a defence modifier attribute when displaying a preview that doesn't change the defence modifier attribute.
This will replace the '' text code in 'Defence Modifier' HUD elements."
GamingIsLove.ORKFramework.PreviewSettings.defenceModifierNoChangeChangeText;No Change Change Text;"This text replaces the change value of a defence modifier attribute when displaying a preview that doesn't change the defence modifier attribute.
This will replace the '' text code in 'Defence Modifier' HUD elements."
GamingIsLove.ORKFramework.SimpleStatusChangeType.type;Change Type;Select the type of this status change:
GamingIsLove.ORKFramework.AnimationSimpleStatusChangeType;Animation;Plays an animation type on the combatant.
GamingIsLove.ORKFramework.AnimationSimpleStatusChangeType.animationType;Animation Type;Select the animation type that will be played on the combatant.
GamingIsLove.ORKFramework.InventoryAddSimpleStatusChangeType;Inventory Add;Adds an item to the combatant's inventory.
GamingIsLove.ORKFramework.InventoryAddSimpleStatusChangeType.showNotification;Show Notification;Adding the item to the inventory will display a notification.
GamingIsLove.ORKFramework.InventoryAddSimpleStatusChangeType.showConsole;Show Console;Adding the item to the inventory will be displayed in the console.
GamingIsLove.ORKFramework.InventoryRemoveSimpleStatusChangeType;Inventory Remove;Removes an item from the combatant's inventory.
GamingIsLove.ORKFramework.InventoryRemoveSimpleStatusChangeType.showNotification;Show Notification;Removing the item from the inventory will display a notification.
GamingIsLove.ORKFramework.InventoryRemoveSimpleStatusChangeType.showConsole;Show Console;Removing the item from the inventory will be displayed in the console.
GamingIsLove.ORKFramework.SchematicSimpleStatusChangeType;Schematic;Uses a schematic.
GamingIsLove.ORKFramework.SchematicSimpleStatusChangeType.schematicAsset;Schematic Asset;"Select the schematic asset that will be used.
The combatant will be used as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.StatusEffectSimpleStatusChangeType;Status Effect;Changes status effects.
GamingIsLove.ORKFramework.StatusValueSimpleStatusChangeType;Status Value;Changes a status value.
GamingIsLove.ORKFramework.StatusValueSimpleStatusChangeType.status;Status Value;Select the status value that will be changed.
GamingIsLove.ORKFramework.StatusValueSimpleStatusChangeType.ignoreLimit;Ignore Limit;Ignore the damage/refresh limits of 'Consumable' type status values.
GamingIsLove.ORKFramework.StatusValueSimpleStatusChangeType.ignoreBarrier;Ignore Barrier;"Ignore the barrier values of 'Consumable' type status values and target the status value directly.
If disabled, any barrier status values will first try to consume damage."
GamingIsLove.ORKFramework.StatusValueSimpleStatusChangeType.ignoreStatusChangeModifier;Ignore Change Modifier;"Ignore the status change modifier of the combatant's status value (i.e. uses 100 % modifier).
If disabled, status change modifier bonuses will be used."
GamingIsLove.ORKFramework.StatusValueSimpleStatusChangeType.showFlyingText;Show Flying Text;"The status value's change flying text will be displayed (if defined).
If disabled, the no flying text will appear (e.g. use this for 'Use Costs' of abilities)."
GamingIsLove.ORKFramework.StatusValueSimpleStatusChangeType.showConsole;Show Console;"The status value's change will be displayed in the console (if used).
If disabled, no notification will appear (e.g. use this for 'Use Costs' of abilities)."
GamingIsLove.ORKFramework.StatusValueSimpleStatusChangeType.simpleOperator;Operator;"Decides how the status value will be changed.
- Add: The value will be added to the status value.
- Sub: The value will be subtracted from the status value.
- Set: The status value will be set to the value."
GamingIsLove.ORKFramework.StatusValueSimpleStatusChangeType.changeIn;Change In;"Either use the value in percent or the defined value.
'Consumable' type status values use their maximum status value to calculate the percent value."
GamingIsLove.ORKFramework.StatusValueSimpleStatusChangeType.changeValue;Change Value;"The value used to change the status value.
For 'Percent', this value defines the percent of the status value's maximum value that will be used."
GamingIsLove.ORKFramework.StatusValueSimpleStatusChangeType.rounding;Rounding;"Rounds the change value:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.TaggedMachineSimpleStatusChangeType;Tagged Machine;Starts a 'Tagged Machine' component on the combatant's game object.
GamingIsLove.ORKFramework.TaggedMachineSimpleStatusChangeType.scope;Scope;"Select the scope of tagged machines that will be used:
- Single: A single tagged machine attached to the game object.
- In Children: A single tagged machine attached to the game object or any child object.
- In Parent: A single tagged machine attached to the game object or any parent object.
- From Root: A single tagged machine attached to the game object's root or any child object (from the root).
- All: All tagged machines attached to the game object.
- All In Children: All tagged machines attached to the game object and child objects.
- All In Parent: All tagged machines attached to the game object and parent objects.
- All From Root: All tagged machines attached to the game object's root and child objects (from the root)."
GamingIsLove.ORKFramework.TaggedMachineSimpleStatusChangeType.needed;Needed;Either all or only one of the tags must match.
GamingIsLove.ORKFramework.TaggedMachineSimpleStatusChangeType.tag;Tag;"Define the tag that will be used to start 'Tagged Machine' components.
If the tags of the machine match this tag (and its conditions are valid), it will be started."
GamingIsLove.ORKFramework.UseGlobalCustomSettingsSimpleStatusChangeType;Use Global Custom Settings;"Uses defined global custom settings.
Forwards the combatant as user and target to the 'Use' function (no variables or selected data are forwarded)."
GamingIsLove.ORKFramework.UseGlobalCustomSettingsSimpleStatusChangeType.customSettings;Global Custom Settings;Select the global custom settings that will be used.
GamingIsLove.ORKFramework.UseGlobalCustomSettingsSimpleStatusChangeType.info;Info;"Define the info text that will be passed to the custom setting's 'Use' function.
This can e.g. be used to perform different tasks in the function based on the passed on value."
GamingIsLove.ORKFramework.VariableSimpleStatusChangeType;Variable;Changes variables.
GamingIsLove.ORKFramework.ActionCalculationSchematicSettings.preSchematicAsset;Pre Calculation Schematic Asset;"Select the schematic asset that will be performed before calculating the action's outcome.
For the user: The user will be used as 'Machine Object', the target(s) as 'Starting Object'.
For the target: The individual target will be used as 'Machine Object', the user as 'Starting Object'."
GamingIsLove.ORKFramework.ActionCalculationSchematicSettings.postSchematicAsset;Post Calculation Schematic Asset;"Select the schematic asset that will be performed after calculating the action's outcome.
For the user: The user will be used as 'Machine Object', the target(s) as 'Starting Object'.
For the target: The individual target will be used as 'Machine Object', the user as 'Starting Object'."
GamingIsLove.ORKFramework.AutoDamageMultipliers.useSingleTargetMultiplier;Use Single Target Multiplier;"Use a damage multiplier when calculating the outcome with a single target.
The multiplier will be multiplied with the already provided damage multiplier - e.g. use 1 for same value, 2 for double or 0.5 for half."
GamingIsLove.ORKFramework.AutoDamageMultipliers.singleTargetMultiplier;Single Target Multiplier;"Define the damage multiplier that'll be used when calculating the outcome with a single target.
The multiplier will be multiplied with the already provided damage multiplier - e.g. use 1 for same value, 2 for double or 0.5 for half."
GamingIsLove.ORKFramework.AutoDamageMultipliers.useMultiTargetMultiplier;Use Multi Target Multiplier;"Use a damage multiplier when calculating the outcome with more than one target.
The multiplier will be multiplied with the already provided damage multiplier - e.g. use 1 for same value, 2 for double or 0.5 for half."
GamingIsLove.ORKFramework.AutoDamageMultipliers.multiTargetMultiplier;Multi Target Multiplier;"Define the damage multiplier that'll be used when calculating the outcome with more than one target.
The multiplier will be multiplied with the already provided damage multiplier - e.g. use 1 for same value, 2 for double or 0.5 for half."
GamingIsLove.ORKFramework.BlockStatusChange.blockChangesAttacks;Block Attack Changes;The status changes of base attacks will be blocked completly when used against the combatant (target changes).
GamingIsLove.ORKFramework.BlockStatusChange.blockChangesAbilities;Block Abilities Changes;"The status changes of any ability will be blocked completely when used against the combatant (target changes).
If disabled, you can optionally define abilities and ability types that will be blocked."
GamingIsLove.ORKFramework.BlockStatusChange.blockChangesItems;Block Items Changes;"The status changes of any item will be blocked completely when used against the combatant (target changes).
If disabled, you can optionally define items and item types that will be blocked."
GamingIsLove.ORKFramework.StatusChange.cancelCasts;Cancel Casting;"If the combatant is currently casting an action (and it's cancelable), the cast is canceled.
Casting can also be canceled by status changes individually."
GamingIsLove.ORKFramework.StatusChange.cancelActions;Cancel Action;"If the combatant is currently using an action (and it's use is cancelable), the action is canceled.
Actions can also be canceled by status changes individually."
GamingIsLove.ORKFramework.StatusChange.blockable;Blockable;"The status changes can be blocked (decided by the combatants block chance).
If the combatant blocks, all status value and status effect changes will be blocked.
Status changes can also be blocked individually."
GamingIsLove.ORKFramework.StatusChange.useAttackEffects;Use Attack Effects;"Use the user's attack status effects on the target.
Attack status effects can come from status effects, equipment, passive abilities, combatants and classes.
For use costs, the user is also the target."
GamingIsLove.ORKFramework.StatusChange.useDefenceEffects;Use Defence Effects;"Use the target's defence status effects on the user.
Defence status effects can come from status effects, equipment, passive abilities, combatants and classes.
For use costs, the user is also the target."
GamingIsLove.ORKFramework.ActionBarStatusChangeType;Action Bar;"Changes the action bar.
In 'Turn Based Battles' and 'Phase Battles', this will change the actions per turn of the combatant.
In 'Active Time Battles', this will change the timebar of the combatant."
GamingIsLove.ORKFramework.ActionBarStatusChangeType.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.ActionBarStatusChangeType.rounding;Result Rounding;"Rounds the result of the action bar change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.ActionBarStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status value change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.AnimationStatusChangeType;Animation;Plays an animation type on the combatant.
GamingIsLove.ORKFramework.AnimationStatusChangeType.animationType;Animation Type;Select the animation type that will be played on the combatant.
GamingIsLove.ORKFramework.AnimationStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status value change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.InventoryAddStatusChangeType;Inventory Add;Adds an item to the combatant's inventory.
GamingIsLove.ORKFramework.InventoryAddStatusChangeType.showNotification;Show Notification;Adding the item to the inventory will display a notification.
GamingIsLove.ORKFramework.InventoryAddStatusChangeType.showConsole;Show Console;Adding the item to the inventory will be displayed in the console.
GamingIsLove.ORKFramework.InventoryAddStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status value change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.InventoryRemoveStatusChangeType;Inventory Remove;Removes an item from the combatant's inventory.
GamingIsLove.ORKFramework.InventoryRemoveStatusChangeType.showNotification;Show Notification;Removing the item from the inventory will display a notification.
GamingIsLove.ORKFramework.InventoryRemoveStatusChangeType.showConsole;Show Console;Removing the item from the inventory will be displayed in the console.
GamingIsLove.ORKFramework.InventoryRemoveStatusChangeType.exceedUseCost;Exceed Use Cost;"Use costs can exceed the item's available quantity in the inventory.
The combatant can use the action even if not enough of the item is in the user's inventory.
This is only used by use cost checks."
GamingIsLove.ORKFramework.InventoryRemoveStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status value change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.MoveRangeStatusChangeType;Move Range;Changes the grid move range.
GamingIsLove.ORKFramework.MoveRangeStatusChangeType.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.MoveRangeStatusChangeType.rounding;Result Rounding;"Rounds the result of the move range change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.MoveRangeStatusChangeType.exceedMaxRange;Exceed Max Range;"The new value can exceed the maximum grid move range of the combatant.
The maximum grid move range will be adjusted to the new value.
If disabled, the grid move range can only reach the current maximum value."
GamingIsLove.ORKFramework.MoveRangeStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status value change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.SchematicStatusChangeType;Schematic;Uses a schematic.
GamingIsLove.ORKFramework.SchematicStatusChangeType.schematicAsset;Schematic Asset;"Select the schematic asset that will be used.
The user will be used as 'Machine Object', the target will be used as 'Starting Object', the action is available as (local) selected data via the key 'action'.
The schematic will perform per target, with and without using an actual action (i.e. battle animations) and shares local variables and selected data with schematics animating the action."
GamingIsLove.ORKFramework.SchematicStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status value change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.StatusChangeType.type;Change Type;Select the type of this status change:
GamingIsLove.ORKFramework.StatusEffectStatusChangeType;Status Effect;Changes status effects.
GamingIsLove.ORKFramework.StatusValueStatusChangeType;Status Value;Changes a status value.
GamingIsLove.ORKFramework.StatusValueStatusChangeType.status;Status Value;Select the status value that will be changed.
GamingIsLove.ORKFramework.StatusValueStatusChangeType.ignoreLimit;Ignore Limit;Ignore the damage/refresh limits of 'Consumable' type status values.
GamingIsLove.ORKFramework.StatusValueStatusChangeType.ignoreBarrier;Ignore Barrier;"Ignore the barrier values of 'Consumable' type status values and target the status value directly.
If disabled, any barrier status values will first try to consume damage."
GamingIsLove.ORKFramework.StatusValueStatusChangeType.ignoreStatusChangeModifier;Ignore Change Modifier;"Ignore the status change modifier of the combatant's status value (i.e. uses 100 % modifier).
If disabled, status change modifier bonuses will be used."
GamingIsLove.ORKFramework.StatusValueStatusChangeType.exceedUseCost;Exceed Use Cost;"Use costs can exceed the status value's available amount.
The combatant can use the action even if the value of the status value isn't high enough.
E.g. user has 100 MP and use cost is 120, the ability can still be used.
This is only used by use cost checks."
GamingIsLove.ORKFramework.StatusValueStatusChangeType.showFlyingText;Show Flying Text;"The status value's change flying text will be displayed (if defined).
If disabled, the no flying text will appear (e.g. use this for 'Use Costs' of abilities)."
GamingIsLove.ORKFramework.StatusValueStatusChangeType.showConsole;Show Console;"The status value's change will be displayed in the console (if used).
If disabled, no notification will appear (e.g. use this for 'Use Costs' of abilities)."
GamingIsLove.ORKFramework.StatusValueStatusChangeType.simpleOperator;Operator;"Decides how the status value will be changed.
- Add: The value will be added to the status value.
- Sub: The value will be subtracted from the status value.
- Set: The status value will be set to the value."
GamingIsLove.ORKFramework.StatusValueStatusChangeType.changeValue;Change Value;"The value used to change the status value.
For 'Percent', this value defines the percent of the status value's maximum value that will be used."
GamingIsLove.ORKFramework.StatusValueStatusChangeType.useMinMaxPreview;Use Min/Max Preview;"Define values for minimum and maximum change that will be displayed for status change previews and use costs.
E.g. use this when using a formula or random value to be able to display a value range.
If disabled, uses the defined change value."
GamingIsLove.ORKFramework.StatusValueStatusChangeType.previewMinValue;Preview Minimum Value;The minimum preview value that will be displayed.
GamingIsLove.ORKFramework.StatusValueStatusChangeType.previewMaxValue;Preview Maximum Value;The maximum preview value that will be displayed.
GamingIsLove.ORKFramework.StatusValueStatusChangeType.efficiency;Efficiency;"The value will be multiplied by this number before used on a status value.
E.g. 1.5 will increase the value by 50 %."
GamingIsLove.ORKFramework.StatusValueStatusChangeType.changeIn;Change In;"Either use the value in percent or the defined value.
'Consumable' type status values use their maximum status value to calculate the percent value."
GamingIsLove.ORKFramework.StatusValueStatusChangeType.rounding;Rounding;"Rounds the change value:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.StatusValueStatusChangeType.cancelCasts;Cancel Casting;If the combatant is currently casting an action (and it's cancelable), the cast is canceled.
GamingIsLove.ORKFramework.StatusValueStatusChangeType.cancelActions;Cancel Action;If the combatant is currently using an action (and it's use is cancelable), the action is canceled.
GamingIsLove.ORKFramework.StatusValueStatusChangeType.blockable;Blockable;This status value change can be blocked (decided by the combatants block chance).
GamingIsLove.ORKFramework.StatusValueStatusChangeType.ignoreDefend;Ignore Defend;The ability ignores if the combatant is currently defending.
GamingIsLove.ORKFramework.StatusValueStatusChangeType.useAbsorbEffect;Use Absorb Effect;Absorb settings from status effects will be used to absorb damage dealt by this ability/item.
GamingIsLove.ORKFramework.StatusValueStatusChangeType.absorb;Absorb Damage;The user of the ability/item absorbs the dealt damage.
GamingIsLove.ORKFramework.StatusValueStatusChangeType.useModifierChanges;Use Modifier Changes;Use attack/defence modifiers to influence the change value.
GamingIsLove.ORKFramework.StatusValueStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status value change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.TaggedMachineStatusChangeType;Tagged Machine;"Starts a 'Tagged Machine' component on the combatant's game object.
The user is the 'Starting Object' of the tagged machine's schematic."
GamingIsLove.ORKFramework.TaggedMachineStatusChangeType.scope;Scope;"Select the scope of tagged machines that will be used:
- Single: A single tagged machine attached to the game object.
- In Children: A single tagged machine attached to the game object or any child object.
- In Parent: A single tagged machine attached to the game object or any parent object.
- From Root: A single tagged machine attached to the game object's root or any child object (from the root).
- All: All tagged machines attached to the game object.
- All In Children: All tagged machines attached to the game object and child objects.
- All In Parent: All tagged machines attached to the game object and parent objects.
- All From Root: All tagged machines attached to the game object's root and child objects (from the root)."
GamingIsLove.ORKFramework.TaggedMachineStatusChangeType.needed;Needed;Either all or only one of the tags must match.
GamingIsLove.ORKFramework.TaggedMachineStatusChangeType.tag;Tag;"Define the tag that will be used to start 'Tagged Machine' components.
If the tags of the machine match this tag (and its conditions are valid), it will be started."
GamingIsLove.ORKFramework.TaggedMachineStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status value change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.UseCustomSettingsStatusChangeType;Use Custom Settings;"Uses custom settings of this ability/item, the user or target.
Forwards the user, target, variables and selected data used for the calculation to the 'Use' function."
GamingIsLove.ORKFramework.UseCustomSettingsStatusChangeType.useSource;Use Source;"Select the source of the custom settings that will be used:
- Source: This ability/item's custom settings.
- User: The user combatant's custom settings.
- Target: The target combatant's custom settings."
GamingIsLove.ORKFramework.UseCustomSettingsStatusChangeType.key;Settings Key;"Define the settings key that will be used.
Only custom settings of a matching key will be used."
GamingIsLove.ORKFramework.UseCustomSettingsStatusChangeType.info;Info;"Define the info text that will be passed to the custom setting's 'Use' function.
This can e.g. be used to perform different tasks in the function based on the passed on value."
GamingIsLove.ORKFramework.UseCustomSettingsStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status value change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.UseGlobalCustomSettingsStatusChangeType;Use Global Custom Settings;"Uses defined global custom settings.
Forwards the user, target, variables and selected data used for the calculation to the 'Use' function."
GamingIsLove.ORKFramework.UseGlobalCustomSettingsStatusChangeType.customSettings;Global Custom Settings;Select the global custom settings that will be used.
GamingIsLove.ORKFramework.UseGlobalCustomSettingsStatusChangeType.info;Info;"Define the info text that will be passed to the custom setting's 'Use' function.
This can e.g. be used to perform different tasks in the function based on the passed on value."
GamingIsLove.ORKFramework.UseGlobalCustomSettingsStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status value change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.VariableStatusChangeType;Variable;Changes variables.
GamingIsLove.ORKFramework.VariableStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status value change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.TargetStatusChange.isEnemy;Is Enemy;"Select if the targets are enemies of the user:
- Yes: The targets are enemies.
- No: The targets are allies.
- Ignore: Ignores the faction standings."
GamingIsLove.ORKFramework.TargetStatusChange.isMainTarget;Is Main Target;"Select if the targets are main targets (i.e. not coming from affect range):
- Yes: The targets are main targets.
- No: The targets are not main targets.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.TargetStatusChange.switchUserTarget;Switch User/Target;Switch the user and target, letting the target change the user's status.
GamingIsLove.ORKFramework.AutoEffects.useCriticalAttackEffects;Use Critical Effects;"Use separate attack status effects for normal and critical hits.
The regular attack effects will only be used for normal hits, the critical attack effects will only be used for critical hits."
GamingIsLove.ORKFramework.AutoEffects.useCriticalDefenceEffects;Use Critical Effects;"Use separate defence status effects for normal and critical hits.
The regular defence effects will only be used for normal hits, the critical defence effects will only be used for critical hits."
GamingIsLove.ORKFramework.EffectPrefab.prefab;Prefab;Select the selected prefab will be spawned.
GamingIsLove.ORKFramework.EffectPrefab.autoDestroy;Auto Destroy;"Automatically destroy the prefab after a defined time.
If disabled, the prefab will be destroyed when the status effect is removed.
The 'Destroy After' time will still be used to wait before actually destroy the prefab, so total time is auto destroy time + destroy after time."
GamingIsLove.ORKFramework.EffectPrefab.autoDestroyAfter;Auto Destroy After (s);"The time in seconds until the prefab will be destroyed automatically after spawning.
This is used in combination with the 'Destroy After' time, e.g. if you want to destroy the prefab automatically after 1 second but still want to fade out particles."
GamingIsLove.ORKFramework.EffectPrefab.stopParticles;Stop Particles;"Particles emitting from the prefab will stop emitting.
Use this option in combination with 'Destroy After' to fade out particle effects."
GamingIsLove.ORKFramework.EffectPrefab.destroyAfter;Destroy After (s);The time in seconds until the prefab will be destroyed after the status effect ends or auto destroy time finished.
GamingIsLove.ORKFramework.AbsorbStatusValueEffectStatusChangeType;Absorb Status Value;Absorb changes to a status value dealt by abilities/items with 'Use Absorb Effect' enabled.
GamingIsLove.ORKFramework.AbsorbStatusValueEffectStatusChangeType.status;Status Value;Select the status value that will be absorbed.
GamingIsLove.ORKFramework.BaseConditionEffectStatusChangeType.useChance;Use Chance;A chance is used to determine if the status change is used.
GamingIsLove.ORKFramework.BaseConditionEffectStatusChangeType.chance;Chance (%);The chance that will be used.
GamingIsLove.ORKFramework.BaseConditionEffectStatusChangeType.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.ActionBarEffectStatusChangeType;Action Bar;"Changes the action bar.
In 'Turn Based Battles' and 'Phase Battles', this will change the actions per turn of the combatant.
In 'Active Time Battles', this will change the timebar of the combatant."
GamingIsLove.ORKFramework.ActionBarEffectStatusChangeType.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.ActionBarEffectStatusChangeType.rounding;Result Rounding;"Rounds the result of the action bar change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.AnimationEffectStatusChangeType;Animation;Plays an animation type on the combatant.
GamingIsLove.ORKFramework.AnimationEffectStatusChangeType.animationType;Animation Type;Select the animation type that will be played on the combatant.
GamingIsLove.ORKFramework.BlockStatusEffectEffectStatusChangeType;Block Status Effect;"Blocks changes of a status effect (either all or only adding/removing the effect).
Doesn't affect already added status effects."
GamingIsLove.ORKFramework.BlockStatusEffectEffectStatusChangeType.effect;Status Effect;Select the status effect that will be blocked.
GamingIsLove.ORKFramework.BlockStatusEffectEffectStatusChangeType.changeBlock;Change Block;"Select if changes of this status effect are blocked:
- None: All changes are allowed.
- Add: Adding the effect is not allowed.
- Remove: Removing the effect is not allowed.
- All: No changes are allowed at all."
GamingIsLove.ORKFramework.BlockStatusEffectTypeEffectStatusChangeType;Block Status Effect Type;"Blocks changes of a status effect type (either all or only adding/removing the effect type).
Doesn't affect already added status effects."
GamingIsLove.ORKFramework.BlockStatusEffectTypeEffectStatusChangeType.effectType;Status Effect;Select the status effect type that will be blocked.
GamingIsLove.ORKFramework.BlockStatusEffectTypeEffectStatusChangeType.changeBlock;Change Block;"Select if changes of this status effect type are blocked:
- None: All changes are allowed.
- Add: Adding the effect type is not allowed.
- Remove: Removing the effect type is not allowed.
- All: No changes are allowed at all."
GamingIsLove.ORKFramework.BlockStatusValueEffectStatusChangeType;Block Status Value;Blocks changes to a status value (either all or only positive/negative changes).
GamingIsLove.ORKFramework.BlockStatusValueEffectStatusChangeType.status;Status Value;Select the status value that will be blocked.
GamingIsLove.ORKFramework.BlockStatusValueEffectStatusChangeType.changeBlock;Change Block;"Select if changes to this status value are blocked:
- None: All changes are allowed.
- Negative: Negative changes (i.e. reducing the status value) are not allowed.
- Positive: Positive changes (i.e. increasing the status value) are not allowed.
- All: No changes are allowed at all."
GamingIsLove.ORKFramework.EffectAppliedDurationCheck.type;Duration Check;"Select how the applied duration will be checked.
- Turns: Checks the number of applied turns (increases on turn start).
- Battle Turns: Checks the number of applied battle turns (increases on battle turn start).
- Time: Checks the time the effect is applied.
- Actions: Checks the number of actions the effect is applied (any action with the effect's target as the action's user).
- Phases: Checks the number of phases the effect is applied (any phase).
- Custom: Checks the number of times a 'Custom Status Effect' node was used on the combatant (any key)."
GamingIsLove.ORKFramework.EffectChangeUseOn.useOn;Use On;"Select when the status change will be used:
- Apply: When the status effect is applied.
- Remove: When the status effect is removed.
- Turn Start: At the start of every turn (while applied).
- Turn End: At the end of every turn (while applied).
- Time: Every defined seconds.
- Action Start: When the target starts an action (while applied).
- Action End: When the target ends an action (while applied).
- Battle Turn Start: At the start of every battle turn (while applied).
- Battle Turn End: At the end of every battle turn (while applied).
- Phase Start: At the start of a phase ('Phase' battles only).
- Phase End: At the end of a phase ('Phase' battles only).
- Custom: When a schematic uses a 'Custom Status Effect' node with a matching key on the combatant.
- Status Value Change: When a defined status value of the target was changed.
- Selected As Target: When the target was selected as a target of an action.
- Death: When the target died (but before adding a death action, can be used to stop death).
Please note that battle turns are only used in 'Turn Based', 'Active Time' and 'Phase' battles and are independent of individual combatants.
In 'Active Time' battles, a battle turn lasts until each combatant (that's able to) has performed 1 action.
End and start happen at the same time, as when a battle turn ends, the next starts immediately."
GamingIsLove.ORKFramework.EffectChangeUseOn.timeInitialUse;Initial Use;"The first use happens when the status effect is applied.
If disabled, the first use happens after the defined time."
GamingIsLove.ORKFramework.EffectChangeUseOn.timeOnlyOnce;Only Once;The status change will only be used once.
GamingIsLove.ORKFramework.EffectChangeUseOn.useEvery;Use Every (s);The time between uses in seconds.
GamingIsLove.ORKFramework.EffectChangeUseOn.timeInField;In Field;"The time will be reduced and start the status change in the field.
This also includes the 'Initial Use' setting."
GamingIsLove.ORKFramework.EffectChangeUseOn.timeInBattle;In Battle;"The time will be reduced and start the status change in battles.
This also includes the 'Initial Use' setting."
GamingIsLove.ORKFramework.EffectChangeUseOn.onApply;On Apply;Used when the status effect is applied (i.e. not yet applied).
GamingIsLove.ORKFramework.EffectChangeUseOn.onReApply;On Reapply;Used when the status effect is reapplied (i.e. already applied but added again).
GamingIsLove.ORKFramework.EffectChangeUseOn.removeDuration;By Duration;Used when the status effect is removed by the duration ending (time/turns).
GamingIsLove.ORKFramework.EffectChangeUseOn.removeEndWithBattle;By End With Battle;Used when the status effect is removed by the end of a battle ('End With Battle' setting).
GamingIsLove.ORKFramework.EffectChangeUseOn.removeEndOnAttack;By End On Attack;Used when the status effect is removed by the an attack ('End On Attack' setting).
GamingIsLove.ORKFramework.EffectChangeUseOn.removeEndOnDeath;By End On Death;Used when the status effect is removed by death ('End On Death' setting).
GamingIsLove.ORKFramework.EffectChangeUseOn.removeEndOnAbility;By End On Ability;"Used when the status effect is removed by an ability being used ('End On Ability' settings).
Please note that this only applies to the 'End On Ability' settings of the effect, not status effect changes from an ability."
GamingIsLove.ORKFramework.EffectChangeUseOn.removeEndOnItem;By End On Item;"Used when the status effect is removed by an item being used ('End On Item' settings).
Please note that this only applies to the 'End On Item' settings of the effect, not status effect changes from an item."
GamingIsLove.ORKFramework.EffectChangeUseOn.removeOther;By Other;"Used when the status effect is removed any other way.
E.g. status effect changes from abilities or items, schematics, turn bonuses, etc."
GamingIsLove.ORKFramework.EffectChangeUseOn.anyPhase;Any Phase;Used during any faction's phase.
GamingIsLove.ORKFramework.EffectChangeUseOn.userPhase;User Phase;"Used during the user's phase.
The user is the combatant who applied the status effect to the target."
GamingIsLove.ORKFramework.EffectChangeUseOn.targetPhase;Target Phase;"Used during the target's phase.
The target is the combatant with the status effect applied."
GamingIsLove.ORKFramework.EffectChangeUseOn.customKey;Custom Key;The status change is used when a 'Custom Status Effect' node with a matching key is used.
GamingIsLove.ORKFramework.EffectChangeUseOn.selectedAsTargetOnlyUser;Only By User;"Only used when effect's user selects the effect's target as a target of an action.
The user is the combatant who applied the status effect to the target."
GamingIsLove.ORKFramework.EffectChangeUseOn.selectedAsTargetAllies;By Allies;Used when allies select the effect's target as a target of an action.
GamingIsLove.ORKFramework.EffectChangeUseOn.selectedAsTargetEnemies;By Enemies;Used when enemies select the effect's target as a target of an action.
GamingIsLove.ORKFramework.EffectChangeUseOn.isActionUser;Is Action User;The effect's target is the user of the action.
GamingIsLove.ORKFramework.EffectChangeUseOn.isActionTarget;Is Action Target;The effect's target is a target of the action.
GamingIsLove.ORKFramework.EffectChangeUseOn.actionTargetOnlyUser;Only By User;"Only used when effect's user is the user of the action.
The user is the combatant who applied the status effect to the target."
GamingIsLove.ORKFramework.EffectChangeUseOn.actionTargetAllies;By Allies;Used when an ally of the effect's target is the user of the action.
GamingIsLove.ORKFramework.EffectChangeUseOn.actionTargetEnemies;By Enemies;Used when an enemy of the effect's target is the user of the action.
GamingIsLove.ORKFramework.EffectStatusChange.type;Change Type;Select the type of this status change:
GamingIsLove.ORKFramework.EffectStatusChange.isEnemy;Is Enemy;"Select if the target is an enemy of the user:
- Yes: The target is an enemy.
- No: The target is an ally.
- Ignore: Ignores the faction standings."
GamingIsLove.ORKFramework.EffectStatusChange.switchUserTarget;Switch User/Target;"Switch the user and target, letting the target change the user's status.
The switch is used by the status change, chance check and conditions, not by the 'Use On' settings (e.g. use still depends on the target's turns).
Please note that not all change types support switching user and target - in this case it's only used for chance check and conditions."
GamingIsLove.ORKFramework.EffectStatusChange.neededDuration;Needed;Either all or only one applied duration check must be valid.
GamingIsLove.ORKFramework.MoveRangeEffectStatusChangeType;Move Range;Changes the grid move range.
GamingIsLove.ORKFramework.MoveRangeEffectStatusChangeType.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.MoveRangeEffectStatusChangeType.rounding;Result Rounding;"Rounds the result of the move range change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.MoveRangeEffectStatusChangeType.exceedMaxRange;Exceed Max Range;"The new value can exceed the maximum grid move range of the combatant.
The maximum grid move range will be adjusted to the new value.
If disabled, the grid move range can only reach the current maximum value."
GamingIsLove.ORKFramework.NextActionEffectStatusChangeType;Next Action;Perform a battle action (e.g. attack or ability).
GamingIsLove.ORKFramework.NextActionEffectStatusChangeType.actionChange;Next Action Change;"Select how the end action will be added to the combatant's next action list:
- Add: The action will be added at the end of the list (i.e. it will be used after the previously added actions where used).
- Set: The combatant will remove all current actions on the list before adding the action (i.e. it will be used next, previously added actions will be gone).
- First: The action will be added at the start of the list (i.e. it will be used next)."
GamingIsLove.ORKFramework.NextActionEffectStatusChangeType.onlyIfNoAction;Only If No Action;Only sets the next action if the combatant currently doesn't have a next action set.
GamingIsLove.ORKFramework.NextActionEffectStatusChangeType.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.NextActionEffectStatusChangeType.usedTarget;Used Target;"Select which target will be used for the action:
- Auto: Target is selected automatically (based on the action's target settings, combatant's AI settings, etc.).
- User: On the user of the effect (switched user/target: on target).
- Target: On the target of the effect (switched user/target: on user)."
GamingIsLove.ORKFramework.NextActionEffectStatusChangeType.useBattleAI;Use Battle AI;"Select if a battle AI is used to find the action:
- No: Use a defined action.
- Combatant: Use the combatant's battle AI.
- Defined: Use a defined battle AI."
GamingIsLove.ORKFramework.NextActionEffectStatusChangeType.battleAI;Battle AI;Select the battle AI that will be used.
GamingIsLove.ORKFramework.SchematicEffectStatusChangeType;Schematic;Start a schematic (user is 'Machine Object', target the 'Starting Object').
GamingIsLove.ORKFramework.SchematicEffectStatusChangeType.schematicAsset;Schematic Asset;"Select the schematic asset that will be used.
The user (combatant who applied the effect) will be used as 'Maschine Object', the target (combatant with the applied effect) will be used as 'Starting Object'."
GamingIsLove.ORKFramework.StatusEffectEffectStatusChangeType;Status Effect;Changes status effects.
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType;Status Value;Changes a status value.
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.status;Status Value;Select the status value that will be changed by the status effect.
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.normalPermanentChange;Permanent Change (Normal);"Changes to 'Normal' type status values are permanent and not reset when the status effect is removed.
Changes to 'Consumable' or 'Experience' type status values are always permanent."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.reapplyDifference;Reapply Difference;"Reapplying will only use the difference between the new change value and the already performed changes.
E.g. if first apply adds 10 and reapplying would add 11, it'll only add the difference of 1."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.ignoreLimit;Ignore Limit;Ignore the damage/refresh limits of 'Consumable' type status values.
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.ignoreBarrier;Ignore Barrier;"Ignore the barrier values of 'Consumable' type status values and target the status value directly.
If disabled, any barrier status values will first try to consume damage."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.ignoreStatusChangeModifier;Ignore Change Modifier;"Ignore the status change modifier of the combatant's status value (i.e. uses 100 % modifier).
If disabled, status change modifier bonuses will be used."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.showText;Show Flying Text;The status value's refresh/damage flying text will be displayed.
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.showConsole;Show Console;The status value's change will be displayed in the console.
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.keepOverflow;Keep Overflow;"Changes exceeding the possible changes for status values will be remembered and added to the next change.
E.g. 5.25 can only do a change of 5, 0.25 will be remembered and added to the next change."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.animateDamage;Animate Damage;"Animate damage taken by this status effect.
If disabled, damage (i.e. negative change) to a status value won't play a damage animation on the combatant."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.damageType;Damage Type;"Select the damage type of this item.
The damage type defines the animation types that are used for damage, critical damage and evasion.
Override's the item type's damage type."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.value;Change Value;"The value used to change the status value.
When using a formula, the combatant that casted the status effect is used as user, the combatant whith the applied effect is the target of the formula."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.simpleOperator;Operator;Either 'Add' or subtract ('Sub') the value, or 'Set' the status value to the change value.
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.setter;Set In;"Either set the value in 'Percent' or the given 'Value'.
'Consumable' type status values use their maximum status value to calculate the 'Percent' value."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.rounding;Rounding;"Define how the final change value should be rounded:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.useMinValue;Use Mininum Value;"The change will have a minimum value.
Used before using attack/defence modifiers."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.minValue;Minimum Value;"If the change value is below this value, it will be set to this value.
Used before using attack/defence modifiers."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.useMaxValue;Use Maximum Value;"The change will have a maximum value.
Used before using attack/defence modifiers."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.maxValue;Maximum Value;"If the change value is above this value, it will be set to this value.
Used before using attack/defence modifiers."
GamingIsLove.ORKFramework.StatusValueEffectStatusChangeType.useModifierChanges;Use Modifier Changes;Use attack/defence modifiers to influence the change value.
GamingIsLove.ORKFramework.TaggedMachineEffectStatusChangeType;Tagged Machine;"Starts a 'Tagged Machine' component on the combatant's game object.
The user is the 'Starting Object' of the tagged machine's schematic."
GamingIsLove.ORKFramework.TaggedMachineEffectStatusChangeType.scope;Scope;"Select the scope of tagged machines that will be used:
- Single: A single tagged machine attached to the game object.
- In Children: A single tagged machine attached to the game object or any child object.
- In Parent: A single tagged machine attached to the game object or any parent object.
- From Root: A single tagged machine attached to the game object's root or any child object (from the root).
- All: All tagged machines attached to the game object.
- All In Children: All tagged machines attached to the game object and child objects.
- All In Parent: All tagged machines attached to the game object and parent objects.
- All From Root: All tagged machines attached to the game object's root and child objects (from the root)."
GamingIsLove.ORKFramework.TaggedMachineEffectStatusChangeType.needed;Needed;Either all or only one of the tags must match.
GamingIsLove.ORKFramework.TaggedMachineEffectStatusChangeType.tag;Tag;"Define the tag that will be used to start 'Tagged Machine' components.
If the tags of the machine match this tag (and its conditions are valid), it will be started."
GamingIsLove.ORKFramework.UseCustomSettingsEffectStatusChangeType;Use Custom Settings;"Uses custom settings of this status effect, the user or target.
Forwards the user, target, variables and selected data of the status effect to the 'Use' function."
GamingIsLove.ORKFramework.UseCustomSettingsEffectStatusChangeType.useSource;Use Source;"Select the source of the custom settings that will be used:
- Source: This status effect's custom settings.
- User: The user combatant's custom settings.
- Target: The target combatant's custom settings."
GamingIsLove.ORKFramework.UseCustomSettingsEffectStatusChangeType.key;Settings Key;"Define the settings key that will be used.
Only custom settings of a matching key will be used."
GamingIsLove.ORKFramework.UseCustomSettingsEffectStatusChangeType.info;Info;"Define the info text that will be passed to the custom setting's 'Use' function.
This can e.g. be used to perform different tasks in the function based on the passed on value."
GamingIsLove.ORKFramework.UseGlobalCustomSettingsEffectStatusChangeType;Use Global Custom Settings;"Uses defined global custom settings.
Forwards the user, target, variables and selected data of the status effect to the 'Use' function."
GamingIsLove.ORKFramework.UseGlobalCustomSettingsEffectStatusChangeType.customSettings;Global Custom Settings;Select the global custom settings that will be used.
GamingIsLove.ORKFramework.UseGlobalCustomSettingsEffectStatusChangeType.info;Info;"Define the info text that will be passed to the custom setting's 'Use' function.
This can e.g. be used to perform different tasks in the function based on the passed on value."
GamingIsLove.ORKFramework.VariableEffectStatusChangeType;Variable;Changes variables.
GamingIsLove.ORKFramework.StatusEffectChange.effectCast;Change;"Select how the status effect will be changed:
- Add: The status effect is added to the combatant.
- Remove: The status effect is removed from the combatant.
- Toggle: The status effect is toggled, i.e. if the effect is added, it will be removed, if the effect isn't added, it will be added."
GamingIsLove.ORKFramework.StatusEffectChange.switchUserTarget;Switch User/Target;"User and target will be switched, i.e. the user will become the target and the target become the user.
E.g. for 'Attack Status Effects', the status effect will be applied to the attacker instead of the target.
Please note that this also switches user and target for the (optional) requirement checks."
GamingIsLove.ORKFramework.StatusEffectChange.useType;Use Effect Type;"Use all status effects of a selected status effect type.
If disabled, a single selected status effect will be used."
GamingIsLove.ORKFramework.StatusEffectChange.type;Status Effect Type;"Select the status effect type that will be used.
All status effects of the selected type will be used."
GamingIsLove.ORKFramework.StatusEffectChange.typeRemoveType;Remove Type;"Select which status effects of the defined type should be removed:
- All: Removes all effects of the type.
- Random: Removes a random effect of the type.
- First: Removes the first added (oldest) effect of the type.
- Last: Removes the last added (newest) effect of the type."
GamingIsLove.ORKFramework.StatusEffectChange.typeRemoveCount;Remove Count;"Define the number of times an effect of this status effect type will be removed.
The minimum value is 1."
GamingIsLove.ORKFramework.StatusEffectChange.typeAddRandom;Add Random;Add a random status effect of the defined status effect type.
GamingIsLove.ORKFramework.StatusEffectChange.typeAddCount;Add Count;"Define the number of times an effect of this status effect type will be added.
The minimum value is 1."
GamingIsLove.ORKFramework.StatusEffectChange.effect;Status Effect;Select the status effect that will be used.
GamingIsLove.ORKFramework.StatusEffectChange.addCount;Add Count (Stack);"Define the number of times the effect will be added.
Only used by stackable status effects.
The minimum value is 1"
GamingIsLove.ORKFramework.StatusEffectChange.ownHitChance;Override Hit Chance;"Override the status effect's hit chance.
If disabled, the status effect's hit chance is used."
GamingIsLove.ORKFramework.StatusEffectChange.useHitChance;Calculate Hit Chance;"If the status effect is applied will be decided by a formula.
If disabled, the status effect will always be applied."
GamingIsLove.ORKFramework.StatusEffectChange.hitChance;Hit Chance (%);"Define the hit chance.
The status effect applies if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value."
GamingIsLove.ORKFramework.StatusEffectChange.ownDuration;Override Duration;"Override the status effect's time/turn duration value.
The status effect's duration setup is used as is, only replacing the duration value."
GamingIsLove.ORKFramework.StatusEffectChange.duration;Turn/Time Duration;The turns or time (in seconds) until the effect will end.
GamingIsLove.ORKFramework.StatusEffectChange.force;Force;"The status effect change is forced and ignores the target's status effect immunities.
The hit chance is still used."
GamingIsLove.ORKFramework.StatusEffectChange.removeSingle;Remove Single (Stack);"Only a single instance of this status effect will be removed.
If disabled, all applied instances will be removed.
Use this option if you only want to remove one effect from stacked effects."
GamingIsLove.ORKFramework.StatusEffectChange.removeSingleCount;Remove Count;"Define the number of times the effect will be removed.
The minimum value is 1."
GamingIsLove.ORKFramework.StatusEffectChange.checkConditionOn;Check On;"Select if conditions will be checked:
- None: No conditions will be used.
- User: The user will be checked (using the user as 'User' and the target as 'Target').
- Target: The target will be checked (using the target as 'User' and the user as 'Target').
The status effect change will only happen if the conditions are valid."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.effectCast;Change;"Select how the status effect will be changed:
- Add: The status effect is added to the combatant.
- Remove: The status effect is removed from the combatant.
- Toggle: The status effect is toggled, i.e. if the effect is added, it will be removed; if the effect isn't added, it will be added."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.switchUserTarget;Switch User/Target;"User and target will be switched, i.e. the user will become the target and the target become the user.
E.g. for 'Attack Status Effects', the status effect will be applied to the attacker instead of the target.
Please note that this also switches user and target for the (optional) requirement checks."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.useType;Use Effect Type;"Use all status effects of a selected status effect type.
If disabled, a single selected status effect will be used."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.type;Status Effect Type;"Select the status effect type that will be used.
All status effects of the selected type will be used."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.typeRemoveType;Remove Type;"Select which status effects of the defined type should be removed:
- All: Removes all effects of the type.
- Random: Removes a random effect of the type.
- First: Removes the first added (oldest) effect of the type.
- Last: Removes the last added (newest) effect of the type."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.typeRemoveCount;Remove Count;"Define the number of times an effect of this status effect type will be removed.
The minimum value is 1."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.typeAddRandom;Add Random;Add a random status effect of the defined status effect type.
GamingIsLove.ORKFramework.StatusEffectChangeSimple.typeAddCount;Add Count;"Define the number of times an effect of this status effect type will be added.
The minimum value is 1."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.effect;Status Effect;Select the status effect that will be used.
GamingIsLove.ORKFramework.StatusEffectChangeSimple.addCount;Add Count (Stack);"Define the number of times the effect will be added.
Only used by stackable status effects.
The minimum value is 1"
GamingIsLove.ORKFramework.StatusEffectChangeSimple.ownHitChance;Override Hit Chance;"Override the status effect's hit chance.
If disabled, the status effect's hit chance is used."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.useHitChance;Calculate Hit Chance;"If the status effect is applied will be decided by a formula.
If disabled, the status effect will always be applied."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.hitChance;Hit Chance (%);"Define the hit chance.
The status effect applies if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.ownDuration;Override Duration;"Override the status effect's time/turn duration value.
The status effect's duration setup is used as is, only replacing the duration value."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.duration;Turn/Time Duration;The turns or time (in seconds) until the effect will end.
GamingIsLove.ORKFramework.StatusEffectChangeSimple.force;Force;"The status effect change is forced and ignores the target's status effect immunities.
The hit chance is still used."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.removeSingle;Remove Single (Stack);"Only a single instance of this status effect will be removed.
If disabled, all applied instances will be removed.
Use this option if you only want to remove one effect from stacked effects."
GamingIsLove.ORKFramework.StatusEffectChangeSimple.removeSingleCount;Remove Count;"Define the number of times the effect will be removed.
The minimum value is 1"
GamingIsLove.ORKFramework.StatusEffectFlyingTextSettings.useAddFlyingText;Show Add;Show an add flying text.
GamingIsLove.ORKFramework.StatusEffectFlyingTextSettings.showRecast;Show Recast;"Show the add flying text when recasting a status effect.
Recast can only happen when 'On Recast' is set to 'Add' or 'Reset'."
GamingIsLove.ORKFramework.StatusEffectFlyingTextSettings.useRemoveFlyingText;Show Remove;Show a remove flying text.
GamingIsLove.ORKFramework.StatusEffectFlyingTextSettings.useMissFlyingText;Show Miss;Show a miss flying text.
GamingIsLove.ORKFramework.StatusEffectFlyingTextSettings.useImmuneFlyingText;Show Immune;Show an immune flying text.
GamingIsLove.ORKFramework.StatusEffectReplacement.effect;Status Effect;Select the status effect that will be replaced when applied to a combatant.
GamingIsLove.ORKFramework.StatusEffectReplacement.replacementEffect;Replacement Status Effect;"Select the status effect that will replace the status effect.
Please note that this only happens when applying a status effect and doesn't affect already applied status effects of a combatant.
If no status effect is selected, replacement will be ignored and the original status effect will be used."
GamingIsLove.ORKFramework.StatusEffectReplacement.useChance;Use Chance;A chance is used to determine if the status effect is replaced.
GamingIsLove.ORKFramework.StatusEffectReplacement.chance;Chance (%);The chance that will be used.
GamingIsLove.ORKFramework.StatusEffectSetting.type;Status Effect Type;"Select the status effect type of this status effect.
The effect type can be used to display only selected effects in HUDs or remove all effects of a selected type in abilities, items or schematics."
GamingIsLove.ORKFramework.StatusEffectSetting.priority;Priority;"Set the priority of this effect.
All applied status effects of a combatant are sorted ascending by their priority, i.e. the lowest priority number will be the first status effect."
GamingIsLove.ORKFramework.StatusEffectSetting.hidden;Hidden;"This status effect is hidden from the player.
It won't be displayed in any listing (e.g. in HUDs), only if printed directly using text codes."
GamingIsLove.ORKFramework.StatusEffectSetting.saveGame;Save Game;"This status effect will be saved in save games when applied to a combatant.
If disabled, the status effect isn't saved with a combatant's status."
GamingIsLove.ORKFramework.StatusEffectSetting.userSnapshot;User Snapshot;"Calculations using the user's status will use the status information at the time the effect was applied.
This'll create a copy of the user combatant for this effect, but it'll not have access to the original user's group. Status changes done by this effect on the user will still use the original user, not the copy.
The user is the combatant who cast the effect on the target."
GamingIsLove.ORKFramework.StatusEffectSetting.localVariables;Local Variables;"Select which local variables the status effect will use:
- Cast: Uses variables coming from the effect cast (e.g. from a schematic). No local variables if cast doesn't have any.
- Copy Cast: Create a new instance copying the cast variables. No local variables if cast doesn't have any.
- Copy Cast New: Like 'Copy Cast', but creates a new instance if cast doesn't have local variables.
- New: Creates a new instance ignoring cast variables.
Please note that hit chance always uses cast local variables."
GamingIsLove.ORKFramework.StatusEffectSetting.localSelectedData;Local Selected Data;"Select which local selected data the status effect will use:
- Cast: Uses selected data coming from the effect cast (e.g. from a schematic). No local selected data if cast doesn't have any.
- Copy Cast: Create a new instance copying the cast selected data. No local selected data if cast doesn't have any.
- Copy Cast New: Like 'Copy Cast', but creates a new instance if cast doesn't have local selected data.
- New: Creates a new instance ignoring cast selected data.
Please note that hit chance always uses cast selected data."
GamingIsLove.ORKFramework.StatusEffectSetting.stackable;Stackable;"Select if this status effect is stackable (i.e. can be applied multiple times):
- None: Not stackable, the effect can only be applied once.
- Enabled: The effect is stackable. Each effect in the stack is it's own instance.
- Once Per Combatant: The effect is stackable, but can only be applied once per caster (i.e. combatant that casts the effect on the target).
- Single Instance: The effect is stackable, but only uses a single instance (i.e. status changes are only used once for the stack)."
GamingIsLove.ORKFramework.StatusEffectSetting.setMaxStack;Set Max Stack;"Set the maximum number of times this status effect can be stacked.
If disabled, the effect can be stacked without limitations."
GamingIsLove.ORKFramework.StatusEffectSetting.maxStack;Max Stack Count;Define the maximum number of times this status effect can be stacked.
GamingIsLove.ORKFramework.StatusEffectSetting.stackSingleReapplyOnRemove;Reapply On Remove;"Cause a reapply on the stack when reducing the stack count.
This doesn't add a new count to the stack, only reapplies the remaining stack (e.g. to update duration or status changes)."
GamingIsLove.ORKFramework.StatusEffectSetting.endStackOnDuration;End Stack On Duration;End all stacked status effects when one of the stacked effects' duration runs out.
GamingIsLove.ORKFramework.StatusEffectSetting.recastOnStack;Recast On Stack;Recast all stacked status effects when reapplying one of the stacked effects or adding a new effect to the stack.
GamingIsLove.ORKFramework.StatusEffectSetting.useHitChance;Use Hit Chance;"Use a chance check to determine if this status effect will be applied to the target.
If disabled, the status effect will always be applied.
This can be overridden by the different apply status effect settings (e.g. in abilities and items)."
GamingIsLove.ORKFramework.StatusEffectSetting.hitChance;Hit Chance (%);"Define the hit chance.
The status effect applies if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value."
GamingIsLove.ORKFramework.StatusEffectSetting.blockAllActions;Block All Actions;"The combatant can't select or perform any actions.
The turns are blocked as long as the status effect is active.
If you want to use turn based durations for a status effect using 'Block All Actions', please use the 'Battle Turn' variants (e.g. 'Battle Turn End' instead of 'Turn End'). Otherwise the effect might never run out due to the combatant not getting an individual turn."
GamingIsLove.ORKFramework.StatusEffectSetting.stopMovement;Stop Movement;The combatant can't physically move, i.e. change its position.
GamingIsLove.ORKFramework.StatusEffectSetting.forceAIControlled;Force AI Controlled;The combatant will be AI controlled.
GamingIsLove.ORKFramework.StatusEffectSetting.autoAttack;Auto Attack;The combatant automatically attacks the enemy using base attack.
GamingIsLove.ORKFramework.StatusEffectSetting.attackAllies;Attack Allies;The combatant automatically attacks allies.
GamingIsLove.ORKFramework.StatusEffectSetting.blockAttack;Block Attack;The combatant can't use its base attack.
GamingIsLove.ORKFramework.StatusEffectSetting.blockDefend;Block Defend;The combatant can't use the defend command.
GamingIsLove.ORKFramework.StatusEffectSetting.blockEscape;Block Escape;The combatant can't use the escape command.
GamingIsLove.ORKFramework.StatusEffectSetting.blockEquipmentChange;Block Equipment;The combatant can't change equipment.
GamingIsLove.ORKFramework.StatusEffectSetting.blockClassSlotChange;Block Class Slots;The combatant can't change class slots.
GamingIsLove.ORKFramework.StatusEffectSetting.blockCommand;Block Command;The combatant can't give commands to other combatants.
GamingIsLove.ORKFramework.StatusEffectSetting.reflectAbilities;Reflect Abilities;Abilities set to be reflectable will be thrown back on the ability user.
GamingIsLove.ORKFramework.StatusEffectSetting.noTurnOrderChange;No Turn Order Change;The combatant is immune to turn order changes ('Turn Based' battles).
GamingIsLove.ORKFramework.StatusEffectSetting.noTurnRemove;No Turn Remove;The combatant is immune to removing his turn ('Turn Based' battles).
GamingIsLove.ORKFramework.StatusEffectSetting.blockCastCancel;Block Cast Cancel;"Blocks canceling of action casting.
Casting an action can't be canceled while this effect is active."
GamingIsLove.ORKFramework.StatusEffectSetting.blockActionCancel;Block Action Cancel;"Blocks canceling of actions.
Using an action can't be canceled while this effect is active."
GamingIsLove.ORKFramework.StatusEffectSetting.blockAbilities;Block Abilities;"The combatant can't use any abilities.
If disabled, you can optionally define abilities and ability types that will be blocked."
GamingIsLove.ORKFramework.StatusEffectSetting.blockItems;Block Items;"The combatant can't use any items.
If disabled, you can optionally define items and item types that will be blocked."
GamingIsLove.ORKFramework.StatusEffectSetting.endAfter;End After;"The status effect ends after:
- None: The status effect won't be removed.
- Turn Start: A defined number of turns at the start of the target's turn.
- Turn End: A defined number of turns at the end of the target's turn.
- Time: A defined amount of seconds.
- Action Start: A defined number of actions where started by the target.
- Action End: A defined number of actions where ended by the target.
- Battle Turn Start: A defined number of battle turns at the start of the turn.
- Battle Turn End: A defined number of battle turns at the end of the turn.
- Phase Start: A defined number of phases at the start of a phase ('Phase' battles only).
- Phase End: A defind number of phases at the end of a phase ('Phase' battles only).
- Custom: When a schematic uses a 'Custom Status Effect' node with a matching key on the combatant.
- Status Value Change: A defined status value of the target was changed.
- Selected As Target: When the target was selected as a target of an action.
- Death: When the target died (but before adding a death action).
Please note that battle turns are only used in 'Turn Based', 'Active Time' and 'Phase' battles and are independent of individual combatants.
In 'Active Time' battles, a battle turn lasts until each combatant (that's able to) has performed 1 action.
End and start happen at the same time, as when a battle turn ends, the next starts immediately."
GamingIsLove.ORKFramework.StatusEffectSetting.endAfterDuration;Duration;"The duration until the effect will end.
Depends on the 'End After' setting, e.g. the duration will be defined in turns, time (in seconds) or number of actions."
GamingIsLove.ORKFramework.StatusEffectSetting.endAfterTimeInBattle;In Battle;The time will be reduced when the combatant is in battle.
GamingIsLove.ORKFramework.StatusEffectSetting.endAfterTimeInField;In Field;The time will be reduced when the combatant is in the field (i.e. not in battle).
GamingIsLove.ORKFramework.StatusEffectSetting.endUserExtraTurn;User Extra Turn/Action;"Add an extra turn/action when the user applies the effect to itself.
E.g. use this to avoid a 1 turn effect to be removed right after applying it."
GamingIsLove.ORKFramework.StatusEffectSetting.endAnyPhase;Any Phase;Duration is reduced during any faction's phase.
GamingIsLove.ORKFramework.StatusEffectSetting.endUserPhase;User Phase;"Duration is reduced during the user's phase.
The user is the combatant who applied the status effect to the target."
GamingIsLove.ORKFramework.StatusEffectSetting.endTargetPhase;Target Phase;"Duration is reduced during the target's phase.
The target is the combatant with the status effect applied."
GamingIsLove.ORKFramework.StatusEffectSetting.endCustomKey;Custom Key;The duration is reduced when a 'Custom Status Effect' node with a matching key is used.
GamingIsLove.ORKFramework.StatusEffectSetting.endSelectedAsTargetOnlyUser;Only By User;"Only used when effect's user selects the effect's target as a target of an action.
The user is the combatant who applied the status effect to the target."
GamingIsLove.ORKFramework.StatusEffectSetting.endSelectedAsTargetAllies;By Allies;Used when allies select the effect's target as a target of an action.
GamingIsLove.ORKFramework.StatusEffectSetting.endSelectedAsTargetEnemies;By Enemies;Used when enemies select the effect's target as a target of an action.
GamingIsLove.ORKFramework.StatusEffectSetting.endIsActionUser;Is Action User;The effect's target is the user of the action.
GamingIsLove.ORKFramework.StatusEffectSetting.endIsActionTarget;Is Action Target;The effect's target is a target of the action.
GamingIsLove.ORKFramework.StatusEffectSetting.endActionTargetOnlyUser;Only By User;"Only used when effect's user is the user of the action.
The user is the combatant who applied the status effect to the target."
GamingIsLove.ORKFramework.StatusEffectSetting.endActionTargetAllies;By Allies;Used when an ally of the effect's target is the user of the action.
GamingIsLove.ORKFramework.StatusEffectSetting.endActionTargetEnemies;By Enemies;Used when an enemy of the effect's target is the user of the action.
GamingIsLove.ORKFramework.StatusEffectSetting.useEndChance;Use End Chance;"Use a chance check to determine if this status effect will end after the defined turns.
The end chance check will be repeated each turn until it's removed.
If disabled, the status effect will always end after the defined turns."
GamingIsLove.ORKFramework.StatusEffectSetting.endChance;End Chance (%);"Define the end chance.
The status effect ends if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value."
GamingIsLove.ORKFramework.StatusEffectSetting.effectRecast;On Recast;"Set how a recast of the status effect will change the turn/time end:
- Add: The default turns/time is added to the current amount of turns/time.
- Reset: The turns/time is reset to the default value.
- None: The turns/time won't change when reapplying the effect."
GamingIsLove.ORKFramework.StatusEffectSetting.endWithBattle;End With Battle;The status effect will be removed at the end of a battle.
GamingIsLove.ORKFramework.StatusEffectSetting.endOnAttack;End On Attack;The status effect will be removed if the combatant is hit by a base attack.
GamingIsLove.ORKFramework.StatusEffectSetting.endOnDeath;End On Death;The status effect will be removed if the combatant dies.
GamingIsLove.ORKFramework.StatusEffectSetting.endOnAbilities;End On Abilities;"The status effect will be removed if any ability is used on the combatant.
The combatant must be hit by the ability, if the ability misses, the status effect won't be removed.
If disabled, you can optionally define abilities and ability types that will remove the status effect.
If the ability misses, the effect won't be removed."
GamingIsLove.ORKFramework.StatusEffectSetting.endOnItems;End On Items;"The status effect will be removed if any item is used on the combatant.
If disabled, you can optionally define items and item types that will remove the status effect."
GamingIsLove.ORKFramework.StatusEffectSetting.addEquipmentSlot;Equipment Slot;Select the equipment slot that will be added.
GamingIsLove.ORKFramework.StatusEffectSetting.blockedEquipmentSlot;Blocked Slot;Select the equipment slot that will be blocked.
GamingIsLove.ORKFramework.StatusEffectSetting.autoApply;Auto Apply;This status effect can automatically be applied.
GamingIsLove.ORKFramework.StatusEffectSetting.autoRemove;Auto Remove;This status effect can automatically be removed.
GamingIsLove.ORKFramework.StatusEffectSetting.autoReplacement;Auto Replacement;This status effect can automatically be replaced with a different effect when this effect is applied.
GamingIsLove.ORKFramework.StatusEffectSetting.replacementEffect;Replacement Status Effect;"Select the status effect that will replace this status effect.
Please note that this only happens when applying a status effect and doesn't affect already applied status effects of a combatant.
If no status effect is selected, replacement will be ignored and the original status effect will be used."
GamingIsLove.ORKFramework.StatusEffectSetting.replacementConditionScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.StatusEffectSetting.replacementCombatantsNeeded;Combatants Needed;Either all or only one combatant must match the defined status conditions.
GamingIsLove.ORKFramework.StatusEffectSetting.ownEffectUI;Own Effect UI;Use a different status effect UI setup for this status effect.
GamingIsLove.ORKFramework.StatusEffectSetting.ownFlyingText;Own Flying Texts;Override the default status effect flying text settings.
GamingIsLove.ORKFramework.StatusEffectSetting.ownTimeFormat;Own Time Formatting;"Override the default time formatting settings ('UI > Text Display Settings').
Used to display the time duration of the status effect."
GamingIsLove.ORKFramework.StatusEffectSetting.ownBonusDisplay;Own Bonus Display;This status effect overrides the default 'Bonus Display' for status effects defined in 'UI > Text Display Settings'.
GamingIsLove.ORKFramework.StatusEffectSetting.ownConsoleApply;Own Apply Text;This status effect overrides the default console apply effect text.
GamingIsLove.ORKFramework.StatusEffectSetting.ownConsoleReapply;Own Reapply Text;This status effect overrides the default console reapply effect text.
GamingIsLove.ORKFramework.StatusEffectSetting.ownConsoleRemove;Own Remove Text;This status effect overrides the default console remove effect text.
GamingIsLove.ORKFramework.StatusEffectSetting.ownConsoleMiss;Own Miss Text;This status effect overrides the default console miss effect text.
GamingIsLove.ORKFramework.StatusEffectSetting.ownConsoleImmune;Own Immune Text;This status effect overrides the default console immune effect text.
GamingIsLove.ORKFramework.StatusEffectType.wrapName;Wrap Names;"Wrap the names of all status effects of this status effect type with a defined text.
E.g. use this to add a text color to all names of status effects of this effect type."
GamingIsLove.ORKFramework.StatusEffectType.nameWrap;Name Wrap;Define the name wrapping text that will be used.
GamingIsLove.ORKFramework.StatusEffectType.wrapShortName;Wrap Short Names;"Wrap the short names of all status effects of this status effect type with a defined text.
E.g. use this to add a text color to all short names of status effects of this effect type."
GamingIsLove.ORKFramework.StatusEffectType.shortNameWrap;Short Name Wrap;Define the short name wrapping text that will be used.
GamingIsLove.ORKFramework.StatusEffectType.ownEffectUI;Own Effect UI;Use a different status effect UI setup for status effects of this status effect type.
GamingIsLove.ORKFramework.StatusEffectType.ownFlyingText;Own Flying Texts;Override the default status effect flying text settings.
GamingIsLove.ORKFramework.StatusEffectType.ownConsoleApply;Own Apply Text;"This status effect type overrides the default console apply effect text.
Individual status effects can override this."
GamingIsLove.ORKFramework.StatusEffectType.ownConsoleReapply;Own Reapply Text;"This status effect type overrides the default console reapply effect text.
Individual status effects can override this."
GamingIsLove.ORKFramework.StatusEffectType.ownConsoleRemove;Own Remove Text;"This status effect type overrides the default console remove effect text.
Individual status effects can override this."
GamingIsLove.ORKFramework.StatusEffectType.ownConsoleMiss;Own Miss Text;"This status effect type overrides the default console miss effect text.
Individual status effects can override this."
GamingIsLove.ORKFramework.StatusEffectType.ownConsoleImmune;Own Immune Text;"This status effect type overrides the default console immune effect text.
Individual status effects can override this."
GamingIsLove.ORKFramework.AbsorbStatusValue.onlyPositive;Only Positive;Only positive damage will be absorbed, i.e. only real damage (not healing).
GamingIsLove.ORKFramework.AbsorbStatusValue.percent;Percent;The percent of the damage that will be absorbed.
GamingIsLove.ORKFramework.AbsorbStatusValue.toOther;To Other Status Value;Absorb the damage into a different status value.
GamingIsLove.ORKFramework.AbsorbStatusValue.otherStatus;Other Status Value;Select the status value that will absorb the damage.
GamingIsLove.ORKFramework.BarrierStatusValue.status;Status Value;Select the 'Consumable' type status value that will be used as a barrier.
GamingIsLove.ORKFramework.BarrierStatusValue.consumedDamage;Consumed Damage (0 - 100 %);The combatant who's status value is damaged will be used as user and target of a formula.
GamingIsLove.ORKFramework.BarrierStatusValue.fullConsume;Full Consume;"The defined damage consume (0-100 %) will be fully consumed, even if it exceeds the current value of the barrier status value.
If disabled, any damage that exceeds the current value of the barrier status value will be done to the actual status value."
GamingIsLove.ORKFramework.CombatantStatusValueChangeSchematic.status;Status Value;Select the status value the schematic will be used for.
GamingIsLove.ORKFramework.StatusValueChangeSchematic.schematicAsset;Schematic Asset;"Select the schematic asset that will be used.
The combatant who caused the change (if available) will be used as 'Maschine Object', the combatant who's status value was changed will be used as 'Starting Object'.
The change value is available as a local int/float variable via the variable key 'change', the old value as 'oldValue' and the new value as 'newValue'. If the change was critical, the local bool variable 'critical' is set to 'true'. If the change was blocked, the local bool variable 'blocked' is set to 'true'."
GamingIsLove.ORKFramework.StatusValueChangeSchematic.player;Player;The schematic is used by members of the active player group.
GamingIsLove.ORKFramework.StatusValueChangeSchematic.ally;Ally;The schematic is used by members of ally groups.
GamingIsLove.ORKFramework.StatusValueChangeSchematic.enemy;Enemy;The schematic is used by members of enemy groups.
GamingIsLove.ORKFramework.StatusValueChangeSchematic.fromAbility;From Ability;"Select if the status value change comes from an ability:
- Yes: The change comes from an ability.
- No: The change doesn't come from an ability.
- Ignore: The ability source is ignored."
GamingIsLove.ORKFramework.StatusValueChangeSchematic.fromItem;From Item;"Select if the status value change comes from an item:
- Yes: The change comes from an item.
- No: The change doesn't come from an item.
- Ignore: The item source is ignored."
GamingIsLove.ORKFramework.StatusValueChangeSchematic.fromStatusEffect;From Status Effect;"Select if the status value change comes from a status effect:
- Yes: The change comes from a status effect.
- No: The change doesn't come from a status effect.
- Ignore: The status effect source is ignored."
GamingIsLove.ORKFramework.StatusValueChangeSchematic.fromSchematic;From Schematic;"Select if the status value change comes from schematics:
- Yes: The change comes from schematics.
- No: The change doesn't come from schematics.
- Ignore: The schematic source is ignored."
GamingIsLove.ORKFramework.StatusValueChangeSchematic.isCritical;Is Critical;"Select if the status value change is a critical hit:
- Yes: The change is a critical hit.
- No: The change isn't a critical hit.
- Ignore: This is ignored."
GamingIsLove.ORKFramework.StatusValueChangeSchematic.isBlocked;Is Blocked;"Select if the status value change is blocked:
- Yes: The change is blocked.
- No: The change isn't blocked.
- Ignore: This is ignored."
GamingIsLove.ORKFramework.StatusValueChangeSchematic.useChance;Use Chance;A chance is used to determine if the schematic is used.
GamingIsLove.ORKFramework.StatusValueChangeSchematic.chance;Chance (%);The chance that will be used.
GamingIsLove.ORKFramework.StatusValueChangeSchematic.useChangeCheck;Use Change Check;"Check the status value's change to determine if the schematic is used.
E.g. only use the schematic if the change was negative (less than 0)."
GamingIsLove.ORKFramework.LevelDifferenceFactor.levelDifference;Level Difference;"Set the difference between the levels to use the defined factor.
Negative values define the player having a lower level, positive values define the player having a higher level.
E.g.: 0 is equal level, -1 is one level below, 5 is five level above."
GamingIsLove.ORKFramework.LevelDifferenceFactor.factor;Factor;"Set the factor that will be used for the defined level difference.
E.g. 1 is 100 %, 1.5 is 150 %, 0.75 is 75 %."
GamingIsLove.ORKFramework.LevelDifferenceFactor.rounding;Rounding;"Rounds the experience value after multiplying with the level difference factor.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding (same as 'Floor').
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.NormalStatusValueReward.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The player.
- Battle: The members of the player's battle group.
- Group: All members of the player's group (in the order they joined).
- Non Battle: The members not in the player's battle group.
- Battle Reserve: The members in the player group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the player's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the player's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.NormalStatusValueReward.split;Split;The 'Normal' status value reward will be split through the group members, i.e. every group member will only get a part of the 'Normal' status value.
GamingIsLove.ORKFramework.NormalStatusValueReward.status;Status Value;Select the 'Normal' type status value.
GamingIsLove.ORKFramework.NormalStatusValueReward.rewardValue;Reward Value;The combatant is used as user and target in formulas.
GamingIsLove.ORKFramework.NormalStatusValueReward.useChance;Use Chance;"A chance is used to determine if the reward is received.
If disabled, the reward is always received."
GamingIsLove.ORKFramework.NormalStatusValueReward.chance;Reward Chance (%);"Define the reward received chance.
The reward will be received if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this value."
GamingIsLove.ORKFramework.StartStatusValue.status;Status Value;Select the 'Normal' or 'Experience' type status value that will be used.
GamingIsLove.ORKFramework.StartStatusValue.startValue;Start Value;The start value used to initialize the status value.
GamingIsLove.ORKFramework.StartStatusValue.setIn;Set In;"Either set the value in percent of the maximum value or the defined/fixed Value.
E.g. a start value of 50 set in percent will initialize the status value with 50 % of it's maximum value.
For 'Consumable' status values, the maximum value is the current value of their maximum status value."
GamingIsLove.ORKFramework.StartStatusValue.rounding;Rounding;"Round the percent change value:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.StatusValueChange.status;Status Value;"Select the status value that will be changed.
Only 'Consumable' type status values are allowed."
GamingIsLove.ORKFramework.StatusValueChange.simpleOperator;Operator;Either Add the value, subtract (Sub) it or Set the status value to the defined value.
GamingIsLove.ORKFramework.StatusValueChange.value;Value;The value used to change the status value.
GamingIsLove.ORKFramework.StatusValueChange.setIn;Set In;"Either set the value in Percent or the given Value.
'Consumable' type status values use their maximum status value to calculate the Percent value."
GamingIsLove.ORKFramework.StatusValueChange.rounding;Rounding;"Round the percent change value:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.StatusValueChange.ignoreLimit;Ignore Limit;Ignore the damage/refresh limits of 'Consumable' type status values.
GamingIsLove.ORKFramework.StatusValueChange.ignoreBarrier;Ignore Barrier;"Ignore the barrier values of 'Consumable' type status values and target the status value directly.
If disabled, any barrier status values will first try to consume damage."
GamingIsLove.ORKFramework.StatusValueChange.showText;Show Flying Text;The status value's refresh/damage flying text will be displayed.
GamingIsLove.ORKFramework.StatusValueChange.showConsole;Show Console;The status value's change will be displayed in the console.
GamingIsLove.ORKFramework.StatusValueChangeCheck.status;Status Value;Select the status value that will be checked for changes.
GamingIsLove.ORKFramework.StatusValueChangeCheck.useValueCheck;Check Change Value;"Check the value by which the status value was changed.
E.g. only use negative changes (value less than 0)."
GamingIsLove.ORKFramework.StatusValueChangedStateSettings.changedStateDuration;Changed State Duration (s);"Define the time in seconds for status values to remain in changed state after a change was done to them.
The changed state of a status value can be checked in combatant status conditions."
GamingIsLove.ORKFramework.StatusValueChangedStateSettings.lastCombinedChangeTimeout;Combined Timeout (s);"Define the time in seconds for status value changes to be considered as part of combined changes.
Combined changes add multiple status value changes together to display the total changes.
If the time between two changes exceeds this timeout, the combined change will reset (to the new change value)."
GamingIsLove.ORKFramework.StatusValueChangedStateSettings.autoResetCombined;Auto Reset Combined;"Automatically reset the last combined change value when the changed state reset.
I.e. the last combined change value is set to 0 after the 'Changed State Duration'."
GamingIsLove.ORKFramework.StatusValueChangedStateSettings.autoResetSingle;Auto Reset Single;"Automatically reset the last change value (not combind) when the changed state reset.
I.e. the last change value is set to 0 after the 'Changed State Duration'."
GamingIsLove.ORKFramework.StatusValueMultiplier.status;Status Value;Select the 'Normal' or 'Experience' type status value that will be multiplied.
GamingIsLove.ORKFramework.StatusValueMultiplier.multiplier;Multiplier;"The initial value of the selected status value of all members of this faction will be multiplied by this number.
Only 'Normal' and 'Experience' type status values can be used."
GamingIsLove.ORKFramework.StatusValueSetting.statusType;Status Type;"Select the status type of this status value.
Only the 'Type' has influence on this status value's functionality, the 'Status Type' is only used for displaying information (e.g. to display a list of status values in a HUD)."
GamingIsLove.ORKFramework.StatusValueSetting.hidden;Hidden;"This status value is hidden from the player.
It won't be displayed in any listing (e.g. in HUDs), only if printed directly using text codes or when specifically selected."
GamingIsLove.ORKFramework.StatusValueSetting.type;Type;"The type of the status value.
- Normal: Used for standard status values like strength or maximum HP. Can optionally use a formula.
- Consumable: Used for status values that are consumed by attacks or skills, e.g. Health Points (HP). Can decide if a combatant dies.
- Experience: Used for experience status values. Can decide when a characters level rises."
GamingIsLove.ORKFramework.StatusValueSetting.startValue;Start Value;"The start value used to initialize the status value.
'Normal' and 'Experience' type status values can be overruled by the individual combatant's start value settings and status development."
GamingIsLove.ORKFramework.StatusValueSetting.startSetIn;Set In;"Either set the value in percent of the maximum value or the defined/fixed Value.
E.g. a start value of 50 set in percent will initialize the status value with 50 % of it's maximum value.
For 'Consumable' status values, the maximum value is the current value of their maximum status value."
GamingIsLove.ORKFramework.StatusValueSetting.startRounding;Rounding;"Round the percent change value:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.StatusValueSetting.useChangedState;Use Changed State;"This status value uses the changed state upon receiving value changes.
The last change and combined value changes will be available to display and use."
GamingIsLove.ORKFramework.StatusValueSetting.useOtherMinMax;Use Other Status Values;"Use other 'Normal' type status values as this status value's minimum and maximum value.
The current value of the selected status values will be used - this allows creating flexible minimum/maximum values, e.g. for MaxHP upgrades."
GamingIsLove.ORKFramework.StatusValueSetting.otherMin;Min Status Value;Select the 'Normal' type status value that will be used as this status value's minimum value.
GamingIsLove.ORKFramework.StatusValueSetting.otherMax;Max Status Value;Select the 'Normal' type status value that will be used as this status value's maximum value.
GamingIsLove.ORKFramework.StatusValueSetting.minValue;Minimum Value;The lowest value this status value can have.
GamingIsLove.ORKFramework.StatusValueSetting.maxValue;Maximum Value;The highest value this status value can have.
GamingIsLove.ORKFramework.StatusValueSetting.combined;Combined Value;"Use a formula to calculate the final value of the status value.
If disabled, only the value of the status value itself is used."
GamingIsLove.ORKFramework.StatusValueSetting.combinedFormula;Formula;"Select the formula to calculate the final value of the status value.
It's recommended to only use 'Normal' type status values in the formula, because changes to other values won't cause a recalculation of the combined value. The formula will be calculated after applying all bonuses to the status values.
The combined value itself can still have a status development or bonuses, and you can use items to change the base value of the status value.
Use the status value in the calculation to incorporate it into the result."
GamingIsLove.ORKFramework.StatusValueSetting.initialValueCombined;Initial Value;"The initial value passed to the formula.
The formula will use the initial value as it's base and start the calculation with that value."
GamingIsLove.ORKFramework.StatusValueSetting.maxStatus;Max Status Value;"Defines a consumables status values maximum status value.
A consumable status value can't become higher then it's maximum status value current value."
GamingIsLove.ORKFramework.StatusValueSetting.maxStatusForwardPositiveChange;Forward Positive Changes;"Positive changes to the max status value will be forwarded to this status value.
I.e. if the max status value increases, so will this status value."
GamingIsLove.ORKFramework.StatusValueSetting.maxStatusForwardNegativeChange;Forward Negative Changes;"Negative changes to the max status value will be forwarded to this status value.
I.e. if the max status value decreases, so will this status value."
GamingIsLove.ORKFramework.StatusValueSetting.maxStatusForwardPreventDeath;Prevent Death;The forwarded status change will not cause the death of the combatant, keeping the status value's value one point above/below the death value.
GamingIsLove.ORKFramework.StatusValueSetting.deathOn;Death On;"Select if and when a combatant dies from this status value:
- None: The combatant doesn't die related to this status value.
- On Minimum: The combatant dies when the status value reaches its minimum.
- On Maximum: The combatant dies when the status value reaches its maximum."
GamingIsLove.ORKFramework.StatusValueSetting.noRegeneration;No Regeneration;This status value won't be reset to it's maximum upon regeneration (e.g. level up, 'Regenerate' schematic node).
GamingIsLove.ORKFramework.StatusValueSetting.animateDamage;Animate Damage;"Decreasing this status value by user/target changes of abilities or items will play a damage animation.
Please note that 'Use Costs' of abilities never play damage animations."
GamingIsLove.ORKFramework.StatusValueSetting.useDamageLimit;Use Damage Limit;"Optionally limit the damage (negative change) this 'Consumable' status value can receive.
Status value changes can optionally skip the damage limit."
GamingIsLove.ORKFramework.StatusValueSetting.damageLimit;Damage Limit;"The maximum damage (negative change) this 'Consumable' status value can receive.
Status value changes can optionally skip the damage limit.
If the status value change came from a combatant (e.g. via an ability), the attacker will be used as 'User' and the combatant with the status value change as 'Target'."
GamingIsLove.ORKFramework.StatusValueSetting.useRefreshLimit;Use Refresh Limit;"Optionally limit the refresh (positive change) this 'Consumable' status value can receive.
Status value changes can optionally skip the refresh limit."
GamingIsLove.ORKFramework.StatusValueSetting.refreshLimit;Refresh Limit;"The maximum refresh (positive change) this 'Consumable' status value can receive.
Status value changes can optionally skip the refresh limit.
If the status value change came from a combatant (e.g. via an ability), the attacker will be used as 'User' and the combatant with the status value change as 'Target'."
GamingIsLove.ORKFramework.StatusValueSetting.expType;Experience Type;"Select the experience type:
- None: Doesn't automatically level up.
- Level: Automatically increases the combatant's level.
- Class Level: Automatically increases the combatant's class level."
GamingIsLove.ORKFramework.StatusValueSetting.expNoneMaxType;Max Value Type;"Select how the maximum value is defined:
- Next Level: The value of the next level (defined in the status development).
- Current Level: The value of the current level (defined in the status development).
- Max Value: The maximum value of this status value."
GamingIsLove.ORKFramework.StatusValueSetting.expEarnOnLevelUp;Earn on Level Up;"This 'Experience' status value will increase on level up like a 'Normal' type status value.
E.g.: use this for experience points that are received on level up and can be spent for upgrading/learing abilities.
The amount earned on level up is defined by the combatant's status development. The combatant will receive the difference between the current level and the previous level."
GamingIsLove.ORKFramework.StatusValueSetting.expNoneClassDev;Class Development;"This 'None' experience is bound to the class level, i.e. the maximum value will increase based on the class status development.
If disabled, the maximum value will increase based on the combatant's status development."
GamingIsLove.ORKFramework.StatusValueSetting.expFromMinimum;From Minimum;"When leveling up, this status value will restart from the minimum value.
If disabled, the status value will continue to grow, using the previous level's maximum value as minimum."
GamingIsLove.ORKFramework.StatusValueSetting.initExpToLevel;Init to Level;"This experience status value will be initialized to the value according to the combatant's level and status development.
If disabled, the minimum value will be used.
This only happens when a combatant is created or initialized to a level."
GamingIsLove.ORKFramework.StatusValueSetting.useLevelDifference;Use Level Differences;Define level difference factors to change the received experience based on the level difference between defeated combatant and the combatant receiving the experience.
GamingIsLove.ORKFramework.StatusValueSetting.lvlDiffClass;Use Class Level;"Use the class level difference.
If disabled, the base level difference is used."
GamingIsLove.ORKFramework.StatusValueSetting.countToValue;Count to Value;The displayed value of this status value will be counted to the real value over time.
GamingIsLove.ORKFramework.StatusValueSetting.countTime;Time (s);The time in seconds used for counting.
GamingIsLove.ORKFramework.StatusValueSetting.countDelay;Delay (s);"The time in seconds used before counting starts after a change.
Can be used to delay visual status value changes."
GamingIsLove.ORKFramework.StatusValueSetting.countSmoothBars;Smooth Value Bars;"Updates to value bars will look smoother.
Please note that this will cause more frequent HUD updates when counting to a new value, which can impact performance."
GamingIsLove.ORKFramework.StatusValueSetting.realValueCount;Real Value Count;"The counted display value will be used as real value of the status value.
I.e. the actual value of the status value will be counted over time."
GamingIsLove.ORKFramework.StatusValueSetting.ownStatusValueUI;Own Status Value UI;Use a different status value UI setup for this status value.
GamingIsLove.ORKFramework.StatusValueSetting.flyingTextShowWithTraits;Show With Traits;"The flying texts of the status value will be shown in addition to flying texts coming from attack modifiers overriding them.
I.e. if an attack modifier has custom flying texts set up for strength, weakness or recovery traits, the flying text defined here will be displayed as well.
If disabled, only the attack modifier's flying text will be shown (if set up, otherwise only this flying text)."
GamingIsLove.ORKFramework.StatusValueSetting.ownNumberFormat;Own Number Format;This status value overrides the default number format defined in the text display settings.
GamingIsLove.ORKFramework.StatusValueSetting.ownBonusDisplay;Own Bonus Display;This status value overrides the default 'Bonus Display' for status values defined in 'UI > Text Display Settings'.
GamingIsLove.ORKFramework.StatusValueSetting.previewOwnNoChangeValueText;Own No Change Value Text;This status value overrides the default 'No Change Value Text' defined in the preview settings in 'UI > Text Display Settings'.
GamingIsLove.ORKFramework.StatusValueSetting.previewUseNoChangeValueText;No Change Value Text;"Use a text to replace the current value of this status value when displaying a preview that doesn't change this status value.
This will replace the '' text code in 'Status Value' HUD elements."
GamingIsLove.ORKFramework.StatusValueSetting.previewNoChangeValueText;No Change Value Text;"This text replaces the current value of this status value when displaying a preview that doesn't change this status value.
This will replace the '' text code in 'Status Value' HUD elements."
GamingIsLove.ORKFramework.StatusValueSetting.previewOwnNoChangeChangeText;Own No Change Change Text;This status value overrides the default 'No Change Change Text' defined in the preview settings in 'UI > Text Display Settings'.
GamingIsLove.ORKFramework.StatusValueSetting.previewUseNoChangeChangeText;No Change Change Text;"Use a text to replace the change value of this status value when displaying a preview that doesn't change this status value.
This will replace the '' text code in 'Status Value' HUD elements."
GamingIsLove.ORKFramework.StatusValueSetting.previewNoChangeChangeText;No Change Change Text;"This text replaces the change value of this status value when displaying a preview that doesn't change this status value.
This will replace the '' text code in 'Status Value' HUD elements."
GamingIsLove.ORKFramework.StatusValueSetting.consoleIgnoreZeroDamage;Ignore 0 Damage;A damage of 0 (i.e. no real damage) will be ignored, console texts won't be displayed.
GamingIsLove.ORKFramework.StatusValueSetting.ownConsoleIncrease;Own Increase Text;This status value overrides the default console increase value text.
GamingIsLove.ORKFramework.StatusValueSetting.ownConsoleDecrease;Own Decrease Text;This status value overrides the default console decrease value text.
GamingIsLove.ORKFramework.StatusValueSetting.ownConsoleSet;Own Set Text;This status value overrides the default console set value text.
GamingIsLove.ORKFramework.UseCountSettings.use;Use Count;"Using is limited to a defined number of uses.
The use count can be auto reset and also changed using schematics.
Each use reduces the available uses by 1."
GamingIsLove.ORKFramework.UseCountSettings.onlyInBattle;Only In Battle;Uses are only consumed when the combatant is in battle.
GamingIsLove.ORKFramework.UseCountSettings.allowOvercount;Allow Overcount;The available use count can exceed the maximum use count (e.g. through schematics).
GamingIsLove.ORKFramework.UseCountSettings.maxUses;Maximum Uses;The maximum number of uses.
GamingIsLove.ORKFramework.UseCountSettings.resetOnBattleStart;Battle Start;Resets to the max use count when starting a battle.
GamingIsLove.ORKFramework.UseCountSettings.resetOnBattleEnd;Battle End;Resets to the max use count when ending a battle.
GamingIsLove.ORKFramework.UseCountSettings.resetOnTurnStart;Turn Start;Resets to the max use count when starting the combatant's turn.
GamingIsLove.ORKFramework.UseCountSettings.resetOnTurnEnd;Turn End;Resets to the max use count when ending the combatant's turn.
GamingIsLove.ORKFramework.BoolValue_CombatantStatusConditionType`1;Combatant Status Condition;The result of a combatant's status condition check.
GamingIsLove.ORKFramework.FloatValue_CombatantAttackModifierAttributeType`1;Attack Modifier Attribute;The value of a combatant's attack modifier attribute.
GamingIsLove.ORKFramework.FloatValue_CombatantAttackModifierAttributeType`1.getValue;Used Value;"Select which value will be used:
- Current Value: The current value of the attribute.
- Base Value: The base value of the attribute (without bonuses).
- Min Value: The minimum value of the attribute.
- Max Value: The maximum value of the attribute.
- Start Value: The start value of the attribute (i.e. the attribute's initial value).
- Preview Value: The preview value, displaying changes when an equipment would be equipped."
GamingIsLove.ORKFramework.FloatValue_CombatantClassLevelDefinedType`1;Class Level (Defined);The class level of a combatant (defined class).
GamingIsLove.ORKFramework.FloatValue_CombatantClassLevelDefinedType`1.usedClass;Class;Select the class that will be used.
GamingIsLove.ORKFramework.FloatValue_CombatantClassLevelType`1;Class Level (Single);The class level of a combatant (current single-class).
GamingIsLove.ORKFramework.FloatValue_CombatantClassSlotLevelType`1;Class Slot Level;The level of a class equipped on a combatant's class slot.
GamingIsLove.ORKFramework.FloatValue_CombatantClassSlotLevelType`1.classSlot;Class Slot;Select the class slot that will be used.
GamingIsLove.ORKFramework.FloatValue_CombatantDefenceModifierAttributeType`1;Defence Modifier Attribute;The value of a combatant's defence modifier attribute.
GamingIsLove.ORKFramework.FloatValue_CombatantDefenceModifierAttributeType`1.getValue;Used Value;"Select which value will be used:
- Current Value: The current value of the attribute.
- Base Value: The base value of the attribute (without bonuses).
- Min Value: The minimum value of the attribute.
- Max Value: The maximum value of the attribute.
- Start Value: The start value of the attribute (i.e. the attribute's initial value).
- Preview Value: The preview value, displaying changes when an equipment would be equipped."
GamingIsLove.ORKFramework.FloatValue_CombatantLevelType`1;Level;The level of a combatant.
GamingIsLove.ORKFramework.FloatValue_CombatantStatusEffectCountAllType`1;Status Effect Count (All);The number of all status effects applied to a combatant.
GamingIsLove.ORKFramework.FloatValue_CombatantStatusEffectCountAllType`1.addHidden;Add Hidden Effects;"Select if hidden status effects will be included:
- Yes: Hidden effects will be included.
- No: Hidden effects will not be included.
- Only: Only hidden effects will be used."
GamingIsLove.ORKFramework.FloatValue_CombatantStatusEffectCountType`1;Status Effect Count;The number of a defined status effect applied to a combatant.
GamingIsLove.ORKFramework.FloatValue_CombatantStatusEffectCountType`1.statusEffect;Status Effect;Select the status effect that will be used.
GamingIsLove.ORKFramework.FloatValue_CombatantStatusEffectCountTypeType`1;Status Effect Count (Type);The number of status effects of a defined status effect type applied to a combatant.
GamingIsLove.ORKFramework.FloatValue_CombatantStatusEffectCountTypeType`1.statusEffectType;Status Effect Type;Select the status effect type that will be used.
GamingIsLove.ORKFramework.FloatValue_CombatantStatusEffectCountTypeType`1.addHidden;Add Hidden Effects;"Select if hidden status effects will be included:
- Yes: Hidden effects will be included.
- No: Hidden effects will not be included.
- Only: Only hidden effects will be used."
GamingIsLove.ORKFramework.FloatValue_CombatantStatusEffectDurationType`1;Status Effect Duration;The duration of a defined status effect applied to a combatant.
GamingIsLove.ORKFramework.FloatValue_CombatantStatusEffectDurationType`1.statusEffect;Status Effect;Select the status effect that will be used.
GamingIsLove.ORKFramework.FloatValue_CombatantStatusEffectDurationType`1.useMaxDuration;Use Max Duration;Use the maximum duration the status effect had when it was applied/reapplied.
GamingIsLove.ORKFramework.FloatValue_CombatantStatusValueType`1;Status Value;The value of a combatant's status value.
GamingIsLove.ORKFramework.FloatValue_CombatantStatusValueType`1.status;Status Value;Select the status value that will be used.
GamingIsLove.ORKFramework.FloatValue_CombatantStatusValueType`1.getValue;Used Value;"Select which value will be used:
- Current Value: The current value of the status value.
- Base Value: The base value of the status value (without bonuses).
- Min Value: The minimum value of the status value.
- Max Value: The maximum value of the status value.
- Display Value: The currently displayed value of the status value (e.g. when using 'Count To Value').
- Preview Value: The preview value, displaying changes when an equipment would be equipped.
- Preview Max Value: The preview maximum value, displaying changes when an equipment would be equipped.
- Preview Min Value: The preview minimum value, displaying changes when an equipment would be equipped.
- Last Change Value: The last value used to change the status value.
- Last Combined Change Value: The combined value of the last changes to the status value.
- Last Combined Change Value Positive: The combined value of the last positive changes to the status value.
- Last Combined Change Value Negative: The combined value of the last negative changes to the status value."
GamingIsLove.ORKFramework.StringValue_CombatantCustomContentType`1;Combatant Custom Content;A custom content of a combatant.
GamingIsLove.ORKFramework.StringValue_CombatantCustomContentType`1.contentKey;Content Key;Define the key of the custom content that will be used.
GamingIsLove.ORKFramework.StringValue_CombatantDescriptionType`1;Combatant Description;The description of a combatant.
GamingIsLove.ORKFramework.StringValue_CombatantNameType`1;Combatant Name;The name of a combatant.
GamingIsLove.ORKFramework.StringValue_CombatantShortNameType`1;Combatant Short Name;The short name of a combatant.
GamingIsLove.ORKFramework.RandomFloat.min;Minimum Random;The minimum random value (inclusive).
GamingIsLove.ORKFramework.RandomFloat.max;Maximum Random;The maximum random value (inclusive).
GamingIsLove.ORKFramework.RandomFloat.rounding;Rounding;"Rounds the random value.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.RandomInt.min;Minimum Random;The minimum random value (inclusive).
GamingIsLove.ORKFramework.RandomInt.max;Maximum Random;The maximum random value (inclusive).
GamingIsLove.ORKFramework.RandomVector3.min;Minimum Random;The minimum random value (inclusive).
GamingIsLove.ORKFramework.RandomVector3.max;Maximum Random;The maximum random value (inclusive).
GamingIsLove.ORKFramework.ShortcutVariableChanges.variableSave;Save Variables;The variables will be saved with save games.
GamingIsLove.ORKFramework.ShortcutVariableChanges.variableUseWhenLoading;Use When Loading;"Use the variable changes when loading from a save game.
This will reset changes that where made in the saved version, or makes sure that changes to the settings are also available in save games that where saved before."
GamingIsLove.ORKFramework.ShortcutVariableChanges.useVariableDescription;Use In Description;"Replace variable text codes in the description with these variables.
If disabled, the description will use global variables."
GamingIsLove.ORKFramework.ShortcutVariableChanges.useVariableCustomContent;Use In Custom Content;"Replace variable text codes in the custom content with these variables.
If disabled, the custom content will use global variables."
GamingIsLove.ORKFramework.ShortcutVariableChanges.useUpdateVariables;Use Update Variables;"Update variable changes are used when the variables are changed.
These variable changes will also be used when first initializing the variables (after the regular variable changes).
E.g. use this if a variable holds the result of a formula that depends on other variables."
GamingIsLove.ORKFramework.Area.type;Area Type;"Select the area type of this area.
Area types are used to separate different visited areas in menus."
GamingIsLove.ORKFramework.Area.ownLayout;Own Layout;This area overrides the default area notification layout setting (defined in the game settings).
GamingIsLove.ORKFramework.Area.useNewAreaNotification;Use New Area Notification;"Show a different notification when first entering the area.
Only used if 'Show Once' is disabled in the 'Area Settings' in the game settings."
GamingIsLove.ORKFramework.Teleport.type;Area Type;"Select the area type of this teleport.
Area types are used to separate different teleports in menus."
GamingIsLove.ORKFramework.Teleport.ownScreenFade;Own Screen Fade;"Use different screen fade settings when loading the scene.
If disabled, it'll use the default screen fade settings defined in the game settings."
GamingIsLove.ORKFramework.Log.logType;Log Type;"Select the primary type of this log.
This is the log type the log will belong to and that's used for the log's type text codes.
Add secondary log types to list the log under multiple log types in menus or other type checks."
GamingIsLove.ORKFramework.Log.secondaryLogType;Log Type;"Select the log type that'll be used as a secondary log type.
Secondary log types are used to list logs under multiple log types in menus or other type checks."
GamingIsLove.ORKFramework.Log.invertTextOrder;Invert Text Order;"The log texts of this log will be displayed in inverted order (i.e. from high index to low index).
If disabled, the texts will be displayed in normal order (i.e. from low index to high index)."
GamingIsLove.ORKFramework.Log.ownNotifications;Own Notifications;This log overrides the default log notification settings.
GamingIsLove.ORKFramework.Log.ownConsoleLearning;Own Learning Text;This log overrides the default console learning text.
GamingIsLove.ORKFramework.Log.ownConsoleForgetting;Own Forgetting Text;This log overrides the default console forgetting text.
GamingIsLove.ORKFramework.LogText.name;Name;The name of the log text.
GamingIsLove.ORKFramework.LogText.log;Log;Select the log this log text belongs to.
GamingIsLove.ORKFramework.LogText.replaceTexts;Replace Texts;"This log text replaces previous log texts of the selected log (i.e. log texts with a lower index than this one).
If disabled, the log text will be displayed after the previous log text of the selected log."
GamingIsLove.ORKFramework.LogText.useTitle;Override Title;Override the title of the log.
GamingIsLove.ORKFramework.LogText.title;Title;The new title of the log.
GamingIsLove.ORKFramework.LogText.text;Text;Define the text of this log text.
GamingIsLove.ORKFramework.LogText.ownConsoleLearning;Own Learning Text;This log text overrides the default console learning update text.
GamingIsLove.ORKFramework.LogText.ownConsoleForgetting;Own Forgetting Text;This log overrides the default console forgetting update text.
GamingIsLove.ORKFramework.LogType.ownNotifications;Own Notifications;This log type overrides the default log notification settings.
GamingIsLove.ORKFramework.LogType.ownConsoleLearning;Own Learning Text;This log type overrides the default console learning text.
GamingIsLove.ORKFramework.LogType.ownConsoleForgetting;Own Forgetting Text;This log type overrides the default console forgetting text.
GamingIsLove.ORKFramework.CheckQuestStatus.isValid;Is Valid;"The check must be valid.
If disabled, the check must be invalid."
GamingIsLove.ORKFramework.CheckQuestStatus.quest;Quest;Select the quest that will be checked.
GamingIsLove.ORKFramework.CheckQuestStatus.type;Check Status;"Select the status the quest will be checked for:
- Inactive: The quest is inactive.
- Active: The quest is active.
- Finished: The quest is finished.
- Failed: The quest failed.
- Not Added: The quest isn't added to the player's quest list."
GamingIsLove.ORKFramework.CheckQuestTaskStatus.isValid;Is Valid;"The check must be valid.
If disabled, the check must be invalid."
GamingIsLove.ORKFramework.CheckQuestTaskStatus.task;Quest Task;Select the quest task that will be checked.
GamingIsLove.ORKFramework.CheckQuestTaskStatus.type;Check Status;"Select the status the task will be checked with:
- Inactive: The task is inactive (i.e. not yet added).
- Active: The task is active.
- Finished: The task is finished.
- Failed: The task failed.
- Not Added: The task's quest isn't added to the player's quest list."
GamingIsLove.ORKFramework.CheckQuestTaskStatus.questActive;Quest Active;The task's quest has to be active.
GamingIsLove.ORKFramework.CheckQuestTypeStatus.isValid;Is Valid;"The check must be valid.
If disabled, the check must be invalid."
GamingIsLove.ORKFramework.CheckQuestTypeStatus.questType;Quest Type;Select the quest type that will be checked.
GamingIsLove.ORKFramework.CheckQuestTypeStatus.useSubTypes;Use Sub-Types;The sub-types of the defined quest type will also be checked.
GamingIsLove.ORKFramework.CheckQuestTypeStatus.type;Check Status;"Select the status the quests will be checked with:
- Inactive: A quest is inactive.
- Active: A quest is active.
- Finished: A quest is finished.
- Failed: A quest failed.
- Not Added: No quest of the quest type is added to the player's quest list."
GamingIsLove.ORKFramework.QuestCondition.neededQuestTypes;Needed (Quest Types);Either all or just one of the quest type conditions needs to be valid.
GamingIsLove.ORKFramework.QuestCondition.neededQuests;Needed (Quests);Either all or just one of the quest conditions needs to be valid.
GamingIsLove.ORKFramework.QuestCondition.neededTasks;Needed (Tasks);Either all or just one of the task conditions needs to be valid.
GamingIsLove.ORKFramework.QuestStateTypeCondition.hasQuest;Has Quest;The player needs to have at least one quest (with status/type limitations).
GamingIsLove.ORKFramework.QuestStateTypeCondition.hasInactive;Has Inactive;The player has at least one inactive quest.
GamingIsLove.ORKFramework.QuestStateTypeCondition.hasActive;Has Active;The player has at least one active quest.
GamingIsLove.ORKFramework.QuestStateTypeCondition.hasFinished;Has Finished;The player has at least one finished quest.
GamingIsLove.ORKFramework.QuestStateTypeCondition.hasFailed;Has Failed;The player has at least one failed quest.
GamingIsLove.ORKFramework.QuestStateTypeCondition.useSubTypes;Use Sub-Types;The sub-types of the defined quest types will also be checked.
GamingIsLove.ORKFramework.QuestStateTypeCondition.questType;Quest Type;Select the quest type that will be checked for.
GamingIsLove.ORKFramework.QuestLayout.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.QuestLayout.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.QuestLayout.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.QuestLayout.rewardSepLine;Line Separation;"Rewards will be in separate lines.
If disabled, you can define a separator."
GamingIsLove.ORKFramework.QuestLayout.rewardSeparator;Separator;Define the separator between two rewards.
GamingIsLove.ORKFramework.QuestLayout.rewardText;Reward Text;"The text that will be used to display a reward.
This text will be added for each reward of a quest - rewards from quest tasks are not included."
GamingIsLove.ORKFramework.QuestLayout.useNormalSVReward;Use Normal SV Text;Use a different text to display normal status value rewards.
GamingIsLove.ORKFramework.QuestLayout.normalSVRewardText;Normal SV Reward Text;"The text that will be used to display a normal status value reward.
This text will be added for each normal status value reward of a quest."
GamingIsLove.ORKFramework.QuestLayout.useItemReward;Use Item Text;Use a different text to display item rewards.
GamingIsLove.ORKFramework.QuestLayout.itemRewardText;Item Reward Text;"The text that will be used to display an item reward.
This text will be added for each item reward of a quest."
GamingIsLove.ORKFramework.QuestLayout.taskSepLine;Line Separation;"Tasks will be in separate lines.
If disabled, you can define a separator."
GamingIsLove.ORKFramework.QuestLayout.taskSeparator;Separator;Define the separator between two tasks.
GamingIsLove.ORKFramework.QuestLayout.taskText;Task Text;"The text that will be used to display a task.
This text will be added for each task of a quest."
GamingIsLove.ORKFramework.QuestLayout.useInactive;Use Inactive Text;Use a different text to display inactive tasks.
GamingIsLove.ORKFramework.QuestLayout.inactiveText;Inactive Task Text;"The text that will be used to display an inactive task.
This text will be added for each inactive task of a quest."
GamingIsLove.ORKFramework.QuestLayout.useFinished;Use Finished Text;Use a different text to display finished tasks.
GamingIsLove.ORKFramework.QuestLayout.finishedText;Finished Task Text;"The text that will be used to display a finished task.
This text will be added for each finished task of a quest."
GamingIsLove.ORKFramework.QuestLayout.useFailed;Use Failed Text;Use a different text to display failed tasks.
GamingIsLove.ORKFramework.QuestLayout.failedText;Failed Task Text;"The text that will be used to display a failed task.
This text will be added for each failed task of a quest."
GamingIsLove.ORKFramework.QuestLayout.reqSepLine;Line Separation;"Requirements will be in separate lines.
If disabled, you can define a separator."
GamingIsLove.ORKFramework.QuestLayout.reqSeparator;Separator;Define the separator between two requirements.
GamingIsLove.ORKFramework.QuestLayout.reqText;Requirement Text;"The text that will be used to display a finish requirement.
This text will be added for each finish requirement (items and enemy kills) of a task."
GamingIsLove.ORKFramework.QuestSetting.questType;Quest Type;"Select the primary type of this quest.
This is the quest type the quest will belong to and that's used for the quest's type text codes.
Add secondary quest types to list the quest under multiple quest types in menus or other type checks."
GamingIsLove.ORKFramework.QuestSetting.secondaryQuestType;Quest Type;"Select the quest type that'll be used as a secondary quest type.
Secondary quest types are used to list quests under multiple quest types in menus or other type checks."
GamingIsLove.ORKFramework.QuestSetting.repeatable;Repeatable;"This quest is repeatable.
The quest can be added again when it's already finished.
It'll also be listed as available when the quest is finished.
Repeating the quest will replace the previous finished quest with a new instance of the quest, so it'll no longer register as finished."
GamingIsLove.ORKFramework.QuestSetting.addLogText;Learn Log Text (Add);Select the log text that will be learned when this quest is added to the player's quest list.
GamingIsLove.ORKFramework.QuestSetting.finishLogText;Learn Log Text (Finish);Select the log text that will be learned when this quest is finished.
GamingIsLove.ORKFramework.QuestSetting.failLogText;Learn Log Text (Fail);Select the log text that will be learned when this quest failed.
GamingIsLove.ORKFramework.QuestSetting.ownQuestStatusIcons;Own Quest Status Icons;Override the default quest status icons defined in the quest general settings.
GamingIsLove.ORKFramework.QuestSetting.ownTaskStatusIcons;Own Task Status Icons;Override the default task status icons defined in the quest general settings.
GamingIsLove.ORKFramework.QuestSetting.ownLayout;Own Layout;"This quest overrides the default quest layout (found in the game settings).
The quest layout is used in menus and dialogues to display quest information (e.g. rewards, tasks)."
GamingIsLove.ORKFramework.QuestSetting.ownNotifications;Own Notifications;This quest overrides the default quest and task notification settings.
GamingIsLove.ORKFramework.QuestSetting.ownConsoleAdd;Own Add Text;This quest overrides the default console add quest text.
GamingIsLove.ORKFramework.QuestSetting.ownConsoleRemove;Own Remove Text;This quest overrides the default console remove quest text.
GamingIsLove.ORKFramework.QuestSetting.ownConsoleInactivate;Own Inactivate Text;This quest overrides the default console inactivate quest text.
GamingIsLove.ORKFramework.QuestSetting.ownConsoleActivate;Own Activate Text;This quest overrides the default console activate quest text.
GamingIsLove.ORKFramework.QuestSetting.ownConsoleFinish;Own Finish Text;This quest overrides the default console finish quest text.
GamingIsLove.ORKFramework.QuestSetting.ownConsoleFail;Own Fail Text;This quest overrides the default console fail quest text.
GamingIsLove.ORKFramework.QuestStatusIconSettings.useUnavailableIcon;Use Unavailable Icon;Use a different icon when the quest is unavailbale due to the quest's conditions.
GamingIsLove.ORKFramework.QuestStatusIconSettings.unavailableIcon;Unavailable Icon;Select the icon that will be used if the quest is unavailable.
GamingIsLove.ORKFramework.QuestStatusIconSettings.useInactiveIcon;Use Inactive Icon;Use a different icon when the quest status is inactive.
GamingIsLove.ORKFramework.QuestStatusIconSettings.inactiveIcon;Inactivate Icon;Select the icon that will be used if the quest status is inactive.
GamingIsLove.ORKFramework.QuestStatusIconSettings.useActiveIcon;Use Active Icon;Use a different icon when the quest status is active.
GamingIsLove.ORKFramework.QuestStatusIconSettings.activeIcon;Activate Icon;Select the icon that will be used if the quest status is active.
GamingIsLove.ORKFramework.QuestStatusIconSettings.useFinishedIcon;Use Finished Icon;Use a different icon when the quest status is finished.
GamingIsLove.ORKFramework.QuestStatusIconSettings.finishedIcon;Finished Icon;Select the icon that will be used if the quest status is finished.
GamingIsLove.ORKFramework.QuestStatusIconSettings.useFailedIcon;Use Failed Icon;Use a different icon when the quest status is failed.
GamingIsLove.ORKFramework.QuestStatusIconSettings.failedIcon;Failed Icon;Select the icon that will be used if the quest status is failed.
GamingIsLove.ORKFramework.QuestTaskSelection.type;Task Selection;"Select which quest task to use:
- Quest Task: A defined quest task.
- Quest: Tasks of a defined quest.
- Quest Type: Tasks of quests of a defined quest type.
- All: All active/inactive tasks of active/inactive quests."
GamingIsLove.ORKFramework.QuestTaskSelection.questTask;Quest Task;Select the quest task that will be used.
GamingIsLove.ORKFramework.QuestTaskSelection.quest;Quest;"Select the quest which's quest tasks will be used.
Only active and inactive tasks will be used."
GamingIsLove.ORKFramework.QuestTaskSelection.questType;Quest Type;"Select the quest type which' quests and quest tasks will be used.
Only active and inactive quests and tasks will be used."
GamingIsLove.ORKFramework.QuestTaskSetting.quest;Quest;Select the quest this task belongs to.
GamingIsLove.ORKFramework.QuestTaskSetting.updateText;Update Quest Text;"The quest's text will be updated by this task.
The text is only updated when this task is active, finished or failed."
GamingIsLove.ORKFramework.QuestTaskSetting.replaceTexts;Replace Text;"This task's text replaces previous quest/task texts (i.e. the quest's text and texts from tasks with a lower index than this one).
If disabled, the task's text will be displayed after the quest's text and previous task texts."
GamingIsLove.ORKFramework.QuestTaskSetting.autoActivate;Auto Activate;"The quest task will automatically activate when this requirements are valid.
If disabled, the task can only be activated using schematics.
If you want a task to be automatically active when a quest starts, enable this setting and don't add any requirements."
GamingIsLove.ORKFramework.QuestTaskSetting.activateSchematicAsset;Activate Schematic;"Select a schematic asset that will be started when the quest task is activated.
Uses the player as starting object, the task's quest is available as local selected data using the data key 'action'."
GamingIsLove.ORKFramework.QuestTaskSetting.inactivateSchematicAsset;Inactivate Schematic;"Select a schematic asset that will be started when the quest task is inactivated.
Uses the player as starting object, the task's quest is available as local selected data using the data key 'action'."
GamingIsLove.ORKFramework.QuestTaskSetting.activateLogText;Learn Log Text;Select the log text that will be learned when this quest task is activated.
GamingIsLove.ORKFramework.QuestTaskSetting.autoFinish;Auto Finish;"The quest task will automatically finish when this requirements are valid.
If disabled, the task can only be finished using schematics."
GamingIsLove.ORKFramework.QuestTaskSetting.finishQuest;Finish Quest;The quest will automatically finish if this task is finished.
GamingIsLove.ORKFramework.QuestTaskSetting.finishSchematicAsset;Finish Schematic;"Select a schematic asset that will be started when the quest task is finished.
Uses the player as starting object, the task's quest is available as local selected data using the data key 'action'."
GamingIsLove.ORKFramework.QuestTaskSetting.finishLogText;Learn Log Text;Select the log text that will be learned when this quest task is finished.
GamingIsLove.ORKFramework.QuestTaskSetting.autoFail;Auto Fail;"The quest task will automatically fail when this requirements are valid.
If disabled, the task only fail using schematics."
GamingIsLove.ORKFramework.QuestTaskSetting.failQuest;Fail Quest;"The quest will automatically fail if this task fails.
If disabled, the quest can still be finished."
GamingIsLove.ORKFramework.QuestTaskSetting.failSchematicAsset;Fail Schematic;"Select a schematic asset that will be started when the quest task failed.
Uses the player as starting object, the task's quest is available as local selected data using the data key 'action'."
GamingIsLove.ORKFramework.QuestTaskSetting.failLogText;Learn Log Text;Select the log text that will be learned when this quest task failed.
GamingIsLove.ORKFramework.QuestTaskSetting.ownTaskStatusIcons;Own Task Status Icons;Override the default task status icons defined in the quest general settings.
GamingIsLove.ORKFramework.QuestTaskSetting.ownConsoleInactivate;Own Inactivate Text;This log text overrides the default console inactivate task text.
GamingIsLove.ORKFramework.QuestTaskSetting.ownConsoleActivate;Own Activate Text;This log text overrides the default console activate task text.
GamingIsLove.ORKFramework.QuestTaskSetting.ownConsoleFinish;Own Finish Text;This log overrides the default console finish task text.
GamingIsLove.ORKFramework.QuestTaskSetting.ownConsoleFail;Own Fail Text;This log overrides the default console fail task text.
GamingIsLove.ORKFramework.QuestTaskStatusIconSettings.useInactiveIcon;Use Inactive Icon;Use a different icon when the task status is inactive.
GamingIsLove.ORKFramework.QuestTaskStatusIconSettings.inactiveIcon;Inactivate Icon;Select the icon that will be used if the task status is inactive.
GamingIsLove.ORKFramework.QuestTaskStatusIconSettings.useActiveIcon;Use Active Icon;Use a different icon when the task status is active.
GamingIsLove.ORKFramework.QuestTaskStatusIconSettings.activeIcon;Activate Icon;Select the icon that will be used if the task status is active.
GamingIsLove.ORKFramework.QuestTaskStatusIconSettings.useFinishedIcon;Use Finished Icon;Use a different icon when the task status is finished.
GamingIsLove.ORKFramework.QuestTaskStatusIconSettings.finishedIcon;Finished Icon;Select the icon that will be used if the task status is finished.
GamingIsLove.ORKFramework.QuestTaskStatusIconSettings.useFailedIcon;Use Failed Icon;Use a different icon when the task status is failed.
GamingIsLove.ORKFramework.QuestTaskStatusIconSettings.failedIcon;Failed Icon;Select the icon that will be used if the task status is failed.
GamingIsLove.ORKFramework.QuestType.itemType;Item Type;"Select the primary item type of this quest type.
The item type is used when listing quests in shops.
This is the item type the quests will belong to.
Add secondary item types to list the quests under multiple item types in shops or other type checks."
GamingIsLove.ORKFramework.QuestType.secondaryItemType;Item Type;"Select the item type that'll be used as a secondary item type.
Secondary item types are used to list quests under multiple item types in shops or other type checks."
GamingIsLove.ORKFramework.QuestType.ownQuestStatusIcons;Own Quest Status Icons;Override the default quest status icons defined in the quest general settings.
GamingIsLove.ORKFramework.QuestType.ownTaskStatusIcons;Own Task Status Icons;Override the default task status icons defined in the quest general settings.
GamingIsLove.ORKFramework.QuestType.ownLayout;Own Layout;"This quest type overrides the default quest layout (found in the quest general settings).
The quest layout is used in menus and dialogues to display quest information (e.g. rewards, tasks)."
GamingIsLove.ORKFramework.QuestType.ownNotifications;Own Notifications;This quest type overrides the default quest and task notification settings.
GamingIsLove.ORKFramework.QuestType.ownConsoleAdd;Own Add Text;This quest type overrides the default console add quest text.
GamingIsLove.ORKFramework.QuestType.ownConsoleRemove;Own Remove Text;This quest type overrides the default console remove quest text.
GamingIsLove.ORKFramework.QuestType.ownConsoleInactivate;Own Inactivate Text;This quest type overrides the default console inactivate quest text.
GamingIsLove.ORKFramework.QuestType.ownConsoleActivate;Own Activate Text;This quest type overrides the default console activate quest text.
GamingIsLove.ORKFramework.QuestType.ownConsoleFinish;Own Finish Text;This quest type overrides the default console finish quest text.
GamingIsLove.ORKFramework.QuestType.ownConsoleFail;Own Fail Text;This quest type overrides the default console fail quest text.
GamingIsLove.ORKFramework.QuestCountRequirement.tag;Tag;"Define the tag of this count.
The count can be changed using schematics and is identified by the tag, i.e. the count matching a defined tag will be changed."
GamingIsLove.ORKFramework.QuestCountRequirement.targetCount;Target Count;The count that must be reached.
GamingIsLove.ORKFramework.QuestCountRequirement.allowOvercount;Allow Overcount;"More than the defined target count can be reached.
If disabled, the count stops at the defined target count."
GamingIsLove.ORKFramework.QuestCountRequirement.sceneObject;Information Content;Select the scene object that will be used as content information (i.e. name, description, icon).
GamingIsLove.ORKFramework.QuestEnemyKillRequirement.useCombatantType;Use Combatant Type;"A combatant of a defined combatant type must be killed.
If disabled, a defined combatant must be killed."
GamingIsLove.ORKFramework.QuestEnemyKillRequirement.allowSubTypes;Allow Sub-Types;"Killing a combatant of a sub-type of the defined combatant type will also be counted.
Otherwise only killing combatants of the defined type will be counted."
GamingIsLove.ORKFramework.QuestEnemyKillRequirement.allowSecondaryTypes;Allow Secondary Types;"Killing a combatant of with the defined combatant type as secondary combatant type will also be counted.
Otherwise only killing combatants with the defined type as primary combatant type will be counted."
GamingIsLove.ORKFramework.QuestEnemyKillRequirement.combatantType;Combatant Type;Select the combatant type that must be killed.
GamingIsLove.ORKFramework.QuestEnemyKillRequirement.combatant;Combatant;Select the combatant that must be killed.
GamingIsLove.ORKFramework.QuestEnemyKillRequirement.quantity;Quantity;The amount of combatants that must be killed.
GamingIsLove.ORKFramework.QuestEnemyKillRequirement.allowOvercount;Allow Overcount;"More than the defined quantity can be killed.
If disabled, the count stops at the defined quantity."
GamingIsLove.ORKFramework.QuestItemRequirement.quantity;Quantity;The required quantity of the defined item.
GamingIsLove.ORKFramework.QuestItemRequirement.collect;Collect;"The items must be collected after the task has been activated.
If disabled, also items already in the inventory will be used."
GamingIsLove.ORKFramework.QuestItemRequirement.allowRemove;Allow Remove;Removing items from the inventory will also decrease the task's already recognized quantity.
GamingIsLove.ORKFramework.QuestItemRequirement.allowOvercount;Allow Overcount;"More than the defined quantity can be collected.
If disabled, the count stops at the defined quantity."
GamingIsLove.ORKFramework.QuestTaskRequirements.finishedTasksNeeded;Needed;Either all or only one of the quest tasks must be finished.
GamingIsLove.ORKFramework.QuestTaskRequirements.finishedTask;Finished Task;Select the quest task that must be finished.
GamingIsLove.ORKFramework.QuestTaskRequirements.itemsNeeded;Needed;Either all or only one of the item requirements must be valid.
GamingIsLove.ORKFramework.QuestTaskRequirements.enemyKillsNeeded;Needed;Either all or only one of the kill requirements must be valid.
GamingIsLove.ORKFramework.QuestTaskRequirements.countsNeeded;Needed;Either all or only one of the count requirements must be valid.
GamingIsLove.ORKFramework.BestiaryControl.uiBox;UI Box;The UI box used to display the dialogue.
GamingIsLove.ORKFramework.BestiaryControl.uiHidesBox;UI Hides Box;Hide the UI box while the cursor is over a UI box.
GamingIsLove.ORKFramework.BestiaryControl.showOkButton;Show OK Button;"Show the 'Ok' button of the UI box.
When using 'Accept Next Page', this will toggle to the next combatant page."
GamingIsLove.ORKFramework.BestiaryControl.showCancelButton;Show Cancel Button;"Show the 'Cancel' button of the UI box.
This will close the dialogue."
GamingIsLove.ORKFramework.BestiaryControl.atCombatantObject;At Combatant Position;Display the dialogue at the position of the combatant's game object (when available).
GamingIsLove.ORKFramework.BestiaryControl.childObject;Child Object;Use a child object of of the combatant's game object to position the dialogue.
GamingIsLove.ORKFramework.BestiaryControl.positionOffset;Offset;Offset added to the game object's position.
GamingIsLove.ORKFramework.BestiaryControl.showPortrait;Show Portrait;Display a portrait of the combatant (if available).
GamingIsLove.ORKFramework.BestiaryControl.portraitType;Portrait Type;Select the portrait type that will be used.
GamingIsLove.ORKFramework.GridCellInfoControl.uiBox;UI Box;The UI box used to display the information.
GamingIsLove.ORKFramework.GridCellInfoControl.uiHidesBox;UI Hides Box;Hide the UI box while the cursor is over a UI.
GamingIsLove.ORKFramework.GridCellInfoControl.showForEmpty;Show Empty Cells;Show this information box for empty grid cells (i.e. without a combatant).
GamingIsLove.ORKFramework.GridCellInfoControl.showForOccupied;Show Occupied Cells;Show this information box for grid cells occupied by a combatant.
GamingIsLove.ORKFramework.GridCellInfoControl.showForMarked;Show Marked Cells;Show this information box for grid cells marked for a combatant (e.g. target of a grid move).
GamingIsLove.ORKFramework.GridCellInfoControl.showForGuests;Show Guest Cells;Show this information box for grid cells with guest combatants.
GamingIsLove.ORKFramework.GridCellInfoControl.atCellObject;At Cell Position;Display the dialogue at the position of the cell's game object.
GamingIsLove.ORKFramework.GridCellInfoControl.childObject;Child Object;Use a child object of the cell to position the dialogue.
GamingIsLove.ORKFramework.GridCellInfoControl.positionOffset;Offset;Offset added to the game object's position.
GamingIsLove.ORKFramework.GridCellInfoControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.GridCellInfoControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.GridCellInfoControl.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.showForPlayer;Show For Player;Show this info for player controlled combatants.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.showForAllies;Show For Allies;Show this info for allies of the player.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.showForEnemies;Show For Enemies;Show this info for enemies of the player.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.autoShow;Auto Show Info;"Automatically display the combatant information dialogue when a cell with a combatant is selected.
If disabled, the cell must be accepted to show the combatant information dialogue."
GamingIsLove.ORKFramework.GridExamineBestiaryControl.keepOpen;Keep Open;The combatant information dialogue will remain open for the last displayed combatant when selecting a cell without a combatant (or a combatant that can't be displayed).
GamingIsLove.ORKFramework.GridExamineBestiaryControl.keepSame;Keep Same;"Keep the same combatant displayed when selecting a new cell with a combatant.
If disabled, selecting a cell with a different combatant will upate the displayed cobmatant."
GamingIsLove.ORKFramework.GridExamineBestiaryControl.useCallKey;Use Call Key;"Use a defined input key to open the combatant information dialogue for the currently selected cell.
If disabled, accepting the cell will open the combatant information dialogue."
GamingIsLove.ORKFramework.GridExamineBestiaryControl.callCursorOver;Cursor Over;"Only allow using the call key when the cursor is over a combatant.
This will select the combatant's cell if it's not yet the selected cell.
E.g. combine this with a right mouse button input to open the combatant's info by right-clicking on the combatant."
GamingIsLove.ORKFramework.GridExamineBestiaryControl.closeOn2nd;2nd Call Closes;Calling/opening this combatant information dialogue when it's already open will close it.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.closeOn2ndSameCombatant;Same Combatant;Only close the combatant information dialogue when called on the same combatant.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.blockPlayerControl;Block Player Control;The control of the player will be blocked while the combatant information dialogue is being displayed.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.blockCameraControl;Block Camera Control;The control of the camera will be blocked while the combatant information dialogue is being displayed.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.GridExamineBestiaryControl.openAudio;Open Audio;Played when the combatant info box is opened.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.openVolume;Open Volume;The volume (0-1) used to play the open clip.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.closeAudio;Close Audio;Played when the combatant info box is closed.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.closeVolume;Close Volume;The volume (0-1) used to play the close clip.
GamingIsLove.ORKFramework.GridExamineBestiaryControl.useUser;Use User;Use the combatant that uses grid examination (or the player if no user available).
GamingIsLove.ORKFramework.GridExamineBestiaryControl.hideForUser;Hide For User;Hide this info box when examining the user.
GamingIsLove.ORKFramework.PhaseCombatantControl.useCombatantChoice;Use Combatant Choice;"The player can select the combatant that chooses the next action.
If disabled, the player can't select combatants and the order is predetermined by the 'Combatant Order' settings."
GamingIsLove.ORKFramework.PhaseCombatantControl.forceAICombatants;Force AI Combatants;AI controlled members of the player group will perform their turn before the other combatants.
GamingIsLove.ORKFramework.PhaseCombatantControl.showSelectionBox;Show Selection Box;Show a UI box to select the combatant.
GamingIsLove.ORKFramework.PhaseCombatantControl.autoSelect;Auto Select;"Automatically select the first combatant in the list.
You can enable changing combatants by clicking on them or using input keys."
GamingIsLove.ORKFramework.PhaseCombatantControl.autoSelectOne;Auto Select One;If only one combatant is available, automatically select the only combatant in the list.
GamingIsLove.ORKFramework.PhaseCombatantControl.allowBack;Allow Back;"Canceling a combatant's battle menu returns to the combatant selection.
If disabled, the player can't cancel out of a selected combatant."
GamingIsLove.ORKFramework.PhaseCombatantControl.allowClicking;Allow Clicking;"Allow selecting a combatant by clicking on a combatant's game object.
This uses the 'Mouse/Touch Control' settings in 'Battles > Target Settings' for detecting a clicked combatant."
GamingIsLove.ORKFramework.PhaseCombatantControl.allowClickingWhileSelected;While Selected;Allow selecting a different combatant by clicking while a combatant is already selected.
GamingIsLove.ORKFramework.PhaseCombatantControl.uiBox;UI Box;The UI box used to display the combatant coice.
GamingIsLove.ORKFramework.PhaseCombatantControl.onlyAvailable;Only Available;"Only combatants that can choose an action are displayed.
If disabled, all combatants are displayed, the buttons of those who can't be choose an action are inactive."
GamingIsLove.ORKFramework.PhaseCombatantControl.keepOpen;Keep Open;Keep the combatant choice open after selecting a combatant.
GamingIsLove.ORKFramework.PhaseCombatantControl.addEndPhase;Add End Phase;An end phase option is displayed.
GamingIsLove.ORKFramework.PhaseCombatantControl.endPhaseFirst;First Element;"The end phase option will be the first element in the list.
If disabled, the end phase option will be the last element in the list."
GamingIsLove.ORKFramework.PhaseCombatantControl.ownCombatantChoice;Own Layout;Override the default combatant choice layout (UI > Text Display Settings).
GamingIsLove.ORKFramework.PhaseCombatantControl.useKeys;Use Keys;Use input keys to change between combatants and end the phase.
GamingIsLove.ORKFramework.PhaseCombatantControl.endPhaseKey;End Phase Key;The input key used to end the phase.
GamingIsLove.ORKFramework.PhaseCombatantControl.nextCombatantKey;Next Combatant Key;"The input key used to change to the next combatant.
Selects the first combatant in the list if no combatant is selected."
GamingIsLove.ORKFramework.PhaseCombatantControl.previousCombatantKey;Previous Combatant Key;"The input key used to change to the previous combatant.
Selects the last combatant in the list if no combatant is selected."
GamingIsLove.ORKFramework.PhaseCombatantControl.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.PhaseCombatantControl.endPhaseClip;End Phase Clip;Played when using the 'End Phase Key'.
GamingIsLove.ORKFramework.PhaseCombatantControl.endPhaseVolume;End Phase Volume;The volume (0-1) used to play the end phase clip.
GamingIsLove.ORKFramework.PhaseCombatantControl.changeCombatantClip;Change Combatant Clip;Played when using a change combatant key.
GamingIsLove.ORKFramework.PhaseCombatantControl.changeCombatantVolume;Change Combatant Volume;The volume (0-1) used to play the change combatant clip.
GamingIsLove.ORKFramework.TargetConfirmationControl.uiBox;UI Box;The UI box used to display the target confirmation.
GamingIsLove.ORKFramework.TargetConfirmationControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.TargetConfirmationControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.TargetConfirmationControl.message;Message Content;The content displayed in the question dialogue.
GamingIsLove.ORKFramework.TargetConfirmationControl.ownUserLayout;Own User Layout;Override the default target information layout and use a custom layout for the user of the ability/item.
GamingIsLove.ORKFramework.TargetConfirmationControl.targetBestiaryInformation;Use Bestiary Information;"Display the target's status information based on the bestiary.
If disabled, the full status information of the combatant will be displayed, regardless of what the player learned in the bestiary."
GamingIsLove.ORKFramework.TargetConfirmationControl.targetSeparation;Separation Text;The text displayed between 2 targets.
GamingIsLove.ORKFramework.TargetConfirmationControl.ownTargetLayout;Own Target Layout;Override the default target information layout and use a custom layout for the targets of the ability/item.
GamingIsLove.ORKFramework.TargetInformationControl.showUserChanges;Show User Changes;Display changes that will happen to the user of an ability/item.
GamingIsLove.ORKFramework.TargetInformationControl.userBox;UI Box;Select the UI box that will be used to display the user changes.
GamingIsLove.ORKFramework.TargetInformationControl.userCursorOver;Cursor Over;The user changes are only displayed when hovering the cursor over the user's game object.
GamingIsLove.ORKFramework.TargetInformationControl.userCursorMoveOnly;Cursor Move Only;Only check for displaying the user changes when the cursor has actually been moved.
GamingIsLove.ORKFramework.TargetInformationControl.atUserObject;At User Position;Display the user information at the position of the user's game object.
GamingIsLove.ORKFramework.TargetInformationControl.userChildObject;Child Object;Use a child object of the user to position the information.
GamingIsLove.ORKFramework.TargetInformationControl.userPositionOffset;Offset;Offset added to the object's position.
GamingIsLove.ORKFramework.TargetInformationControl.ownUserLayout;Own User Layout;Override the default target information layout and use a custom layout for the user of the ability/item.
GamingIsLove.ORKFramework.TargetInformationControl.showTargetChanges;Show Target Changes;Display changes that will happen to the targets of an ability/item.
GamingIsLove.ORKFramework.TargetInformationControl.targetBox;UI Box;Select the UI box that will be used to display the target changes.
GamingIsLove.ORKFramework.TargetInformationControl.targetBestiaryInformation;Use Bestiary Information;"Display the target's status information based on the bestiary.
If disabled, the full status information of the combatant will be displayed, regardless of what the player learned in the bestiary."
GamingIsLove.ORKFramework.TargetInformationControl.targetUseOneBox;Use One Box;"All targets will be displayed in one UI box, using a separation text between each target.
If disabled, all targets will be displayed in their own UI box."
GamingIsLove.ORKFramework.TargetInformationControl.targetCursorOver;Cursor Over;The target changes are only displayed when hovering the cursor over the target's game object.
GamingIsLove.ORKFramework.TargetInformationControl.targetCursorMoveOnly;Cursor Move Only;Only check for displaying the target changes when the cursor has actually been moved.
GamingIsLove.ORKFramework.TargetInformationControl.atTargetObject;At Target Position;Display the target information at the position of the target's game object.
GamingIsLove.ORKFramework.TargetInformationControl.targetChildObject;Child Object;Use a child object of the target to position the information.
GamingIsLove.ORKFramework.TargetInformationControl.relativeTo;Relative To;Select the corner of the UI box an additional target box position will be relative to.
GamingIsLove.ORKFramework.TargetInformationControl.targetPositionOffset;Offset;"The offset added to the box position per target.
When using relative offset, the offset is to the anchored position.
When displaying at the target position, the offset is so the target's game object."
GamingIsLove.ORKFramework.TargetInformationControl.targetSeparation;Separation Text;The text displayed between 2 targets.
GamingIsLove.ORKFramework.TargetInformationControl.ownTargetLayout;Own Target Layout;Override the default target information layout and use a custom layout for the targets of the ability/item.
GamingIsLove.ORKFramework.ContentQuestionControl.uiBox;UI Box;The UI box used to display the question dialogue.
GamingIsLove.ORKFramework.ContentQuestionControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.ContentQuestionControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.ContentQuestionControl.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.DoubleContentQuestionControl.uiBox;UI Box;The UI box used to display the question dialogue.
GamingIsLove.ORKFramework.DoubleContentQuestionControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.DoubleContentQuestionControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.DoubleContentQuestionControl.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.GameOverControl.scene;Load Scene;"The scene that will be loaded when the player group is defeated and game over is called.
Leave blank if no scene should be loaded."
GamingIsLove.ORKFramework.GameOverControl.loadType;Load Type;"Select how the scene is loaded:
- Load Level: Closes all current loaded scenes and loads a scene.
- Load Level Additive: Adds the scene to the current loaded scenes.
- Load Async: Closes all current loaded scenes and loads a scene asynchronously in the background.
- Load Async Additive: Adds the scene to the current loaded scenes and loads it asynchronously in the background."
GamingIsLove.ORKFramework.GameOverControl.fieldAuto;Auto Game Over;Automatically call game over in the field or in 'Real Time Battle Areas' when the player or player group is dead.
GamingIsLove.ORKFramework.GameOverControl.autoGroupDead;Battle Group Dead;"All members of the battle group must be dead for auto game over.
If disabled, only the leader (i.e. the player combatant) must be dead for auto game over."
GamingIsLove.ORKFramework.GameOverControl.ownScreenFade;Own Screen Fade;"Use different screen fade settings when loading the game over scene.
If disabled, it'll use the default screen fade settings defined in the game settings."
GamingIsLove.ORKFramework.GameOverControl.waitTime;Wait Time (s);The time in seconds that will be waited before showing the choice or loading the start menu scene.
GamingIsLove.ORKFramework.GameOverControl.showChoice;Show Choice;"A game over choice dialogue will be displayed.
You can select between retry, load and exit options."
GamingIsLove.ORKFramework.GameOverControl.loadStartMenuScene;Load Start Menu Scene;"Loads the start menu scene.
If disabled, the game will remain in the game over scene - e.g. use schematics or custom scripting to handle anything further."
GamingIsLove.ORKFramework.GameOverControl.uiBox;UI Box;The UI box used to display the choice dialogue.
GamingIsLove.ORKFramework.GameOverControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.GameOverControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.GameOverControl.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.GameOverControl.showRetry;Show Retry;"A retry option will be displayed in the choice dialogue.
Selecting this option will load the last retry save game. If no retry save game is available it will load the last saved (or loaded) save game.
The name of the button can be defined in all languages and have an icon."
GamingIsLove.ORKFramework.GameOverControl.showLoad;Show Load;"A load option will be displayed in the choice dialogue.
Selecting this option will call the load menu.
The name of the button can be defined in all languages and have an icon."
GamingIsLove.ORKFramework.GameOverControl.showExit;Show Exit;"An exit option will be displayed in the choice dialogue.
Selecting this option will load the start menu scene.
The name of the button can be defined in all languages and have an icon."
GamingIsLove.ORKFramework.InfoBoxControl.uiBox;UI Box;The UI box used to display the information.
GamingIsLove.ORKFramework.InfoBoxControl.uiHidesBox;UI Hides Box;This info box will be hidden while the cursor is over a UI box (e.g. a HUD or menu).
GamingIsLove.ORKFramework.InfoBoxControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.InfoBoxControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.InfoBoxControl.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.ItemBoxControl.useInventoryExchangeMenu;Use Menu Screen;"Use a menu screen with an 'Inventory Exchange' menu part instead of the item box dialogue.
Set up the menu screen in 'UI > Menu Screens'."
GamingIsLove.ORKFramework.ItemBoxControl.menuScreen;Menu Screen;Select a menu screen with an 'Inventory Exchange' menu part.
GamingIsLove.ORKFramework.ItemBoxControl.enableDrag;Enable Dragging;"Items can be dragged.
Dragging an item on a combatant, HUD or inventory menu will remove the item from the item box and add it to the combatant's inventory."
GamingIsLove.ORKFramework.ItemBoxControl.enableClick;Enable Click-Drag;"Items can be click-dragged.
Clicking on an item the defined amount of time and clicking on a combatant, HUD or inventory menu will remove the item from the item box and add it to the combatant's inventory."
GamingIsLove.ORKFramework.ItemBoxControl.clickCount;Click Count;Define the number of clicks needed.
GamingIsLove.ORKFramework.ItemBoxControl.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a menu item.
GamingIsLove.ORKFramework.ItemBoxControl.receiveDrops;Receive Drops;"The item box can receive drops.
Items dropped on the item list will be removed from the combatant who owns them and added to the item box."
GamingIsLove.ORKFramework.ItemBoxControl.uiBox;UI Box;The UI box used to display the item box dialogue.
GamingIsLove.ORKFramework.ItemBoxControl.useInventoryAddType;Use Stack Type;"Items and equipment will be added to the item box according to their inventory stack type (e.g. auto stack).
If disabled, items/equipment will be added as is, i.e. with their defined quantity without grouping them together."
GamingIsLove.ORKFramework.ItemBoxControl.allowCancel;Allow Cancel;The cancel button will close the item box.
GamingIsLove.ORKFramework.ItemBoxControl.autoClose;Auto Close;"The box will close when taking the last item.
Empty boxes can't be opened any more."
GamingIsLove.ORKFramework.ItemBoxControl.useItemButtons;Use Item Buttons;"The items in this item box are displayed by individual buttons.
If disabled, you can show the items of the box in the message using the '' text code."
GamingIsLove.ORKFramework.ItemBoxControl.useChoice;Use Choice;"Use a choice to accept or cancel collecting the items.
If disabled, the 'Ok' and 'Cancel' buttons of the UI box will be used."
GamingIsLove.ORKFramework.ItemBoxControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.ItemBoxControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.ItemBoxControl.message;Message Content;The content displayed when items are in the box.
GamingIsLove.ORKFramework.ItemBoxControl.messageEmpty;Empty Content;The content displayed when the box is empty.
GamingIsLove.ORKFramework.ItemBoxControl.lineSeparation;Line Separation;"Items will be in separate lines.
If disabled, you can define a separator."
GamingIsLove.ORKFramework.ItemBoxControl.separator;Separator;Define the separator between two items.
GamingIsLove.ORKFramework.ItemBoxControl.itemText;Item Text;"The text that will be used to display an item.
This text will be added for each item in the item box."
GamingIsLove.ORKFramework.ItemBoxControl.useNotCollectable;Use Collectable Text;"Use a different text to display items that can't be collected (e.g. due to quantity limits).
If disabled, collectable and not collectable items will be displayed using the same text."
GamingIsLove.ORKFramework.ItemBoxControl.notCollectableText;Not Collectable Text;"The text that will be used to display an item that can't be collected.
This text will be added for each not collectable item in the item box."
GamingIsLove.ORKFramework.ItemBoxControl.showTakeAll;Show Take All;"The take all button is displayed.
Using this button will collect everything from the item box."
GamingIsLove.ORKFramework.ItemBoxControl.takeAllFirst;Take All First;"The take all button will be the first button of the list (after the exit).
If disabled, it will be the last button (before the exit button)."
GamingIsLove.ORKFramework.ItemBoxControl.showExit;Show Exit;The exit button is displayed.
GamingIsLove.ORKFramework.ItemBoxControl.exitFirst;Exit First;"The exit button will be the first button of the list (before the take all button).
If disabled, it will be the last button (after the take all button)."
GamingIsLove.ORKFramework.ItemBoxControl.showDescription;Show Description;Show a description box displaying the selected item's description.
GamingIsLove.ORKFramework.ItemCollectionControl.show;Show Dialogue;"A dialogue is shown to inform the player about the found item.
If disabled, the item is collected immediately."
GamingIsLove.ORKFramework.ItemCollectionControl.uiBox;UI Box;The UI box used to display the item collection dialogue.
GamingIsLove.ORKFramework.ItemCollectionControl.autoClose;Auto Close;The item collection dialogue is closed automatically, the item will be added to the inventory at the start of the dialogue.
GamingIsLove.ORKFramework.ItemCollectionControl.closeBlockAccept;Block Accept Button;The accept button is blocked - the dialogue will only close after it's time ran up.
GamingIsLove.ORKFramework.ItemCollectionControl.closeAfter;Close After (s);The time in seconds until the dialogue closes automatially.
GamingIsLove.ORKFramework.ItemCollectionControl.useItemTitle;Show Title (Item);Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.ItemCollectionControl.itemTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.ItemCollectionControl.useItemIcon;Use Item Icon;Use the icon of the displayed item.
GamingIsLove.ORKFramework.ItemCollectionControl.itemMessageHUD;Item Message;The message will be displayed when you collect an item or equipment using an item collector.
GamingIsLove.ORKFramework.ItemCollectionControl.useCurrencyTitle;Show Title (Currency);Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.ItemCollectionControl.currencyTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.ItemCollectionControl.useCurrencyIcon;Use Currency Icon;Use the icon of the displayed currency.
GamingIsLove.ORKFramework.ItemCollectionControl.currencyMessageHUD;Currency Message;The message will be displayed when you collect a currency using an item collector.
GamingIsLove.ORKFramework.ItemCollectionControl.useCombatantTitle;Show Title (Combatant);Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.ItemCollectionControl.combatantTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.ItemCollectionControl.useCombatantIcon;Use Combatant Icon;Use the icon of the displayed combatant.
GamingIsLove.ORKFramework.ItemCollectionControl.combatantMessageHUD;Combatant Message;The message will be displayed when you collect a combatant using an item collector.
GamingIsLove.ORKFramework.ItemCollectionControl.showChoice;Allow Choice;"The player can decide if the item will be collected or not (i.e. the 'Cancel' button will be available, or a choice will be displayed).
If disabled, the player must take the item."
GamingIsLove.ORKFramework.ItemCollectionControl.useDefaultStartSettings;Use Default Start Settings;Define default start settings for newly created 'Item Collector' components (in your scene setup).
GamingIsLove.ORKFramework.QuantityQuestionControl.uiBox;UI Box;The UI box used to display the question dialogue.
GamingIsLove.ORKFramework.QuantityQuestionControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.QuantityQuestionControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.QuantityQuestionControl.messageHUD;Message Content;The content displayed in the question dialogue.
GamingIsLove.ORKFramework.QuestControl`1.useSelectedData;Use Selected Data;Use quests stored in selected data.
GamingIsLove.ORKFramework.QuestControl`1.quest;Quest;"Select the quest that will be used.
If the quest is already added to the player's quest list, the data of the real quest is used (i.e. with current tasks and progress).
If the quest isn't added, the data of a dummy quest is used (i.e. only initial tasks and without progress)"
GamingIsLove.ORKFramework.QuestControl`1.ignoreRequirements;Ignore Requirements;The quest's requirements will be ignored.
GamingIsLove.ORKFramework.QuestControl`1.noSchematics;No Schematics;"A newly created quest instance (only used for showing information) will not start any schematics (e.g. 'Activate Schematic' of quest tasks).
Use this in case you use task schematics for custom setup that should only be used when the quest is actually added to the player's quest list."
GamingIsLove.ORKFramework.QuestControl`1.uiBox;UI Box;The UI box used to display the quest choice dialogue.
GamingIsLove.ORKFramework.QuestControl`1.inPause;In Pause;"Select if the UI box can be controlled when the game is paused:
- Auto: Can be controlled if the game is paused when opening the UI box, otherwise not.
- No: Can't be controlled.
- Yes: Can be controlled."
GamingIsLove.ORKFramework.QuestControl`1.lockFocus;Lock Focus;Focus is locked on this UI box.
GamingIsLove.ORKFramework.QuestControl`1.allowCancel;Allow Cancel;The choice can be canceled using the cancel button.
GamingIsLove.ORKFramework.QuestControl`1.useChoice;Use Choice;"Use a choice to accept or decline the quest.
If disabled, the 'Ok' and 'Cancel' buttons of the UI box will be used."
GamingIsLove.ORKFramework.QuestControl`1.ownLayout;Own Layout;"This quest choice overrides the default quest layout (found in the game settings) and the quest's own layout (if used).
The quest layout is used in menus and dialogues to display quest information (e.g. rewards, tasks)."
GamingIsLove.ORKFramework.ResearchItemQuestionControl.uiBox;UI Box;The UI box used to display the question dialogue.
GamingIsLove.ORKFramework.ResearchItemQuestionControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.ResearchItemQuestionControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.ResearchItemQuestionControl.message;Message Content;The content displayed in the question dialogue.
GamingIsLove.ORKFramework.SelectedDataControl`1.uiBox;UI Box;The UI box used to display the dialogue.
GamingIsLove.ORKFramework.SelectedDataControl`1.inPause;In Pause;"Select if the UI box can be controlled when the game is paused:
- Auto: Can be controlled if the game is paused when opening the UI box, otherwise not.
- No: Can't be controlled.
- Yes: Can be controlled."
GamingIsLove.ORKFramework.SelectedDataControl`1.lockFocus;Lock Focus;Focus is locked on this UI box.
GamingIsLove.ORKFramework.SelectedDataControl`1.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.SelectedDataControl`1.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.SelectedDataControl`1.messageHUD;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.SelectedDataControl`1.allowCancel;Allow Cancel;The selection can be canceled using the cancel button.
GamingIsLove.ORKFramework.SelectedDataControl`1.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the cursor is over a choice button.
GamingIsLove.ORKFramework.SelectedDataControl`1.storeSelection;Store Selection;Store/load the selection using an 'Int' variable.
GamingIsLove.ORKFramework.SelectedDataControl`1.selectionVariable;Variable Key;Define the key of the variable used to store the selection.
GamingIsLove.ORKFramework.SelectedDataControl`1.useDefaultSelection;Use Default Selection;"Define a default selection.
If disabled, either selects the first choice or no choice, based on the settings of the 'UI Box'."
GamingIsLove.ORKFramework.SelectedDataControl`1.defaultSelection;Default Selection;Define the index of the choice that will be selected when showing the dialogue.
GamingIsLove.ORKFramework.SelectedDataQuestionControl`1.box;UI Box;The UI box used to display the question dialogue.
GamingIsLove.ORKFramework.SelectedDataQuestionControl`1.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.SelectedDataQuestionControl`1.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.SelectedDataQuestionControl`1.messageHUD;Message Content;The content displayed in the question dialogue.
GamingIsLove.ORKFramework.SelectedDataQuestionControl`1.setShortcutCombatant;Set Shortcut Combatant;"Add a combatant to the data in case the selected data is a shortcut (e.g. an item, equipment, ability, etc.).
"
GamingIsLove.ORKFramework.StartMenuControl.uiBox;UI Box;The UI box used to display the start menu.
GamingIsLove.ORKFramework.StartMenuControl.blockFocus;Block Focus;"Block the focus while displaying the start menu.
No other UI box can be selected/clicked while the focus is blocked."
GamingIsLove.ORKFramework.StartMenuControl.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.StartMenuControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.StartMenuControl.message;Message Content;The content displayed in the start menu.
GamingIsLove.ORKFramework.StartMenuControl.usePortrait;Use Portrait;"The start menu displays a portrait.
The portrait is displayed when a menu item without a portrait is selected."
GamingIsLove.ORKFramework.BattleMenu.name;Name;The name of the battle menu.
GamingIsLove.ORKFramework.BattleMenu.uiBox;UI Box;Select the UI box used to display this battle menu.
GamingIsLove.ORKFramework.BattleMenu.useDefaultSelection;Use Default Selection;"Define a default selection.
If disabled, either selects the first choice."
GamingIsLove.ORKFramework.BattleMenu.defaultSelection;Default Selection;Define the index of the choice that will be selected when showing the battle menu.
GamingIsLove.ORKFramework.BattleMenu.updateInterval;Update Interval (s);"The time in seconds between two menu checks.
A check updates the availability of the current menu options (e.g. available targets of an ability)."
GamingIsLove.ORKFramework.BattleMenu.backInBase;Back In Base;"Add the back button in the base battle menu list (with the items defined here).
The back button will only be added in 'Real Time' and 'Phase' battles."
GamingIsLove.ORKFramework.BattleMenu.atCombatant;Display At Combatant;"The battle menu will be displayed at the position of the user combatant.
If disabled, the UI box position is used.
This is also used for the optional sub-menu boxes."
GamingIsLove.ORKFramework.BattleMenu.childObject;Child Object;Use a child object of the combatant to position the battle menu.
GamingIsLove.ORKFramework.BattleMenu.offset;Offset;Offset added to the combatant's position.
GamingIsLove.ORKFramework.BattleMenu.showTitle;Show Title;"Show a title in the title box of the selected UI box.
If disabled, uses the same title for all sub-menus."
GamingIsLove.ORKFramework.BattleMenu.showSubMenuTitle;Show Sub-Menu Title;"Show a different title for sub-menus.
Can use content information of the previously selected menu item."
GamingIsLove.ORKFramework.BattleMenu.title;Title Content;The title content of the battle menu.
GamingIsLove.ORKFramework.BattleMenu.subMenuTitle;Sub-Menu Title Content;The title content used in sub-menus of the battle menu.
GamingIsLove.ORKFramework.BattleMenu.showSubMenuMessage;Show Sub-Menu Message;"Show a different message for sub-menus.
Can use content information of the previously selected menu item.
If disabled, uses the same message for all sub-menus."
GamingIsLove.ORKFramework.BattleMenu.message;Message Content;The content displayed in the battle menu.
GamingIsLove.ORKFramework.BattleMenu.subMenuMessage;Sub-Menu Message Content;The content displayed in the sub-menus of the battle menu..
GamingIsLove.ORKFramework.BattleMenu.useMultiMode;Use Multi Mode;Keep the previous UI box open while opening the next sub-menu UI box.
GamingIsLove.ORKFramework.BattleMenu.multiModeBlockFocus;Block Focus;"Block the focus while displaying a sub-menu.
No other UI box can be selected/clicked while the focus is blocked."
GamingIsLove.ORKFramework.BattleMenu.useSubBoxes;Use Sub-Menu Boxes;"Use different UI boxes when displaying sub-menus (e.g. ability types or targets).
If disabled, the selected UI box will be used for all menus."
GamingIsLove.ORKFramework.BattleMenu.abilityTypeBox;Ability Type Box;Select the UI box used to display ability type menus.
GamingIsLove.ORKFramework.BattleMenu.abilityBox;Ability Box;Select the UI box used to display ability menus.
GamingIsLove.ORKFramework.BattleMenu.itemTypeBox;Item Type Box;Select the UI box used to display item type menus.
GamingIsLove.ORKFramework.BattleMenu.itemBox;Item Box;Select the UI box used to display item menus.
GamingIsLove.ORKFramework.BattleMenu.targetBox;Target Box;Select the UI box used to display target menus.
GamingIsLove.ORKFramework.BattleMenu.equipmentSlotBox;Equipment Slot Box;Select the UI box used to display equipment slot menus.
GamingIsLove.ORKFramework.BattleMenu.equipmentBox;Equipment Box;Select the UI box used to display equipment menus.
GamingIsLove.ORKFramework.BattleMenu.classSingleBox;Class Box (Single);Select the UI box used to display single-class menus.
GamingIsLove.ORKFramework.BattleMenu.classSlotBox;Class Slot Box;Select the UI box used to display class slot menus.
GamingIsLove.ORKFramework.BattleMenu.classSlotClassesBox;Class Slot Classes Box;Select the UI box used to display class slot classes menus.
GamingIsLove.ORKFramework.BattleMenu.aiBehaviourSlotBox;AI Behaviour Slot Box;Select the UI box used to display AI behaviour slot menus.
GamingIsLove.ORKFramework.BattleMenu.aiBehaviourBox;AI Behaviour Box;Select the UI box used to display AI behaviour menus.
GamingIsLove.ORKFramework.BattleMenu.aiRulesetSlotBox;AI Ruleset Slot Box;Select the UI box used to display AI ruleset slot menus.
GamingIsLove.ORKFramework.BattleMenu.aiRulesetBox;AI Ruleset Box;Select the UI box used to display AI ruleset menus.
GamingIsLove.ORKFramework.BattleMenu.commandBox;Command Box;Select the UI box used to display command menus.
GamingIsLove.ORKFramework.BattleMenu.changeMemberBox;Change Member Box;Select the UI box used to display change member menus.
GamingIsLove.ORKFramework.BattleMenu.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.BattleMenu.openClip;Open Clip;"Select the audio clip that will be played when opening this menu.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.BattleMenu.openVolume;Volume (Open);The volume used to play the open clip (between 0 and 1).
GamingIsLove.ORKFramework.BattleMenu.closeClip;Close Clip;"Select the audio clip that will be played when closing this menu.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.BattleMenu.closeVolume;Volume (Close);The volume used to play the close clip (between 0 and 1).
GamingIsLove.ORKFramework.BattleMenu.targetSelectionMode;Target Selection Mode;"Select when targets are selected:
- After Action: Targets are selected after selecting an action. The available targets depend on the selected action.
- Before Action: A target is selected when first showing the battle menu. Available actions depend on the selected target (i.e. if they can target it). All combatants participating in battle will be available as targets."
GamingIsLove.ORKFramework.BattleMenu.rememberSelection;Remember Selection;"Remember the last selections made in the menu.
Used in all menus except target menu.
If disabled, the selection highlights the first menu item in the list."
GamingIsLove.ORKFramework.BattleMenu.rememberInRoot;Remember In Root;"Remember the selection in the root of the battle menu (i.e. where the main battle menu options are selected).
If disabled, the selection in the root menu will not be remembered, only in sub menus."
GamingIsLove.ORKFramework.BattleMenu.selectLastTarget;Select Last Target;"The target menu's selection will automatically highlight the last target (if still available).
If disabled, the selection highlights the first target in the list."
GamingIsLove.ORKFramework.BattleMenu.selectSelf;Select Self;"The target menu's selection will automatically highlight the menu user itself (if available in the list). 'Select Last Target' will override this setting - i.e. if the user's last target is also in the list, it will be selected instead of the user itself.
If disabled, the selection highlights the first target in the list, or the last target (if 'Select Last Target' is enabled)"
GamingIsLove.ORKFramework.BattleMenu.resetSelection;Reset Selection;Reset the selection to the 1st menu item each time.
GamingIsLove.ORKFramework.BattleMenu.targetSortType;Target Sort Type;"Select how the available targets will be sorted:
- None: No sorting, used as-is.
- Distance: Sort by distance to the user.
- Screen Position: Sort by position on the screen."
GamingIsLove.ORKFramework.BattleMenu.updateTargetSorting;Update Sorting;"Update the target sorting while displaying the available targets.
Will be updated each update interval - this can lead to reordering of the target menu items."
GamingIsLove.ORKFramework.BattleMenu.useGroupTarget;Use Group Target;Automatically use a group target for abilities and items (if available).
GamingIsLove.ORKFramework.BattleMenu.useIndividualTarget;Use Individual Target;Automatically use an individual target for abilities and items (if available).
GamingIsLove.ORKFramework.BattleMenu.setTimeScale;Change Time Scale;"Change the time scale while displaying the battle menu.
This can be used to slow down or speed up the battle."
GamingIsLove.ORKFramework.BattleMenu.setMakinomScale;Set Makinom Scale;"Set the Makinom time scale - it's used only for Makinom/ORK related things, like battles, schematics, etc.
If disabled, the Unity time scale will be set, affecting everything in the game."
GamingIsLove.ORKFramework.BattleMenu.timeScaleInRoot;Change In Root;The time scale is changed while the root of the battle menu is open (i.e. the main battle menu option selection).
GamingIsLove.ORKFramework.BattleMenu.timeScaleInSub;Change In Sub;The time scale is changed while a sub menu is open (i.e. not in root or target selections).
GamingIsLove.ORKFramework.BattleMenu.timeScaleInTargetSelections;Change In Target Selections;The time scale is changed while a target selection is used (includes grid examine/move/orientation).
GamingIsLove.ORKFramework.BattleMenu.timeScale;Time Scale;"Define the time scale that will be used while displaying the battle menu.
A time scale of 1 is normal speed, 0.5 is half speed, 2 is double speed.
A time scale of 0 will freeze time."
GamingIsLove.ORKFramework.BattleMenu.ownCombatantChoice;Own Layout;Override the default combatant choice layout (UI > Text Display Settings).
GamingIsLove.ORKFramework.BattleMenu.useSubHeaders;Use Sub-Menu Headers;"Use different header texts when displaying sub-menus (e.g. ability types or targets).
If disabled, the defined header texts will be used for all menus."
GamingIsLove.ORKFramework.BattleMenu.showPortrait;Show Combatant Portrait;Show a portrait of the combatant.
GamingIsLove.ORKFramework.BattleMenu.portraitType;Portrait Type;"Select the portrait type that will be displayed.
The combatant needs to have a portrait with this type."
GamingIsLove.ORKFramework.BattleMenu.showItemPortraits;Show Item Portraits;Display the portrait of a selected item (if available).
GamingIsLove.ORKFramework.BattleMenu.itemPortraitType;Item Portrait Type;Select the portrait type that will be displayed for items.
GamingIsLove.ORKFramework.BattleMenu.showEquipPortraits;Show Equipment Portraits;Display the portrait of a selected equipment (if available).
GamingIsLove.ORKFramework.BattleMenu.equipPortraitType;Equipment Portrait Type;Select the portrait type that will be displayed for equipment.
GamingIsLove.ORKFramework.BattleMenu.showClassPortraits;Show Class Portraits;Display the portrait of a selected class (if available).
GamingIsLove.ORKFramework.BattleMenu.classPortraitType;Class Portrait Type;Select the portrait type that will be displayed for classes.
GamingIsLove.ORKFramework.BattleMenu.showAIBehaviourPortraits;Show AI Behaviour Portraits;Display the portrait of a selected AI behaviour (if available).
GamingIsLove.ORKFramework.BattleMenu.aiBehaviourPortraitType;AI Behaviour Portrait Type;Select the portrait type that will be displayed for AI behaviours.
GamingIsLove.ORKFramework.BattleMenu.showAIRulesetPortraits;Show AI Ruleset Portraits;Display the portrait of a selected AI ruleset (if available).
GamingIsLove.ORKFramework.BattleMenu.aiRulesetPortraitType;AI Ruleset Portrait Type;Select the portrait type that will be displayed for AI rulesets.
GamingIsLove.ORKFramework.BattleMenu.showAbilityPortraits;Show Ability Portraits;Display the portrait of a selected ability (if available).
GamingIsLove.ORKFramework.BattleMenu.abilityPortraitType;Ability Portrait Type;Select the portrait type that will be displayed for abilities.
GamingIsLove.ORKFramework.BattleMenu.showTargetPortraits;Show Target Portraits;Display the portrait of a selected target (if available).
GamingIsLove.ORKFramework.BattleMenu.targetPortraitType;Target Portrait Type;"Select the portrait type that will be displayed for the target.
The combatant needs to have a portrait with this type."
GamingIsLove.ORKFramework.BattleMenu.showCommandPortraits;Show Command Portraits;Display the portrait of a selected group member to give commands to (if available).
GamingIsLove.ORKFramework.BattleMenu.commandPortraitType;Command Portrait Type;"Select the portrait type that will be displayed for the combatant.
The combatant needs to have a portrait with this type."
GamingIsLove.ORKFramework.BattleMenu.showChangePortraits;Show Change Portraits;Display the portrait of a selected group member available for changing members (if available).
GamingIsLove.ORKFramework.BattleMenu.changePortraitType;Change Portrait Type;"Select the portrait type that will be displayed for the combatant.
The combatant needs to have a portrait with this type."
GamingIsLove.ORKFramework.BattleMenu.useDesc;Show Description;An additional UI box is used to display the description of selected menu items.
GamingIsLove.ORKFramework.BattleMenu.descBox;Description Box;Select the UI box used to display the description of a selected menu item.
GamingIsLove.ORKFramework.BattleMenu.descAlways;Always Visible;"The description box will always be visible, even if no description is available.
If disabled, the description box will only be displayed if the selected menu item has a description."
GamingIsLove.ORKFramework.BattleMenu.descAtInputPosition;At Input Position;Display the UI box at the position of the selected input.
GamingIsLove.ORKFramework.BattleMenu.descInputAnchor;Input Anchor;"Select the corner/edge of the input that will be used.
E.g. middle center of the input."
GamingIsLove.ORKFramework.BattleMenu.descInputOffset;Input Offset;Offset to the used input position.
GamingIsLove.ORKFramework.BattleMenu.userHighlightTargetSelection;In Target Selection;The user highlight is shown when selecting a target.
GamingIsLove.ORKFramework.BattleMenuItem.type;Type;Select the type of the battle menu option/command:
GamingIsLove.ORKFramework.BattleMenuSelection.ownDefaultMenu;Own Default Menu;Use a custom default battle menu.
GamingIsLove.ORKFramework.BattleMenuSelection.defaultBattleMenu;Default Battle Menu;Select the battle menu that will be used.
GamingIsLove.ORKFramework.BattleMenuSelection.ownFieldMenu;Own Field Menu;Use a custom battle menu in the field (i.e. not in battles).
GamingIsLove.ORKFramework.BattleMenuSelection.fieldBattleMenu;Field Battle Menu;Select the battle menu that will be used in the field.
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.addSelf;Add Self;The available targets include the user itself.
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.addGroup;Add Group;The available targets include group members of the user (exlcuding the user itself).
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.addAllies;Add Allies;The available targets include allies of the user (i.e. excluding the user's group).
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.addEnemies;Add Enemies;The available targets include enemies of the user.
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysSelfAbility;Always Self Ability;"Always allow abilities that use target type 'Self', ignoring if the user is selected as target.
If disabled, 'Self' targeting abilities can only be used when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysSelfItem;Always Self Item;"Always allow items that use target type 'Self', ignoring if the user is selected as target.
If disabled, 'Self' targeting items can only be used when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysDefend;Always Defend;"Always allow using the defend command.
If disabled, the defend command can only be used when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysEscape;Always Escape;"Always allow using the escape command.
If disabled, the escape command can only be used when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysNone;Always None/End;"Always allow using the none command ('End' battle menu option).
If disabled, the none command can only be used when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysChangeMember;Always Change Member;"Always allow using the change member command.
If disabled, the change member command can only be used when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysGridMove;Always Grid Move;"Always allow using the grid move command.
If disabled, the grid move command can only be used when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysGridOrientation;Always Grid Orientation;"Always allow using the grid orientation command.
If disabled, the grid orientation command can only be used when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysGridExamine;Always Grid Examine;"Always allow using the grid examine command.
If disabled, the grid examine command can only be used when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysEquipment;Always Equipment;"Always allow changing the equipment of the user.
If disabled, the equipment can only be changed when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysClassSingle;Always Class (Single);"Always allow changing the class (single) of the user.
If disabled, the class (single) can only be changed when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysClassSlots;Always Class Slots;"Always allow changing the class slots of the user.
If disabled, the class slots can only be changed when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysAIBehaviours;Always AI Behaviours;"Always allow changing the AI behaviours of the user.
If disabled, the AI behaviours can only be changed when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleMenuTargetBeforeActionSettings.alwaysAIRulesets;Always AI Rulesets;"Always allow changing the AI rulesets of the user.
If disabled, the AI rulesets can only be changed when the user itself is selected as target."
GamingIsLove.ORKFramework.BattleSystemMenuOverride.battleSystem;Battle System;Select the battle system the battle menu will be used in.
GamingIsLove.ORKFramework.BattleSystemMenuOverride.battleMenu;Battle Menu;Select the battle menu that will be used.
GamingIsLove.ORKFramework.TargetMenuSettings.useTargetMenu;Use Target Menu;"A menu based target selection is used.
Targets are listed as choices in a UI box.
The used UI box is defined by the battle menu."
GamingIsLove.ORKFramework.TargetMenuSettings.bodyPartListing;Body Parts Listing;"Select how body parts will be listed:
- With Targets: Body parts will be listed with the other (non-body parts) targets.
- Sub Menu: Body parts will be listed in a sub menu after selecting a combatant with body parts. The parent combatant will be listed in the sub menu to target it directly.
- Sub Menu All: Like 'Sub Menu', but also displays a sub menu for combatants without body parts."
GamingIsLove.ORKFramework.TargetMenuSettings.hideMultiModeMenu;Hide Multi Mode Menu;"Hide the battle menu's UI boxes when using multi mode.
If disabled, the other battle menu boxes will remain open and visible during target selection without a target menu.
When not using multi mode, only the target menu is be displayed and the previous battle menu's UI box closed (i.e. this setting has no impact on it)."
GamingIsLove.ORKFramework.TargetMenuSettings.autoOnlySingleTarget;Auto 1 Single Target;"Automatically select the target if only one target choice is available ('Single' target range).
If disabled, the target selection is used."
GamingIsLove.ORKFramework.TargetMenuSettings.autoOnlyGroupTarget;Auto 1 Group Target;"Automatically select the target if only one target choice is available ('Group' target range).
If disabled, the target selection is used."
GamingIsLove.ORKFramework.TargetMenuSettings.rotateToTarget;Rotate To Target;Rotate the user to the selected target during target selections.
GamingIsLove.ORKFramework.TargetMenuSettings.rotateToTargetType;Multi-Target Rotation;"Select which target to rotate to when more than 1 target is selected:
- Center: Rotate to the center of all selected targets.
- Nearest: Rotate to the nearest target.
- First: Rotate to the first target in the list.
- Last: Rotate to the last target in the list.
- Random: Rotate to a random target of the list."
GamingIsLove.ORKFramework.TargetMenuSettings.rotateToTargetGridRotation;Grid Rotation;Limit the rotation to the nearest grid rotation during grid battles.
GamingIsLove.ORKFramework.TargetMenuSettings.rotateToTargetGridBlockDiagonalRotation;Block Diagonal Rotation;"Diagonal cells in square grids will be ignored (when 'Diagonal Distance 1' is enabled in the grid settings).
The combatant won't rotate to a diagonal direction (square grids)."
GamingIsLove.ORKFramework.TargetMenuSettings.rotateToTargetCursorOver;Rotate Cursor Over;The user only rotates to a target when first hovering the cursor over it.
GamingIsLove.ORKFramework.FlyingTextContent.useContentIcon;Use Content Icon;"Use the icon of the displayed content instead of the icons defined here.
The icons here are used as a fallback if the displayed content doesn't contain icons.
The icon is used for the main content, not additional contents."
GamingIsLove.ORKFramework.FlyingTextContent.content;Content;The content displayed in the flying text.
GamingIsLove.ORKFramework.StatusValueFlyingTextContent.useContentIcon;Use Status Value Icon;"Use the icon of the status value instead of the icons defined here.
The icons here are used as a fallback if the status value doesn't have icons.
The icon is used for the main content, not additional contents."
GamingIsLove.ORKFramework.StatusValueFlyingTextContent.content;Content;The content displayed in the flying text.
GamingIsLove.ORKFramework.StatusValueFlyingTextContent.useSourceContent;Use Source Content;"Display different content when the status value change has a source (e.g. an ability or status effect).
Allows adding more information about the source.
If no source is available, falls back to using 'Content'."
GamingIsLove.ORKFramework.StatusValueFlyingTextContent.sourceIconType;Used Icon;"Select which icon will be used (main content only):
- Defined: The defined icon of the main content.
- Status Value The icon of the status value.
- Source: The icon of the source (e.g. ability, status effect, etc.)."
GamingIsLove.ORKFramework.StatusValueFlyingTextContent.sourceContent;Source Content;The content displayed in the flying text.
GamingIsLove.ORKFramework.StatusValueFlyingTextContent.useAttributeSourceContent;Use Attribute Source Content;"Display different content when the status value change has a source (e.g. an ability or status effect) and an attack modifier attribute.
Allows adding more information about the source and attack modifier attribute.
If no source is available, falls back to using 'Content'."
GamingIsLove.ORKFramework.StatusValueFlyingTextContent.attributeSourceIconType;Used Icon;"Select which icon will be used (main content only):
- Defined: The defined icon of the main content.
- Status Value The icon of the status value.
- Source: The icon of the source (e.g. ability, status effect, etc.).
- Attribute: The icon of the attack modifier attribute."
GamingIsLove.ORKFramework.StatusValueFlyingTextContent.attributeSourceContent;Attribute Source Content;The content displayed in the flying text.
GamingIsLove.ORKFramework.StatusValueFlyingTextOverride.statusValue;Status Value;Select the status value which's flying texts will be overruled.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.addIgnoreZero;Ignore 0 Refresh;A refresh of 0 (i.e. no real refresh) will be ignored, flying texts and HUD flash won't be performed.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.addRealChange;Use Real Change;"Use the value of the actual status value change.
E.g. refreshing at maximum value will cause a 0 refresh value."
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.useAddFlyingText;Show Flying Text;Show a refresh flying text.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.addFlashHUD;Use Flash HUD;The combatant's HUD will flash.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.ownCriticalRefresh;Critical Refresh;"Use different settings for refresh flying texts from a critical hit.
If disabled, critical hits will use the default refresh flying text."
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.critAddIgnoreZero;Ignore 0 Refresh;A refresh of 0 (i.e. no real refresh) will be ignored, flying texts and HUD flash won't be performed.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.critAddRealChange;Use Real Change;"Use the value of the actual status value change.
E.g. refreshing at maximum value will cause a 0 refresh value."
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.useCritAddFlyingText;Show Flying Text;Show a refresh flying text.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.critAddFlashHUD;Use Flash HUD;The combatant's HUD will flash.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.subIgnoreZero;Ignore 0 Damage;A damage of 0 (i.e. no real damage) will be ignored, flying texts and HUD flash won't be performed.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.subRealChange;Use Real Change;"Use the value of the actual status value change.
E.g. damaging at minimum value will cause a 0 damage value."
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.useSubFlyingText;Show Flying Text;Show a damage flying text.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.subFlashHUD;Flash HUD;The combatant's HUD will flash.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.ownCriticalDamage;Critical Damage;"Use different settings for damage flying texts from a critical hit.
If disabled, critical hits will use the default damage flying text."
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.critSubIgnoreZero;Ignore 0 Damage;A damage of 0 (i.e. no real damage) will be ignored, flying text and HUD flash won't be performed.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.critSubRealChange;Use Real Change;"Use the value of the actual status value change.
E.g. damaging at minimum value will cause a 0 damage value."
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.useCritSubFlyingText;Show Flying Text;Show a damage flying text.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.critSubFlashHUD;Flash HUD;The combatant's HUD will flash.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.ownBlockFlyingText;Own Block Flying Text;This status value overrides the default block flying text defined in the battle texts.
GamingIsLove.ORKFramework.StatusValueFlyingTextSettings.useBlockFlyingText;Show Flying Text;Show a flying text.
GamingIsLove.ORKFramework.CustomLootSettings.useQuantity;Use Quantity;"This custom loot has a quantity that can be displayed.
The quantity uses a global int variable."
GamingIsLove.ORKFramework.CustomLootSettings.requireQuantity;Require Quantity;"A quantity of at least 1 is required to display this custom loot.
I.e. if the used global int variable is below 1, this custom loot will not be displayed."
GamingIsLove.ORKFramework.CustomLootSettings.quantityKey;Quantity Variable Key;Define the variable key for the global int variable containing the custom loot's quantity.
GamingIsLove.ORKFramework.CustomLootSettings.useVariableCondition;Use Variable Condition;Use a variable condition to determine if this custom loot will be displayed.
GamingIsLove.ORKFramework.ConsoleRange.alwaysPlayerGroup;Show Player Group;"Console texts from the player group will always be displayed and ignore the distance setting.
If disabled, the player group members will also be checked for distance to the player (leader of the group)."
GamingIsLove.ORKFramework.ConsoleTextActionPreview.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextActionPreview.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextActionPreview.usePerCombatant;Use Per Combatant;"Add the console text for each individual user-target combination.
If disabled, the text will be added once for all targets using the combatant name list settings."
GamingIsLove.ORKFramework.ConsoleTextActionPreview.text;Text;"The text used to display the actions.
Please note that only ability and icon actions have action name, description and icon."
GamingIsLove.ORKFramework.ConsoleTextActionSimple.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextActionSimple.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextActionSimple.text;Text;The text used to display the actions.
GamingIsLove.ORKFramework.ConsoleTextActionSingle.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextActionSingle.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextActionSingle.text;Text;The text used to display the actions.
GamingIsLove.ORKFramework.ConsoleTextAI.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextAI.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextAI.text;Text;The text used to display an inventory change.
GamingIsLove.ORKFramework.ConsoleTextClass.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextClass.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextClass.text;Text;The text used to display information.
GamingIsLove.ORKFramework.ConsoleTextClassSlot.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextClassSlot.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextClassSlot.text;Text;The text used to display information.
GamingIsLove.ORKFramework.ConsoleTextCombatant.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextCombatant.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextCombatant.text;Text;The text used to display information.
GamingIsLove.ORKFramework.ConsoleTextCrafting.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextCrafting.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextCrafting.text;Text;"The text used to display learning/forgetting a crafting recipe.
Please note that crafting recipes are only available for the player."
GamingIsLove.ORKFramework.ConsoleTextDurability.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextDurability.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextDurability.absoluteChange;Absolute Change;Use the absolute value of the durability change (i.e. negative values will become positive).
GamingIsLove.ORKFramework.ConsoleTextDurability.text;Text;The text used to display an equipment's durability change.
GamingIsLove.ORKFramework.ConsoleTextGroupLearning.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextGroupLearning.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextGroupLearning.text;Text;The text used to display learning/forgetting a group ability.
GamingIsLove.ORKFramework.ConsoleTextInventory.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextInventory.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextInventory.text;Text;The text used to display an inventory change.
GamingIsLove.ORKFramework.ConsoleTextLearning.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextLearning.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextLearning.text;Text;"The text used to display learning/forgetting an research tree, ability, crafting recipe or log.
Please note that crafting recipes and logs are only available for the player."
GamingIsLove.ORKFramework.ConsoleTextLevelUp.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextLevelUp.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextLevelUp.text;Text;"The text used to display a level up.
Please note that only class, ability and equipment level up use the content text codes (e.g. )."
GamingIsLove.ORKFramework.ConsoleTextResearchItem.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextResearchItem.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextResearchItem.text;Text;The text used to display an equipment's durability change.
GamingIsLove.ORKFramework.ConsoleTextStatusEffect.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextStatusEffect.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextStatusEffect.text;Text;The text used to display applying/removing a status effect.
GamingIsLove.ORKFramework.ConsoleTextStatusValue.enabled;Enabled;Display this console text.
GamingIsLove.ORKFramework.ConsoleTextStatusValue.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.ConsoleTextStatusValue.text;Text;The text used to display status value changes.
GamingIsLove.ORKFramework.ConsoleType.beforeLineText;Before Line Text;"Text added before each console line.
This text will be added before the 'Before Line Text' of the console settings."
GamingIsLove.ORKFramework.ConsoleType.afterLineText;After Line Text;Text added after each console line.
GamingIsLove.ORKFramework.HUDActionCombatantSettings.type;Combatant;"Select which combatant will be used:
- User: The action's user.
- Target: The action's target."
GamingIsLove.ORKFramework.HUDStatusEffectOrigin.origin;Effect Origin;"Select where the displayed status effect will come from:
- Current: The currently applied status effects.
- Preview: The preview effects (i.e. current effects with preview changes). If no preview is available, the current effects are used instead.
- Only Preview Add: The preview effects that'll be added. Hidden if no preview is available.
- Only Preview Remove: The preview effects that'll be removed. Hidden if no preview is available."
GamingIsLove.ORKFramework.HUDStatusEffectOrigin.usePreviewBlink;Use Preview Blink;This HUD element will blink between preview and actual effects based on the preview blink settings (defined in 'UI > Text Display Settings' in the status preview settings).
GamingIsLove.ORKFramework.HUDStatusOrigin.origin;Value Origin;"Select where the displayed value will come from:
- Current: The current value.
- Preview: The preview value. If no preview is available, the current value is used instead.
- Preview Hide: The preview value. Hidden if no preview is available.
- Preview Hide No Change: The preview value. Hidden if there is no change to the current value.
- Preview Hide Change: The preview value. Hidden if a preview value has a change to the current value or there is no preview."
GamingIsLove.ORKFramework.HUDStatusOrigin.usePreviewBlink;Use Preview Blink;This HUD element will blink between preview and actual value based on the preview blink settings (defined in 'UI > Text Display Settings' in the status preview settings).
GamingIsLove.ORKFramework.ORKPlayerPrefsGameOptions.rememberSelections;Remember Selections;The 'Remember Selections' option will also be stored in the PlayerPrefs (outside of save games).
GamingIsLove.ORKFramework.ORKPlayerPrefsGameOptions.randomBattleChance;Random Battle Chance;The 'Random Battle Chance' option will also be stored in the PlayerPrefs (outside of save games).
GamingIsLove.ORKFramework.BaseNotification.playSound;Play Sound;A sound will be played.
GamingIsLove.ORKFramework.BaseNotification.ownSound;Own Sound;"Override the default sound settings with a custom sound.
The default settings can be found in 'UI > Notifications'."
GamingIsLove.ORKFramework.BaseNotification.show;Show Notification;Show a notification message.
GamingIsLove.ORKFramework.BaseNotification.ownBox;Own UI Box;"Override the default UI box settings with a custom UI box.
The default settings can be found in 'UI > Notifications'."
GamingIsLove.ORKFramework.BaseNotification.blockPlayerControl;Block Player Control;The control of the player is blocked while this notification is displayed.
GamingIsLove.ORKFramework.BaseNotification.blockCameraControl;Block Camera Control;The control of the camera is blocked while this notification is displayed.
GamingIsLove.ORKFramework.BaseNotification.blockControlMaps;Block Control Maps;The control maps are blocked while this notification is displayed.
GamingIsLove.ORKFramework.BaseNotification.blockMoveAI;Block Move AI;The move AI is blocked while this notification is displayed.
GamingIsLove.ORKFramework.BaseNotification.showPortrait;Show Portrait;Display a portrait of the notification's content (if available).
GamingIsLove.ORKFramework.BaseNotification.portraitType;Portrait Type;Select the portrait type that will be displayed.
GamingIsLove.ORKFramework.BaseNotification.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.BaseNotification.titleUseContentIcon;Use Content Icon;Use the icon of the displayed content as the title's icon instead of a defined icon.
GamingIsLove.ORKFramework.BaseNotification.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.BaseNotification.useContentIcon;Use Content Icon;Use the icon of the displayed content as the message's icon instead of a defined icon.
GamingIsLove.ORKFramework.BaseNotification.message;Message Content;The content displayed in the notification.
GamingIsLove.ORKFramework.AreaNotificationSettings.showAreasOnce;Show Once;"Area notifications will only be displayed when first entering an area.
Once the player visited an area, the notification will not be displayed again."
GamingIsLove.ORKFramework.AreaNotificationSettings.useNewAreaNotification;Use New Area Notification;Show a different notification when first entering an area.
GamingIsLove.ORKFramework.AreaNotificationSettings.closeAreaNotificationSceneChange;Close On Scene Change;"Immediately close area notifications when changing scenes.
This will drop all queued notifications and close the used UI box without any closing behaviour (e.g. fade out)."
GamingIsLove.ORKFramework.ClassNotification.atCombatant;Display At Combatant;"The notification will be displayed at the position of the combatant.
If disabled, the UI box position is used."
GamingIsLove.ORKFramework.ClassNotification.childObject;Child Object;Use a child object of the combatant to position the notification.
GamingIsLove.ORKFramework.ClassNotification.offset;Offset;Offset added to the combatant's position.
GamingIsLove.ORKFramework.ClassSlotNotification.atCombatant;Display At Combatant;"The notification will be displayed at the position of the combatant.
If disabled, the UI box position is used."
GamingIsLove.ORKFramework.ClassSlotNotification.childObject;Child Object;Use a child object of the combatant to position the notification.
GamingIsLove.ORKFramework.ClassSlotNotification.offset;Offset;Offset added to the combatant's position.
GamingIsLove.ORKFramework.CombatantNotification.atCombatant;Display At Combatant;"The notification will be displayed at the position of the combatant.
If disabled, the UI box position is used."
GamingIsLove.ORKFramework.CombatantNotification.childObject;Child Object;Use a child object of the combatant to position the notification.
GamingIsLove.ORKFramework.CombatantNotification.offset;Offset;Offset added to the combatant's position.
GamingIsLove.ORKFramework.CraftingNotificationSettings.useCritical;Use Critical Notification;Use a different notification for finishing a crafting recipe with critical success.
GamingIsLove.ORKFramework.InventoryContainerNotifications.remainingFreeSlots;Free Slots Remaining;"The number of free slots that have to remain to show this notification.
Not displayed for 1 or 0 free slots."
GamingIsLove.ORKFramework.NotificationAudioSettings.audioClip;Audio Clip;The selected audio clip will be played.
GamingIsLove.ORKFramework.NotificationAudioSettings.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.NotificationAudioSettings.volume;Volume;The volume used to play the sound.
GamingIsLove.ORKFramework.NotificationBoxSettings.uiBox;UI Box;Select the UI box used to display the notification.
GamingIsLove.ORKFramework.NotificationBoxSettings.useLayout;Use UI Layout;Uses a defined UI layout to place the UI box, ignores the position and anchor of the used UI box.
GamingIsLove.ORKFramework.NotificationBoxSettings.canAccept;Can Accept;"The notification can be accepted to close it.
If disabled, the notification closes automatically after the 'Visible Time' ended."
GamingIsLove.ORKFramework.NotificationBoxSettings.canCancel;Can Cancel;"The notification can be canceled to close it.
If disabled, the notification closes automatically after the 'Visible Time' ended."
GamingIsLove.ORKFramework.NotificationBoxSettings.autoClose;Auto Close;"Automatically close the notification if it isn't accepted within the 'Visible Time'.
If disabled, the notification only closes after accepting it."
GamingIsLove.ORKFramework.NotificationBoxSettings.visibleTime;Visible Time (s);The time in seconds the notification will be displayed.
GamingIsLove.ORKFramework.NotificationQueueSettings.ownQueueMode;Own Queue Mode;"Override the default queue mode for notifications.
The default settings can be found in 'UI > Notifications'."
GamingIsLove.ORKFramework.NotificationQueueSettings.queueMode;Queue Mode;"Select how multiple notifications are displayed:
- Add: Notifications are displayed immediately while previous notifications are still displayed.
- Replace: Notifications are displayed immediately, closing the previous notification.
- Queue: Notifications are queued, displaying them after previous notifications where closed."
GamingIsLove.ORKFramework.NotificationQueueSettings.maxDisplayCount;Max Display Count;The number of notifications that can be displayed at the same time before being queued.
GamingIsLove.ORKFramework.InputRebinding.rebindSameType;Rebind Same Input;"Select what happens when rebinding an input key to an input already used by another input key:
- Keep: The other input key keeps it's current input.
- None Input: The other input key will be set to use a 'None' input origin.
- Switch: The other input key will use the current input of the changing input key."
GamingIsLove.ORKFramework.InputRebinding.showRebindDialogue;Show Rebind Dialogue;Show an information dialogue while selecting an input for rebinding.
GamingIsLove.ORKFramework.InputRebinding.box;UI Box;The UI box used to display the rebind info.
GamingIsLove.ORKFramework.InputRebinding.useTitle;Show Title;Display a title in the title content of the used UI box.
GamingIsLove.ORKFramework.InputRebinding.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.InputRebinding.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.InputSearch.type;Source Type;Select the source for the inputs that will be searched:
GamingIsLove.ORKFramework.KeyCodeInputSearchType;Key Code;Searches inputs by 'Key Code', e.g. for keyboard or joypad button input in the legacy input system.
GamingIsLove.ORKFramework.KeyCodeInputSearchType.excluded;Exlude Key Code;Define the key code that will be excluded.
GamingIsLove.ORKFramework.MouseInputSearchType;Mouse;Searches inputs from mouse buttons.
GamingIsLove.ORKFramework.MouseInputSearchType.leftClick;Left Click;Use clicking with the left mouse button.
GamingIsLove.ORKFramework.MouseInputSearchType.middleClick;Middle Click;Use clicking with the middle mouse button.
GamingIsLove.ORKFramework.MouseInputSearchType.rightClick;Right Click;Use clicking with the right mouse button.
GamingIsLove.ORKFramework.TouchInputSearchType;Touch;Searches inputs from touches.
GamingIsLove.ORKFramework.TouchInputSearchType.maxFingerCount;Max Finger Count;Define the maximum number of fingers that will be checked.
GamingIsLove.ORKFramework.UnityInputManagerInputSearchType;Unity Input Manager;Searches inputs from the Unity input manager.
GamingIsLove.ORKFramework.OptionCategorySetting.saveInFile;Save In File;"The options of this category will be saved in the options data file defined in the general settings.
If disabled, the options will be saved as part of the save game."
GamingIsLove.ORKFramework.OptionCategorySetting.isLiveUpdate;Live Update;"Update the real value of options when changing the input's value.
Closing/canceling the options menu without accepting will reset to the original value.
If disabled, the value will only be updated when accepting the changes."
GamingIsLove.ORKFramework.OptionCategorySetting.keepLiveUpdateValue;Keep Value;"The value will not be reset when leaving without accepting the changes.
I.e. the live value will be used in any case."
GamingIsLove.ORKFramework.OptionCategorySetting.useTitle;Show Title;Display a title in the UI box.
GamingIsLove.ORKFramework.OptionCategorySetting.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.OptionCategorySetting.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.CombatantPrefabViewPortrait.portraitType;Portrait Type;"Select the portrait type of this portrait.
This portrait will be displayed when the selected portrait type is used in a dialogue."
GamingIsLove.ORKFramework.CombatantPrefabViewPortrait.usePrefabView;Use Prefab View;View a spawned prefab as the portrait.
GamingIsLove.ORKFramework.CombatantPrefabViewPortrait.setPrefab;Set Prefab;Define a prefab that will be used instead of the actual prefab.
GamingIsLove.ORKFramework.CombatantPrefabViewPortrait.prefab;Prefab;Select the prefab that will be used.
GamingIsLove.ORKFramework.CombatantPrefabViewPortrait.ignoreEquipmentViewerConditions;Ignore Viewer Conditions;Ignore the display conditions of equipment viewers on the portrait prefab, i.e. always display the equipment.
GamingIsLove.ORKFramework.CombatantPrefabViewPortrait.rotation;Rotation;The rotation the prefab will be spawned with.
GamingIsLove.ORKFramework.CombatantPrefabViewPortrait.ownChildObject;Own Child Object;Use a different child object than defined in the default prefab view portrait settings
GamingIsLove.ORKFramework.CombatantPrefabViewPortrait.childObject;Child Object;The camera targets a child object of the prefab.
GamingIsLove.ORKFramework.CombatantPrefabViewPortrait.ownCamera;Own Camera Settings;This portrait overrides the default camera settings defined in the prefab view settings.
GamingIsLove.ORKFramework.CombatantPrefabViewPortrait.ownBackground;Own Background;This portrait overrides the default background settings defined in the prefab view settings.
GamingIsLove.ORKFramework.CombatantReactionPortraitSettings.portraitType;Portrait Type;Select the portrait type that will be used as the default reaction portrait.
GamingIsLove.ORKFramework.DisableComponentSettings.componentName;Component Name;The name of the component that will be disabled.
GamingIsLove.ORKFramework.DisableComponentSettings.scope;Scope;"Select the scope of components that will be used:
- Single: A single component attached to the game object.
- In Children: A single component attached to the game object or any child object.
- In Parent: A single component attached to the game object or any parent object.
- From Root: A single component attached to the game object's root or any child object (from the root).
- All: All components attached to the game object.
- All In Children: All components attached to the game object and child objects.
- All In Parent: All components attached to the game object and parent objects.
- All From Root: All components attached to the game object's root and child objects (from the root)."
GamingIsLove.ORKFramework.TypePrefabViewPortrait.portraitType;Portrait Type;"Select the portrait type of this portrait.
This portrait will be displayed when the selected portrait type is used in a dialogue."
GamingIsLove.ORKFramework.TypePrefabViewPortrait.usePrefabView;Use Prefab View;View a spawned prefab as the portrait.
GamingIsLove.ORKFramework.TypePrefabViewPortrait.setPrefab;Set Prefab;Define a prefab that will be used instead of the actual prefab.
GamingIsLove.ORKFramework.TypePrefabViewPortrait.prefab;Prefab;Select the prefab that will be used.
GamingIsLove.ORKFramework.TypePrefabViewPortrait.rotation;Rotation;The rotation the prefab will be spawned with.
GamingIsLove.ORKFramework.TypePrefabViewPortrait.ownChildObject;Own Child Object;Use a different child object than defined in the default prefab view portrait settings
GamingIsLove.ORKFramework.TypePrefabViewPortrait.childObject;Child Object;The camera targets a child object of the prefab.
GamingIsLove.ORKFramework.TypePrefabViewPortrait.ownCamera;Own Camera Settings;This portrait overrides the default camera settings defined in the prefab view settings.
GamingIsLove.ORKFramework.TypePrefabViewPortrait.ownBackground;Own Background;This portrait overrides the default background settings defined in the prefab view settings.
GamingIsLove.ORKFramework.BonusDisplay.text;Bonus Text;The text used to display bonuses when using the '' text code in the descriptions of status effects, equipment, passive abilities, classes and combatants.
GamingIsLove.ORKFramework.BonusDisplay.svCombinedInfoText;Info Text;The text displayed above the status value bonus list.
GamingIsLove.ORKFramework.BonusDisplay.svCombinedLineSeparation;Line Separation;"Each status value bonus will be in its own line.
If disabled, a separation text will be used."
GamingIsLove.ORKFramework.BonusDisplay.svCombinedSeparation;Separation;The text used to separate status value bonuses.
GamingIsLove.ORKFramework.ModifierBonusDisplay.infoText;Info Text;The text displayed above the status value bonus list.
GamingIsLove.ORKFramework.ModifierBonusDisplay.lineBreaks;Line Breaks;"Define the number of line breaks between two modifier lists.
E.g. 1 will start the next list in a new line, 2 will add an empty line between lists."
GamingIsLove.ORKFramework.ModifierBonusDisplay.modifierHeader;Modifier Header;The text used to display a new modifier list.
GamingIsLove.ORKFramework.ModifierBonusDisplay.lineSeparation;Line Separation;"Each modifier attribute bonus will be in its own line.
If disabled, a separation text will be used."
GamingIsLove.ORKFramework.ModifierBonusDisplay.separation;Separation;The text used to separate modifier attribute bonuses.
GamingIsLove.ORKFramework.ModifierBonusTexts.showNoValueChange;Show No Value Change;Show attributes that don't get a bonus.
GamingIsLove.ORKFramework.ModifierBonusTexts.negativeChange;Negative Change;The text used to display negative value changes.
GamingIsLove.ORKFramework.ModifierBonusTexts.positiveChange;Positive Change;The text used to display positive value changes.
GamingIsLove.ORKFramework.ModifierBonusTexts.noChange;No Value Change;The text used to display no value changes.
GamingIsLove.ORKFramework.ModifierBonusTexts.immunity;Immunity Text;The text used to display an immunity due to an attribute factor of 0.
GamingIsLove.ORKFramework.ModifierBonusTexts.factorValue;Factor Value;The text used to display factor changes other than 1.
GamingIsLove.ORKFramework.StatusEffectBonusDisplay.infoText;Info Text;The text displayed above the status effects.
GamingIsLove.ORKFramework.StatusEffectBonusDisplay.lineSeparation;Line Separation;"Each status effect will be in its own line.
If disabled, a separation text will be used."
GamingIsLove.ORKFramework.StatusEffectBonusDisplay.separation;Separation;The text used to separate status effects.
GamingIsLove.ORKFramework.StatusEffectBonusTexts.statusEffectText;Status Effect;The text used to display a status effect.
GamingIsLove.ORKFramework.StatusValueBonusDisplay.infoText;Info Text;The text displayed above the status value bonus list.
GamingIsLove.ORKFramework.StatusValueBonusDisplay.lineSeparation;Line Separation;"Each status value bonus will be in its own line.
If disabled, a separation text will be used."
GamingIsLove.ORKFramework.StatusValueBonusDisplay.separation;Separation;The text used to separate status value bonuses.
GamingIsLove.ORKFramework.StatusValueBonusTexts.showNoValueChange;Show No Value Change;Show status values that don't get a bonus.
GamingIsLove.ORKFramework.StatusValueBonusTexts.negativeChange;Negative Change;The text used to display negative value changes.
GamingIsLove.ORKFramework.StatusValueBonusTexts.positiveChange;Positive Change;The text used to display positive value changes.
GamingIsLove.ORKFramework.StatusValueBonusTexts.noChange;No Value Change;The text used to display no value changes.
GamingIsLove.ORKFramework.CombatantNamesDisplay.onlyFirst;Only First;"Display only the first combatant.
If disabled, all combatants will be displayed."
GamingIsLove.ORKFramework.CombatantNamesDisplay.firstTargetText;First Combatant Text;The text used to display only the first combatant.
GamingIsLove.ORKFramework.CombatantNamesDisplay.lineSeparation;Line Separation;"Each combatant will be in it's own line.
If disabled, a separation text will be used."
GamingIsLove.ORKFramework.CombatantNamesDisplay.separation;Separation;The text used to separate combatants.
GamingIsLove.ORKFramework.CombatantNamesDisplay.combatantText;Combatant Text;The text used to display a combatant.
GamingIsLove.ORKFramework.CombatantNamesDisplay.noCombatantsText;No Combatants Text;The text used when no combatants are available.
GamingIsLove.ORKFramework.NumberFormatConditionalText.valueCheck;Value Check;This format is used when the displayed value is valid for this check.
GamingIsLove.ORKFramework.NumberFormatText.formatText;Format Text;The text used to display the value.
GamingIsLove.ORKFramework.NumberFormatText.type;Format Type;"Select which number formatting should be used:
- Int: Format as an integer value (whole number, e.g. '0').
- Float: Format as a float value (e.g. '0.0')"
GamingIsLove.ORKFramework.NumberFormatText.format;Value Format;The format used to display the value ('' text code).
GamingIsLove.ORKFramework.NumberFormatText.manipulator;Manipulator;"Select if and how the displayed value will be manipulated before formatting:
- None: No manipulation.
- Operator: Uses a simple operation with a defined value (e.g. divide by 10).
- Formula: Uses a defined formula with the value used as initial value."
GamingIsLove.ORKFramework.NumberFormatText.operatorValue;Value;The value used to change the formatting value.
GamingIsLove.ORKFramework.NumberFormatText.formula;Formula;"Select the formula that will be used.
The value that will be formatted is used as initial value, the player is used as user and target."
GamingIsLove.ORKFramework.TimeFormatConditionalText.timeCheck;Time Check (s);This format is used when the displayed time (in seconds) is valid for this check.
GamingIsLove.ORKFramework.TimeFormatText.format;Format Text;The text used to display time.
GamingIsLove.ORKFramework.TimeFormatText.secondsFormat;Seconds Format;"Define the format used for the '' and text code displaying the seconds.
E.g. use 0 to not display 1 digit without decimals, 00 to always display 2 digits (e.g. '05' instead of '5'), 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.TimeFormatText.minutesFormat;Minutes Format;"Define the format used for the '' and text code displaying the minutes.
E.g. use 0 to not display 1 digit without decimals, 00 to always display 2 digits (e.g. '05' instead of '5'), 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.TimeFormatText.hoursFormat;Hours Format;"Define the format used for the '' and text code displaying the hours.
E.g. use 0 to not display 1 digit without decimals, 00 to always display 2 digits (e.g. '05' instead of '5'), 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.TimeFormatText.daysFormat;Days Format;"Define the format used for the '' and text code displaying the days.
E.g. use 0 to not display 1 digit without decimals, 00 to always display 2 digits (e.g. '05' instead of '5'), 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.ChanceDisplay.showNoChance;Show No Chance;"Show the chance text even if no chance is used (e.g. displaying 100 % hit chance).
If disabled, the chance text will only be displayed if the chance is actually used (e.g. hit chance, critical chance)."
GamingIsLove.ORKFramework.ChanceDisplay.useMinChance;Use Min Chance;Limit the displayed chance to a minimum value (e.g. 0 %).
GamingIsLove.ORKFramework.ChanceDisplay.minChance;Minimum Chance;The minimum chance value that will be displayed.
GamingIsLove.ORKFramework.ChanceDisplay.useMaxChance;Use Max Chance;Limit the displayed chance to a maximum value (e.g. 100 %).
GamingIsLove.ORKFramework.ChanceDisplay.maxChance;Maximum Chance;The maximum chance value that will be displayed.
GamingIsLove.ORKFramework.ChanceDisplay.infoText;Info Text;The text displayed for the chance.
GamingIsLove.ORKFramework.StatusEffectChangeDisplay.showNoChange;Show No Change;"Show the status effect change text even if no status effect is changed.
If disabled, the status effect change text will only be displayed if at least 1 status effect is changed."
GamingIsLove.ORKFramework.StatusEffectChangeDisplay.infoText;Info Text;The text displayed above the status effect change list.
GamingIsLove.ORKFramework.StatusEffectChangeDisplay.lineSeparation;Line Separation;"Each status effect change will be in its own line.
If disabled, a separation text will be used."
GamingIsLove.ORKFramework.StatusEffectChangeDisplay.separation;Separation;The text used to separate status effect changes.
GamingIsLove.ORKFramework.StatusEffectChangeDisplay.effectText;Status Effect Change;The text used to display status effect changes.
GamingIsLove.ORKFramework.StatusValueChangeDisplay.showNoChange;Show No Change;"Show the status value change text even if no status value is changed.
If disabled, the status value change text will only be displayed if at least 1 status value is changed."
GamingIsLove.ORKFramework.StatusValueChangeDisplay.infoText;Info Text;The text displayed above the status value change list.
GamingIsLove.ORKFramework.StatusValueChangeDisplay.lineSeparation;Line Separation;"Each status value change will be in its own line.
If disabled, a separation text will be used."
GamingIsLove.ORKFramework.StatusValueChangeDisplay.separation;Separation;The text used to separate status value changes.
GamingIsLove.ORKFramework.StatusValueChangeDisplay.showNoValueChange;Show No Value Change;Show status values that aren't changed.
GamingIsLove.ORKFramework.StatusValueChangeDisplay.negativeChangeAbsolute;Absolute Values;Negative value changes will be displayed as positive values.
GamingIsLove.ORKFramework.StatusValueChangeDisplay.negativeChange;Negative Change;The text used to display negative value changes.
GamingIsLove.ORKFramework.StatusValueChangeDisplay.negativeChangeRangeAbsolute;Absolute Values;Negative value changes will be displayed as positive values.
GamingIsLove.ORKFramework.StatusValueChangeDisplay.negativeChangeRange;Negative Change Range;The text used to display negative value change ranges with a minimum and maximum value instead of a single value.
GamingIsLove.ORKFramework.StatusValueChangeDisplay.positiveChange;Positive Change;The text used to display positive value changes.
GamingIsLove.ORKFramework.StatusValueChangeDisplay.positiveChangeRange;Positive Change Range;The text used to display positive value change ranges with a minimum and maximum value instead of a single value.
GamingIsLove.ORKFramework.StatusValueChangeDisplay.noChange;No Value Change;The text used to display no value changes.
GamingIsLove.ORKFramework.UseCostDisplay.lineSeparation;Line Separation;"Each use cost will be in its own line.
If disabled, a separation text will be used."
GamingIsLove.ORKFramework.UseCostDisplay.separation;Separation;The text used to separate use costs.
GamingIsLove.ORKFramework.UseCostDisplay.useMinMaxRangeText;Use Min/Max Text;"Use a text to replace the '' text code in the change texts for use costs with a minimum and maximum value.
This is e.g. used for abilities with random values or using min/max formula display."
GamingIsLove.ORKFramework.UseCostDisplay.minMaxRangeText;Min/Max Range Text;"The text used for displaying a change with a minimum and maximum value.
This will replace the '' text code in negative change, positive change and set change texts.
This is e.g. used for abilities and items that use a 'Min/Max Preview'."
GamingIsLove.ORKFramework.UseCostDisplay.negativeChange;Negative Change;The text used to display negative changes.
GamingIsLove.ORKFramework.UseCostDisplay.positiveChange;Positive Change;The text used to display positive changes.
GamingIsLove.ORKFramework.UseCostDisplay.setChange;Set Change;The text used to display setting a status value.
GamingIsLove.ORKFramework.UseCostDisplay.usesLevelUp;Uses Text (Level Up);The text used to display an ability, equipment's or equipment ability's level up use count.
GamingIsLove.ORKFramework.UseCostDisplay.useCountFirst;Use Count First;"The use count will be added first, before all other use costs (e.g. status values).
If disabled, the use count will be added last, after all other use costs."
GamingIsLove.ORKFramework.UseCostDisplay.useCount;Use Count;"The text used to display an ability/item's use count.
The use count costs represents how often an ability/item can be used - each use reduces the count by 1.
This is an optional feature and can be set up per ability/item, abilities/items that don't use the use count feature will not display a use count."
GamingIsLove.ORKFramework.UseCostDisplay.showZeroActionCost;Show 0 Cost;"Show action costs of 0.
If disabled, 0 action cost will not be added to the use cost text."
GamingIsLove.ORKFramework.UseCostDisplay.actionCostFirst;Action Cost First;"Action costs will be added first, before all other use costs (e.g. status values).
If disabled, the action costs will be added last, after all other use costs."
GamingIsLove.ORKFramework.UseCostDisplay.actionCostFormat;Format;"Define the format that will be used for the action costs (float value).
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UseCostDisplay.actionCost;Action Costs;"The text used to display action costs.
Action costs represent the actions per turn in 'Turn Based' and 'Phase' type battles, and the timebar cost in 'Active Time' battles."
GamingIsLove.ORKFramework.UseCostDisplay.itemCost;Item Costs;The text used to display item costs.
GamingIsLove.ORKFramework.UseCostDisplay.equipmentCost;Equipment Costs;The text used to display equipment costs.
GamingIsLove.ORKFramework.UseCostDisplay.currencyCost;Currency Costs;The text used to display currency costs.
GamingIsLove.ORKFramework.UseCostDisplay.aiBehaviourCost;AI Behaviour Costs;The text used to display AI behaviour costs.
GamingIsLove.ORKFramework.UseCostDisplay.aiRulesetCost;AI Ruleset Costs;The text used to display AI ruleset costs.
GamingIsLove.ORKFramework.UseCostDisplay.craftingRecipeCost;Crafting Recipe Costs;The text used to display crafting recipe costs.
GamingIsLove.ORKFramework.UseCostDisplay.itemTypeCost;Item Type Costs;The text used to display item type costs (from 'Item Type' item selections).
GamingIsLove.ORKFramework.Schematics.AlliesBattleActorType;Allies (Battle);Combatants that are allies of the player, machine object or starting object and participating in battle.
GamingIsLove.ORKFramework.Schematics.AlliesBattleActorType.alliedType;Allied To;"Select who the combatants will be allied to:
- Player: The player.
- Machine Object: The combatant of the machine object (none available if the machine object isn't a combatant).
- Starting Object: The combatant of the starting object (none available if the starting object isn't a combatant)."
GamingIsLove.ORKFramework.Schematics.AlliesBattleActorType.addPlayerGroup;Add Player Group;Include members of the player group.
GamingIsLove.ORKFramework.Schematics.BattleArenaActorType;Battle Arena;"The actor is current battle arena, or an empty game object at the center of all combatants currently in battle.
Should only be used in schematics used to animate battle actions."
GamingIsLove.ORKFramework.Schematics.CombatantGroupActorType;Combatant Group;The group of the player, machine object or starting object.
GamingIsLove.ORKFramework.Schematics.CombatantGroupActorType.alliedType;Group Of;"Select who's group will be used:
- Player: The player.
- Machine Object: The combatant of the machine object (none available if the machine object isn't a combatant).
- Starting Object: The combatant of the starting object (none available if the starting object isn't a combatant)."
GamingIsLove.ORKFramework.Schematics.CombatantGroupActorType.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.CombatantsActorType;Combatants;All combatants based on defined conditions.
GamingIsLove.ORKFramework.Schematics.CombatantsActorType.addPlayerGroup;Add Player Group;Include members of the player group.
GamingIsLove.ORKFramework.Schematics.CombatantsActorType.isEnemy;Is Enemy;"Select if the combatants are enemies of a defined combatant:
- Yes: The combatants are enemies.
- No: The combatants are allies.
- Ignore: Ignores the faction standings."
GamingIsLove.ORKFramework.Schematics.CombatantsActorType.enemiesOf;Enemies Of;"Select who the combatants will be enemies of:
- Player: The player.
- Machine Object: The combatant of the machine object (none available if the machine object isn't a combatant).
- Starting Object: The combatant of the starting object (none available if the starting object isn't a combatant)."
GamingIsLove.ORKFramework.Schematics.CombatantsActorType.isDead;Is Dead;"Select if the combatants are dead:
- Yes: The combatants are dead.
- No: The combatants are alive.
- Ignore: Ignores the death state."
GamingIsLove.ORKFramework.Schematics.CombatantsActorType.inBattle;In Battle;"Select if the combatants are in battle:
- Yes: The combatants are in battle.
- No: The combatants are not in battle.
- Ignore: Ignores the battle state."
GamingIsLove.ORKFramework.Schematics.EnemiesBattleActorType;Enemies (Battle);Combatants that are enemies of the player, machine object or starting object and participating in battle.
GamingIsLove.ORKFramework.Schematics.EnemiesBattleActorType.enemiesOf;Enemies Of;"Select who the combatants will be enemies of:
- Player: The player.
- Machine Object: The combatant of the machine object (none available if the machine object isn't a combatant).
- Starting Object: The combatant of the starting object (none available if the starting object isn't a combatant)."
GamingIsLove.ORKFramework.Schematics.EnemiesBattleActorType.addPlayerGroup;Add Player Group;Include members of the player group.
GamingIsLove.ORKFramework.Schematics.ORKPlayerActorType;ORK Player;"The actor is the ORK player (i.e. leader of the player group).
Can also be used if the player isn't spawned to access the player's combatant."
GamingIsLove.ORKFramework.Schematics.ORKPlayerActorType.type;Player Type;"Select which player to use (field or battle):
- Current: Uses the current player, based on being in battle or in the field.
- Field: Uses the field player.
- Battle: Uses the battle player.
Being in the field and in battle can use different player combatants."
GamingIsLove.ORKFramework.Schematics.PlayerBattleActorType;Player (Battle);Combatants that are part of the player group and participating in battle.
GamingIsLove.ORKFramework.Schematics.PlayerGroupActorType;Player Group;Defined members of the player group.
GamingIsLove.ORKFramework.Schematics.PlayerGroupActorType.otherPlayerGroup;Other Player Group;"Use a player group defined by a group ID.
If disabled, the current active player group will be used."
GamingIsLove.ORKFramework.Schematics.PlayerGroupActorType.groupID;Group ID;The ID of the player group that will be used.
GamingIsLove.ORKFramework.Schematics.PlayerGroupActorType.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: A single member of the group, e.g. the leader or a defined member (index or combatant).
- Battle: The members of the player's battle group.
- Group: All members of the player's group (in the order they joined).
- Non Battle: The members not in the player's battle group.
- Battle Reserve: The members in the player group's battle reserve (same as 'Non Battle' if battle reserve isn't used).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the player's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.PlayerGroupActorType.memberType;Member;"Select which groupmember to use:
- Leader: The leader of the group.
- Member By Index: A group member at a defined index.
- Conditions: A group member matching defined conditions. Can also use multiple combatants."
GamingIsLove.ORKFramework.Schematics.PlayerGroupActorType.memberIndex;Member Index;"The index of the member in the player group.
If the index is higher than the number of group members, the first member (usually the player/leader) is used."
GamingIsLove.ORKFramework.Schematics.PlayerGroupActorType.onlyBattle;Only Battle Group;Only members of the battle group are used.
GamingIsLove.ORKFramework.Schematics.PlayerGroupActorType.conditionsUseAll;Use All;Use all combatants matching the conditions instead of only one.
GamingIsLove.ORKFramework.Schematics.TargetBaseActorType;Target Base;"The actor is the battle spot(s) of the battle action's target(s).
Only available in schematics used to animate battle actions.
When used in other schematics, only available when the 'Starting Object' is a combatant."
GamingIsLove.ORKFramework.Schematics.TargetBaseActorType.isCenter;Is Center;Use the center of all target battle spots instead the individual target battle spots.
GamingIsLove.ORKFramework.Schematics.TargetCenterActorType;Target Center;"The actor is center of the battle action's target(s).
Only available in schematics used to animate battle actions.
When used in other schematics, only available when the 'Starting Object' is a combatant."
GamingIsLove.ORKFramework.Schematics.UserBaseActorType;User Base;"The actor is the battle spot of the battle action's user.
Only available in schematics used to animate battle actions.
When used in other schematics, only available when the 'Machine Object' is a combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantAnimationNode;Combatant Animation;"Plays or stops an animation on a combatant.
If the selected object isn't a combatant, or the selected animation type isn't defined, no animation will be played/stopped."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantAnimationNode.timeBetweenValue;Time Between (s);"The time in seconds between animating two objects.
Only used if greater than 0 and more than one object will be animated."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantAnimationNode.waitBetween;Wait Between;"Wait for all objects to start animating before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantAnimationNode.type;Animation Type;"Select the animation type that will be played.
If the combatant has no animation of this type, no animation will be played."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantAnimationNode.stop;Stop;"Stops the animation.
If disabled, the animation will be played."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantAnimationNode.wait;Wait;"Wait until the animation has finished before the next node is executed.
Please note that there is no wait time if the played animation is a mecanim animation."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantAnimationNode.waitNormalizedTime;Normalized Time (0-1);"Define for which amount of the animation's play time to wait.
The value is defined between 0 and 1, 0 being no wait time and 1 being full wait time.
E.g. 0.5 will wait for half of the animation's duration."
GamingIsLove.ORKFramework.Schematics.Nodes.AutoAnimationNode;Auto Animation;Enables or disables the auto move animation of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.AutoAnimationNode.autoMoveAnimation;Enable/Disable;"If enabled, the auto move animation of a combatant will be turned on.
If disabled, the auto move animation of a combatant will be turned off."
GamingIsLove.ORKFramework.Schematics.Nodes.DeathAnimationNode;Death Animation;Plays the death animation on dead combatants.
GamingIsLove.ORKFramework.Schematics.Nodes.DeathAnimationNode.stopMoveAnimations;Stop Move Animations;Stop the combatant's idle, walk, run and sprint animations.
GamingIsLove.ORKFramework.Schematics.Nodes.DeathAnimationNode.stopAutoAnimation;Stop Auto Animation;Disables the auto move animation of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.DeathAnimationNode.wait;Wait;Wait for the death animation to finish before executing the next node.
GamingIsLove.ORKFramework.Schematics.Nodes.DeathAnimationNode.waitNormalizedTime;Normalized Time (0-1);"Define for which amount of the animation's play time to wait.
The value is defined between 0 and 1, 0 being no wait time and 1 being full wait time.
E.g. 0.5 will wait for half of the animation's duration."
GamingIsLove.ORKFramework.Schematics.Nodes.ReviveAnimationNode;Revive Animation;Plays the revive animation on dead combatants.
GamingIsLove.ORKFramework.Schematics.Nodes.ReviveAnimationNode.startAutoAnimation;Start Auto Animation;Enables the auto move animation of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ReviveAnimationNode.wait;Wait;Wait for the revive animation to finish before executing the next node.
GamingIsLove.ORKFramework.Schematics.Nodes.ReviveAnimationNode.waitNormalizedTime;Normalized Time (0-1);"Define for which amount of the animation's play time to wait.
The value is defined between 0 and 1, 0 being no wait time and 1 being full wait time.
E.g. 0.5 will wait for half of the animation's duration."
GamingIsLove.ORKFramework.Schematics.Nodes.GridCellEventNode;Grid Cell Event;Performs grid cell events on a grid cell.
GamingIsLove.ORKFramework.Schematics.Nodes.GridCellEventNode.startType;Start Type;Select which cell events will be started.
GamingIsLove.ORKFramework.Schematics.Nodes.GridCellEventNode.wait;Wait;Wait for the cell events to finish before executing the next node.
GamingIsLove.ORKFramework.Schematics.Nodes.GridCellEventNode.useEventNextSlot;Use Event Next Slot;Use a separate 'Next' slot when a grid cell event was used.
GamingIsLove.ORKFramework.Schematics.Nodes.AddTemporaryCellEventNode;Add Temporary Cell Event;Adds a temporary grid cell event to a grid cell.
GamingIsLove.ORKFramework.Schematics.Nodes.AddTemporaryCellEventNode.useUser;Use User;"Define a user combatant for the cell event (only used by 'Ability' and 'Status Effect' events).
This'll also use the defined user for the enemy/ally checks of the cell event (all event types).
If disabled or no combatant is found on the used object, the defined combatant of the event settings is used (only for 'Ability' events)."
GamingIsLove.ORKFramework.Schematics.Nodes.AddTemporaryCellEventNode.eventKey;Event Key;Used to identify the grid cell event on the cell - can be used to check or replace it.
GamingIsLove.ORKFramework.Schematics.Nodes.AddTemporaryCellEventNode.removeType;Auto Remove After;"The grid cell event will automatically be removed after:- None: Doesn't remove the event automatically.
- Turn: Removes the event after a defined amount of turns (only in 'Turn Based' and 'Phase' battles).
- Time: Removes the event after a defined amount of time in seconds."
GamingIsLove.ORKFramework.Schematics.Nodes.AddTemporaryCellEventNode.removeAfter;Remove After Time/Turns;The time/turns until the event will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.AddTemporaryCellEventNode.removeSchematicAsset;Remove Schematic;"Select a schematic asset that will be started when the temporary cell event is removed.
The cell will be used as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.Schematics.Nodes.HasTemporaryCellEventNode;Has Temp. Cell Event;Checks if a defined or any temporary grid cell event is on a grid cell.
GamingIsLove.ORKFramework.Schematics.Nodes.HasTemporaryCellEventNode.any;Any;Checks if any temporary grid cell event is on the grid cell.
GamingIsLove.ORKFramework.Schematics.Nodes.HasTemporaryCellEventNode.eventKey;Event Key;Used to identify the grid cell event on the cell.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveTemporaryCellEventNode;Remove Temp. Cell Event;Removes a defined or all temporary grid cell events from a grid cell.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveTemporaryCellEventNode.all;Remove All;Removes all temporary grid cell events from the grid cell.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveTemporaryCellEventNode.eventKey;Event Key;Used to identify the grid cell event on the cell.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGridCellsNode;Select Grid Cells;Stores cells (or combatants on those cells) into selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGridCellsNode.storeCombatants;Store Combatants;Store combatants placed on the cells instead of the cells.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGridCellsNode.useSeparateUser;Separate User;"Use a different combatant as the user of the used grid shape.
If disabled, the origin cell's combatant will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGridCellsNode.type;Store Cells;"Select which cells to store:
- Battle Range Template: Cells defined by a battle range template.
- Custom: A custom grid shape.
- Path: A path to a defined cell, requires the origin object to be a combatant or cell with a combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGridCellsNode.template;Battle Range Template;Select the battle range template that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGridCellPositionNode;Select Grid Cell Position;"Stores the cell position game object for a combatant into selected data.
Cell positions are defined on a grid cell using a 'Battle Grid Cell Positions' component on it's prefab.
If no cell positions are found on a cell, or the combatant exceeds the defined positions, the cell's game object is used."
GamingIsLove.ORKFramework.Schematics.Nodes.IsGridCellEmptyNode;Is Grid Cell Empty;"Checks if a battle grid cell on a game object is empty (i.e. no combatant is occupying it).
If the cell is empty, 'Success' will be executed, otherwise (or if no cell on the game object) 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsGridCellEmptyNode.needed;Needed;Either all or only one of the used cells must be empty.
GamingIsLove.ORKFramework.Schematics.Nodes.IsGridCellDiagonalNode;Is Grid Cell Diagonal;"Checks if two grid cells are diagonal to each other ('Square' grids only).
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsGridCellDiagonalNode.needed;Needed;Either all or only one of the cells checks must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.IsGridCellDiagonalNode.checkCellCombatant;Check Cell Combatant;"The diagonal check uses the combatant placed on the cell, taking the combatant's size cells into account.
The check fails if no combatant is on the cell."
GamingIsLove.ORKFramework.Schematics.Nodes.IsGridCellDiagonalNode.checkCellCombatant2;Check Cell Combatant;"The diagonal check uses the combatant placed on the cell, taking the combatant's size cells into account.
The check fails if no combatant is on the cell."
GamingIsLove.ORKFramework.Schematics.Nodes.IsGridCellBlockedNode;Is Grid Cell Blocked;"Checks if a battle grid cell on a game object is blocked (i.e. 'Blocked' enabled in the settings of the grid cell type).
If the cell is blocked, 'Success' will be executed, otherwise (or if no cell on the game object) 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsGridCellBlockedNode.needed;Needed;Either all or only one of the used cells must be blocked.
GamingIsLove.ORKFramework.Schematics.Nodes.SetGridCellCombatantNode;Set Grid Cell Combatant;"Set's a combatant to occupy a battle grid cell.
Only possible if the combatant is spawned and the cell is not blocked and currently not occupied by another combatant.
This will only be performed during grid battles."
GamingIsLove.ORKFramework.Schematics.Nodes.SetGridCellCombatantNode.placeAtCell;Place At Cell;Place the combatant at the position of the grid cell.
GamingIsLove.ORKFramework.Schematics.Nodes.SetGridCellCombatantNode.setType;Set As;"Select how the combatant will use the cell:
- Combatant: The combatant will be set as the cell's occupying combatant (only done on free cells).
- Guest: The combatant will be a guest on the cell, while occupying another cell.
- Move: The combatant is currently moving over the cell.
- Remove: The combatant is removed from the cell."
GamingIsLove.ORKFramework.Schematics.Nodes.SetGridCellCombatantNode.useNearestCell;Use Nearest Cell;Use the nearest grid cell that isn't blocked and not occupied by another combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SwapGridCellCombatantsNode;Swap Grid Cell Combatants;"Exchange the combatants of two grid cells.
If one cell is empty, the combatant will be moved to the empty cell (if it's not blocked).
Can only only be used by single occupant cells. This will only be performed during grid battles."
GamingIsLove.ORKFramework.Schematics.Nodes.SwapGridCellCombatantsNode.placeAtCell;Place At Cell;Place the combatant at the position of the grid cell.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGridCellTypeNode;Change Grid Cell Type;"Changes or resets the grid cell type of a cell (or combatant's cell).
If the cell's prefab is shown, the prefab will be destroyed and the new prefab is spawned."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGridCellTypeNode.reset;Reset Cell Type;Resets the cell to use it's original cell type.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGridCellTypeNode.gridCellType;Grid Cell Type;Select the grid cell type that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ResetBattleGridNode;Reset Grid Cell Types;"Resets all grid cell type overides of the current battle's grid or a grid on a defined game object.
The 'Change Grid Cell Type' node can be used to override or reset the cell types of individual cells."
GamingIsLove.ORKFramework.Schematics.Nodes.ResetBattleGridNode.useObject;Use Game Object;Use a grid attached to a defined game object instead of the current battle's grid.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGridCellTypeNode;Check Grid Cell Type;"Checks if a cell (or combatant's cell) matches a defined grid cell type.
If the check is valid, 'In Range' will be executed, otherwise 'Out Of Range'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGridCellTypeNode.needed;Needed;Either all or only one of the used cells must be empty.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGridCellTypeNode.gridCellType;Grid Cell Type;Select the grid cell type that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreGridCellCoordNode;Store Grid Cell Coord;Stores a grid cell's coordinates in the grid into a Vector3 variable.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreGridCellCoordNode.vector3Operator;Operator;"Defines how the variable will be changed:
- Add: Adds the value to the current value of the variable.
- Sub: Subtracts the value from the current value of the variable.
- Set: Sets the current variable value to the value.
- Cross: The cross product of the current value (left hand side) and the defined value (right hand side).
- Min: A new vector created of the smallest values of the current value and the defined value.
- Max: A new vector created of the largest values of the current value and the defined value.
- Scale: Multiplies each component of the current value by the same component of the defined value.
- Project: Projects the current value using the defined value as 'onNormal'.
- Reflect: Reflects the current value using the defined value as 'inNormal.
More information on Vector3 operations can be found in the Unity documentation."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreGridCellCoordNode.vector3Normalize;Normalize;The Vector3 value will be normalized after the operation.
GamingIsLove.ORKFramework.Schematics.Nodes.GridCellFromCoordinateNode;Grid Cell From Coordinate;Stores a cell (or combatants on the cell) into selected data based on a Vector3 value as the cell's coordinates in the grid.
GamingIsLove.ORKFramework.Schematics.Nodes.GridCellFromCoordinateNode.storeCombatant;Store Combatant;Store the combatant placed on the cell instead of the cell.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreCombatantCellNode;Store Combatant Cell;"The combatant's current cell coordinate and direction will be stored, loaded or removes the stored cell data.
The cell's data is stored per combatant (also saved with save games), use it to remember the combatant's cell between battles.
Loading the stored cell data will place or spawn the combatant on that cell, if possible (i.e. cell is empty and not a blocked)."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreCombatantCellNode.type;Store Type;"Select if the data is stored, loaded or cleared:
- Save: Stores the combatant's current cell.
- Load: Loads the combatant's stored cell (places/spawns the combatant on the cell).
- Clear: Removes the stored cell data."
GamingIsLove.ORKFramework.Schematics.Nodes.StartGridCellSelectionNode;Start Grid Cell Selection;"Starts a grid cell selection, allowing the player to select a grid cell similar to target cell selections of abilities/items.
The selected cell(s) are stored in selected data, either only the selected cell or cells around it using a battle range template.
If a cell was selected, 'Success' will be executed, otherwise (or if no cells are available) 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.StartGridCellSelectionNode.storeCombatants;Store Combatants;Store combatants placed on the cells instead of the cells.
GamingIsLove.ORKFramework.Schematics.Nodes.UseGridFormationNode;Use Grid Formation;"Initiates a defined grid formation for a combatant's group.
Only used in grid battles."
GamingIsLove.ORKFramework.Schematics.Nodes.UseGridFormationNode.formation;Grid Formation;Select the grid formation that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.BreakGridFormationNode;Break Grid Formation;"Ends the current or only a defined grid formation of a combatant's group.
Only used in grid battles."
GamingIsLove.ORKFramework.Schematics.Nodes.BreakGridFormationNode.any;Any Formation;Ends the current grid formation of the combatant's group.
GamingIsLove.ORKFramework.Schematics.Nodes.BreakGridFormationNode.formation;Grid Formation;Select the grid formation that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.UpdateGridFormationNode;Update Grid Formation;"Updates a combatant group's grid formation (formation positions, filling empty positions).
Please note that this also happens automatically - the formation positions are updated when the leader's cell changes and empty positions are filled when a combatant is removed from the formation (e.g. upon death or leaving group).
Only used in grid battles and when the combatant's group is using a grid formation."
GamingIsLove.ORKFramework.Schematics.Nodes.UpdateGridFormationNode.updatePositions;Update Positions;Update the cell positions of the individual grid formation positions.
GamingIsLove.ORKFramework.Schematics.Nodes.UpdateGridFormationNode.fillPositions;Fill Positions;Find combatants for empty grid formation positions.
GamingIsLove.ORKFramework.Schematics.Nodes.UseGridFormationRotationNode;Use Grid Formation Rotation;"Uses the rotations on the grid formation positions (e.g. using leader's rotation).
Changes the rotation of combatants that are on their formation position cells.
Only used in grid battles and when the combatant's group is using a grid formation."
GamingIsLove.ORKFramework.Schematics.Nodes.UseGridFormationRotationNode.wholeFormation;Whole Formation;"All combatants that are part of the formation (and on their formation position cells) will use the rotation.
If disabled, only the user will rotate."
GamingIsLove.ORKFramework.Schematics.Nodes.InGridFormationNode;In Grid Formation;"Checks if a combatant's group currently is in any or a defined grid formation, or checks if a combatant is part of a formation.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.ORKFramework.Schematics.Nodes.InGridFormationNode.checkCombatant;Check Combatant;"Checks if the combatant is part of a formation.
Otherwise checks if the group is in formation."
GamingIsLove.ORKFramework.Schematics.Nodes.InGridFormationNode.anyFormation;Any Formation;Checks if the user's group is in any grid formation.
GamingIsLove.ORKFramework.Schematics.Nodes.InGridFormationNode.formation;Grid Formation;Select the grid formation that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.InGridFormationNode.needed;Needed;Either all or only one of the combatants/groups must be in a grid formation.
GamingIsLove.ORKFramework.Schematics.Nodes.IsGridFormationLeaderNode;Is Grid Formation Leader;"Checks if a combatant is the leader of a grid formation.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.ORKFramework.Schematics.Nodes.IsGridFormationLeaderNode.needed;Needed;Either all or only one of the combatants must be a formation leader.
GamingIsLove.ORKFramework.Schematics.Nodes.InGridFormationPositionNode;In Grid Formation Position;"Checks if a combatant is on the assigned grid formation position cell.
The formation leader is always in formation position.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.ORKFramework.Schematics.Nodes.InGridFormationPositionNode.needed;Needed;Either all or only one of the combatants must be in position.
GamingIsLove.ORKFramework.Schematics.Nodes.GridFormationFinishedNode;Grid Formation Finished;"Checks if all combatants reached their grid formation position.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.ORKFramework.Schematics.Nodes.GridFormationFinishedNode.onlyFilled;Only Filled Positions;"Only positions that have a combatant assigned will be checked.
If disabled, an empty position will result in failure."
GamingIsLove.ORKFramework.Schematics.Nodes.GridFormationFinishedNode.checkRotation;Check Rotation;"Checks if the combatant's rotation matches the rotation defined by the position (e.g. matching the leader's rotatin).
If disabled, rotations are ignored."
GamingIsLove.ORKFramework.Schematics.Nodes.GridFormationFinishedNode.checkGridDistance;Check Grid Distance;"Only positions where the combatant is a defined grid distance away from the cell will be checked.
If the combatant is farther away, the position will be ignored."
GamingIsLove.ORKFramework.Schematics.Nodes.GridFormationFinishedNode.distance;Distance;Define the distance that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.GridFormationFinishedNode.needed;Needed;Either all or only one of the combatants must be in position.
GamingIsLove.ORKFramework.Schematics.Nodes.GridFormationPossibleNode;Grid Formation Possible;"Checks if a combatant group's formation is possible or a defined grid formation is possible at a combatant's cell.
A formation isn't possible if one of the position cells is blocked or invalid (outside the grid).
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.ORKFramework.Schematics.Nodes.GridFormationPossibleNode.useCurrentFormation;Use Current Formation;"Uses the combatant group's current formation for the check.
The check fails if the combatant's group isn't in formation.
If disabled, a defined grid formation is used."
GamingIsLove.ORKFramework.Schematics.Nodes.GridFormationPossibleNode.formation;Grid Formation;Select the grid formation that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.GridFormationPossibleNode.needed;Needed;Either all or only one of the combatants must be in position.
GamingIsLove.ORKFramework.Schematics.Nodes.HideGridHighlightsNode;Hide Grid Highlights;Hides or shows the battle grid highlights.
GamingIsLove.ORKFramework.Schematics.Nodes.HideGridHighlightsNode.hide;Hide/Show;"If enabled, grid highlights will be hidden.
If disabled, grid highlights will be shown (again)."
GamingIsLove.ORKFramework.Schematics.Nodes.AreGridHighlightsHiddenNode;Are Grid Highlights Hidden;"Checks if battle grid highlights are hidden.
If the grid highlights are hidden, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.HighlightGridCellNode;Highlight Grid Cell;Start or stop highlighting grid cells with a defined cell highlight.
GamingIsLove.ORKFramework.Schematics.Nodes.HighlightGridCellNode.highlight;Start/Stop Highlight;"If enabled, starts highlighting the grid cells using the defined highlight.
If disabled, stops highlighting the grid cells using the defined highlight."
GamingIsLove.ORKFramework.Schematics.Nodes.HighlightGridCellNode.highlightType;Highlight Type;"Select which grid highlight will be used.
Please note that the used grid highlight needs to be set up in 'Battles > Battle Grid Highlights'."
GamingIsLove.ORKFramework.Schematics.Nodes.PreloadGridCellHighlightNode;Preload Grid Highlights;"Preloads grid cell highlights for the current battle grid or a defined game object's grid (all cells).
This'll spawn prefab highlights (disabled) on each cell (depending on the used grid highlights).
Grid highlight are set up in 'Battles > Battle Grid Highlights'."
GamingIsLove.ORKFramework.Schematics.Nodes.PreloadGridCellHighlightNode.all;All Highlights;"All grid highlights will be preloaded.
If disabled, only a defined highlight type will be preloaded."
GamingIsLove.ORKFramework.Schematics.Nodes.PreloadGridCellHighlightNode.highlightType;Highlight Type;Select which grid highlight will be preloaded.
GamingIsLove.ORKFramework.Schematics.Nodes.PreloadGridCellHighlightNode.useObject;Use Game Object;Use a grid attached to a defined game object instead of the current battle's grid.
GamingIsLove.ORKFramework.Schematics.Nodes.SetBattleGridNode;Set Battle Grid;Sets the grid for a running battle.
GamingIsLove.ORKFramework.Schematics.Nodes.SetBattleGridNode.gridUseType;Grid Use Type;"Select which grid to use:
- No Grid: Doesn't use a grid, an already set grid will be removed.
- Nearest Grid: Uses the nearest grid to a defined game object (e.g. the battle arena).
- Defined Grid: Uses a grid on a defined game object."
GamingIsLove.ORKFramework.Schematics.Nodes.ShowBattleGridNode;Show Battle Grid;Shows or hides the current battle's grid or a grid on a defined game object.
GamingIsLove.ORKFramework.Schematics.Nodes.ShowBattleGridNode.show;Show/Hide;"If enabled, the grid will be displayed (i.e. spawning/enabling the grid cell prefabs).
If disabled, the grid will be hidden (i.e. disabling the grid cell prefabs)."
GamingIsLove.ORKFramework.Schematics.Nodes.ShowBattleGridNode.destroy;Destroy;Destroy the spawned prefabs instead of disabling them.
GamingIsLove.ORKFramework.Schematics.Nodes.ShowBattleGridNode.useObject;Use Game Object;Use a grid attached to a defined game object instead of the current battle's grid.
GamingIsLove.ORKFramework.Schematics.Nodes.IsGridBattleNode;Is Grid Battle;"Checks if the current battle is a grid battle (i.e. using a 'Battle Grid' component).
If the battle uses a grid, 'Success' will be executed, otherwise (or not in battle) 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGridDistanceNode;Check Grid Distance;"The distance between two grid cells is checked against a value.
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGridDistanceNode.checkCellCombatant;Check Cell Combatant;"The distance check uses the combatant placed on the cell, taking the combatant's size cells into account.
The check fails if no combatant is on the cell."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGridDistanceNode.checkCellCombatant2;Check Cell Combatant;"The distance check uses the combatant placed on the cell, taking the combatant's size cells into account.
The check fails if no combatant is on the cell."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGridDistanceNode.blockDiagonalDistance1;Block Diagonal Distance 1;Diagonal cells in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGridDistanceNode.needed;Needed;Either all or only one of the objects must match the defined check.
GamingIsLove.ORKFramework.Schematics.Nodes.GridDirectionRotationNode;Grid Direction Rotation;"Sets or fades a game object using grid directions.
The directions depend on the used battle grid type, e.g. the 'Square' type has 4 directions."
GamingIsLove.ORKFramework.Schematics.Nodes.GridDirectionRotationNode.type;Rotation;"Select how the game object will rotate:
- Nearest: To the nearest grid direction.
- Left: To the next grid direction at the left side.
- Right: To the next grid direction at the right side.
- Target: To the grid direction of a target."
GamingIsLove.ORKFramework.Schematics.Nodes.GridDirectionRotationNode.blockDiagonalRotation;Block Diagonal Rotation;"Diagonal cells in square grids will be ignored (when 'Diagonal Distance 1' is enabled in the grid settings).
The combatant won't rotate to a diagonal direction (square grids)."
GamingIsLove.ORKFramework.Schematics.Nodes.GridDirectionRotationNode.timeBetweenValue;Time Between (s);"The time in seconds between rotating two objects.
Only used if greater than 0 and more than one object will be rotated."
GamingIsLove.ORKFramework.Schematics.Nodes.GridDirectionRotationNode.waitBetween;Wait Between;"Wait for all objects to start rotating before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.ORKFramework.Schematics.Nodes.GridDirectionRotationNode.fade;Fade Rotation;"The rotation is changed over time to the new rotation.
If disabled, the object's rotation is set to the new rotation immediately."
GamingIsLove.ORKFramework.Schematics.Nodes.GridDirectionRotationNode.time;Time (s);The time in seconds used to rotate.
GamingIsLove.ORKFramework.Schematics.Nodes.GridDirectionRotationNode.wait;Wait;Wait until the rotation has finished before the next node is executed.
GamingIsLove.ORKFramework.Schematics.Nodes.GridDirectionRotationNode.interpolate;Interpolate;"Use interpolation to rotate the game object.
Interpolation enables you to set a fixed amount of degrees to rotate.
If disabled, the rotation is used as speed per second (e.g. rotating Y=90 for 2 seconds would rotate the object by 180 degrees)."
GamingIsLove.ORKFramework.Schematics.Nodes.GridDirectionRotationNode.interpolation;Interpolation;The interpolation used for fading the rotation.
GamingIsLove.ORKFramework.Schematics.Nodes.GridOrientationSelectionNode;Grid Orientation Selection;"Calls the orientation selection for a combatant.
AI controlled combatants (e.g. enemies) will automatically select an orientation based on their AI settings."
GamingIsLove.ORKFramework.Schematics.Nodes.GridRotateToTargetNode;Grid Rotate To Target;"Changes a combatant's orientation on the grid to look at a target (e.g. cell or combatant).
Only used in grid battles."
GamingIsLove.ORKFramework.Schematics.Nodes.GridRotateToTargetNode.useCenter;Use Center;"Use the center position when multiple targets are available.
If disabled, the first available target will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.GridRotateToTargetNode.useNearest;Use Nearest;Use the nearest of the targets.
GamingIsLove.ORKFramework.Schematics.Nodes.GridRotateToTargetNode.blockDiagonalRotation;Block Diagonal Rotation;"Diagonal cells in square grids will be ignored (when 'Diagonal Distance 1' is enabled in the grid settings).
The combatant won't rotate to a diagonal direction (square grids)."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGridMoveRangeNode;Change Grid Move Range;"Changes the grid move range of a combatant.
The grid move range determines how far a combatant can move on the grid."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGridMoveRangeNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGridMoveRangeNode.rounding;Result Rounding;"Rounds the result of the move range change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGridMoveRangeNode.exceedMaxRange;Exceed Max Range;"The new value can exceed the maximum grid move range of the combatant.
The maximum grid move range will be adjusted to the new value.
If disabled, the grid move range can only reach the current maximum value."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGridMoveStateNode;Change Grid Move State;"Changes the grid move state of a combatant, making grid movement available or unavailable.
If used by a grid move action's schematic, prevents the grid move from using 'Use Only Once' setup."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGridMoveStateNode.available;Available/Performed;"If enabled, sets the combatant's grid move state to 'Available', allowing grid movement.
If disabled, sets the combatant's grid move state to 'Performed', not allowing further grid movement."
GamingIsLove.ORKFramework.Schematics.Nodes.InGridActionRangeNode;In Grid Action Range;"Checks if a combatant or grid cell is within move range and use range of a combatant's action, battle range template or a custom battle range.
Please note that this can be performance heavy, as it'll potentially check every cell in move range for the use range of the action.
The game object must be a combatant or grid cell - cells are only checked in grid battles.
If the check is valid, 'In Range' will be executed, otherwise 'Out Of Range'."
GamingIsLove.ORKFramework.Schematics.Nodes.InGridActionRangeNode.moveRangeType;Move Range;"Select which move range will be used:
- Current: The user's current move range.
- Max: The user's maximum move range.
- All: All cells."
GamingIsLove.ORKFramework.Schematics.Nodes.InGridActionRangeNode.gridMoveSelectionAware;Grid Move Selection Aware;"The move range takes a currently used grid move selection into account.
I.e. the grid move selection user's cell will be passable, but the selected cell will be blocked."
GamingIsLove.ORKFramework.Schematics.Nodes.InGridActionRangeNode.storeUsers;Store Users;"Store the users that have targets in action range in selected data.
In this case, all user/target combinations will be checked to find all targets in action range.
If neither user or targets are stored in selected data, the check will exit when finding the first target in action range."
GamingIsLove.ORKFramework.Schematics.Nodes.InGridActionRangeNode.storeTargets;Store Targets;"Store the targets that are in action range in selected data.
In this case, all user/target combinations will be checked to find all targets in action range.
If neither user or targets are stored in selected data, the check will exit when finding the first target in action range."
GamingIsLove.ORKFramework.Schematics.Nodes.InGridActionRangeNode.storeTargetCombatants;Store Combatants;Store combatants into selected data, otherwise it'll store grid cells.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGridActionRangeNode;Select Grid Action Range;Uses combatants as selected data that are within move range and use range of a combatant's action, battle range template or a custom battle range.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGridActionRangeNode.moveRangeType;Move Range;"Select which move range will be used:
- Current: The user's current move range.
- Max: The user's maximum move range.
- All: All cells."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGridActionRangeNode.gridMoveSelectionAware;Grid Move Selection Aware;"The move range takes a currently used grid move selection into account.
I.e. the grid move selection user's cell will be passable, but the selected cell will be blocked."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGridActionRangeNode.isEnemy;Is Enemy;"Select if the combatants are enemies of the user:
- Yes: The combatants are enemies.
- No: The combatants are allies.
- Ignore: Ignores the faction standings."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGridActionRangeNode.isDead;Is Dead;"Select if the combatants are dead:
- Yes: The combatants are dead.
- No: The combatants are alive.
- Ignore: Ignores the death state."
GamingIsLove.ORKFramework.Schematics.Nodes.HasGridPathLeftNode;Check Grid Path Length;"Checks the remaining length of a move action's grid path.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGridPathStartNode;Check Grid Path Start;"Checks if the grid path has a valid start (i.e. a neighbouring cell).
This will remove cells from the start of the path that are not neighbouring to the path user's cell and end the path when no neighbouring cell is found.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.ClearGridPathNode;Clear Grid Path;"Removes the grid path.
Doesn't consume grid move costs.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.ConsumeGridPathCostNode;Consume Grid Path Cost;"Consumes the total move costs of the grid path or the costs of the current cell.
The costs will be set to 0 afterwards, i.e. move costs can't be consumed a 2nd time.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.ConsumeGridPathCostNode.currentCell;Current Cell;"Only consume the costs of the current cell (i.e. the next cell that's still stored in the path).
The consumed costs will also be removed from the total costs.
If disabled, consumes the total costs of the grid path."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreGridPathNode;Store Grid Path;"Stores the game objects of the action's grid path cells or combatants placed on those cells into selected data.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreGridPathNode.cellSelection;Cell Selection;"Select which cell will be stored:
- Next: The next cell of the path.
- Last: The last cell of the path.
- All: All cells of the path."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreGridPathNode.storeCombatant;Store Combatant;Store the combatants placed on the cell(s) instead of the cell itself.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreGridPathNode.ignoreUser;Ignore User;The user of the path will not be stored.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreGridPathNode.removeFromPath;Remove Cell;Removes the stored cell(s) from the remaining path.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveGridPathNode;Remove Grid Path;"Removes the next (or all) cell of a move action's grid path.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveGridPathNode.cellSelection;Cell Selection;"Select which cell will be removed:
- Next: The next cell of the path.
- Last: The last cell of the path.
- All: All cells of the path."
GamingIsLove.ORKFramework.Schematics.Nodes.SetGridPathsNode;Set Grid Path;"Sets the action's grid path.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.SetGridPathsNode.moveCost;Move Cost;Define the move cost sthat will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.EndGridPathsNode;End Grid Path;"Ends using a grid path - consumes the move cost and sets the mover's grid cell.
Automatically used by grid move actions.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.GridMoveOutOfRangeNode;Grid Move Out Of Range;"Checks if the grid path mover is moving out of use range of a combatant's base/counter attack, ability, class ability, item shortcut slot (assigned with an ability or item), battle range template or a custom battle range.
Moving out of range means that the current position is within use range, but the next or last cell of the grid path is outside of use range.
Optionally store the combatants the mover is moving out of range from into selected data.
This node is only performed by actions that have a grid path.
If the check is valid, 'In Range' will be executed, otherwise 'Out Of Range'.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.GridMoveOutOfRangeNode.checkMoveInRange;Move In Range;"Check if the grid path mover is moving into use range into range.
Moving into range means that the current position is out of range, but the next/last cell of the grid path is in range.
If disabled, moving out of range is checked (i.e. currently in range, moving out of range)."
GamingIsLove.ORKFramework.Schematics.Nodes.GridMoveOutOfRangeNode.cellSelection;Cell Selection;"Select which cell will be checked:
- Next: The next cell of the path.
- Last: The last cell of the path.
- All: All cells of the path."
GamingIsLove.ORKFramework.Schematics.Nodes.GridMoveOutOfRangeNode.storeUsers;Store Users;Store all users with a valid condition (i.e. mover moving out of range from) into selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.StartGridMoveSelectionNode;Start Grid Move Selection;"Starts a grid move selection, allowing the player to select a grid move path using the 'Move Command' settings defined in 'Battles > Battle Grid Settings'.
The selected path is set as the grid path of the action.
If a path was selected, 'Success' will be executed, otherwise (e.g. canceled) 'Failed'.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.StartGridMoveSelectionNode.canCancel;Can Cancel;The grid move selection can be canceled.
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleActionNode;Is Battle Action;"Checks if the schematic was started by a battle action (e.g. from an ability or item).
Either check for being started by any action or by a defined action.
If it was started by a battle action, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsPlayerControlledNode;Is Player Controlled;"Checks if a combatant is player controlled.
A combatant is player controlled if it's part of the active player group.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsPlayerControlledNode.playerControlled;Is Player Controlled;"The combatant is controlled by the player (i.e. part of the active player group).
If disabled, the combatant is not part of the player group."
GamingIsLove.ORKFramework.Schematics.Nodes.ConsumeCostsNode;Consume Costs;"Consumes the use costs of the action (e.g. ability use costs, consumes the used item).
The 'Calculate' node will no longer consume the use costs when they've already been consumed. This node will consume them each time it's used.
The schematic must be started by a battle action, or actions stored in selected data can be used."
GamingIsLove.ORKFramework.Schematics.Nodes.ConsumeCostsNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.NoUseCostsNode;No Use Costs;"The use costs of the action will not be consumed (e.g. ability use costs, consumes the used item).
The 'Calculate' node will no longer consume the use costs when they've already been consumed. This node will consume them each time it's used.
The schematic must be started by a battle action, or actions stored in selected data can be used."
GamingIsLove.ORKFramework.Schematics.Nodes.NoUseCostsNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.NoTimeConsumeNode;No Time Consume;"The action will not consume time, i.e.:In 'Active Time Battles', the timebar will not be reduced by the actions costs.
In 'Turn Based Battles', the action cost will not reduce the actions per turn.
In 'Turn Based Battles' using 'Multi Turns', the 'Turn Value' will not be reset after the action.
The schematic must be started by a battle action, or actions stored in selected data can be used."
GamingIsLove.ORKFramework.Schematics.Nodes.NoTimeConsumeNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.DamageMultiplierNode;Damage Multiplier;"Set the damage multiplier of the battle action this schematic belongs to.
The damage multiplier is used to manipulate the outcome of every damage calculation (e.g. 'Calculate' node), e.g.:
- A damage multiplier of 1 means normal damage.
- A damage multiplier of 2 means double damage.
- A damage multiplier of 0.5 means half damage.
You can use this node to e.g. increase the damage of an attack when a button was pressed (Wait for Button node).
The schematic must be started by a battle action, or actions stored in selected data can be used."
GamingIsLove.ORKFramework.Schematics.Nodes.DamageMultiplierNode.multiplier;Multiply By;"The damage multiplier will be set to this number, e.g.:
- A damage multiplier of 1 means normal damage.
- A damage multiplier of 2 means double damage.
- A damage multiplier of 0.5 means half damage."
GamingIsLove.ORKFramework.Schematics.Nodes.DamageMultiplierNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.CanUseActionNode;Can Use Action;"Checks if the user of the battle action can use it.
If the user can use the action, 'Success' will be executed, otherwise 'Failed'.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.ClearBattleActionsNode;Clear Battle Actions;All battle actions that haven't started will be removed from the running battle.
GamingIsLove.ORKFramework.Schematics.Nodes.StopBattleActionsNode;Stop Battle Actions;"Stops currently performing battle actions.
Stops either all actions, the actions of a defined combatant or actions stored in selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.StopBattleActionsNode.type;Stop Actions;"Select which actions to stop:
- All: All battle actions will be stopped.
- Combatant: A combatant's battle actions will be stopped.
- Selected Data: Battle actions stored in selected data will be stopped."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveBattleActionsNode;Remove Battle Actions;"Removes battle actions that are scheduled with the system but not yet performing or casting.
Removes either all actions, the actions of a defined combatant or actions stored in selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveBattleActionsNode.type;Remove Actions;"Select which actions to remove:
- All: All battle actions will be removed.
- Combatant: A combatant's battle actions will be removed.
- Selected Data: Battle actions stored in selected data will be removed."
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode;Replace Battle Action;"Replaces scheduled battle actions with a new battle action.
This can only be used to replaces battle actions that have been added to the system but are not yet casting or performing.
If more than one action is replaced, the first found action will be replaced and the others will be removed."
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode.useSelectedData;Use Selected Data;"Replace an action stored in selected data.
If disabled, uses the action the schematic was started by.
Please note that replacing the action is only possible for scheduled actions, when not using selected data, this is only possible during the 'Action Added Schematic' defined by your battle system setup."
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode.checkTime;Check Time;Checks if the combatant can use the action due to timebar consume (in 'Active Time Battles') or if it's the combatant's turn ('Turn Based Battles' and 'Phase Battles').
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode.noUseCosts;No Use Costs;The action will not consume use costs, e.g. consume items or use cost status changes.
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode.noTimeConsume;No Time Consume;"The action will not consume time, i.e.:In 'Active Time Battles', the timebar will not be reduced by the actions costs.
In 'Turn Based Battles', the action cost will not reduce the actions per turn.
In 'Turn Based Battles' using 'Multi Turns', the 'Turn Value' will not be reset after the action."
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode.checkCanUse;Can Use;"The user must be able to use the action in this moment.
If disabled, this will only be checked when the user actually tries to use the action."
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode.ignoreCanUse;Ignore Can Use;The action will ignore use requirements completey.
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode.checkInRange;In Range;Targets must be in range in this moment.
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode.onlyCanTarget;Only Can Target;Only use target combatants that can be targeted by the action.
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode.forceTargets;Force Targets;"The action will only have the defined targets available.
It can't fall back to other targets based on the combatant's AI settings if none of the targets is in range."
GamingIsLove.ORKFramework.Schematics.Nodes.ReplaceBattleActionsNode.storeAction;Store Action;Store the new battle action into selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.AddTargetToActionNode;Change Action Targets;"A combatant is added or removed as a target of the action, or all targets can be removed.
The schematic must be started by a battle action, or actions stored in selected data can be used."
GamingIsLove.ORKFramework.Schematics.Nodes.AddTargetToActionNode.changeType;Change Type;"Select how the targets will be changed:
- Add: A combatant will be added as a target.
- Remove: A combatant will be removed as a target.
- Clear: All targets will be removed.
- Set: A combatant will be set as a target, removing previous targets."
GamingIsLove.ORKFramework.Schematics.Nodes.AddTargetToActionNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode;Use Battle Action;"Tries to use a battle action or adds it to a combatant's next action list.
Using the action depends on the current state of the combatant and battle system - it might not be used at all.
Adding the action to a combatant's next action list will use the action the next time the combatant can perform an action (i.e. called through the battle system)."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.useNextFail;Use 'Failed' Next;"Use a 'Failed' next slot if not at least one action is used or tried to be used.
Not waiting between actions will result in 'Failed', unless the first action could already be used or tried to be used."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.origin;Action Origin;"Select where the action comes from:
- Define: A defined battle action is used.
- Battle AI: The user's battle AI selects which action is used.
- Selected Data: Uses an ability, item or base command shortcut (non-grid) stored in selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.onlyAIOutcome;Only AI Outcome;Only uses the action found by the combatant's battle AI and AI behaviours/rulesets, without further checks that happen usually when AI controlled combatants select an action.
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.checkTime;Check Time;Checks if the combatant can use the action due to timebar consume (in 'Active Time Battles') or if it's the combatant's turn ('Turn Based Battles' and 'Phase Battles').
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.noUseCosts;No Use Costs;The action will not consume use costs, e.g. consume items or use cost status changes.
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.noTimeConsume;No Time Consume;"The action will not consume time, i.e.:In 'Active Time Battles', the timebar will not be reduced by the actions costs.
In 'Turn Based Battles', the action cost will not reduce the actions per turn.
In 'Turn Based Battles' using 'Multi Turns', the 'Turn Value' will not be reset after the action."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.checkCanUse;Can Use;"The user must be able to use the action in this moment.
If disabled, this will only be checked when the user actually tries to use the action."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.ignoreCanUse;Ignore Can Use;The action will ignore use requirements completey.
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.checkInRange;In Range;Targets must be in range in this moment.
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.onlyCanTarget;Only Can Target;Only use target combatants that can be targeted by the action.
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.addType;Add Action;"Select how the action will be added to the system:
- Try: Tries using the action immediately.
- Next Action: Adds the action as the next action of the combatant (will be used in the combatant's next turn/action selection).
- Sub Action: Adds the action as a sub action to the current action this schematic is part of (must be started by a battle action).
- Outside Battle Order: Adds the action outside the battle order and can be used at all times. The action will not consume APT/timebar or change the action state of the user."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.newTurn;Init New Turn;"Initializes a new turn for the user combatant.
This will e.g. increase the turn counter, update status effects and reuse blocks."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.nextActionChange;Next Action Change;"Select how the battle action will be added to the combatant's next action list:
- Add: The action will be added at the end of the list (i.e. it will be used after the previously added actions where used).
- Set: The combatant will remove all current actions on the list before adding the action (i.e. it will be used next, previously added actions will be gone).
- First: The action will be added at the start of the list (i.e. it will be used next)."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.subActionShareVariables;Share Variables;Started sub actions will share the local variables with this schematic's action.
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.subActionShareSelectedData;Share Selected Data;Started sub actions will share the found objects with this schematic's action.
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.subActionWait;Wait For Action;Wait for the sub actions to finish before executing the next node.
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.subActionWaitBetween;Wait Between Actions;Wait for a sub action to finish before starting the next sub action.
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.timeBetweenValue;Time Between (s);"The time in seconds between using two actions.
Only used if greater than 0 and more than one object will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.waitBetween;Wait Between;"Wait for all actions to start before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.setTarget;Set Target;"Set the target(s) of the action (only for ability and item actions).
If disabled, the action will use auto targeting."
GamingIsLove.ORKFramework.Schematics.Nodes.UseBattleActionNode.forceTargets;Force Targets;"The action will only have the defined targets available.
It can't fall back to other targets based on the combatant's AI settings if none of the targets is in range."
GamingIsLove.ORKFramework.Schematics.Nodes.EndBattleActionNode;End Battle Action;"The battle action will end after this schematic.
All schematics of the action that would run after this schematic will be removed.
The schematic must be started by a battle action, or actions stored in selected data can be used."
GamingIsLove.ORKFramework.Schematics.Nodes.EndBattleActionNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.SetBattleActionFinishedNode;Set Battle Action Finished;"The battle action will be set to be finished immediately, while the action's schematics continue (including schematics that would run after the current schematic).
This'll cause the action's end to be used (e.g. unblocking controls, ending turn, etc.) and releases the user from being in action (e.g. allowing a new action to be used).
The schematic must be started by a battle action, or actions stored in selected data can be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SetBattleActionFinishedNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleActionFinishedNode;Is Battle Action Finished;"Checks if a battle action has already finished (either by finishing it's last schematic or via the 'Set Battle Action Finished' node).
The schematic must be started by a battle action, or actions stored in selected data can be used.
If the action is finished, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleActionFinishedNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.IsCurrentBattleActionNode;Is Current Battle Action;"Checks if a battle action is a combatant's current action.
The schematic must be started by a battle action, or actions stored in selected data can be used.
If the action is the current action, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsCurrentBattleActionNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.CancelDeathNode;Cancel Death;"Cancels the death of the combatant.
Only used during death actions.
Please note that this doesn't change any 'Consumable' type status values.
The schematic must be started by a death battle action, or death actions stored in selected data can be used."
GamingIsLove.ORKFramework.Schematics.Nodes.CancelDeathNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.EndTurnNode;End Turn;"Ends the turn of a combatant.
If the schematic is animating a battle action and the combatant is the action's user, the combatant's turn will end after the action."
GamingIsLove.ORKFramework.Schematics.Nodes.EndTurnNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.InUseRangeNode;In Use Range;"Checks if a combatant, grid cell or game object (position) is within use range of a combatant's base/counter attack, ability, class ability, item shortcut slot (assigned with an ability or item), battle range template or a custom battle range.
Cells are only checked in grid battles.
If the check is valid, 'In Range' will be executed, otherwise 'Out Of Range'."
GamingIsLove.ORKFramework.Schematics.Nodes.InUseRangeNode.storeUsers;Store Users;"Store the users that have targets in use range in selected data.
In this case, all user/target combinations will be checked to find all targets in use range.
If neither user or targets are stored in selected data, the check will exit when finding the first target in use range."
GamingIsLove.ORKFramework.Schematics.Nodes.InUseRangeNode.storeTargets;Store Targets;"Store the targets that are in use range in selected data.
In this case, all user/target combinations will be checked to find all targets in use range.
If neither user or targets are stored in selected data, the check will exit when finding the first target in use range."
GamingIsLove.ORKFramework.Schematics.Nodes.InUseRangeNode.storeTargetCombatants;Store Combatants;Store combatants into selected data, otherwise it'll store game objects.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnActionAbilityNode;Learn Action Ability;"Learns the ability of the used battle action.
Only used if the used battle action is an ability action.
If the ability was learned by a combatant, 'Learned' will be executed next, otherwise 'Not Learned'.
The schematic must be started by a battle action, or actions stored in selected data can be used."
GamingIsLove.ORKFramework.Schematics.Nodes.LearnActionAbilityNode.useCopy;Use Copy;"Learn a copy of the ability, i.e. including all progress and variables of the used ability. Progress and variables are only copied if the ability wasn't yet learned by the combatant.
If disabled, learns the ability at the same level, without copying progress and variables."
GamingIsLove.ORKFramework.Schematics.Nodes.LearnActionAbilityNode.isGroupAbility;Group Ability;"The ability will be learned by the group of the actor, i.e. all group members will have access to it.
If disabled, only individual combatants learn the ability."
GamingIsLove.ORKFramework.Schematics.Nodes.LearnActionAbilityNode.showNotification;Show Notification;Learning the ability will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnActionAbilityNode.showConsole;Show Console;Learning the ability will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnActionAbilityNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionCostNode;Change Action Cost;"Change the action cost of the battle action.
The action cost is only used in 'Turn Based', 'Active Time' and 'Phase' battles.
The schematic must be started by a battle action, or actions stored in selected data can be used."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionCostNode.value;Action Cost;Define the action cost that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionCostNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionCostNode;Check Action Cost;"Checks the acion cost of the battle action.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
The action cost is only used in 'Turn Based', 'Active Time' and 'Phase' battles.
The schematic must be started by a battle action, or actions stored in selected data can be used."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionCostNode.useSelectedData;Use Selected Data;"Use battle actions stored in selected data.
If disabled, uses the action this schematic animates."
GamingIsLove.ORKFramework.Schematics.Nodes.ClearNextActionsNode;Clear Next Actions;"Removes all scheduled next actions of a combatant.
Next actions can be scheduled by status effects (end action), 'Use Battle Action' nodes and the 'Command' battle menu item."
GamingIsLove.ORKFramework.Schematics.Nodes.IsTargetingCombatantNode;Is Targeting Combatant;"Checks if a combatant is targeting another combatant.
Checks battle actions registered with the system (scheduled, casting and active) for the involved user and target.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsTargetingCombatantNode.checkActive;Check Active Actions;Checks actions currently being performed by combatants.
GamingIsLove.ORKFramework.Schematics.Nodes.IsTargetingCombatantNode.checkCasting;Check Casting Actions;Check actions currently being casted by combatants.
GamingIsLove.ORKFramework.Schematics.Nodes.IsTargetingCombatantNode.checkScheduled;Check Scheduled Actions;Check actions that have been selected by combatants and are scheduled for performing.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreUseRangeNode;Store Use Range;Stores the use range of an ability, item or action stored in selected data into a float variable.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreAffectRangeNode;Store Affect Range;Stores the affect range of an ability, item or action stored in selected data into a float variable.
GamingIsLove.ORKFramework.Schematics.Nodes.CalculateActionNode;Calculate Action;"Calculates the actual battle action outcome (i.e. the attack, ability or item use, etc.) and the damage done (damage, refresh, miss or status effect texts are displayed).
This node can automatically animate the target according to what happened in the battle action (e.g. play the damage animation defined for the combatant).
Don't use this node if you want to use 'Damage Dealer' and 'Damage Zone' components to handle a battle action's outcome.
You can use multiple 'Calculate' node to create multi-damage attacks (i.e. attacks/abilities with more than one damage).
The next node that will be executed can optionally depend on the outcome of the calculation - 'Next' is executed on a standard hit or if no other criteria matched.
When using 'Critical', 'Miss' and 'Block' slots, the one with the highest count (e.g. 2 criticals > 1 miss) is used.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.CalculateActionNode.reconsume;Reconsume;"Using the action will consume the use costs or item again, even if it already has been consumed.
If disabled, the action will only consume the use costs or item the first time the calculation happens."
GamingIsLove.ORKFramework.Schematics.Nodes.CalculateActionNode.setFactor;Set Damage Factor;Set the damage factor of the calculation.
GamingIsLove.ORKFramework.Schematics.Nodes.CalculateActionNode.dmgFactor;Damage Factor;"The outcome of the calculation will be multiplied by this value, e.g.:
- A damage factor of 1 means normal damage.
- A damage factor of 2 means double damage.
- A damage factor of 0.5 means half damage."
GamingIsLove.ORKFramework.Schematics.Nodes.CalculateActionNode.useOtherTargets;Use Other Targets;Define combatants as targets instead of using the targets the action originally found.
GamingIsLove.ORKFramework.Schematics.Nodes.CalculateActionNode.useCritical;Use 'Critical' Next;Enables using a different 'Next' slot when the calculation results in a critical hit.
GamingIsLove.ORKFramework.Schematics.Nodes.CalculateActionNode.useMiss;Use 'Miss' Next;Enables using a different 'Next' slot when the calculation results in a miss.
GamingIsLove.ORKFramework.Schematics.Nodes.CalculateActionNode.useBlock;Use 'Block' Next;Enables using a different 'Next' slot when the calculation results in a block.
GamingIsLove.ORKFramework.Schematics.Nodes.DetermineActionOutcomeNode;Determine Action Outcome;"Determines if an action's outcome is hit, critical hit, miss or block.
This'll set the outcome for the used targets, either only for the next calculation or for all calculations (during this action).
Only used by ability and item actions - all other actions don't have any other outcome than 'Next' (i.e. hit).
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.DetermineActionOutcomeNode.useOnce;Use Once;"The predetermined action outcome is only used for the next calculation.
If disabled, the outcome is used for all further calculations (during this action)."
GamingIsLove.ORKFramework.Schematics.Nodes.DetermineActionOutcomeNode.useOtherTargets;Use Other Targets;Define combatants as targets instead of using the targets the action originally found.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckDeterminedActionOutcomeNode;Check Det. Action Outcome;"Checks the previously determined action outcome (via 'Determine Action Outcome' or 'Set Det. Action Outcome' nodes).
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckDeterminedActionOutcomeNode.checkCombatant;Check Combatant;Checks the determined outcome for a defined combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SetDeterminedActionOutcomeNode;Set Det. Action Outcome;"Sets the determined action outcome.
You can use this to e.g. force critical hits, or clear the previously determined outcome.
Please note that only abilities and items use the determined action outcome.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.SetDeterminedActionOutcomeNode.result;Action Outcome;"Define the action outcome (for all targets):
- None: Removes the determined action outcome.
- Hit: A normal hit.
- Critical: A critical hit (ability only).
- Miss: A missed hit.
- Blocked: A blocked hit."
GamingIsLove.ORKFramework.Schematics.Nodes.SetDeterminedActionOutcomeNode.useOnce;Use Once;"The predetermined action outcome is only used for the next calculation.
If disabled, the outcome is used for all further calculations (during this action)."
GamingIsLove.ORKFramework.Schematics.Nodes.SetDeterminedActionOutcomeNode.useOtherTargets;Use Other Targets;Define combatants as targets instead of using the targets the action originally found.
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode;Activate Damage Dealer;"Activates/deactivates 'Damage Dealer' components of the user of the battle action (or on spawned prefabs).
'Damage Dealer' components can't do damage without being activated.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.activate;Activate;"The 'Damage Dealer' components will be set active (i.e. they will do damage).
If disabled, the 'Damage Dealer' components will be set inactive (i.e. they won't do damage)."
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.autoDeactivate;Auto Deactivate;Automatically deactivate the damage dealer after a defined amount of time.
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.autoDeactivateAfter;Deactivate After (s);The time in seconds after which the damage dealer will be deactivated.
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.useActionTags;Use Action Tags;Use the tags of the battle action (i.e. the tags defined in an ability's or item's 'Damage Dealer Settings').
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.activationTags;Tag;"Define the tag that will be used to activate/deactivate the damage dealer.
Damage dealers that match one of the defined tags will be activated/deactivated, ignoring if they're set up for this ability/item or not."
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.setAction;Set Action;"Sets the action of the 'Damage Dealer' components.
If disabled, the 'Damage Dealer' components need to already have an action set (e.g. via a 'Set Damage Dealer Action' node), or they can't do damage."
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.addAudio;Add Audio;An audio clip is played on the game object hit by the damage dealer (when doing damage).
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.useActionAudio;Use Action Audio;Use the audio settings of the battle action (i.e. the audio settings defined in an ability's or item's 'Damage Dealer Settings').
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.useSoundType;Use Sound Type;The target combatant's defined sound of a selected sound type will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.soundType;Sound Type;Select the sound type that will be played.
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.targetSound;Use Target Sound;"Use the target combatant's audio clip.
If disabled, the user combatant's audio clip is used."
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.audioClip;Audio Clip;Select the audio clip that will be played.
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.addPrefab;Add Prefab;"A prefab is spawned on the position it hit an object when doing damage.
The spawned prefab can't be used by this schematic.
Please note that only using 'Collision' to deal damage will use the hit position, using 'Trigger' will use the position of the combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.useActionPrefab;Use Action Prefab;Use the prefab settings of the battle action (i.e. the prefab settings defined in an ability's or item's 'Damage Dealer Settings').
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.prefab;Prefab;Select the prefab that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.mountPrefab;Mount Prefab;Parent/mount the prefab to the combatant that was hit.
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.stopParticles;Stop Particles;Particles emitting from the prefab will stop emitting.
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.stopAfter;Stop After (s);The time in seconds before emitting particles will stop.
GamingIsLove.ORKFramework.Schematics.Nodes.ActivateDamageDealerNode.after;Destroy After (s);"The spawned prefab will be destroyed after the set amout of time in seconds.
Set to 0 if you don't want to destroy it after time."
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode;Set Damage Dealer Action;"Sets the action of 'Damage Dealer' components of the user of the battle action (or on spawned prefabs).
This node only sets the action, sound and prefab of 'Damage Dealer' components, it needs to be activated via an 'Activate Damage Dealer' node as well.
'Damage Dealer' components can't do damage without an action (and being activated).
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.setAction;Set Action;"Sets the action of the 'Damage Dealer' components.
If disabled, the current action of the 'Damage Dealer' components will be removed (i.e. they won't do damage)."
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.autoDeactivate;Auto Deactivate;Automatically deactivate the damage dealer after a defined amount of time (after it was activated).
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.autoDeactivateAfter;Deactivate After (s);The time in seconds after which the damage dealer will be deactivated.
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.addAudio;Add Audio;An audio clip is played on the game object hit by the damage dealer (when doing damage).
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.useActionAudio;Use Action Audio;Use the audio settings of the battle action (i.e. the audio settings defined in an ability's or item's 'Damage Dealer Settings').
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.useSoundType;Use Sound Type;The target combatant's defined sound of a selected sound type will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.soundType;Sound Type;Select the sound type that will be played.
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.targetSound;Use Target Sound;"Use the target combatant's audio clip.
If disabled, the user combatant's audio clip is used."
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.audioClip;Audio Clip;Select the audio clip that will be played.
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.addPrefab;Add Prefab;"A prefab is spawned on the position it hit an object when doing damage.
The spawned prefab can't be used by this schematic.
Please note that only using 'Collision' to deal damage will use the hit position, using 'Trigger' will use the position of the combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.useActionPrefab;Use Action Prefab;Use the prefab settings of the battle action (i.e. the prefab settings defined in an ability's or item's 'Damage Dealer Settings').
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.prefab;Prefab;Select the prefab that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.mountPrefab;Mount Prefab;Parent/mount the prefab to the combatant that was hit.
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.stopParticles;Stop Particles;Particles emitting from the prefab will stop emitting.
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.stopAfter;Stop After (s);The time in seconds before emitting particles will stop.
GamingIsLove.ORKFramework.Schematics.Nodes.SetDamageDealerActionNode.after;Destroy After (s);"The spawned prefab will be destroyed after the set amout of time in seconds.
Set to 0 if you don't want to destroy it after time."
GamingIsLove.ORKFramework.Schematics.Nodes.UseDamageZoneNode;Use Damage Zone;"Uses a 'Damage Zone' component on a game object (e.g. found via a raycast or a combatant's game object) and deals damage as if it where hit by a 'Damage Dealer' component.
If a 'Damage Zone' was found and used, 'Success' will be executed, otherwise 'Failed'.
'Success' doesn't mean that damage was dealt, only that a damage zone was hit.
The schematic must be started by a battle action to use this node."
GamingIsLove.ORKFramework.Schematics.Nodes.UseDamageZoneNode.fromChildren;From Children;Get 'Damage Zone' components from child objects of the used game object.
GamingIsLove.ORKFramework.Schematics.Nodes.UseDamageZoneNode.fromParent;From Parent;Get 'Damage Zone' components from parent objects of the used game object.
GamingIsLove.ORKFramework.Schematics.Nodes.UseDamageZoneNode.oneTimeDamage;One Time Damage;Only hit the first 'Damage Zone' component that was found on a game object.
GamingIsLove.ORKFramework.Schematics.Nodes.UseDamageZoneNode.oneTarget;One Target;Only hit the first game object's 'Damage Zone' components.
GamingIsLove.ORKFramework.Schematics.Nodes.UseAbilityCalculationNode;Use Ability Calculation;"Uses an ability (without animating via schematics) - the user/target changes will be calculated.
The user doesn't need to know the ability or ability level.
Counters won't work when used in a schematic not started by a battle action."
GamingIsLove.ORKFramework.Schematics.Nodes.UseAbilityCalculationNode.useSelectedData;Use Selected Data;Use abilities stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.UseAbilityCalculationNode.actionType;Action Type;"Select the action type of the ability:
- Base Attack: Used as a base attack.
- Counter Attack: Used as a counter attack.
- Ability: Used as an ability.
Please note that this can have influence on the used ability, e.g. due to the target blocking base attack damage."
GamingIsLove.ORKFramework.Schematics.Nodes.UseAbilityCalculationNode.useCosts;Consume Costs;The use costs of the ability will be consumed.
GamingIsLove.ORKFramework.Schematics.Nodes.UseAbilityCalculationNode.doCounters;Do Counters;Targets can counter the ability (if set up accordingly).
GamingIsLove.ORKFramework.Schematics.Nodes.UseAbilityCalculationNode.setFactor;Set Damage Factor;Set the damage factor of the calculation.
GamingIsLove.ORKFramework.Schematics.Nodes.UseAbilityCalculationNode.dmgFactor;Damage Factor;"The outcome of the calculation will be multiplied by this value, e.g.:
- A damage factor of 1 means normal damage.
- A damage factor of 2 means double damage.
- A damage factor of 0.5 means half damage."
GamingIsLove.ORKFramework.Schematics.Nodes.UseItemCalculationNode;Use Item Calculation;Uses an item (without animation) - the user/target changes will be calculated.
GamingIsLove.ORKFramework.Schematics.Nodes.UseItemCalculationNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.UseItemCalculationNode.item;Item;Select the item that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.UseItemCalculationNode.consume;Consume Costs;"The use costs of the item will be consumed.
If the user has the item in his inventory, it will be consumed (when set up accordingly)."
GamingIsLove.ORKFramework.Schematics.Nodes.UseItemCalculationNode.doCounters;Do Counters;Targets can counter the item (if set up accordingly).
GamingIsLove.ORKFramework.Schematics.Nodes.UseItemCalculationNode.setFactor;Set Damage Factor;Set the damage factor of the calculation.
GamingIsLove.ORKFramework.Schematics.Nodes.UseItemCalculationNode.dmgFactor;Damage Factor;"The outcome of the calculation will be multiplied by this value, e.g.:
- A damage factor of 1 means normal damage.
- A damage factor of 2 means double damage.
- A damage factor of 0.5 means half damage."
GamingIsLove.ORKFramework.Schematics.Nodes.IsActionCounteredNode;Is Action Countered;"Checks if the schematic's battle action caused a counter attack and optionally stores the countering combatants into selected data.
If the action will be countered, 'Success' will be executed, otherwise 'Failed'.
The schematic must be started by a battle action to use this node. Counters can only occur after calculating an action's outcome."
GamingIsLove.ORKFramework.Schematics.Nodes.IsActionCounteredNode.storeCombatants;Store Combatants;Store all combatants that'll counter the action into selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAIControlledNode;Change AI Controlled;"Changes if a combatant is AI controlled or not.
This is only used for combatants of the player group - other combatants are always AI controlled."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAIControlledNode.aiControlled;AI Controlled;"The combatant is AI controlled.
If disabled, the combatant isn't AI controlled."
GamingIsLove.ORKFramework.Schematics.Nodes.IsAIControlledNode;Is AI Controlled;"Checks if a combatant is AI controlled.
Combatants that are not part of the player group are always AI controlled.
If the combatant is AI controlled, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsAIControlledNode.needed;Needed;Either all or only one of the combatants must be AI controlled.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockBattleAINode;Block Battle AI;"Blocks or unblocks the battle AI of a combatant.
AI controlled combatants will only use the 'None' action if their battle AI is blocked."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockBattleAINode.block;Block/Unblock;"If enabled, the battle AI will be blocked.
If disabled, the battle AI will be unblocked."
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleAIBlockedNode;Is Battle AI Blocked;"Checks if a combatant's battle AI is blocked.
If the battle AI is blocked, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleAIBlockedNode.needed;Needed;Either all or only one of the combatants must have a blocked battle AI.
GamingIsLove.ORKFramework.Schematics.Nodes.LookAtEnemiesNode;Look At Enemies;"All combatants participating in battle will look at their enemies.
Note that only combatant's that are already in the scene will look at their enemies.
When using a 'Battle Grid', the rotation will be adjusted to the grid directions."
GamingIsLove.ORKFramework.Schematics.Nodes.LookAtEnemiesNode.useCombatant;Use Combatant;Use a defined combatant instead of all combatants.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleNode;Join Battle;"A combatant joins the battle.
The combatant is spawned at the first free battle spot of its group."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleNode.joinTurnOrder;Join Turn Order;"Join the turn order of a running battle.
This is only used by 'Turn Based' and 'Phase' battles, allowing the combatant to perform actions in the current turn.
Please note that the current state of the battle and if joining the battle is animated can still lead to the combatant's first action being in the next turn."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleNode.setTurnEnded;Set Turn Ended;Set the combatant's turn to have ended (i.e. 'After Turn' state).
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleNode.useSelectedData;Use Selected Data;Use combatants stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleNode.newGroup;New Group;The combatant will create a new group instead of joining an existing combatant's group.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleNode.faction;Faction;Select the faction of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleNode.markTemporary;Mark As Temporary;"The combatant is marked as temporary.
Temporary combatants can be removed using the 'Remove Temporary Combatant' node.
Use marking combatants as temporary e.g. for summon game mechanics."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleNode.useStoreSelectedData;Store Selected Data;Store the combatant in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinTurnOrderNode;Join Turn Order;"A combatant joins the turn order of a running battle.
This is only used by 'Turn Based' and 'Phase' battles, allowing the combatant to perform actions in the current turn."
GamingIsLove.ORKFramework.Schematics.Nodes.SetTurnEndedNode;Set Turn Ended;"A combatant's turn state is set to have ended (i.e. 'After Turn' state).
This doesn't use the combatant's regular end turn functionality and only sets the state."
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleNode;Leave Battle;A combatant leaves the battle.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleNode.removeFromGroup;Remove From Group;Remove the combatant from it's group.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleNode.destroy;Destroy;Destroy the combatant's game object.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleNode.showNotification;Show Notification;The leave group notification will be displayed.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleNode.showConsole;Show Console;The leave group text will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleNode.useStoreSelectedData;Store Selected Data;Store the combatant in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTurnNode;Check Turn;"Checks a combatant's turn.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTurnNode.needed;Needed;Either all or only one combatant's turn check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTurnNode.useAverage;Use Average;Use the average turn of the combatant's group.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTurnNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SetAttackedByNode;Set Attacked By;"Mark that a combatant has been attacked by another combatant.
This can influence various things, e.g. victory gains, faction sympathy changes, etc."
GamingIsLove.ORKFramework.Schematics.Nodes.SetAttackedByNode.changeType;Change Type;"Select how the targets attacked by list will be changed:
- Add: Adds the attacker to the list.
- Remove: Removes the attacker from the list.
- Clear: Removes all combatants from the list.
- Set: Sets the attacker to be the only one in the list, removing all previously stored combatants."
GamingIsLove.ORKFramework.Schematics.Nodes.SetKilledByNode;Set Killed By;"Mark that a combatant has been killed by another combatant.
This can influence various things, e.g. victory gains, faction sympathy changes, etc."
GamingIsLove.ORKFramework.Schematics.Nodes.SetKilledByNode.clear;Clear;Removes the killed by combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeLastTargetNode;Change Last Target;"Changes the last targets of a combatant.
This can influence various things, e.g. AI target selection, etc."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeLastTargetNode.changeType;Change Type;"Select how the last targets will be changed:
- Add: A combatants will be added to the last targets.
- Remove: The combatants will be removed from the last targets.
- Clear: The last targets will be cleared (i.e. all will be removed).
- Set: A combatant will be set as the last target, removing previous targets."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedTargetNode;Change Selected Target;Changes the group/individual target of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedTargetNode.index;Index;"The index of the group/individual target that will be changed.
No target will be changed if this exceeds the defined group/individual target settings."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedTargetNode.changeGroupTarget;Group/Individual Target;"If enabled, the combatant's group target will be changed.
If disabled, the combatant's individual target will be changed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedTargetNode.useRequirements;Use Requirements;Use the target requirements of the group/individual target settings.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedTargetNode.remove;Remove Target;"Removes the currently set target combatant.
There'll be no target currently set on this target index."
GamingIsLove.ORKFramework.Schematics.Nodes.MarkAsTemporaryCombatantNode;Mark As Temporary Combatant;"A combatant will be marked as temporary combatant.
Temporary combatants can be removed (e.g. at the end of a battle) by the 'Remove Temporary Combatant' node.
You can use marking combatants as temporary e.g. for summon game mechanics."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveTemporaryCombatantNode;Remove Temporary Combatant;"Removes combatants marked as temporary from their groups and destroys their game objects.
Combatants can be marked as temporary using the 'Mark As Temporary Combatant' node.
You can use marking combatants as temporary e.g. for summon game mechanics."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveTemporaryCombatantNode.destroy;Destroy Object;Destroy the game object of the removed combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveTemporaryCombatantNode.showNotification;Show Notification;The leave group notification will be displayed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveTemporaryCombatantNode.showConsole;Show Console;The leave group text will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTurnValueNode;Change Turn Value;"Changes the turn value of a combatant.
The turn value is used to generate the turn order in 'Turn Based Battles' using 'Multi Turns'.
If the used combatant is the user, use a 'No Time Consume' node to prevent the turn value from being reset after the action."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTurnValueNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTurnValueNode.rounding;Result Rounding;"Rounds the result of the turn value change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTurnValueNode;Check Turn Value;"Checks a combatant's turn value.
The turn value is used to generate the turn order in 'Turn Based Battles' using 'Multi Turns'.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTurnValueNode.needed;Needed;Either all or only one combatant's turn value check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTurnValueNode.useAverage;Use Average;Use the average turn value of the combatant's group.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTurnValueNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionBarNode;Change Action Bar;"Changes the action bar of a combatant.
In 'Turn Based Battles' and 'Phase Battles', this will change the actions per turn of the combatant.
In 'Active Time Battles', this will change the timebar of the combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionBarNode.usedActionBar;Used Action Bar;"Change the 'Used Action Bar' instead of the 'Action Bar'.
The 'Used Action Bar' defines how much of the action bar is already used by actions.
In 'Turn Based Battles' and 'Phase Battles', the used action bar will be increased by the actions the combatant selected.
In 'Active Time Battles', the used action bar defines how much of the timebar has already been used.
E.g. use this to reset the used action bar to 0, to allow using actions from the start."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionBarNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionBarNode.rounding;Result Rounding;"Rounds the result of the action bar change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionBarNode;Check Action Bar;"Checks a combatant's action bar.
In 'Turn Based Battles' and 'Phase Battles', the action bar represents the actions per turn of the combatant.
In 'Active Time Battles', the action bar represents the timebar of the combatant.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionBarNode.needed;Needed;Either all or only one combatant's action bar value check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionBarNode.usedActionBar;Used Action Bar;"Check the 'Used Action Bar' instead of the 'Action Bar'.
The 'Used Action Bar' defines how much of the action bar is already used by actions.
In 'Turn Based Battles' and 'Phase Battles', the used action bar will be increased by the actions the combatant selected.
In 'Active Time Battles', the used action bar defines how much of the timebar has already been used.
E.g. use this to check if a combatant already chose actions by checking if the used action bar equals 0."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionBarNode.useAverage;Use Average;Use the average action bar value of the combatant's group.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionBarNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionTimeNode;Change Action Time;Changes the action time of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionTimeNode.useMax;Use Maximum;Use the maximum action time of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionTimeNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionTimeNode.rounding;Result Rounding;"Rounds the result of the action time change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionTimeNode;Check Action Time;"Checks a combatant's action time.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionTimeNode.needed;Needed;Either all or only one combatant's action time value check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionTimeNode.useMax;Use Maximum;Use the maximum action time of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionTimeNode.useAverage;Use Average;Use the average action time value of the combatant's group.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckActionTimeNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionTimeRunningNode;Change Action Time Running;Changes if a combatant's action time is running or not.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActionTimeRunningNode.isRunnning;Is Running;"The combatant's action time is running.
If disabled, the combatant's action time isn't running."
GamingIsLove.ORKFramework.Schematics.Nodes.IsActionTimeRunningNode;Is Action Time Running;"Checks if a combatant's action time is running.
If the combatant's action time is running, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsActionTimeRunningNode.needed;Needed;Either all or only one of the combatants' action time must be running.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAggressionStateNode;Change Aggression State;Changes if a combatant is aggressive or not.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAggressionStateNode.isAggressive;Is Aggressive;"If enabled, the combatant will be set aggressive.
If disabled, the combatant will be set not aggressive."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAggressionStateNode.notifyOthers;Notify Others;Notify group/faction members.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAggressionStateNode.useAggressor;Use Aggressor;"Use a combatant as the aggressor.
This allows reacting to the combatant, e.g. via the move AI."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAggressionStateNode.reactMoveAI;React Move AI;The combatant's move AI will react to the aggressor and detect it when using 'Detect On Aggression' (move AI settings).
GamingIsLove.ORKFramework.Schematics.Nodes.IsAggressiveNode;Is Aggressive;"Checks if a combatant is aggressive.
If the combatant is aggressive, 'Aggressive' will be executed, otherwise 'Not Aggressive'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsAggressiveNode.needed;Needed;Either all or only one of the combatants must be aggressive.
GamingIsLove.ORKFramework.Schematics.Nodes.EnableAutoAttackNode;Enable Auto Attack;Enables or disables auto attacks of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.EnableAutoAttackNode.autoAttack;Auto Attack;"Select the auto attack state:
- Enable: Auto attacks will be enabled.
- Disable: Auto attacks will be disabled.
- Toggle: Toggles the state, i.e. enabled auto attacks will be disabled, disabled auto attacks willbe enabled."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeDefendingStateNode;Change Defending State;Changes the defending state of a combatant, either defending or not defending.
GamingIsLove.ORKFramework.Schematics.Nodes.CollectBattleGainsNode;Collect Battle Gains;Collect the battle gains (loot, experience) and optionally display the loot/gains and level up texts.
GamingIsLove.ORKFramework.Schematics.Nodes.CollectBattleGainsNode.wait;Wait;Wait for the battle gains dialogue to be closed (if displayed).
GamingIsLove.ORKFramework.Schematics.Nodes.CollectBattleGainsNode.isImmediateCollection;Is Immediate Collection;The battle gains collection is used as an immediate collection.
GamingIsLove.ORKFramework.Schematics.Nodes.CloseBattleGainsNode;Close Battle Gains;Closes a currently opened battle gains/loot dialogue.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearBattleGainsNode;Clear Battle Gains;All gains of this battle (loot, experience) that haven't been collected will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearBattleGainsNode.clearLoot;Clear Loot;Remove all loot from the battle gains.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearBattleGainsNode.clearExp;Clear Experience;Removes all experience from the battle gains.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearBattleGainsNode.clearNormalSV;Clear Normal SV;Removes all normal status values from the battle gains.
GamingIsLove.ORKFramework.Schematics.Nodes.AddLootNode;Add Loot;"Adds items, equipment, currency or other loot to the battle's loot.
Can use content from selected data, defined in loot tables or individual defined items."
GamingIsLove.ORKFramework.Schematics.Nodes.AddLootNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.AddLootNode.lootRandom;Get Random Loot;"One of the defined loot settings will be selected randomly.
If disabled, all loot settings are used."
GamingIsLove.ORKFramework.Schematics.Nodes.AddLootNode.loot;Loot;"Select the loot setting that will be used.
The player's level will be used to select the loot table."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeLootRewardsNode;Change Loot Rewards;Changes the quantity of loot of the battle's gains.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeLootRewardsNode.change;Change;Define the value that will be used to change the defined loot's quantity.
GamingIsLove.ORKFramework.Schematics.Nodes.AddExperienceRewardNode;Add Experience Reward;Adds additional experience rewards to the battle's gains.
GamingIsLove.ORKFramework.Schematics.Nodes.AddExperienceRewardNode.status;Experience Status Value;Select the experience status value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.AddExperienceRewardNode.forCombatant;For Combatant;"The experience reward is for a defined combatant only.
If disabled, the experience reward will be for the whole player group."
GamingIsLove.ORKFramework.Schematics.Nodes.AddExperienceRewardNode.splitExp;Split Experience;"The experience will be split through the number of group members, i.e. every group member will only get a part of the experience.
Dependingon the 'Whole Group' setting in the 'Battle System > Battle End' settings, either the battle group or wohle group will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.AddExperienceRewardNode.experience;Experience;Define the experience reward that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddExperienceRewardNode.level;Source Level;The level used for level difference calculations.
GamingIsLove.ORKFramework.Schematics.Nodes.AddExperienceRewardNode.classLevel;Source Class Level;The class level used for level difference calculations.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeExperienceRewardsNode;Change Experience Rewards;Changes experience rewards of the battle's gains.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeExperienceRewardsNode.status;Experience Status Value;Select the experience status value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeExperienceRewardsNode.forCombatant;For Combatant;"Only change the experience rewards for a defined combatant.
If disabled, all experience rewards will be changed (also those for specific combatants)."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeExperienceRewardsNode.change;Change;Define the value that will be used to change the experience rewards.
GamingIsLove.ORKFramework.Schematics.Nodes.AddNormalSVRewardNode;Add Normal SV Reward;Adds additional 'Normal' status value rewards to the battle's gains.
GamingIsLove.ORKFramework.Schematics.Nodes.AddNormalSVRewardNode.status;Normal Status Value;Select the 'Normal' type status value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.AddNormalSVRewardNode.value;Reward Value;Define the value that will be added as reward.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeNormalSVRewardsNode;Change Normal SV Rewards;Changes 'Normal' status value rewards of the battle's gains.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeNormalSVRewardsNode.status;Normal Status Value;Select the 'Normal' type status value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeNormalSVRewardsNode.change;Change;Define the value that will be used to change the experience rewards.
GamingIsLove.ORKFramework.Schematics.Nodes.GetCombatantGainsNode;Get Combatant Gains;"Collects the loot and status value rewards (including experience) from a combatant.
The loot/gains can only be collected once per combatant.
E.g. use this node if you want to drop a combatant's loot early in it's death schematic instead of after it finished."
GamingIsLove.ORKFramework.Schematics.Nodes.GetCombatantGainsNode.storeType;Store Loot In;"Select where the combatant's loot will be stored in:
- Battle Loot: The collected battle gains loot of the battle (can be collected using a 'Collect Battle Gains' node).
- Item Box ID: Store in an item box of a defined 'Box ID'.
- Item Box Object: Store in an item box attached to a game object. If no 'Item Collector' using 'Box' collection type is found, the loot is stored in the 'Battle Loot'.
- Selected Data: Store the loot into selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.GetCombatantGainsNode.useStackType;Use Stack Type;"Items and equipment will be added to the item box according to their inventory stack type (e.g. auto stack).
If disabled, items/equipment will be added as is, i.e. with their defined quantity without grouping them together."
GamingIsLove.ORKFramework.Schematics.Nodes.GetCombatantGainsNode.boxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.StartBattleNode;Start Battle;"Starts a battle - the schematic continues after the battle ends.
The selected object must either be a combatant or have a 'Battle' component attached with a correctly set up battle.
Only battles between enemy factions are possible - i.e. the player can't fight an allied faction."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleTypeNode;Change Battle Type;Changes the type of the running battle.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleTypeNode.clear;Clear Unused Actions;All battle actions that haven't started will be removed from the running battle.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleTypeNode.stop;Stop Running Actions;All battle actions that are currently performing will be stopped.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckBattleTypeNode;Check Battle Type;"Check the type of the running battle.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckBattleTypeNode.battleSystem;Battle System;Select which battle system will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SetBattleSceneIDNode;Set Battle Scene ID;"Sets or removes the scene ID of the 'Battle' component the current battle uses.
No scene ID is set if no 'Battle' component is involved (i.e. when using 'Real Time Battle Area' components)."
GamingIsLove.ORKFramework.Schematics.Nodes.SetBattleSceneIDNode.remove;Remove ID;"Remove/unset the scene ID of the 'Battle' component.
The scene ID of a battle is set after actual fighting finished, but before the battle end schematic starts, i.e. you can use this in battle end schematics to make the battle available again."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckBattleAdvantageNode;Check Battle Advantage;"Checks the battle advantage of the current battle.
Depending on the battle advantage either 'None', 'Player' or 'Enemy' will be executed next.
No running battle results in 'None' advantage."
GamingIsLove.ORKFramework.Schematics.Nodes.EndPhaseNode;End Phase;"The phase will end after the next action finished - combatants who didn't chose an action yet will not be able to do so.
This will clear the current faction's remaining combatants and the currently selecting combatant.
Only used in 'Phase' battles - it's recommended to only use it in a schematic started by a battle action or a combatant's turn start/end schematics. Any other situation might result in unexpected behaviours or stuck battles."
GamingIsLove.ORKFramework.Schematics.Nodes.EndBattleNode;End Battle;"Ends the currently running battle with a defined outcome.
Nothing happens if no battle is running."
GamingIsLove.ORKFramework.Schematics.Nodes.EndBattleNode.outcome;Outcome;"Define the outcome of the battle:
- None: Doesn't end the battle.
- Victory: The player won the battle.
- Escape: The player escaped the battle.
- Defeat: The player was defeated.
- Leave Arena: The player escaped by leaving the battle arena."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckBattleEndNode;Check Battle Outcome;"Checks the outcome of the current battle.
Has next slots for each possible outcome."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockActiveTimeNode;Block Active Time;"Blocks or unblocks progress of active time bars.
When blocked, the timebars of all combatants will not increase."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockActiveTimeNode.block;Block/Unblock;"If enabled, active time progress is blocked.
If disabled, active time progress is unblocked."
GamingIsLove.ORKFramework.Schematics.Nodes.ToggleBattleCameraNode;Toggle Battle Camera;"Toggle the battle camera on or off.
This is the same as using the (optional) toggle key in the battle camera's settings ('Battle System > Battle Camera')."
GamingIsLove.ORKFramework.Schematics.Nodes.ToggleBattleCameraNode.toggleState;Enable/Disable;"If enabled, the battle camera will be enabled.
If disabled, the battle camera will be disabled."
GamingIsLove.ORKFramework.Schematics.Nodes.PhaseSelectingUserNode;Phase Selecting User;"Changes a running 'Phase' battle's currently selecting user to a defined combatant.
Only used during 'Phase' battles and if the defined combatant is a member of the player group."
GamingIsLove.ORKFramework.Schematics.Nodes.CancelBattleEndNode;Cancel Battle End;"Cancels the end of the battle.
Only has an effect when used while the battle system waits for actions to finish before ending the battle.
E.g. use this node if you replace a member of the player group in the combatant's death schematic to cancel an occuring game over and keep the battle going."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeCanEscapeBattleNode;Change Can Escape Battle;Changes if the player can escape the battle.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeCanEscapeBattleNode.canEscape;Can Escape;"If enabled, the player can use the escape command.
If disabled, escape is not available."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeRandomBattleFactorNode;Change Random Battle Factor;Changes the random battle factor.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeRandomBattleFactorNode.factor;Random Battle Factor;"The random battle factor (%) that will be used, e.g.:
- 100: default chance
- 200: double chance
- 50: half chance
- 0: no random battles"
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeRandomBattleFactorNode.time;Time (s);"The time in seconds until the random battle factor is reset.
Based on game time, i.e. the time will also stop when pausing the game time."
GamingIsLove.ORKFramework.Schematics.Nodes.TurnBasedOrderChangesNode;Turn Based Order Changes;Change the turn order or combatants in 'Turn Based' battles.
GamingIsLove.ORKFramework.Schematics.Nodes.TurnBasedOrderChangesNode.remove;Remove Turn;"Removes the target from the turn order, resulting in the target skipping a turn.
If the target already performed his turn, nothing happens.
When using 'Multi Turns', the target's turn value will be reset to 0."
GamingIsLove.ORKFramework.Schematics.Nodes.TurnBasedOrderChangesNode.value;Change Value;The value used to change the turn order.
GamingIsLove.ORKFramework.Schematics.Nodes.TurnBasedOrderChangesNode.rounding;Result Rounding;"Rounds the result of the turn order change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.Schematics.Nodes.ReopenBattleMenuNode;Reopen Battle Menu;"Reopens the battle menu that started this schematic or that's currently open (battle system).
Only available if the schematic was started by a battle menu or a battle menu is currently open.
If the battle menu found (i.e. schematic started by a battle menu or open battle menu), 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.ReopenBattleMenuNode.useCurrentMenu;Use Currently Open;Use the currently open battle menu of the battle system.
GamingIsLove.ORKFramework.Schematics.Nodes.ReopenBattleMenuNode.reset;Reset Battle Menu;"The battle menu will reset when opening again (i.e. starting from it's root menu).
If disabled, the battle menu will restore the previously opened menu."
GamingIsLove.ORKFramework.Schematics.Nodes.StopTargetSelectionNode;Stop Target Selection;"Ends a combatant's active target selection (including any cell selections).
Please note that this can lead to returning to the previous battle menu selection, depending on how the target selection was started."
GamingIsLove.ORKFramework.Schematics.Nodes.StopTargetSelectionNode.useActiveMenu;Use Active Menu;Use the currently active battle menu's user.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckBattleTurnNode;Check Battle Turn;"Checks the current battle turn (independent of combatants).
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Please note that battle turns are only used in 'Turn Based', 'Active Time' and 'Phase' battles.
In 'Active Time' battles, a battle turn lasts until each combatant (that's able to) has performed 1 action."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckBattleTurnNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnBattleCombatantsNode;Spawn Battle Combatants;"Spawns combatants participating in battle at their battle spots.
Note that only combatants that aren't already in the scene will be spawned."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnBattleCombatantsNode.all;Spawn All;"All combatants participating in battle will be spawned at their battle spots.
Note that only combatants that aren't already in the scene will be spawned."
GamingIsLove.ORKFramework.Schematics.Nodes.PlaceAtSpotsNode;Place At Spots;Place combatants participating in battle at their battle spots.
GamingIsLove.ORKFramework.Schematics.Nodes.PlaceAtSpotsNode.all;Place All;"All combatants participating in battle will be placed at their battle spots.
Note that only combatants that are already in the scene will be placed."
GamingIsLove.ORKFramework.Schematics.Nodes.PlaceSpotsOnGroundNode;Place Spots On Ground;"Tries to place the battle spots on ground (when using 'Place On Ground' settings in the battle spot settings).
Please note that this is only done in battles using the 'Battle' component (or started through the auto battle settings of a combatant). I.e. 'Real Time Area Battles' don't use battle spots."
GamingIsLove.ORKFramework.Schematics.Nodes.UpdateBattleSpotsNode;Update Battle Spots;"Update the positions of the battle spots of combatants participating in battle.
Each combatant's battle spot will be placed according to the battle spot setup in 'Battles > Battle Spots'.
E.g. use this node after conditions changed for conditional battle spots."
GamingIsLove.ORKFramework.Schematics.Nodes.UpdateBattleSpotsNode.player;Player Spots;Update the battle spots of the player.
GamingIsLove.ORKFramework.Schematics.Nodes.UpdateBattleSpotsNode.ally;Ally Spots;Update the battle spots of the player's allies.
GamingIsLove.ORKFramework.Schematics.Nodes.UpdateBattleSpotsNode.enemy;Enemy Spots;Update the battle spots of the player's enemies.
GamingIsLove.ORKFramework.Schematics.Nodes.UpdateBattleSpotsNode.placeCombatant;Place Combatants;"Place the combatants at the new position of the battle spot.
If disabled, only the battle spot's position will be updated."
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyBattleCombatantsNode;Destroy Battle Combatants;Destroy combatants participating in battle.
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyBattleCombatantsNode.lockCombatants;Lock Combatants;"Lock the battle combatants before destroying them.
This prevents them from being removed from the battle/game.
Player group members are never removed, but enemies would be removed when their game objects are destroyed.
The combatants are automatically unlocked after a battle start schematic finishes."
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyBattleCombatantsNode.player;Destroy Player;"The player combatant (or group) will also be destroyed.
If disabled, the player combatant or group won't be destroyed - depending on the 'group spawn' settings defined in the game settings."
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyBattleCombatantsNode.all;Destroy All;All combatants participating in this battle will be destroyed.
GamingIsLove.ORKFramework.Schematics.Nodes.LockBattleCombatantsNode;Lock Battle Combatants;"Locks or unlocks combatants participating in battle from being removed from the battle/game.
Battle combatants are automatically unlocked after a battle start schematic finishes."
GamingIsLove.ORKFramework.Schematics.Nodes.LockBattleCombatantsNode.lockCombatants;Lock/Unlock;"If enabled, the combatants will be locked.
If disabled, the combatants will be unlocked.
Locking combatants prevents them from being removed from the battle/game.
Player group members are never removed, but enemies would be removed when their game objects are destroyed.
The combatants are automatically unlocked after a battle start schematic finishes."
GamingIsLove.ORKFramework.Schematics.Nodes.PlayerGridPlacementNode;Player Grid Placement;"Starts the grid placement selection for player combatants.
If the placement was finished, 'Success' will be executed, otherwise (e.g. canceled or not in a grid battle) 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.PlayerGridPlacementNode.allowCancel;Allow Cancel;"The player can cancel the combatant selection (or cell selection, if not using combatant selection).
This will execute the 'Failed' next slot."
GamingIsLove.ORKFramework.Schematics.Nodes.PlayerGridPlacementNode.cancelReset;Cancel Reset;"Cancelling the combatant selection will reset any placements.
If disabled, cancelling will keep the already placed combatants."
GamingIsLove.ORKFramework.Schematics.Nodes.PlayerGridPlacementNode.needsOnePlaced;Needs 1 Placed;Cancelling is only possible after at least one combatant has been placed.
GamingIsLove.ORKFramework.Schematics.Nodes.PlaceOnGridNode;Place On Grid;"Place combatants participating in battle at the nearest free grid cell.
Only combatants that aren't yet placed on the grid will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.PlaceOnGridNode.useDeploymentCells;Use Deployment Cells;"Use the nearest free deployment cell.
If disabled, the nearest free cell is used."
GamingIsLove.ORKFramework.Schematics.Nodes.PlaceOnGridNode.useSpawnRotation;Use Spawn Rotation;Use the 'Spawn Rotation' of the cell.
GamingIsLove.ORKFramework.Schematics.Nodes.PlaceOnGridNode.all;Place All;"All combatants participating in battle will be placed.
Note that only combatants that are already in the scene and not placed on grid cells will be placed."
GamingIsLove.ORKFramework.Schematics.Nodes.ClearBattleStatisticNode;Clear Battle Statistic;Clears/resets the values of a combatant's battle statistics.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearBattleStatisticNode.clearAll;Clear All;"Clear all statistic values.
If disabled, only a defined statistic key's values will be cleared"
GamingIsLove.ORKFramework.Schematics.Nodes.ClearBattleStatisticNode.statisticKey;Statistic Key;The key used to identify the statistic values.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleStatisticNode;Change Battle Statistic;Changes a combatant's battle statistic value.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleStatisticNode.statisticKey;Statistic Key;The key used to identify the statistic value.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleStatisticNode.valueSource;Value Source;"Select which statistic value will be used:
- Decrease Received: A value decrease the combatant received (e.g. received damage).
- Decrease Given: A value decrease the combatant gave (e.g. dealt damage).
- Increase Received: A value increase the combatant received (e.g. getting healed).
- Increase Given: A value increase the combatant gave (e.g. healing others)."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleStatisticNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleStatisticNode.useTotalChange;Use Total Change;"Use the total change the combatant registered.
If disabled, uses the change registered from another combatant (requires using 'Per Combatant' statistics)."
GamingIsLove.ORKFramework.Schematics.Nodes.LearnAbilityNode;Learn Ability;A combatant will learn a defined ability.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnAbilityNode.useSelectedData;Use Selected Data;Use abilities stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnAbilityNode.isGroupAbility;Group Ability;"The ability will be learned by the group of the actor, i.e. all group members will have access to it.
If disabled, only one combatant learns the ability."
GamingIsLove.ORKFramework.Schematics.Nodes.LearnAbilityNode.showNotification;Show Notification;Learning the ability will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnAbilityNode.showConsole;Show Console;Learning the ability will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetAbilityNode;Forget Ability;A combatant will forget a defined ability.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetAbilityNode.useSelectedData;Use Selected Data;Use abilities stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetAbilityNode.ability;Ability;Select the ability the combatant will forget.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetAbilityNode.isGroupAbility;Group Ability;"The ability will be forgotten by the group of the actor, i.e. all group members that only had the ability through group abilities will not be able to use it any longer.
If disabled, only one combatant forgets the ability."
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetAbilityNode.showNotification;Show Notification;Forgetting this ability will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetAbilityNode.showConsole;Show Console;Forgetting this ability will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.ResetAbilityNode;Reset Ability;A combatant will forget and relearn a defined ability.
GamingIsLove.ORKFramework.Schematics.Nodes.ResetAbilityNode.useSelectedData;Use Selected Data;Use abilities stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ResetAbilityNode.ability;Ability;Select the ability the combatant will forget and relearn.
GamingIsLove.ORKFramework.Schematics.Nodes.ResetAbilityNode.level;Ability Level;Define the level of the ability that will be learned.
GamingIsLove.ORKFramework.Schematics.Nodes.ResetAbilityNode.isGroupAbility;Group Ability;"The ability will be forgotten and relearned by the group of the actor.
If disabled, only one combatant forgets and relearns the ability."
GamingIsLove.ORKFramework.Schematics.Nodes.ResetAbilityNode.showNotification;Show Notification;Forgetting/learning this ability will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.ResetAbilityNode.showConsole;Show Console;Forgetting/learning this ability will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.AddTemporaryAbilityNode;Add Temporary Ability;Adds a temporary ability to a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.AddTemporaryAbilityNode.useSelectedData;Use Selected Data;Use abilities stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveTemporaryAbilityNode;Remove Temporary Ability;Removes a temporary ability from a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveTemporaryAbilityNode.all;Remove All;All temporary abilities will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveTemporaryAbilityNode.useSelectedData;Use Selected Data;Use abilities stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveTemporaryAbilityNode.ability;Ability;Select the ability that will be removed from the temporary abilities.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAbilityReuseNode;Block Ability Reuse;Blocks a defined ability's reuse for a defined amount of turns or time, or removes the reuse block from a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAbilityReuseNode.useSelectedData;Use Selected Data;Use abilities stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAbilityReuseNode.ability;Ability;Select the ability that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAbilityReuseNode.remove;Remove;Remove the current reuse block.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityReuseNode;Change Ability Reuse;Changes the running reuse time/turns of a combatant's abilities matching defined block scope or abilities stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityReuseNode.useSelectedData;Use Selected Data;Use abilities stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityReuseNode.scope;Block Scope;"Select the scope that will be changed (must match the ability's reuse block scope):
- Single: A defined ability.
- Type: All abilities of a defined ability type (only uses the main type, not secondary types).
- Root Type: All abilities of a defined ability type and all it's sub-types.
- All: All abilities.
- Custom: All abilities using the 'Custom' scope with the same reuse key."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityReuseNode.ability;Ability;Select the ability that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityReuseNode.abilityType;Ability Type;Select the ability type that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityReuseNode.key;Reuse Key;"Define the custom reuse key.
All abilities/items with the same reuse key will be changed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityReuseNode.changeValue;Change Value;The value used to change the reuse time/turns.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearAbilityReuseNode;Clear Ability Reuse;Clears the ability reuse blocks of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.CancelAbilityCastNode;Cancel Ability Cast;Cancels casting an ability on a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.IsCastingAbilityNode;Is Casting Ability;"Checks if a combatant is casting an ability.
If the combatant is casting an ability, 'Casting' will be executed, otherwise 'Not Casting'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsCastingAbilityNode.checkScope;Check Scope;"Select the scope that will be checked:
- Single: A defined ability.
- Type: Any ability of a defined ability type.
- Root Type: Any ability of a defined ability type and all it's sub-types.
- All: Any ability."
GamingIsLove.ORKFramework.Schematics.Nodes.IsCastingAbilityNode.ability;Ability;Select the ability that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.IsCastingAbilityNode.abilityType;Ability Type;Select the ability type that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.IsCastingAbilityNode.needed;Needed;Either all or only one of the combatants must cast an ability.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityUseCountNode;Change Ability Use Count;Changes or resets the use count of abilities of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityUseCountNode.useSelectedData;Use Selected Data;"Use abilities stored in selected data.
If disabled, changes/resets all abilities of the defined combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityUseCountNode.reset;Reset;Reset abilities to their maximum use count.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityUseCountNode.resetType;Reset Type;"Select which abilities will be reset (based on the 'Auto Reset' setting of the abiltiy):
- All: Resets all abilities.
- Battle Start: Resets abilities that are reset on battle start.
- Battle End: Resets abilities that are reset on battle end.
- Turn Start: Resets abilities that are reset on turn start.
- Turn End: Resets abilities that are reset on turn end."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityUseCountNode.changeValue;Change Value;The value used to change the use count.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckAbilityUseCountNode;Check Ability Use Count;"Checks the use count of abilities stored in selected data.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckAbilityUseCountNode.needed;Needed;Either all or only one of the abilities use count check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityUseLevelNode;Change Ability Use Level;Changes the use level of an ability.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityUseLevelNode.useLevel;Use Level;Define the use level that the ability will be set to.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityUseLevelNode.add;Add To Current;"Add the defined use level to the current use level.
Positive values will increase, negative decrease the use level."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityUseLevelNode.loop;Loop;The use level will loop when exceeding the min/max level.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityUseLevelNode.useSelectedData;Use Selected Data;Use abilities stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAbilityUseLevelNode.ability;Ability;Select the ability that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.AbilityLevelUpNode;Ability Level Up;"Increases the level of abilities currently stored in selected data by one.
If the ability is an equipment ability, it's 'Learn Ability' settings will be used instead.
Can also use 'Spend' level up type or upgrade settings of the ability."
GamingIsLove.ORKFramework.Schematics.Nodes.AbilityLevelUpNode.useSpend;Use Spend;"Use 'Spend' level up, consuming a combatant's experience.
Will only level up if the ability uses 'Spend' level up and the combatant has enough experience."
GamingIsLove.ORKFramework.Schematics.Nodes.AbilityLevelUpNode.useUpgrade;Use Upgrade;"Use the 'Upgrade Settings' of the equipment level, consuming status value and item costs.
Will only level up if the equipment level uses upgrades."
GamingIsLove.ORKFramework.Schematics.Nodes.AbilityLevelPointsNode;Ability Level Points;"Increases the level points of abilities currently stored in selected data.
Level points are the experience or uses needed to level up an ability.
Used for all level up types except 'None'."
GamingIsLove.ORKFramework.Schematics.Nodes.AbilityLevelPointsNode.levelPoints;Level Points;"Define the level points that will be added.
Must be a positive value."
GamingIsLove.ORKFramework.Schematics.Nodes.EnablePassiveAbilityNode;Enable Passive Ability;"Enable or disable passive abilities currently stored in selected data.
Only possible for passive abilities that are not 'Always Enabled'."
GamingIsLove.ORKFramework.Schematics.Nodes.EnablePassiveAbilityNode.enable;Enable;"If enabled, the passive abilities will be enabled.
If disabled, the passive abilities will be disabled."
GamingIsLove.ORKFramework.Schematics.Nodes.IsPassiveAbilityEnabledNode;Is Passive Ability Enabled;"Checks if passive abilities stored in selected data are enabled.
Only passive abilities that are not 'Always Enabled' will result in valid checks.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsPassiveAbilityEnabledNode.needed;Needed;Either all or only one of the passive abilities must be enabled.
GamingIsLove.ORKFramework.Schematics.Nodes.AddActionComboNode;Add Action Combo;Adds an action combo to a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.AddActionComboNode.combo;Action Combo;Select the action combo that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveActionComboNode;Remove Action Combo;Removes an action combo from a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveActionComboNode.combo;Action Combo;Select the action combo that will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.HasActionComboNode;Has Action Combo;"Checks if a combatant has a defined action combo.
If the combatant has the action combo, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.HasActionComboNode.combo;Action Combo;Select the action combo that will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.HasActionComboNode.needed;Needed;Either all or only one of the combatants must have on the action combo.
GamingIsLove.ORKFramework.Schematics.Nodes.ResetActionCombosNode;Reset Action Combos;Resets all action combos of a combatant to stage 0 (first stage).
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeClassNode;Change Class (Single);"Change the class of a combatant.
This changes the single-class feature, not class slots."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeClassNode.useSelectedData;Use Selected Data;Use a class stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeClassNode.newClass;Class;Select the class the combatant will change to.
GamingIsLove.ORKFramework.Schematics.Nodes.AddClassNode;Add Class;"Adds classes to a combatant.
Added classes are available to equip on class slots and can also be switched to as the single-class of the combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.AddClassNode.useSelectedData;Use Selected Data;Use classes stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.AddClassNode.showNotification;Show Notification;Show the add notification.
GamingIsLove.ORKFramework.Schematics.Nodes.AddClassNode.showConsole;Show Console;Show the add text in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveClassNode;Remove Class;"Removes classes from a combatant.
The removed class will be unequipped from all class slots and the single-class of the combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveClassNode.showNotification;Show Notification;Show the class's remove notification.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveClassNode.showConsole;Show Console;Show the class's remove text in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveClassNode.useSelectedData;Use Selected Data;Use classes stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveClassNode.removeClass;Class;Define the class that'll be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.AddClassSlotNode;Add Class Slot;"Adds class slots to a combatant.
Class slots can be used to equip classes on."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveClassSlotNode;Remove Class Slot;"Removes class slots from a combatant.
The removed class slots will unequip their current class."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveClassSlotNode.showNotification;Show Notification;Show the class slot's remove notification.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveClassSlotNode.showConsole;Show Console;Show the class slot's remove text in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveClassSlotNode.removeClassSlot;Class;Define the class that'll be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeClassSlotNode;Change Class Slot;"Changes the classes equipped on class slots of a combatant.
The used class slots and classes must be available to the combatant or no changes will be made."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeClassSlotNode.useSelectedData;Use Selected Data;"Use classes stored in selected data.
When multiple classes are found, equips the first class that can be equipped."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeClassSlotNode.classSlot;Class Slot;Select the class slot that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectClassNode;Select Class;Uses classes of a combatant as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectClassNode.allClasses;All Classes;"Use all classes of the combatant.
If disabled, only the defined class will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectClassNode.useCurrentClass;Use Current Class;Use the current single-class of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectClassNode.useClass;Class;Select the class that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectClassNode.limitItemType;Limit Item Type;Limit the class to a defined item type and its sub-types.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectClassNode.itemType;Item Type;Select the item type that will be used to limit the class.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectClassNode.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectClassNode.allCombatants;Use All Combatants;"The classes of all combatants will be set as selected data.
If disabled, only the first available class will be set as selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectClassNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquippedClassNode;Select Equipped Class;Uses classes currently equipped on a combatant's class slots as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquippedClassNode.allSlots;All Class Slots;"Use all currently equipped classes of the combatant.
If disabled, only the classes of a defined class slot will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquippedClassNode.classSlot;Class Slot;Select the class slot which's current class will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquippedClassNode.limitItemType;Limit Item Type;Limit the class to a defined item type and its sub-types.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquippedClassNode.itemType;Item Type;Select the item type that will be used to limit the class.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquippedClassNode.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquippedClassNode.allCombatants;Use All Combatants;"The classes of all combatants will be set as selected data.
If disabled, only the first available class will be set as selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquippedClassNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantBodyPartNode;Select Combatant Body Part;Uses body parts of combatants or the parent combatant of body parts as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantBodyPartNode.getParentCombatant;Get Parent Combatant;"Get the parent combatant of the defined combatants (body parts).
If disabled, body parts of the defined combatants will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.AddCombatantBodyPartNode;Add Combatant Body Part;"Adds body parts to a combatant.
Please note that you can't add body parts to body parts."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveCombatantBodyPartNode;Remove Combatant Body Part;"Removes a body part from a combatant.
The body part will also be removed from battle."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveCombatantBodyPartNode.isBodyPart;Is Body Part;"The selected combatant (setting above) is a body part and will be removed from it's parent combatant.
If disabled, a defined body part will be removed from the selected combatant (setting above)."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveCombatantBodyPartNode.bodyPart;Body Part Combatant;Select the body part combatant that'll be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFormationNode;Change Formation;Changes the formation of a combatant's group.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFormationNode.stopFormation;Stop Formation;Stops using a formation.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFormationNode.formation;Formation;Select the formation that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.InFormationNode;In Formation;"Checks if a combatant's group currently is in any or a defined formation, or checks if a combatant is part of a formation.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.InFormationNode.checkCombatant;Check Combatant;"Checks if the combatant is part of a formation.
Otherwise checks if the group is in formation."
GamingIsLove.ORKFramework.Schematics.Nodes.InFormationNode.anyFormation;Any Formation;Checks if the user's group is in any formation.
GamingIsLove.ORKFramework.Schematics.Nodes.InFormationNode.formation;Formation;Select the formation that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.InFormationNode.needed;Needed;Either all or only one of the combatants/groups must be in a formation.
GamingIsLove.ORKFramework.Schematics.Nodes.LinkCombatantsNode;Link Combatants;Changes a combatant's link to other combatants.
GamingIsLove.ORKFramework.Schematics.Nodes.LinkCombatantsNode.changeType;Change Type;"Select how the linked combatants will be changed:
- Add: The combatants will be added.
- Remove: The combatants will be removed.
- Clear: The linked key will be cleared (removes all linked combatants).
- Set: The combatants will be set as linked, removing previous combatants."
GamingIsLove.ORKFramework.Schematics.Nodes.LinkCombatantsNode.clearAll;Clear All;"Removes all linked combatants.
If disabled, only clears linked combatants of a defined key."
GamingIsLove.ORKFramework.Schematics.Nodes.LinkCombatantsNode.linkedKey;Linked Key;Define the key that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.IsLinkedCombatantNode;Is Linked Combatant;Checks if a combatant is linked to another combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.IsLinkedCombatantNode.linkedKey;Linked Key;Define the key that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.IsLinkedCombatantNode.needed;Needed;Either all or only one combatant' checks must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.IsLinkedCombatantNode.linkedNeeded;Needed;Either all or only one combatant must be linked.
GamingIsLove.ORKFramework.Schematics.Nodes.LinkedCombatantCountNode;Linked Combatant Count;Checks the number of linked combatants of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.LinkedCombatantCountNode.linkedKey;Linked Key;Define the key that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.LinkedCombatantCountNode.needed;Needed;Either all or only one combatant' checks must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.SetCombatantNameNode;Set Combatant Name;"Changes the name of a combatant of the active player group or a defined combatant.
Use an empty name field to reset to the default combatant name.
Please note that this only changes the name of an existing combatant's instance and doesn't change the name in the combatant settings."
GamingIsLove.ORKFramework.Schematics.Nodes.SetCombatantNameNode.useObject;Use Object;"The combatant of an object is used.
If disabled, a member (active or inactive) of the active player group is used."
GamingIsLove.ORKFramework.Schematics.Nodes.SetCombatantNameNode.combatant;Combatant;Select the combatant that will be renamed.
GamingIsLove.ORKFramework.Schematics.Nodes.SetCombatantNameNode.value;Name;Define the name that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SetCombatantNameNode.changeShortName;Change Short Name;Change the short name instead of the name.
GamingIsLove.ORKFramework.Schematics.Nodes.SetCombatantNameNode.resetNameCount;Reset Name Count;Reset the combatant's name count coming from the 'Enemy Count' setting of the battle system.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckCombatantNode;Check Combatant;"Checks if an object is a selected combatant.
If the object is the selected combatant, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckCombatantNode.combatant;Combatant;Select the combatant that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantPortraitSetNode;Combatant Portrait Set;"Changes the portrait set of a combatant.
Will only stay when using random portrait sets, otherwise the used conditions will kick in at some point."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantPortraitSetNode.random;Random;"Use a random set (defined in the combatant's settings).
If disabled, uses the portrait set of a defined index."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantPortraitSetNode.value;Portrait Set Index;Define the portrait set index that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantReactionPortraitNode;Combatant Reaction Portrait;Changes the reaction portrait of a combatant for a defined time.
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantReactionPortraitNode.portraitType;Portrait Type;Select the portrait type that will be used for this reaction.
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantReactionPortraitNode.time;Time (s);The time in seconds the portrait will be visible.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreCombatantCountNode;Store Combatant Count;"Stores the number of combatants in the scene into an int or float variable.
The found combatants can be filtered by different settings, e.g. being enemy of a user or status conditions."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreCombatantCountNode.useIntVariable;Use Int Variable;Store the count as an int variable instead of a float variable.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreCombatantCountNode.checkRange;Check Range;Only search within a defined range of the user or a position.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreCombatantCountNode.checkPosition;From Position;"Check the range from a defined position.
If disabled, the range will be checked from the user's position."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeCombatantPassiveStateNode;Change Combatant Passive State;"Changes the passive state of a combatant.
Passive combatants are not part of the battle order, i.e. they don't use any actions but can still be targeted."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeCombatantPassiveStateNode.isPassive;Is Passive;"The combatant will be passive and not part of the battle order, i.e. not use any actions but can still be targeted.
E.g. use this for creating destructable objects like crates.
Please note that a passive combatant's turns don't increase, i.e. turn-based status effects will not have any effect on them."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeCombatantPassiveStateNode.mustDefeat;Must Defeat;The passive combatant has to be defeated for a battle to end.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeCombatantInputIDNode;Change Combatant Input ID;"Changes the input ID of a combatant or a combatant's group.
Input IDs are used to define which inputs are used in an input key.
The combatant/group's input ID is e.g. used in menu screens and battle menus the combatant is the user of, or schematics animating actions of a combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeCombatantInputIDNode.reset;Reset;"Reset the input ID.
When setting the combatant's input ID, resetting will use the group's input ID if set, otherwise the global input ID.
When setting the group's input ID, resetting will use the global input ID."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeCombatantInputIDNode.setGroup;Set Group Input ID;"Set the input ID of the combatant's group instead of the individual combatant.
Any combatant that previously had their individual input ID changed will keep their set input ID (unless it was reset)."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckInputIDNode;Check Combatant Input ID;"Checks the input ID of a combatant or a combatant's group.
If the check is true, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckInputIDNode.check;Check Type;"Checks if the input ID is equal, not equal, less or greater than a defined value.
Range inclusive checks if the input ID is between two defined values, including the values.
Range exclusive checks if the input ID is between two defined values, excluding the values.
Approximately checks if the input ID is similar to the defined value."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckInputIDNode.checkGroup;Check Group Input ID;Check the input ID of the combatant's group instead of the individual combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.IsCombatantInputIDSetNode;Is Combatant Input ID Set;"Checks if the input ID of a combatant or a combatant's group is set.
If the check is true, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsCombatantInputIDSetNode.checkGroup;Check Group Input ID;Check the input ID of the combatant's group instead of the individual combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.CreateCombatantNode;Create Combatant;Creates a new combatant instance and stores it in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.RegisterCombatantNode;Register Combatant;"Registers a combatant with ORK's system.
Registered combatants will receive time updates and can be found by other systems (e.g. for target selection).
Spawned combatants and the player group members are automatically registered.
E.g. use this to register a combatant created with the 'Create Combatant' node.
Please note that registered combatants will be removed on scene changes (except player group members and locked combatants). To prevent this, use a 'Lock Combatant' node to lock the combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.RegisterCombatantNode.register;Register/Unregister;"If enabled, registers the combatant with the system.
If disabled, unregisters the combatant from the system."
GamingIsLove.ORKFramework.Schematics.Nodes.LockCombatantNode;Lock Combatant;"Locks a registered combatant from scene-change removing.
Registered combatants will receive time updates and can be found by other systems (e.g. for target selection).
Non-player group combatants will be removed from the system upon scene changes, locking a combatant will prevent this.
Battles using scene changes (e.g. fighting in a different scene) automatically lock and unlock the combatants participating in battle."
GamingIsLove.ORKFramework.Schematics.Nodes.LockCombatantNode.doLock;Lock/Unlock;"If enabled, locks the combatant and prevents scene-change removing.
If disabled, unlocks the combatant and allows scene-change removing."
GamingIsLove.ORKFramework.Schematics.Nodes.SaveCombatantNode;Save Combatant;"Saves the data of a combatant or group into a defined file, global variable or PlayerPrefs variable (string).
The data is stored as an XML-formatted string."
GamingIsLove.ORKFramework.Schematics.Nodes.SaveCombatantNode.saveAll;Save All;"All combatants of the defined object will be saved.
If disabled, only the first found combatant will be saved."
GamingIsLove.ORKFramework.Schematics.Nodes.SaveCombatantNode.saveGroup;Save Group;"Save the combatant's group (i.e. the combatant and all it's group members).
If disabled, only a single combatant without a group will be saved.
When loading the data, the combatant will join a new, empty group of a defined faction (see 'Load Combatant' node)."
GamingIsLove.ORKFramework.Schematics.Nodes.SaveCombatantNode.fileName;File Name;"Define the name of the file or key of the variable.
This includes the file's extension, e.g. 'file.data'."
GamingIsLove.ORKFramework.Schematics.Nodes.SaveCombatantNode.encryptData;Encrypt Data;The XML-formatted text will be encrypted (using the same encryption as save games).
GamingIsLove.ORKFramework.Schematics.Nodes.LoadCombatantNode;Load Combatant;"Loads the data of a combatant or group from a file, global variable or PlayerPrefs variable (string) and store the new combatants into selected data.
The data is loaded from an XML-formatted string."
GamingIsLove.ORKFramework.Schematics.Nodes.LoadCombatantNode.faction;Faction;Select the faction that will be used for combatants that are loaded without their group.
GamingIsLove.ORKFramework.Schematics.Nodes.LoadCombatantNode.loadPositions;Load Positions;If the combatants where spawned when saving, the combatants will be spawed at their saved positions.
GamingIsLove.ORKFramework.Schematics.Nodes.LoadCombatantNode.fileName;File Name;"Define the name of the file or key of the variable.
This includes the file's extension, e.g. 'file.data'."
GamingIsLove.ORKFramework.Schematics.Nodes.LoadCombatantNode.decryptData;Decrypt Data;The XML-formatted text will be decrypted (using the same encryption as save games).
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantInventoryNotificationsNode;Combatant Inventory Notifications;"Show or block inventory notifications of a combatant.
By default, only inventory notifications of the player group are shown.
Use this node to also show notifications for non-player combatants (or block the player's inventory notifications)."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantInventoryNotificationsNode.showNotifications;Show Notifications;"If enabled, this combatant's inventory changes will show notifications.
If disabled, the combatant's inventory changes will not show notifications."
GamingIsLove.ORKFramework.Schematics.Nodes.AddCombatantNode;Add Combatant;"Adds a combatant to a game object.
This is only done if the game object doesn't already have a combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.AddCombatantNode.useSelectedData;Use Selected Data;Use combatants stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.AddCombatantNode.faction;Faction;Select the faction the combatant will be part of.
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnCombatantNode;Spawn Combatant;Spawns a combatant at a defined position.
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnCombatantNode.atLastPosition;At Last Position;"Spawn the combatant at the last known position.
The last known position is stored when the combatant's game object is destroyed, in case the combatant is already spawned, it'll respawn at the current position."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnCombatantNode.setRotation;Set Rotation;Set the rotation of the spawned combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnCombatantNode.setScale;Set Scale;Set the scale of the spawned combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnCombatantNode.useSelectedData;Use Selected Data;Use combatants stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnCombatantNode.spawnAll;Spawn Group;Spawn all members of the combatant's battle group.
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnCombatantNode.despawn;Despawn;"Despawn the group after a defined amount of time.
The group will only be despawned if none of the battle members is currently in battle."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnCombatantNode.useStoreSelectedData;Store Selected Data;Store the spawned combatants in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.RespawnCombatantNode;Respawn Combatant;"Respawns a combatant's group that was spawned by a 'Combatant Spawner' component.
The respawn only happens if the spawn conditions are still valid and after the defined respawn time of the component."
GamingIsLove.ORKFramework.Schematics.Nodes.RespawnCombatantNode.force;Force Respawn;"Force the combatant spawner's respawn even if a battle member of the combatant's group is still alive.
If disabled, respawn only happens if all battle members of the combatant's group are dead."
GamingIsLove.ORKFramework.Schematics.Nodes.StartCombatantSpawnerNode;Start Combatant Spawner;"Starts a combatant spawner, i.e. spawn's the combatants if they aren't yet spawned.
The selected object must have a correctly set up 'Combatant Spawner' component attached."
GamingIsLove.ORKFramework.Schematics.Nodes.DespawnCombatantSpawnerNode;Despawn Combatant Spawner;"Despawns all combatants of a combatant spawner, i.e. removes the combatants, making them available for being spawned again by the combatant spawner (but not respawning them automatically).
The selected object must have a correctly set up 'Combatant Spawner' component attached."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockConditionalPrefabsNode;Block Conditional Prefabs;Blocks or unblocks using conditional prefabs on a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockConditionalPrefabsNode.block;Block/Unblock;"If enabled, blocks the combatant's conditional prefabs (and returns to the default prefab).
If disabled, allows using conditional prefabs."
GamingIsLove.ORKFramework.Schematics.Nodes.SetCombatantGameObjectNode;Set Combatant Game Object;"Sets a combatant's game object.
This is only done if the game object doesn't already have a combatant.
If the combatant already had a game object, it'll be destroyed."
GamingIsLove.ORKFramework.Schematics.Nodes.HasCombatantTriggerNode;Has Combatant Trigger;"Checks if a game object has combatant triggers.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.HasCombatantTriggerNode.needed;Needed;Either all or only one of the game objects must have combatant triggers.
GamingIsLove.ORKFramework.Schematics.Nodes.HasCombatantTriggerNode.neededTags;Needed;Either all or only one tag must be added to the combatant trigger component.
GamingIsLove.ORKFramework.Schematics.Nodes.InCombatantTriggerNode;In Combatant Trigger;"Checks if a combatant is within a combatant trigger.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.InCombatantTriggerNode.needed;Needed;Either all or only one of the combatants must be within the combatant trigger.
GamingIsLove.ORKFramework.Schematics.Nodes.InCombatantTriggerNode.neededTags;Needed;Either all or only one tag must be added to the combatant trigger component.
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantTriggerTimeNode;Combatant Trigger Time;"Checks if a combatant is within a combatant trigger for a defined amount of time.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantTriggerTimeNode.needed;Needed;Either all or only one of the combatants must be within the combatant trigger.
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantTriggerTimeNode.neededTags;Needed;Either all or only one tag must be added to the combatant trigger component.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantTriggerNode;Select Combatant Trigger;Uses combatants that are currently within a combatant trigger as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantTriggerNode.checkTime;Check Time;Check the time the combatant is within the combatant trigger.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantTriggerNode.neededTags;Needed;Either all or only one tag must be added to the combatant trigger component.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFactionNode;Change Faction;Changes the faction of a combatant's group.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFactionNode.faction;Faction;Select the faction the combatant's group will change to.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFactionSympathyNode;Change Faction Sympathy;Changes the sympathy of a faction for another faction.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFactionSympathyNode.useActor;Use Game Object;Change the sympathy of a game object's (combatant) faction.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFactionSympathyNode.faction;Faction;Select the faction that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFactionSympathyNode.useActor2;Use Game Object;Change the sympathy for a game object's (combatant) faction.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFactionSympathyNode.faction2;Faction;Select the faction that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFactionSympathyNode.value;Change By;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeFactionSympathyNode.op;Operator;"Select how the sympathy value will be changed:
- Add: The value will be added to the current sympathy value.
- Sub: The value will be subtracted from the current sympathy value.
- Set: The sympathy value will be set to the value."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionNode;Check Faction;"Checks the faction of a combatant.
If the faction equals a defined faction, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionNode.faction;Faction;Select the faction that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionSympathyNode;Check Faction Sympathy;"Checks the sympathy a faction has for another faction.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionSympathyNode.useGameObject;Use Game Object;Use the faction of a game object (combatant).
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionSympathyNode.faction;Faction;Select the faction that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionSympathyNode.useGameObject2;Use Game Object;Use the faction of a game object (combatant).
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionSympathyNode.faction2;Faction;Select the faction that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionBenefitNode;Check Faction Benefit;"Checks the benefit a faction gives to another faction.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionBenefitNode.useGameObject;Use Game Object;Use the faction of a game object (combatant).
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionBenefitNode.faction;Faction;Select the faction that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionBenefitNode.useGameObject2;Use Game Object;Use the faction for a game object (combatant).
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionBenefitNode.faction2;Faction;Select the faction that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckFactionBenefitNode.factionBenefit;Faction Benefit;Select the faction benefit that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.IsEnemyNode;Is Enemy;"Checks the a combatant is an enemy of another combatant.
If the combatant is an enemy of the other combatant, 'Enemy' will be executed, otherwise 'Ally'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsEnemyNode.needed;Needed;Either all or only one of the combatants must be enemies.
GamingIsLove.ORKFramework.Schematics.Nodes.AddResearchTreeNode;Add Research Tree;Adds a research tree to a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.AddResearchTreeNode.useType;Use Research Type;Add all research trees of a defined research type.
GamingIsLove.ORKFramework.Schematics.Nodes.AddResearchTreeNode.useSubTypes;Use Sub-Types;The sub-types of the defined research type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.AddResearchTreeNode.researchType;Research Type;Select the research type that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.AddResearchTreeNode.researchTree;Research Tree;Select the research tree that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddResearchTreeNode.multiAdd;Allow Multiple Trees;"Allow adding the research tree multiple times.
If disabled, the research tree will only be added if it isn't yet known by the combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.AddResearchTreeNode.showNotification;Show Notification;Adding a research tree will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.AddResearchTreeNode.showConsole;Show Console;Adding a research tree will display a console text.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveResearchTreeNode;Remove Research Tree;Removes a research tree from a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveResearchTreeNode.useType;Use Research Type;Remove all research trees of a defined research type.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveResearchTreeNode.useSubTypes;Use Sub-Types;The sub-types of the defined research type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveResearchTreeNode.researchType;Research Type;Select the research type that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveResearchTreeNode.researchTree;Research Tree;Select the research tree that will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveResearchTreeNode.removeAll;Remove All;"All research trees of the defined kind will be removed.
If disabled, only 1 research tree of the defined kind will be removed."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveResearchTreeNode.showNotification;Show Notification;Removing a research tree will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveResearchTreeNode.showConsole;Show Console;Removing a research tree will display a console text.
GamingIsLove.ORKFramework.Schematics.Nodes.ProgressResearchNode;Progress Research;"Progresses the research of a combatant's research items that are currently being researched.
Can also reset the progress of research items to be unresearched."
GamingIsLove.ORKFramework.Schematics.Nodes.ProgressResearchNode.scope;Research Scope;"Select what research will be progressed:
- All: All research.
- Research Type: The research of a defined research type.
- Research Tree: The research of a defined research tree.
- Research Item: The research of a defined research item."
GamingIsLove.ORKFramework.Schematics.Nodes.ProgressResearchNode.useSubTypes;Use Sub-Types;The sub-types of the defined research type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ProgressResearchNode.researchType;Research Type;Select the research type that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ProgressResearchNode.researchTree;Research Tree;Select the research tree that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ProgressResearchNode.researchItem;Research Item;Select the research item that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ProgressResearchNode.duration;Limit Progress;"Select if progress should be limited to a certain duration type:
- None: All research items will progress.
- Manual: Only 'Manual' research items will progress.
- Time: Only 'Time' research items will progress."
GamingIsLove.ORKFramework.Schematics.Nodes.ProgressResearchNode.resetProgress;Reset Progress;"Reset the progress to being unresearched.
Not limited to research items currently in research."
GamingIsLove.ORKFramework.Schematics.Nodes.ProgressResearchNode.progress;Progress;Define the progress value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.HasResearchNode;Has Research;"Checks if a combatant has research available, depending on research item states.
If the combatant has research, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.HasResearchNode.addResearchable;Researchable;Checks for research items that can be researched.
GamingIsLove.ORKFramework.Schematics.Nodes.HasResearchNode.addNotResearchableLimit;Research Limit;Checks for research items that can't be researched due to the research limit (but with valid costs and requirements).
GamingIsLove.ORKFramework.Schematics.Nodes.HasResearchNode.addNotResearchableCosts;Costs Fail;Checks for research items that can't be researched due to costs (but with valid requirements).
GamingIsLove.ORKFramework.Schematics.Nodes.HasResearchNode.addNotResearchableRequirements;Requirements Fail;Checks for research items that can't be researched due to requirements.
GamingIsLove.ORKFramework.Schematics.Nodes.HasResearchNode.addInResearch;In Research;Checks for research items that are currently being researched.
GamingIsLove.ORKFramework.Schematics.Nodes.HasResearchNode.addComplete;Complete;Checks for research items that are fully researched.
GamingIsLove.ORKFramework.Schematics.Nodes.HasResearchNode.checkResearchType;Check Research Types;"Check only defined research types.
If disabled, all research types will be checked."
GamingIsLove.ORKFramework.Schematics.Nodes.HasResearchNode.researchType;Research Type;Select the research type that will be available.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeShortcutNode;Change Shortcut;A combatant's or group's shortcuts will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeShortcutNode.useSelectedData;Use Selected Data;Use a shortcut stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShortcutNode;Check Shortcut;"Checks a combatant's or group's shortcut.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShortcutNode.useSelectedData;Use Selected Data;Use a shortcut stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckSelectedDataShortcutNode;Check Selected Data Shortcut;"Checks a shortcut stored in selected data.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeShortcutListNode;Change Shortcut List;Changes a combatant's or group's currently active shortcut list.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeShortcutListNode.isGroupShortcut;Group Shortcuts;"Change the combatant group's active shortcut list.
If disabled, the combatant's individual shortcut list will be changed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeShortcutListNode.change;Change;"Select how the list will be changed:
- Next: Changes to the next shortcut list (i.e. current index + 1).
- Previous: Changes to the previous shortcut list (i.e. current index - 1).
- Defined Index: Changes to a defined shortcut list."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeShortcutListNode.index;List Index;Define the index of the shortcut list.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeShortcutListNode.loop;Loop;Changing the list index will loop, i.e. going to the previous list from index 0 will go to the highest index, going to the next list from the highest index will go to index 0.
GamingIsLove.ORKFramework.Schematics.Nodes.AutoArrangeShortcutsNode;Auto Arrange Shortcuts;"A combatant's or group's shortcuts will be arranged automatically.
Auto arranging is used based on the auto arrange slot settings of the combatant and default settings in 'UI > Shortcut Settings'."
GamingIsLove.ORKFramework.Schematics.Nodes.AutoArrangeShortcutsNode.groupShortcuts;Group Shortcuts;"Auto arrange the shortcuts of the combatant's group.
If disabled, the combatant's shortcuts are arranged."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusEffectNode;Change Status Effect;"Changes the status effects of a combatant or the combatant's group.
The combatant is used as caster and target of the status effect."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusEffectNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusEffectNode.useSeparateUser;Use User Combatant;"Use a defined combatant as user for the status effect changes.
If disabled, the target of the changes is also the user. When using status effects from selected data it'll use the stored effect's user."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusEffectNode.useSelectedData;Use Selected Data;Use status effects stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusEffectNode.selectedDataCast;Change;"Select how the status effect will be changed:
- Add: The status effects are added to the combatant.
- Remove: The status effects are removed from the combatant.
- Toggle: The status effects are toggled, i.e. if an effect is added, it will be removed, if an effect isn't added, it will be added."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusEffectNode.selectedDataDuration;Use Stored Duration;Use the current duration of the stored status effect when adding it to a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusEffectNode.selectedDataForce;Force;"The status effect change is forced and ignores the target's status effect immunities.
The hit chance is still used."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEffectDurationNode;Change Effect Duration;Changes the duration of applied status effects of a combatant or effects stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEffectDurationNode.useSelectedData;Use Selected Data;Use status effects stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEffectDurationNode.all;All Status Effects;Use all status effects applied to the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEffectDurationNode.useType;Use Effect Type;"Use all status effects of a selected status effect type applied to the combatant.
If disabled, a single selected status effect will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEffectDurationNode.type;Status Effect Type;"Select the status effect type that will be used.
All applied status effects of the selected type will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEffectDurationNode.effect;Status Effect;"Select the status effect that will be used.
Only used if the status effect is applied to the combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEffectDurationNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.RandomStatusEffectNode;Random Status Effect;"Changes a random status effect on a combatant, e.g. adding a random effect or removing one of the combatant's effects randomly.
Optionally limited to defined status effect types."
GamingIsLove.ORKFramework.Schematics.Nodes.RandomStatusEffectNode.add;Add/Remove Effect;"If enabled, adds a random status effect.
If disabled, removes a random status effect (already applied to the combatant)."
GamingIsLove.ORKFramework.Schematics.Nodes.RandomStatusEffectNode.force;Force;"The status effect change is forced and ignores the target's status effect immunities.
The hit chance is still used."
GamingIsLove.ORKFramework.Schematics.Nodes.RandomStatusEffectNode.removeSingle;Remove Single (Stack);"Only a single instance of this status effect will be removed.
If disabled, all applied instances will be removed.
Use this option if you only want to remove one effect from stacked effects."
GamingIsLove.ORKFramework.Schematics.Nodes.RandomStatusEffectNode.useSeparateUser;Use User Combatant;"Use a defined combatant as user for the status effect changes.
If disabled, the target of the changes is also the user."
GamingIsLove.ORKFramework.Schematics.Nodes.RandomStatusEffectNode.limitEffectType;Limit Effect Type;"Only use status effects of selected status effect types.
If disabled, all status effects will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.RandomStatusEffectNode.effectType;Status Effect Type;"Select the status effect type that will be used.
All status effects of the selected type can be added/removed."
GamingIsLove.ORKFramework.Schematics.Nodes.StatusEffectAddedByNode;Status Effect Added By;"Checks if a combatant's status effect was added by a defined combatant.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.StatusEffectAddedByNode.effect;Status Effect;Select the status effect that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.StatusEffectAddedByNode.needed;Needed;Either all or only one of the checks must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.CustomStatusEffectNode;Custom Status Effect;"Reduces duration and uses status changes of status effects using custom duration/use on settings with a matching key.
Uses the status effects of a combatant or stored in selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.CustomStatusEffectNode.key;Custom Key;The key used by the status effect's duration or status changes.
GamingIsLove.ORKFramework.Schematics.Nodes.CustomStatusEffectNode.useSelectedData;Use Selected Data;Use status effects stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.CustomStatusEffectNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectStatusEffectNode;Select Status Effect;Uses status effects of combatants as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectStatusEffectNode.allEffects;All Status Effects;Get all status effects of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectStatusEffectNode.limitEffectType;Limit Effect Type;Limit the status effects to a defined status effect type.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectStatusEffectNode.effectType;Status Effect Type;Select the status effect type that will be used to limit the status effects.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectStatusEffectNode.effect;Status Effect;Select the status effect that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.RegenerateNode;Regenerate;Regenerates all 'Consumable' type status values of a combatant or the combatant's group.
GamingIsLove.ORKFramework.Schematics.Nodes.RegenerateNode.reviveDead;Revive Dead;Dead members will be revived.
GamingIsLove.ORKFramework.Schematics.Nodes.RegenerateNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.ReviveNode;Revive;"Revives a combatant or the combatant's group.
This node doesn't change 'Consumable' type status values, i.e. the combatant will die again if the status value causing the death is still the same."
GamingIsLove.ORKFramework.Schematics.Nodes.ReviveNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode;Change Status Value;Changes the status value of a combatant or the combatant's group.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.statusValue;Status Value;Select the status value that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.init;Initialize;"Initializes the status value with the defined value.
The status value's base and current value will be set to the defined value."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.ignoreLimit;Ignore Limit;Ignore the damage/refresh limits of 'Consumable' type status values.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.ignoreBarrier;Ignore Barrier;"Ignore the barrier values of 'Consumable' type status values and target the status value directly.
If disabled, any barrier status values will first try to consume damage."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.notify;Show Flying Text;The status value's change flying text and HUD flash will be displayed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.notifyCritical;Show Critical;The notification will use the critical notification settings of the status value (if defined).
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.console;Show Console;The status value's change will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.setIn;Set In;"Either set the value in Percent or the given Value.
'Consumable' type status values use their maximum status value to calculate the Percent value."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.rounding;Rounding;"Round the percent change value:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.op;Operator;"Define how the status value will be changed:
- Add: The value will be added to the status value.
- Sub: The value will be subtracted from the status value.
- Set: The status value will be set to the value."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeStatusValueNode.useSource;Use Source Combatant;"Use a combatant as a source for the status value change.
Using a source will contribute to the both combatants' battle statistics."
GamingIsLove.ORKFramework.Schematics.Nodes.LevelUpNode;Level Up;Increases the level or class level of a combatant or it's group.
GamingIsLove.ORKFramework.Schematics.Nodes.LevelUpNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.LevelUpNode.doClass;Class Level Up;"The combatant's class level will be increased.
If disabled, the combatant's base level will be increased."
GamingIsLove.ORKFramework.Schematics.Nodes.LevelUpNode.showDialogue;Show Level Up Dialogue;Show the standalone level up dialogue defined in 'Battles > Battle End' for each level up.
GamingIsLove.ORKFramework.Schematics.Nodes.LevelUpNode.change;Level Change;"Define the number of levels the combatant's level will increase.
The minimum value is 1."
GamingIsLove.ORKFramework.Schematics.Nodes.LevelUpNode.toLevel;To Level;"The 'Level Change' defines the level to level up to.
If the combatant's level exceeds the level, no level up happens."
GamingIsLove.ORKFramework.Schematics.Nodes.LevelDownNode;Level Down;Decreases the level or class level of a combatant or it's group.
GamingIsLove.ORKFramework.Schematics.Nodes.LevelDownNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.LevelDownNode.doClass;Class Level Down;"The combatant's class level will be decreased.
If disabled, the combatant's base level will be decreased."
GamingIsLove.ORKFramework.Schematics.Nodes.LevelDownNode.decreaseStatusValues;Decrease Status Values;The status values of the combatant will be decreased by the level's status development bonuses.
GamingIsLove.ORKFramework.Schematics.Nodes.LevelDownNode.forgetAbilities;Forget Abilities;The combatant will forget learned abilities and research trees that where learned at the level.
GamingIsLove.ORKFramework.Schematics.Nodes.LevelDownNode.change;Level Change;"Define the number of levels the combatant's level will decrease.
The minimum value is 1."
GamingIsLove.ORKFramework.Schematics.Nodes.LevelDownNode.toLevel;To Level;"The 'Level Change' defines the level to level down to.
If the combatant's level is below the level, no level down happens."
GamingIsLove.ORKFramework.Schematics.Nodes.InitializeToLevelNode;Initialize To Level;"Initialize a combatant or the combatant's group to a defined level.
The current equipment of the combatant(s) will be unequipped.
All progress a combatant made will be lost."
GamingIsLove.ORKFramework.Schematics.Nodes.InitializeToLevelNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.InitializeToLevelNode.learnAbilities;Learn Abilities;Learn the combatant's abilities.
GamingIsLove.ORKFramework.Schematics.Nodes.InitializeToLevelNode.useStartInventory;Use Start Inventory;Use the combatant's start inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.InitializeToLevelNode.useStartEquipment;Use Start Equipment;Use the combatant's start equipment.
GamingIsLove.ORKFramework.Schematics.Nodes.InitializeToLevelNode.useInitSchematic;Use Init Schematic;Use the combatant's init schematic.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckStatusNode;Check Status;"Checks a combatant for defined status conditions, e.g. status value.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckStatusNode.needed;Needed;Either all or only one combatant must match the defined status conditions.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckStatusNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckStatusNode.storeCombatants;Store Combatants;Store all combatants with valid status conditions into selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.StatusForkNode;Status Fork;"Checks a combatant for certain status conditions.
If a status condition is valid, it's next node will be executed.
If no status condition is valid, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeDefenceModifierIDNode;Change Defence Modifier ID;Changes the defence modifier ID of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreStatusValueNode;Store Status Value;Stores the value of a combatant's status value into an int variable.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreStatusValueNode.statusValue;Status Value;Select the status value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreStatusValueNode.getType;Used Value;"Select which value will be used:
- Current Value: The current value of the status value.
- Base Value: The base value of the status value (without bonuses).
- Min Value: The minimum value of the status value.
- Max Value: The maximum value of the status value.
- Display Value: The currently displayed value of the status value (e.g. when using 'Count To Value').
- Preview Value: The preview value, displaying changes when an equipment would be equipped.
- Preview Max Value: The preview maximum value, displaying changes when an equipment would be equipped.
- Preview Min Value: The preview minimum value, displaying changes when an equipment would be equipped.
- Last Change Value: The last value used to change the status value.
- Last Combined Change Value: The combined value of the last changes to the status value.
- Last Combined Change Value Positive: The combined value of the last positive changes to the status value.
- Last Combined Change Value Negative: The combined value of the last negative changes to the status value."
GamingIsLove.ORKFramework.Schematics.Nodes.ResetCombatantStatusNode;Reset Combatant Status;Recalculates all status values and bonuses of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ResetCombatantStatusNode.immediately;Immediate Recalculation;"Recalculates immediately.
If disabled, the status recalculation will happen in the next frame (taking all status changes of this frame into account)."
GamingIsLove.ORKFramework.Schematics.Nodes.CompareStatusValueNode;Compare Status Value;"Checks the status values of combatants against each other.
E.g. check if a combatant has less HP than another.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CompareStatusValueNode.status;Status Value;Select the status value that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CompareStatusValueNode.checkType;Check Type;"Checks if the target's status value is equal, not equal, less or greater than the user's status value.
Range inclusive checks if the target's status value is between two defined status values, including them.
Range exclusive checks if the target's status value is between two defined status values, excluding them.
Approximately checks if the target's status value is equal to the defined status value."
GamingIsLove.ORKFramework.Schematics.Nodes.CompareStatusValueNode.status2;Status Value 2;Select the status value used for the check (upper limit).
GamingIsLove.ORKFramework.Schematics.Nodes.CompareStatusValueNode.forceKnowledge;Force Knowledge;"Force the check to have all status information instead of checking bestiary entries.
Only used when a player combatant user checks an enemy target."
GamingIsLove.ORKFramework.Schematics.Nodes.CompareStatusValueNode.needed;Needed;Either all or only one of the checked combatants must match.
GamingIsLove.ORKFramework.Schematics.Nodes.CompareStatusValueNode.checkIn;Check In;Check either in percent of the maximum status value or the actual value.
GamingIsLove.ORKFramework.Schematics.Nodes.CompareStatusValueNode.usePercentValue;Use Percent Value;"Define a percent value that will be checked.
E.g. 50 to check the target's status value against 50 % of the user's status value."
GamingIsLove.ORKFramework.Schematics.Nodes.CompareStatusValueNode.percentValue;Percent Value;Define the percent value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.CompareStatusValueNode.checkOther;Check Other SV;"Check a different status value on the targets.
E.g. comparing the user's HP ('Status Value' setting) to the target's MP ('Target Status Value' setting)."
GamingIsLove.ORKFramework.Schematics.Nodes.CompareStatusValueNode.targetStatus;Target Status Value;Select the status value that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.AddRandomStatusBonusNode;Add Random Status Bonus;"Add a random status bonus to an equipment, passive ability, combatant, class or anything implementing the 'IAddRandomStatusBonus' interface stored currently stored in selected data.
Please note that adding a bonus to passive abilities or equipped equipment doesn't add the bonus to the combatant they belong to. Use a 'Reset Combatant Status' node to update the combatant's status."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAllStatusBonusesNode;Remove All Status Bonuses;"Remove all instance status bonuses of an equipment, passive ability, combatant, class or anything implementing the 'IAddRandomStatusBonus' interface stored currently stored in selected data.
This only removes instanced bonuses, e.g. from random status bonuses or from bonuses added via the 'Change Equip Status Value' node. Please note that removing bonuses from passive abilities or equipped equipment doesn't update the status of the combatant they belong to. Use a 'Reset Combatant Status' node to update the combatant's status."
GamingIsLove.ORKFramework.Schematics.Nodes.CameraControlTargetNode;Camera Control Target;"Changes the camera control target to a selected object.
The camera control must descent from the 'BaseCameraControl' class (like all built-in camera controls)."
GamingIsLove.ORKFramework.Schematics.Nodes.CameraControlTargetNode.type;Target Type;"Select the target that will be used:
- Game Object: A defined game object.
- Reset Current: Reset to the current target (transitions back to it).
- Reset To Player: Resets to the player combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.CameraControlTargetNode.ownControlTargetTransition;Own Transition;"Use a custom camera control transition when changing the camera control target.
If disabled, the default transition defined in 'Base/Control > Game Controls' will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.InCameraTransitionNode;In Camera Transition;"Checks if the camera control is currently in transition (between targets).
If the camera control is in transition, 'In Transition' will be executed, otherwise 'Not In Transition'."
GamingIsLove.ORKFramework.Schematics.Nodes.StartItemCollectorNode;Start Item Collector;"Starts an item collector - the schematic continues after the item collection ends.
The selected object must have a correctly set up 'Item Collector' component attached."
GamingIsLove.ORKFramework.Schematics.Nodes.StartItemCollectorNode.setCollected;Only Set Collected;"Set the item as collected instead of actually collecting it.
This also destroys the item collector/prefab as if it was collected.
Doesn't work for 'Box' type item collectors."
GamingIsLove.ORKFramework.Schematics.Nodes.StartItemCollectorNode.componentScope;Scope;"Select the scope of the 'Item Collector' component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.ORKFramework.Schematics.Nodes.TransferPlayerControlNode;Transfer Player Control;Transfers player control from the currently controlled game object to a new game object.
GamingIsLove.ORKFramework.Schematics.Nodes.TransferPlayerControlNode.reset;Reset;Reset the player control to the player group leader.
GamingIsLove.ORKFramework.Schematics.Nodes.HasPlayerControlNode;Has Player Control;"Checks if a game object is currently player controlled.
If the game object has the player controls, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangePlayerControlNode;Change Player Control;"Changes the player control type to a different built-in control or resets to the defined player control.
The selected player control type will use the settings defined in the player control settings in 'Base/Control > Game Controls'."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangePlayerControlNode.reset;Reset;Reset the player control type to the control defined in the player control settings.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangePlayerControlNode.type;Player Control Type;"Select the player control type:
- None: No control is added, you have to add your own components to the player prefab.
- Button: Keyboard/joystick controls are used to move the player.
- Mouse: Mouse/touch controls are used to move the player.
Depending on your control type selection you'll have different settings available.
The 'Mouse' control uses raycasting to set the move target.
You can set up areas that block clicks/touches for player movement - add a NoClickMove component to a game object with a collider. The bounds are used to check if the clicked/touched position is a valid move position. The Y-position of the game object is ignored for the check."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeCameraControlNode;Change Camera Control;"Changes the camera control type to a different built-in control or resets to the defined camera control.
The selected camera control type will use the settings defined in the camera control settings in 'Base/Control > Game Controls'."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeCameraControlNode.reset;Reset;Reset the camera control type to the control defined in the camera control settings.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeCameraControlNode.type;Camera Control Type;"Select the camera control type:
- None: No control is added to the camera. You have to add a camera control component to the camera in each scene by hand.
- Follow: The camera will follow behind the player.
- Look: The camera will look at the player.
- Mouse: The camera will follow the player. Height and rotation can be changed by mouse/touch control.
- First Person: The camera is linked to the player (or a child object). It can be moved horizontally/vertically (e.g. by mouse).
- Top Down Border: The camera follows the player until the he crosses a border. The border is defined using a 'Camera Border' component with a 'Box Collider' in the scene."
GamingIsLove.ORKFramework.Schematics.Nodes.AddPlayerComponentsNode;Add Player Control;"Adds the player controls that are set up in 'Base/Control > Game Controls' to a game object.
The player controls will be registered with the system.
If a 'No Player Control' component is added to the game object, no player control components will be added."
GamingIsLove.ORKFramework.Schematics.Nodes.RemovePlayerComponentsNode;Remove Player Control;"Removes the player controls that are set up in 'Base/Control > Game Controls' from a game object.
The player controls will be unregistered from the system.
If a 'No Player Control' component is added to the game object, no player control components will be removed."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToBestiaryNode;Add To Bestiary;Adds a combatant's entry to the bestiary.
GamingIsLove.ORKFramework.Schematics.Nodes.AddToBestiaryNode.complete;Complete Entry;"A complete entry (i.e. with all status information) will be added to the bestiary.
If disabled, only a blank entry (i.e. without status information) will be added."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToBestiaryNode.ignoreNotScanable;Ignore Not Scanable;The combatant's 'Not Scanable' setting will be ignored.
GamingIsLove.ORKFramework.Schematics.Nodes.AddToBestiaryNode.ignoreNoEntry;Ignore No Entry;The combatant's 'No Bestiary Entry' setting will be ignored.
GamingIsLove.ORKFramework.Schematics.Nodes.AddToBestiaryNode.useObject;Use Object;"Use a game object (e.g. actor) for the combatant.
If the game object doesn't have a combatant, nothing will be added to the bestiary."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToBestiaryNode.currentArea;Current Area;"The current area will be used when adding the bestiary entry.
If disabled, you can define areas that will be used.
Bestiary entries can be separated by areas in menu screens - when encountering an enemy, the current area will be added to combatant's entry."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToBestiaryNode.area;Area;Select the area the combatant's bestiary will be available in.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromBestiaryNode;Remove From Bestiary;Removes a combatant's entry from the bestiary.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromBestiaryNode.useObject;Use Object;"Use a game object (e.g. actor) for the combatant.
If the game object doesn't have a combatant, nothing will be removed from the bestiary."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckBestiaryNode;Check Bestiary;"Checks if a combatant's entry is in the bestiary.
If the entry is found, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckBestiaryNode.isComplete;Complete Entry;"The combatant's entry must be complete (i.e. all status information known).
If disabled, the combatant only needs to have an entry in the bestiary."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckBestiaryNode.useObject;Use Object;"Use a game object (e.g. actor) for the combatant.
If the game object doesn't have a combatant, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckBestiaryNode.allCombatants;All Combatants;"All combatants must be checked valid.
If disabled, a single combatant's valid check results in 'Success'."
GamingIsLove.ORKFramework.Schematics.Nodes.BestiaryDialogueNode;Bestiary Dialogue;Displays a dialogue with bestiary information of a selected game object or combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.BestiaryDialogueNode.useObject;Use Object;"Use a combatant from an object (e.g. actor).
If the object doesn't have a combatant, nothing will be displayed and the schematic continues."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckBestiaryCountNode;Check Bestiary Count;"Checks the number entries added to the bestiary.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreBestiaryCountNode;Store Bestiary Count;Stores the number of bestiary entries into a float variable.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAreaNode;Change Area;Change the area the player currently is in.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAreaNode.area;Area;Select the area that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAreaNode.show;Show Notification;"Display the new area notification (as if the player entered an 'Area' component's trigger).
If disabled, no notification will be displayed."
GamingIsLove.ORKFramework.Schematics.Nodes.AreaForkNode;Area Fork;"Checks the current area.
If an added area check is valid, it's next node will be executed.
If no area check is valid, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.AreaTypeForkNode;Area Type Fork;"Checks the current area type.
If an added area type check is valid, it's next node will be executed.
If no area type check is valid, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckDifficultyNode;Check Difficulty;"Checks the game's difficulty.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.GameOverNode;Game Over;Ends the game and calls the game over screen.
GamingIsLove.ORKFramework.Schematics.Nodes.ExitToStartMenuNode;Exit To Start Menu;Exits the game to the start menu scene.
GamingIsLove.ORKFramework.Schematics.Nodes.UseGlobalCustomSettingsNode;Use Global Custom Settings;"Calls a defined global custom setting's 'Use' function.
Forwards the schematic's local variables and selected data to the 'Use' function."
GamingIsLove.ORKFramework.Schematics.Nodes.UseGlobalCustomSettingsNode.customSettings;Global Custom Settings;Select the global custom settings that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.UseGlobalCustomSettingsNode.asSingleObject;As Single Object;"Uses a single object.
If disabled, uses a list of objects."
GamingIsLove.ORKFramework.Schematics.Nodes.UseGlobalCustomSettingsNode.asSingleObject2;As Single Object;"Uses a single object.
If disabled, uses a list of objects."
GamingIsLove.ORKFramework.Schematics.Nodes.UseGlobalCustomSettingsNode.info;Info;"Define the info text that will be passed to the custom setting's 'Use' function.
This can e.g. be used to perform different tasks in the function based on the passed on value."
GamingIsLove.ORKFramework.Schematics.Nodes.LearnLogTextNode;Learn Log Text;The player will learn a new log text.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnLogTextNode.completeLog;Complete Log;"Learn all log texts of a log.
If disabled, only a selected log text will be learned."
GamingIsLove.ORKFramework.Schematics.Nodes.LearnLogTextNode.logText;Log Text;Select the log text the player will learn.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnLogTextNode.log;Log;Select the log the player will learn completely.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnLogTextNode.showNotification;Show Notification;Show the log's learning/update notification.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnLogTextNode.showConsole;Show Console;Show the log's learning/update text in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetLogTextNode;Forget Log Text;The player will forget a log text.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetLogTextNode.all;Forget All;"All log texts will be forgotten.
If disabled, only a selected log text will be forgotten."
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetLogTextNode.completeLog;Complete Log;"Forget all log texts of a log.
If disabled, only a selected log text will be forgotten."
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetLogTextNode.logText;Log Text;Select the log text the player will forget.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetLogTextNode.log;Log;Select the log the player will forget completely.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetLogTextNode.showConsole;Show Console;Show the log's forgetting/update text in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.KnowsLogTextNode;Knows Log Text;"Checks if the player knows a log text.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.KnowsLogTextNode.any;Any Log Text;"Checks if the player knows any log text at all.
If disabled, a defined log text will be checked."
GamingIsLove.ORKFramework.Schematics.Nodes.KnowsLogTextNode.completeLog;Complete Log;"Check if the player knows a all log texts of a log.
If disabled, only a selected log text will be checked for."
GamingIsLove.ORKFramework.Schematics.Nodes.KnowsLogTextNode.logText;Log Text;Select the log text that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.KnowsLogTextNode.log;Log;Select the log that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnORKPlayerNode;Spawn ORK Player;"Spawns the player or a member of the player group at the defined spawn point, position or object.
The player/member won't be spawned if the spawn point or object doesn't exist."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnORKPlayerNode.useMember;Spawn Member;"Spawn a member of the player group instead of the player.
If disabled, the player (i.e. leader of the player group) will be spawned."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnORKPlayerNode.memberIndex;Member Index;"The index of the member in the player group.
If the index is higher than the number of group members, the first member (player) is used."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnORKPlayerNode.onlyBattle;Only Battle Group;Only members of the battle group are used.
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnORKPlayerNode.target;Spawn At;"Select where the player will spawn at:
- Spawn Point: At a spawn point.
- Position: At a defined position.
- Scene Position: At the stored scene position of the scene (set via 'Set Scene Position' schematic node).
- Object: At the position of a game object.
- Last Position: At the last known position. The last known position is stored when the combatant's game object is destroyed, in case the combatant is already spawned, it'll respawn at the current position."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnORKPlayerNode.id;Spawn Point ID;"The ID of the spawn point the player will be spawned at.
There must be a game object with a 'Spawn Point' component with the defined ID in the scene when the schematic is executed."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnORKPlayerNode.setRotation;Set Rotation;Set the rotation when spawning the player.
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnORKPlayerNode.rotation;Rotation;The rotation used when spawning the player.
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnORKPlayerNode.setScale;Set Scale;Set the scale when spawning the player.
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnORKPlayerNode.scale;Scale;The scale used when spawning the player.
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyORKPlayerNode;Destroy ORK Player;"Destroys (removes) the game object of the player or a member of the player group, or the whole party.
This will remove them from your scene."
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyORKPlayerNode.useMember;Destroy Member;"Destroay a member of the player group instead of the player.
If disabled, the player (i.e. leader of the player group) will be destroyed."
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyORKPlayerNode.memberIndex;Member Index;"The index of the member in the player group.
If the index is higher than the number of group members, the first member (player) is used."
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyORKPlayerNode.onlyBattle;Only Battle Group;Only members of the battle group are used.
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyORKPlayerNode.all;Whole Group;"All game objects of the player group will be destroyed (removed).
If disabled, only the player game object will be destroyed."
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyORKPlayerNode.fieldLeader;Field Leader;"Only destroy the field leader of the player group.
The player in the field might not be part of the battle group - use this option to destroy only that combatant's game object (e.g. in a battle start schematic)."
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyORKPlayerNode.onlyFieldLeader;Only Field Leader;Only destroys the combatant's game object if the field leader and battle leader are not the same combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.TeleportToNode;Teleport To;"Teleports the player group to a teleport target.
If the teleport is used, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.TeleportToNode.useSelectedData;Use Selected Data;Use a teleport stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.TeleportToNode.teleport;Teleport To;"Select the teleport target the player group will be teleported to.
The teleports conditions are ignored (i.e. the player group will be teleported even if the variable conditions of the teleport are not valid)."
GamingIsLove.ORKFramework.Schematics.Nodes.TeleportToNode.ignoreConditions;Ignore Conditions;"Ignores the teleport's conditions.
If disabled, the teleport is only used if the conditions are valid."
GamingIsLove.ORKFramework.Schematics.Nodes.IsORKPlayerNode;Is ORK Player;"Checks if a selected combatant or game object is the player (leader of the active group).
If the combatant or game object is the player, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsORKPlayerNode.checkObject;Check Object;"Check an object (e.g. actor) if it is the player.
If disabled, the player will be checked for a selected combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.IsORKPlayerNode.combatant;Combatant;Select the combatant that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.SetORKPlayerNode;Set ORK Player;"Sets a combatant as the new player, the combatant must be a member (active or inactive) of the active player group, or an actor with a combatant.
If the new player's prefab isn't spawned in the scene, the old player will be destroyed and the new spawned at the position of the old player.
If it is already in the scene, the player/camera controls will be removed from the old player and added to the new player."
GamingIsLove.ORKFramework.Schematics.Nodes.SetORKPlayerNode.actor;Use Game Object;"The combatant of a game object is used and joins the active player group.
If the game object doesn't have a combatant, no one is set as the new player."
GamingIsLove.ORKFramework.Schematics.Nodes.SetORKPlayerNode.combatant;Combatant;Select the combatant that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.SwitchORKPlayerNode;Switch ORK Player;Changes the player to the next or previous member of the player group.
GamingIsLove.ORKFramework.Schematics.Nodes.SwitchORKPlayerNode.previous;Previous;"The previous member will be used as player.
If disabled, the next member will be used as player."
GamingIsLove.ORKFramework.Schematics.Nodes.SwitchORKPlayerNode.onlyBattle;Only Battle Group;Only members of the battle group will be available for switching.
GamingIsLove.ORKFramework.Schematics.Nodes.SwitchORKPlayerNode.notDead;Not Dead;Dead combatants will be ignored, i.e. only alive members of the active player group will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ForceFieldLeaderSpawnNode;Force Field Leader Spawn;"Forces spawning the player group's field leader the next time the player is spawned.
E.g. use this when returning from a teleport battle to the field (before a 'Load Scene' node) to make sure the field leader is spawned immediately."
GamingIsLove.ORKFramework.Schematics.Nodes.AddQuestNode;Add Quest;"A new quest will be added to the player's quest list.
If the quest is already added, it won't be added again.
If the quest was added, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.AddQuestNode.useSelectedData;Use Selected Data;Use quests stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.AddQuestNode.quest;Quest;Select the quest that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddQuestNode.ignoreRequirements;Ignore Requirements;The quest's requirements will be ignored.
GamingIsLove.ORKFramework.Schematics.Nodes.AddQuestNode.showNotification;Show Notification;Show the quest's add notification.
GamingIsLove.ORKFramework.Schematics.Nodes.AddQuestNode.showConsole;Show Console;Show the quest's add text in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveQuestNode;Remove Quest;Removes a quest, all quests of a quest type or all quests from the player's quest list.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveQuestNode.type;Remove;"Select what will be removed:
- Quest: A single defined quest.
- Quest Type: All quests of a defined quest type.
- All: All quests.
- Selected Data: Quests stored in selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveQuestNode.quest;Quest;Select the quest that will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveQuestNode.questType;Quest Type;Select the quest type that will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveQuestNode.removeSubTypes;Remove Sub-Types;The sub-types of the defined quest type will also be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveQuestNode.showConsole;Show Console;Show the quest's remove text in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeQuestStatusNode;Change Quest Status;"Changes the status of a quest in the player's quest list.
The quest has to be in the player's quest list."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeQuestStatusNode.useSelectedData;Use Selected Data;"Use quests stored in selected data.
Only uses quests that are already in the player's quest list."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeQuestStatusNode.quest;Quest;Select the quest which's status will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeQuestStatusNode.status;Status;"Select the status the quest will be changed to:
- Inactive: The quest will be set inactive (only possible if the quest is active).
- Active: The quest will be set active (only possible if the quest is inactive).
- Finished: The quest will be finished (only possible if the quest is active/inactive).
- Failed: The quest will fail (only possible if the quest is active/inactive)."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeQuestStatusNode.showNotification;Show Notification;Show the quest's status change notification.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeQuestStatusNode.showConsole;Show Console;Show the quest's status change in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeQuestStatusNode.getRewards;Get Rewards;The quest's rewards will be collected.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeQuestStatusNode.finishAllTasks;Finish All Tasks;All active quest tasks will be finished.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeQuestStatusNode.getTaskRewards;Get Task Rewards;The finished task's rewards will be collected
GamingIsLove.ORKFramework.Schematics.Nodes.CheckQuestStatusNode;Check Quest Status;"Checks the status of a defined quest or quests stored in selected data.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckQuestStatusNode.useSelectedData;Use Selected Data;"Use quests stored in selected data.
Using selected data will result in a valid check if any of the stored quests check out valid."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckQuestStatusNode.quest;Quest;Select the quest which's status will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckQuestStatusNode.status;Check Status;"Select the status the quest will be checked for:
- Inactive: The quest is inactive.
- Active: The quest is active.
- Finished: The quest is finished.
- Failed: The quest failed.
- Not Added: The quest isn't added to the player's quest list."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckQuestStatusNode.isValid;Is Valid;"The check must be valid.
If disabled, the check must be invalid."
GamingIsLove.ORKFramework.Schematics.Nodes.QuestStatusForkNode;Quest Status Fork;"Checks the status of a defined quest or a quest stored in selected data.
The valid quest status's next node will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.QuestStatusForkNode.useSelectedData;Use Selected Data;"Use quests stored in selected data.
Using selected data will check the status of the first found quest."
GamingIsLove.ORKFramework.Schematics.Nodes.QuestStatusForkNode.quest;Quest;Select the quest which's status will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.HasQuestNode;Has Quest;"Checks if a selected quest is in the player's quest list.
If the quest is in the quest list, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.HasQuestNode.useSelectedData;Use Selected Data;Use quests stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.HasQuestNode.quest;Quest;Select the quest that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckQuestConditionNode;Check Quest Conditions;"Checks a series of quest and quest task conditions.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.QuestConditionForkNode;Quest Condition Fork;"Checks the status of quests.
If a condition is valid, it's next node will be executed.
If no condition is valid, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.TaskConditionForkNode;Task Condition Fork;"Checks the status of quest tasks.
If a condition is valid, it's next node will be executed.
If no condition is valid, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskStatusNode;Change Task Status;"Changes the status of a quest's task.
The quest has to be in the player's quest list."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskStatusNode.questTask;Quest Task;Select the quest task which's status will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskStatusNode.status;Status;"Select the status the task will be changed to:
- Inactive: The task will be set inactive/removed (only possible if the task is active).
- Active: The task will be set active (only possible if the task is inactive).
- Finished: The task will be finished (only possible if the task is active).
- Failed: The task will fail (only possible if the task is active)."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskStatusNode.showNotification;Show Notification;Show the task's status change notificaiton.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskStatusNode.showConsole;Show Console;Show the task's status change in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskStatusNode.getRewards;Get Rewards;The quest's rewards will be collected.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskStatusNode.checkQuestFinished;Check Quest Finished;"Checks if the task's quest is finished (i.e. all tasks are finished).
If all tasks are finished, the quest will be finished."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTaskActivateNode;Check Task Activate;"Checks if the task's activate requirements are valid.
If the requirements are met, 'Success' will be executed, otherwise 'Failed'.
If the task's quest isn't added to the player's quest list, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTaskActivateNode.questTask;Quest Task;Select the quest task that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTaskFinishNode;Check Task Finish;"Checks if the task's finish requirements are valid.
If the requirements are met, 'Success' will be executed, otherwise 'Failed'.
If the task's quest isn't added to the player's quest list, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTaskFinishNode.questTask;Quest Task;Select the quest task that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTaskFailNode;Check Task Fail;"Checks if the task's fail requirements are valid.
If the requirements are met, 'Success' will be executed, otherwise 'Failed'.
If the task's quest isn't added to the player's quest list, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckTaskFailNode.questTask;Quest Task;Select the quest task that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskCountNode;Change Task Count;"Changes the current value of a task's count requirement.
Either changes the count of all tags or a defined tag.
Which requirements are changed depends on the state of the task - inactive tasks will change their activate requirements, active tasks their finish and fail requirements.
The quest has to be in the player's quest list."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskCountNode.allTags;All Tags;"The count for all tags will be changed.
If disabled, only the count for a defined combatant will be changed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskCountNode.tag;Tag;Define the tag of the count that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskCountNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskEnemyKillCountNode;Change Task Enemy Kill Count;"Changes the current value of a task's enemy kill requirements.
Which requirements are changed depends on the state of the task - inactive tasks will change their activate requirements, active tasks their finish and fail requirements.
The quest has to be in the player's quest list."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskEnemyKillCountNode.allCombatants;All Combatants;"The count for all enemy kills will be changed.
If disabled, only the count for a defined combatant will be changed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskEnemyKillCountNode.combatant;Combatant;"Select the combatant that will be changed.
Only enemy kills for a matching combatant will be changed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskEnemyKillCountNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskItemCountNode;Change Task Item Count;"Changes the current value of a task's item requirements.
Which requirements are changed depends on the state of the task - inactive tasks will change their activate requirements, active tasks their finish and fail requirements.
The quest has to be in the player's quest list."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskItemCountNode.allItems;All Items;"The count for all items will be changed.
If disabled, only the count for a defined item will be changed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskItemCountNode.item;Combatant;"Select the combatant that will be changed.
Only enemy kills for a matching combatant will be changed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeTaskItemCountNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveSceneDataNode;Remove Scene Data;Item drops, collected item flags, finished battle flags and other scene related data can be removed in a defined scene, or in all scenes.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveSceneDataNode.type;Scene Type;"Select which scene data will be removed:
- Global: The global scene data, i.e. data that is shared across all scenes.
- All: The data of all scenes (excluding the global scene data).
- Scene: The data of a defined scene."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveSceneDataNode.name;Scene Name;Define the name of the scene that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveSceneDataNode.drops;Remove Item Drops;All item drops in the scene(s) will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveSceneDataNode.collects;Remove Collected Items;"All flags of collected items will be removed.
Already collected items (using scene ID in the item collector) will reappear when entering the scene(s)."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveSceneDataNode.battles;Remove Finished Battles;"All flags of finished battles will be removed.
Already finished battles (using scene ID in the battle component) will reappear when entering the scene(s)."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveSceneDataNode.spawner;Remove Spawned Combatants;Combatants spawned by 'Combatant Spawner' components will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSceneIDNode;Change Scene ID;Change the scene ID of item collectors or battles in a defined scene.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSceneIDNode.globalScene;Global Scene;Change the scene ID in the global scene data (shared by all scenes).
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSceneIDNode.name;Scene Name;Define the name of the scene that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.IsItemCollectedNode;Is Item Collected;"Checks if an item in a scene (identified via scene ID) has been collected.
If the item has been collected, 'Collected' will be executed, otherwise 'Not Collected'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsItemCollectedNode.globalScene;Global Scene;Change the scene ID in the global scene data (shared by all scenes).
GamingIsLove.ORKFramework.Schematics.Nodes.IsItemCollectedNode.name;Scene Name;Define the name of the scene that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleFinishedNode;Is Battle Finished;"Checks if a battle in a scene (identified via scene ID) has been finished.
If the battle has been finished, 'Finished' will be executed, otherwise 'Not Finished'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleFinishedNode.globalScene;Global Scene;Change the scene ID in the global scene data (shared by all scenes).
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleFinishedNode.name;Scene Name;Define the name of the scene that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockSceneAutoRemoveNode;Block Scene Auto Remove;"Blocks or unblocks the auto removal of scene data (according to the 'Save Game Menu' settings).
Blocking auto removal will prevent the individual counters from decreasing and clearing the scene data.
E.g. use this node when you perform scene changes during battle transitions or cut-scenes that shouldn't impact respawning of items or battles."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockSceneAutoRemoveNode.block;Block/Unblock;"If enabled, blocks auto removal of scene data.
If disabled, unblocks auto removal of scene data."
GamingIsLove.ORKFramework.Schematics.Nodes.CustomStatisticNode;Custom Statistic;Adds a value to a custom statistic.
GamingIsLove.ORKFramework.Schematics.Nodes.CustomStatisticNode.index;Statistic Index;"The index of the custom statistic.
Has to be 0 or above."
GamingIsLove.ORKFramework.Schematics.Nodes.CustomStatisticNode.add;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearStatisticNode;Clear Statistic;Resets all or a selected game statistics to 0.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearStatisticNode.all;Clear All;"All game statistics will be set to 0.
If disabled, only a selected statistic value will be set to 0."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckStatisticNode;Check Statistic;"Checks a statistic value with a defined value.
If the check is valid, 'Success' is executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreStatisticValueNode;Store Statistic Value;Stores a selected statistic value into an int variable.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleGroupNode;Join Battle Group;"A combatant joins the battle group of a group.
The combatant also joins the group if it isn't a member of it yet, or rejoins the active members if it's is an inactive member.
If the combatant doesn't exist, it'll be created using the start level/class level settings."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleGroupNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, no one joins the battle group."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleGroupNode.combatant;Combatant;Select the combatant that will join the battle group.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleGroupNode.isPassive;Is Passive;"The combatant will be passive and not part of the battle order, i.e. not use any actions but can still be targeted.
E.g. use this for creating destructable objects like crates.
Please note that a passive combatant's turns don't increase, i.e. turn-based status effects will not have any effect on them."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleGroupNode.passiveMustDefeat;Must Defeat;The passive combatant has to be defeated for a battle to end.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleGroupNode.setBattleGroupIndex;Set Battle Group Index;"Define the position the combatant should have in the battle group.
Group indexes start at 0, e.g. index 0 is the first member, index 2 is the 3rd member, etc.Only used when using 'Use Empty Battle Positions' in the player/group settings in 'Game > Game Settings'."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleGroupNode.battleGroupIndex;Battle Group Index;"Define the index in the battle group this combatant should have.
Group indexes start at 0, e.g. index 0 is the first member, index 2 is the 3rd member, etc.Only used when using 'Use Empty Battle Positions' in the player/group settings in 'Game > Game Settings'"
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleGroupNode.useStoreSelectedData;Store Selected Data;Store the combatant in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleGroupNode;Leave Battle Group;"A combatant leaves the battle group of it's group.
The combatant will still remain an active member of the group.
The combatant won't leave the battle group if it's a locked battle member."
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleGroupNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, no one leaves the battle group."
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleGroupNode.combatant;Combatant;Select the combatant that will leave the battle group.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleGroupNode.destroyPrefab;Destroy Prefab;"If the combatant's prefab is currently spawned in the scene, it will be destroyed.
If disabled, the prefab won't be destroyed."
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleGroupNode.useStoreSelectedData;Store Selected Data;Store the combatant in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleGroupNode;Change Battle Group;Changes a combatant in the battle group for another combatant (not in the battle group).
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleGroupNode.useObject;Use Game Object;The combatant of a game object is used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleGroupNode.combatant;Combatant;Select the combatant that will leave the battle group.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleGroupNode.useObject2;Use Game Object;The combatant of a game object is used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBattleGroupNode.combatant2;Combatant;Select the combatant that will join the battle group.
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleMemberNode;Is Battle Member;"Checks if a combatant is a member of the active battle group.
If the combatant is a member of the battle group, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleMemberNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, the 'Failed' slot will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleMemberNode.combatant;Combatant;Select the combatant that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.LockBattleMemberNode;Lock Battle Member;"Locks or unlocks a battle member.
A locked battle member can't be removed from the battle group.
The combatant already has to be a member of the active battle group."
GamingIsLove.ORKFramework.Schematics.Nodes.LockBattleMemberNode.doLock;Lock/Unlock;"If enabled, the combatant will be locked.
If disabled, the combatant will be unlocked."
GamingIsLove.ORKFramework.Schematics.Nodes.LockBattleMemberNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, no one will be locked."
GamingIsLove.ORKFramework.Schematics.Nodes.LockBattleMemberNode.combatant;Combatant;Select the combatant that will be locked.
GamingIsLove.ORKFramework.Schematics.Nodes.IsLockedBattleMemberNode;Is Locked Battle Member;"Checks if a combatant is a locked battle member of it's group.
If the combatant is a locked member of the battle group, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsLockedBattleMemberNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, the 'Failed' slot will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.IsLockedBattleMemberNode.combatant;Combatant;Select the combatant that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMaxBattleGroupNode;Change Max Battle Group;"Changes the maximum battle group size for player groups.
The maximum battle group size can't be set to a value below 1."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMaxBattleGroupNode.reset;Reset;Resets the maximum battle group size to the size defined in the game settings.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMaxBattleGroupNode.simpleOperator;Operator;"Decides how the maximum battle group size will be changed.
- Add: The value will be added to the size.
- Sub: The value will be subtracted from the size.
- Set: The size will be set to the value."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMaxBattleGroupNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMaxBattleGroupNode;Check Max Battle Group;"Checks the current maximum battle group size of player groups.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMaxBattleGroupNode.includeChanges;Include Changes;"The battle group size changes of combatants in the battle group will be included.
This will only check the maximum battle group size of the current player group.
If disabled, checks the global (base) max battle group size."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleReserveNode;Join Battle Reserve;"A combatant joins the battle reserve of it's group.
The combatant also joins the group if it isn't a member of it yet, or rejoins the active members if it is an inactive member.
If the combatant is a battle group member, it'll (try to) leave the battle group.
If the combatant doesn't exist, it will be created using the start level/class level settings."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleReserveNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, no one joins the battle reserve."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleReserveNode.combatant;Combatant;Select the combatant that will join the battle reserve.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleReserveNode.isPassive;Is Passive;"The combatant will be passive and not part of the battle order, i.e. not use any actions but can still be targeted.
E.g. use this for creating destructable objects like crates.
Please note that a passive combatant's turns don't increase, i.e. turn-based status effects will not have any effect on them."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleReserveNode.passiveMustDefeat;Must Defeat;The passive combatant has to be defeated for a battle to end.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinBattleReserveNode.useStoreSelectedData;Store Selected Data;Store the combatant in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleReserveNode;Leave Battle Reserve;"A combatant leaves the battle reserve of it's group.
The combatant will still remain an active member of the group."
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleReserveNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, no one leaves the battle reserve."
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleReserveNode.combatant;Combatant;Select the combatant that will leave the battle reserve.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleReserveNode.destroyPrefab;Destroy Prefab;"If the combatant's prefab is currently spawned in the scene, it will be destroyed.
If disabled, the prefab won't be destroyed."
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveBattleReserveNode.useStoreSelectedData;Store Selected Data;Store the combatant in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleReserveNode;Is Battle Reserve;"Checks if a combatant is a member of the battle reserve of it's group.
If the combatant is a member of the battle reserve, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleReserveNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, the 'Failed' slot will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.IsBattleReserveNode.combatant;Combatant;Select the combatant that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMaxBattleReserveNode;Change Max Battle Reserve;"Changes the maximum battle reserve size for player groups.
The maximum battle reserve size can't be set to a value below 1."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMaxBattleReserveNode.reset;Reset;Resets the maximum battle reserve size to the size defined in the game settings.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMaxBattleReserveNode.simpleOperator;Operator;"Decides how the maximum battle reserve size will be changed.
- Add: The value will be added to the size.
- Sub: The value will be subtracted from the size.
- Set: The size will be set to the value."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMaxBattleReserveNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMaxBattleReserveNode;Check Max Battle Reserve;"Checks the current maximum battle reserve size of player groups.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode;Join Group;A combatant or combatant group joins a group.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.getFrom;Get From;"Select where the combatant comes from:
- Combatant: Creates a new instance from a defined combatant.
- Combatant Type: Creates a new instance, using a random combatant from a defined combatant type.
- Combatant Group: Creates new instances from a defined combatant group.
- Object: Uses an existing combatant from a defined object (e.g. the 'Machine Object'). If the object doesn't have a combatant, no one joins the group."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.showNotification;Show Notification;The join group notification will be displayed.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.showConsole;Show Console;The join group text will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.group;Combatant Group;Select the combatant group that will join the group.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.combatant;Combatant;Select the combatant that will join the group.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.otherGroup;From Other Group;"The combatant will be taken from an inactive player group.
If disabled or no group contains the combatant, a new one is created."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.useInactive;Use Inactive;"An inactive member of the group is used.
If disabled or the defined combatant isn't an inactive member, a new one is created."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.combatantType;Combatant Type;"Select the combatant type that will be used.
A random combatant of the defined type will join the group."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.useSubTypes;Use Sub-Types;The sub-types of the defined combatant type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.learnAbilities;Learn Abilities;Learn the combatant's abilities.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.useStartInventory;Use Start Inventory;Use the combatant's start inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.useStartEquipment;Use Start Equipment;Use the combatant's start equipment.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.useInitSchematic;Use Init Schematic;Use the combatant's init schematic.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.isPassive;Is Passive;"The combatant will be passive and not part of the battle order, i.e. not use any actions but can still be targeted.
E.g. use this for creating destructable objects like crates.
Please note that a passive combatant's turns don't increase, i.e. turn-based status effects will not have any effect on them."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.passiveMustDefeat;Must Defeat;The passive combatant has to be defeated for a battle to end.
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.setBattleGroupIndex;Set Battle Group Index;"Define the position the combatant should have in the battle group.
Group indexes start at 0, e.g. index 0 is the first member, index 2 is the 3rd member, etc.Only used when using 'Use Empty Battle Positions' in the player/group settings in 'Game > Game Settings' and the combatant actually joins the battle group (e.g. due limited battle group positions in the player group)."
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.battleGroupIndex;Battle Group Index;"Define the index in the battle group this combatant should have.
Group indexes start at 0, e.g. index 0 is the first member, index 2 is the 3rd member, etc.Only used when using 'Use Empty Battle Positions' in the player/group settings in 'Game > Game Settings'"
GamingIsLove.ORKFramework.Schematics.Nodes.JoinGroupNode.useStoreSelectedData;Store Selected Data;Store the combatant in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveGroupNode;Leave Group;A combatant leaves it's group (and battle group) and will join the groups inactive members (or be completely removed).
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveGroupNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, no one leaves the group."
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveGroupNode.combatant;Combatant;Select the combatant that will leave the active group.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveGroupNode.delete;Delete;"The combatant will be deleted, all progress will be lost.
If disabled, the combatant will join the inactive members of the group."
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveGroupNode.destroyPrefab;Destroy Prefab;"If the combatant's prefab is currently spawned in the scene, it will be destroyed.
If disabled, the prefab won't be destroyed."
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveGroupNode.showNotification;Show Notification;The leave group notification will be displayed.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveGroupNode.showConsole;Show Console;The leave group text will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.LeaveGroupNode.useStoreSelectedData;Store Selected Data;Store the combatant in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.IsMemberNode;Is Member;"Checks if a combatant is a member of defined group.
If the combatant is a member of the group, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsMemberNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, the 'Failed' slot will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.IsMemberNode.combatant;Combatant;Select the combatant that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.IsMemberNode.isActive;Active Member;"The combatant must be an active member of the group.
If disabled, the combatant must be an inactive member of the group (i.e. the combatant has left the group without joining another group)."
GamingIsLove.ORKFramework.Schematics.Nodes.HideMemberNode;Hide Member;"Hides or unhides a combatant of a group.
A hidden member can't be seen/used when switching members and can't be a battle member.
The combatant will be removed from the battle group if it currently is in it - this also ignores locked battle members.
A hidden member can still be used as the player and run around in the field."
GamingIsLove.ORKFramework.Schematics.Nodes.HideMemberNode.doHide;Hide/Unhide;"If enabled, the combatant will be hidden.
If disabled, the combatant will be unhidden."
GamingIsLove.ORKFramework.Schematics.Nodes.HideMemberNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, no one will be hidden."
GamingIsLove.ORKFramework.Schematics.Nodes.HideMemberNode.combatant;Combatant;Select the combatant that will be hidden.
GamingIsLove.ORKFramework.Schematics.Nodes.IsHiddenMemberNode;Is Hidden Member;"Checks if a combatant is hidden.
If the combatant is a hidden member of it's group, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsHiddenMemberNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, the 'Failed' slot will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.IsHiddenMemberNode.combatant;Combatant;Select the combatant that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGroupSizeNode;Check Group Size;"Checks the size of a group.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGroupSizeNode.onlyBattle;Only Battle Group;"The size of the battle group will be checked.
If disabled, the size of the group (i.e. all members) will be checked."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnGroupMembersNode;Spawn Group Members;"Spawns the other members of a group (or battle group).
The members are spawned around the leader - requires the leader to already be spawned in the scene."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnGroupMembersNode.battleGroup;Battle Group;"Only the battle group will be spawned.
If disabled, all members of the group will be spawned."
GamingIsLove.ORKFramework.Schematics.Nodes.SpawnGroupMembersNode.respawnCreated;Respawn;"Already spawned members of the group will be respawned.
If disabled, only not yet spawned members will be spawned."
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyGroupMembersNode;Destroy Group Members;Destroys all spawned members of a group.
GamingIsLove.ORKFramework.Schematics.Nodes.DestroyGroupMembersNode.destroyLeader;Destroy Leader;Also destroys the game object of the group's leader.
GamingIsLove.ORKFramework.Schematics.Nodes.SetLockedFieldLeaderNode;Set Locked Field Leader;"Sets a combatant as the locked field leader of a group or resets the field leader to no longer be locked.
A locked field leader will remain the group's leader in the field (i.e. out of battle) even when changing the group until the locked leader is changed again or the combatant leaves the group."
GamingIsLove.ORKFramework.Schematics.Nodes.SetLockedFieldLeaderNode.reset;Reset;Resets the field leader (i.e. no longer locked).
GamingIsLove.ORKFramework.Schematics.Nodes.SetLockedFieldLeaderNode.actor;Use Game Object;"The combatant of a game object is used.
If the game object doesn't have a combatant, no locked leader will be set."
GamingIsLove.ORKFramework.Schematics.Nodes.SetLockedFieldLeaderNode.combatant;Combatant;Select the combatant that will be the locked leader.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGroupSizeLimitNode;Change Group Size Limit;"Changes the maximum group size of a group.
If set to 0 or below, the group size is unlimited.
The group size limit determines how many members a group can have, e.g. use it to limit the player group to only a few select combatants, keeping the rest in a different player group (via group ID) as reserve.
The default size limit is -1 (i.e. unlimited)."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGroupSizeLimitNode.simpleOperator;Operator;"Decides how the maximum group size will be changed.
- Add: The value will be added to the size.
- Sub: The value will be subtracted from the size.
- Set: The size will be set to the value."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeGroupSizeLimitNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckGroupSizeLimitNode;Check Group Size Limit;"Checks the current maximum group size of a group.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.ForcePlayerControlledNode;Force Player Controlled;"Changes if a non-player controlled group is player controlled or not.
This allows giving battle commands to non-player controlled groups when forcing player controls on them.
Please note that this doesn't add player controls or calls menu screens on the forced group.
The player group is always considered player controlled."
GamingIsLove.ORKFramework.Schematics.Nodes.ForcePlayerControlledNode.force;Force Player Controlled;"The combatant's group will be player controlled.
If disabled, the combatant isn't AI controlled."
GamingIsLove.ORKFramework.Schematics.Nodes.IsForcePlayerControlledNode;Is Force Player Controlled;"Checks if a combatant's group has forced player control.
If the combatant is AI controlled, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsForcePlayerControlledNode.needed;Needed;Either all or only one of the combatants/groups must have forced player control.
GamingIsLove.ORKFramework.Schematics.Nodes.CreatePlayerGroupNode;Create Player Group;"Creates a new player group.
If a group with the defined ID already exists, no new group will be created.
A player group with ID 0 will be created at the start of the game - this is the default player group."
GamingIsLove.ORKFramework.Schematics.Nodes.CreatePlayerGroupNode.groupID;Group ID;"The ID of the group that will be created.
Requires an ID above 0."
GamingIsLove.ORKFramework.Schematics.Nodes.RemovePlayerGroupNode;Remove Player Group;"Removes the player group with the defined ID.
The default player group (ID 0) can't be removed.
If the removed group is the active player group, the default group will be set to active group."
GamingIsLove.ORKFramework.Schematics.Nodes.RemovePlayerGroupNode.groupID;Group ID;"The ID of the group that will be removed.
Requires an ID above 0."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActiveGroupNode;Change Active Group;"Changes the active player group.
The default player group has ID 0.
When changing the active group, the old group will be removed from the scene and the new group will be spawned at the position of the old player."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActiveGroupNode.groupID;Group ID;"The ID of the group that will be the new active group.
Requires an ID of 0 or above."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActiveGroupNode.spawnNewGroup;Spawn New Group;"Spawn the new active player group.
Will spawn at the position of the old player group's leader."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeActiveGroupNode.destroyOldGroup;Destroy Old Group;Destroy the spawned game objects of the old player group.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckPlayerGroupNode;Check Player Group;"Checks if a group with a defined ID exists.
If the group exists, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckPlayerGroupNode.groupID;Group ID;"The ID of the group that will be checked.
Requires an ID of 0 or above"
GamingIsLove.ORKFramework.Schematics.Nodes.CheckPlayerGroupNode.isActive;Is Active Group;"Checks if the group with the defined ID is the active player group.
If disabled, only the existence of the group is checked."
GamingIsLove.ORKFramework.Schematics.Nodes.SetPlayerGroupNode;Set Player Group;"Uses a combatant's group as a player group of a defined group ID.
The previous group of the group ID will be removed and replaced with the new group.
When changing the active group, the old group will be removed from the scene and the new group will be spawned at the position of the old player."
GamingIsLove.ORKFramework.Schematics.Nodes.SetPlayerGroupNode.groupID;Group ID;"The ID of the group that will be replaced with the combatant's group.
Requires an ID of 0 or above."
GamingIsLove.ORKFramework.Schematics.Nodes.SetPlayerGroupNode.destroyOldGroup;Destroy Old Group;Destroy the spawned game objects of the old player group.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockControlMapNode;Block Control Map;"Blocks or unblocks a control map.
A blocked control map can't be used."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockControlMapNode.block;Block/Unblock;"If enabled, the control map will be blocked.
If disabled, the control map will be unblocked."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockControlMapNode.type;Change;"Select which control maps to change:
- General State: The general use of control maps.
- All: All control maps.
- Defined: A single, defined control ma."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockControlMapNode.controlMap;Control Map;Select the control map that will be blocked or unblocked.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIBehaviourSlotNode;Add AI Behaviour Slot;Adds AI behaviour slots to a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAIBehaviourSlotNode;Change AI Behaviour Slot;Changes the currently equipped AI behaviour of a combatant's AI behaviour slot.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAIBehaviourSlotNode.allSlots;All Slots;Change all AI behaviour slots of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAIBehaviourSlotNode.slotIndex;Slot Index;"Define the index of the used AI behaviour slot.
The first slot is index 0.
Unequipping: Use -1 to unequip the first equipped slot.
Equipping: Use -1 to equip on the first free slot."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourSlotNode;Remove AI Behaviour Slot;Removes an AI behaviour slot from a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourSlotNode.allSlots;All Slots;Remove all AI behaviour slots of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourSlotNode.collect;Collect;"Collect the currently equipped AI behaviour.
Only used for combatants of the player group."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourSlotNode.slotIndex;Slot Index;"Define the index of the used AI behaviour slot.
The first slot is index 0.
Use -1 to remove the last slot."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAIBehaviourSlotNode;Block AI Behaviour Slot;"Blocks an AI behaviour slot of a combatant.
AI behaviours of blocked slots are not used."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAIBehaviourSlotNode.block;Block/Unblock;"If enabled, the AI behaviour slot will be blocked.
If disabled, the AI behaviour slot will be unblocked."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAIBehaviourSlotNode.allSlots;All Slots;Block all AI behaviour slots of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAIBehaviourSlotNode.slotIndex;Slot Index;"Define the index of the used AI behaviour slot.
The first slot is index 0.
Use -1 to block the last slot."
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIBehaviourNode;Add AI Behaviour;Adds an AI behaviour to a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIBehaviourNode.useType;Use AI Type;Add all AI behaviours of a defined AI type.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIBehaviourNode.useSubTypes;Use Sub-Types;The sub-types of the defined AI type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIBehaviourNode.type;AI Type;Select the AI type that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIBehaviourNode.aiBehaviour;AI Behaviour;Select the AI behaviour that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIBehaviourNode.quantityValue;Quantity;The quantity of the AI behaviour that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIBehaviourNode.showNotification;Show Notification;Adding an AI behaviour will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIBehaviourNode.showConsole;Show Console;Adding an AI behaviour will display a console text.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourNode;Remove AI Behaviour;Removes an AI behaviour from a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourNode.removeAll;Remove All;Removes all AI rulesets from the inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourNode.useType;Use AI Type;Removes all AI behaviours of a defined AI type.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourNode.useSubTypes;Use Sub-Types;The sub-types of the defined AI type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourNode.type;AI Type;Select the AI type that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourNode.aiBehaviour;AI Behaviour;Select the AI behaviour that will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourNode.removeAllQuantity;Remove All Quantity;Remove all of the available AI behaviours from the inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourNode.quantityValue;Quantity;The quantity of the AI behaviour that will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourNode.showNotification;Show Notification;Removing an AI behaviour will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIBehaviourNode.showConsole;Show Console;Removing an AI behaviour will display a console text.
GamingIsLove.ORKFramework.Schematics.Nodes.UnequipAIBehaviourNode;Unequip AI Behaviour;Unequips an AI behaviour from a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.UnequipAIBehaviourNode.aiBehaviour;AI Behaviour;Select the AI behaviour that will be unequipped.
GamingIsLove.ORKFramework.Schematics.Nodes.UnequipAIBehaviourNode.collect;Collect;"Collect the currently equipped AI behaviour.
Only used for combatants of the player group."
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIRulesetSlotNode;Add AI Ruleset Slot;Adds AI ruleset slots to a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAIRulesetSlotNode;Change AI Ruleset Slot;Changes the currently equipped AI ruleset of a combatant's AI ruleset slot.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAIRulesetSlotNode.allSlots;All Slots;Change all AI ruleset slots of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeAIRulesetSlotNode.slotIndex;Slot Index;"Define the index of the used AI ruleset slot.
The first slot is index 0.
Unequipping: Use -1 to unequip the first equipped slot.
Equipping: Use -1 to equip on the first free slot."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetSlotNode;Remove AI Ruleset Slot;Removes an AI ruleset slot from a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetSlotNode.allSlots;All Slots;Remove all AI ruleset slots of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetSlotNode.collect;Collect;"Collect the currently equipped AI ruleset.
Only used for combatants of the player group."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetSlotNode.slotIndex;Slot Index;"Define the index of the used AI ruleset slot.
The first slot is index 0.
Use -1 to remove the last slot."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAIRulesetSlotNode;Block AI Ruleset Slot;"Blocks an AI ruleset slot of a combatant.
AI rulesets of blocked slots are not used."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAIRulesetSlotNode.block;Block/Unblock;"If enabled, the AI ruleset slot will be blocked.
If disabled, the AI ruleset slot will be unblocked."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAIRulesetSlotNode.allSlots;All Slots;Block all AI ruleset slots of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockAIRulesetSlotNode.slotIndex;Slot Index;"Define the index of the used AI ruleset slot.
The first slot is index 0.
Use -1 to block the last slot."
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIRulesetNode;Add AI Ruleset;Adds an AI ruleset to a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIRulesetNode.useType;Use AI Type;Add all AI rulesets of a defined AI type.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIRulesetNode.useSubTypes;Use Sub-Types;The sub-types of the defined AI type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIRulesetNode.type;AI Type;Select the AI type that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIRulesetNode.aiRuleset;AI Ruleset;Select the AI ruleset that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIRulesetNode.quantityValue;Quantity;The quantity of the AI ruleset that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIRulesetNode.showNotification;Show Notification;Adding an AI ruleset will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.AddAIRulesetNode.showConsole;Show Console;Adding an AI ruleset will display a console text.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetNode;Remove AI Ruleset;Removes an AI ruleset from a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetNode.removeAll;Remove All;Removes all AI rulesets from the inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetNode.useType;Use AI Type;Removes all AI rulesets of a defined AI type.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetNode.useSubTypes;Use Sub-Types;The sub-types of the defined AI type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetNode.type;AI Type;Select the AI type that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetNode.aiRuleset;AI Ruleset;Select the AI ruleset that will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetNode.removeAllQuantity;Remove All Quantity;Remove all of the available AI rulesets from the inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetNode.quantityValue;Quantity;The quantity of the AI ruleset that will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetNode.showNotification;Show Notification;Removing an AI ruleset will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveAIRulesetNode.showConsole;Show Console;Removing an AI ruleset will display a console text.
GamingIsLove.ORKFramework.Schematics.Nodes.UnequipAIRulesetNode;Unequip AI Ruleset;Unequips an AI ruleset from a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.UnequipAIRulesetNode.aiRuleset;AI Ruleset;Select the AI ruleset that will be unequipped.
GamingIsLove.ORKFramework.Schematics.Nodes.UnequipAIRulesetNode.collect;Collect;"Collect the currently equipped AI ruleset.
Only used for combatants of the player group."
GamingIsLove.ORKFramework.Schematics.Nodes.LearnRecipeNode;Add Recipe;"Adds a crafting recipe to a combatant.
If group inventory is used, the recipe will be added to the combatant's group."
GamingIsLove.ORKFramework.Schematics.Nodes.LearnRecipeNode.allType;Add Crafting Type;"Adds all crafting recipes of a selected crafting type.
If disabled, only a selected crafting recipe will be added."
GamingIsLove.ORKFramework.Schematics.Nodes.LearnRecipeNode.useSubTypes;Use Sub-Types;The sub-types of the defined crafting type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnRecipeNode.type;Crafting Type;Select the crafting type that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnRecipeNode.recipe;Crafting Recipe;Select the crafting recipe that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnRecipeNode.quantityValue;Quantity;The quantity of the crafting recipe that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnRecipeNode.showNotification;Show Notification;The crafting recipe's adding notification will be displayed.
GamingIsLove.ORKFramework.Schematics.Nodes.LearnRecipeNode.showConsole;Show Console;The crafting recipe's adding text will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetRecipeNode;Remove Recipe;"A defined crafting recipe will be removed from a combatant.
If group inventory is used, the crafting recipe is removed from the combatant's group."
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetRecipeNode.all;Remove All Recipes;"All recipes will be removed.
If disabled, only a selected recipe will be removed."
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetRecipeNode.allType;Remove Crafting Type;"Remove all crafting recipes of a selected crafting type.
If disabled, only a selected crafting recipe will be removed."
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetRecipeNode.useSubTypes;Use Sub-Types;The sub-types of the defined crafting type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetRecipeNode.type;Crafting Type;Select the crafting type that will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetRecipeNode.recipe;Crafting Recipe;Select the crafting recipe that will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetRecipeNode.quantityValue;Quantity;The quantity of the crafting recipe that will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetRecipeNode.showNotification;Show Notification;The crafting recipe's removed notification will be displayed.
GamingIsLove.ORKFramework.Schematics.Nodes.ForgetRecipeNode.showConsole;Show Console;The crafting recipe's removing text will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.KnowsRecipeNode;Has Recipe;"Checks if the combatant has a crafting recipe.
If group inventory is used, the combatant's group will be checked.
If the combatant has at least the defined amount of the recipe, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.KnowsRecipeNode.all;Any Recipe;"Checks if the combatant knows any recipe at all.
If disabled, the combatant is checked for a defined recipe."
GamingIsLove.ORKFramework.Schematics.Nodes.KnowsRecipeNode.recipe;Crafting Recipe;Select the crafting recipe that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.KnowsRecipeNode.quantityValue;Quantity;The quantity of the crafting recipe that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.UseRecipeNode;Use Recipe;"The combatant will use a crafting recipe.
If the creation is successful, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.UseRecipeNode.recipe;Crafting Recipe;Select the crafting recipe that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.AddRecipeOutcomeNode;Add Recipe Outcome;"The outcome of a crafting recipe will be added to a combatant's inventory.
This doesn't consume ingredients or checks for requirements or crafting chance."
GamingIsLove.ORKFramework.Schematics.Nodes.AddRecipeOutcomeNode.recipe;Crafting Recipe;Select the crafting recipe which's outcome will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddRecipeOutcomeNode.useCriticalOutcome;Use Critical Outcome;"Add the critical outcome of the crafting recipe.
If disabled or no critical outcome available, the normal outcome will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.AddRecipeOutcomeNode.showNotification;Show Console;Adding the outcome will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.AddRecipeOutcomeNode.showConsole;Show Console;Adding the outcome will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.AddNeededIngredientsNode;Add Needed Ingredients;The ingredients needed for a crafting recipe will be added to a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.AddNeededIngredientsNode.recipe;Crafting Recipe;Select the crafting recipe which's needed ingredients will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddNeededIngredientsNode.showNotification;Show Console;Adding the ingredients will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.AddNeededIngredientsNode.showConsole;Show Console;Adding the ingredients will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveNeededIngredientsNode;Remove Needed Ingredients;Removes the ingredients needed for a crafting recipe from a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveNeededIngredientsNode.recipe;Crafting Recipe;Select the crafting recipe which's needed ingredients will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveNeededIngredientsNode.showNotification;Show Console;Removing the ingredients will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveNeededIngredientsNode.showConsole;Show Console;Removing the ingredients will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.CanUseRecipeNode;Can Use Recipe;"Checks if a combatant can use a crafting recipe, i.e. meets the requirements and has the needed ingredients.
If the combatant can use the recipe, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CanUseRecipeNode.recipe;Crafting Recipe;Select the crafting recipe that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode;Change Equipment;Changes the equipment of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.all;Unequip All;All equipment of the combatant will be unequipped.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.firstAvailableSlot;First Available Slot;Use the first slot that's available and can be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.useSelectedData;Use Selected Data;Use an equipment stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.selectedDataFromInventory;From Inventory;"The equipment stored in selected data is taken from the inventory of the combatant.
The equipment will still be equipped if the combatant's inventory doesn't contain it."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.selectedDataOnlyInInventory;Only In Inventory;Only equip equipment that is in the combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.selectedDataOnlyInstance;Only Instance;"Only equip the equipment if the instance of the equipment is in the combatant's inventory.
If disabled, a matching equipment is enough."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.unequip;Unequip;Unequips the current equipment
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.equip;Equipment;Select the equipment that will be equipped.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.lvl;Level;"Select the level of the equipment.
If the level exceeds the maximum level of the equipment, the maximum level is used."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.fromInventory;From Inventory;"The equipment is taken from the inventory of the combatant.
If the combatant doesn't have the equipment in the inventory, nothing will be equipped."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentNode.keepEquipment;Keep Unequipped;"Any equipment that is unequipped will be returned to the combatant's inventory.
If disabled, the equipment will be lost."
GamingIsLove.ORKFramework.Schematics.Nodes.SwapEquipmentNode;Switch Equipment;"Switches (exchanges) equipment between defined equipment slots of a combatant.
Unequipping is forced, ignoring an equipment slot not allowing unequipping.
Equipment that can't be equipped on the other equipment slot will be returned to the inventory.
E.g. use this to switch equipment between first and secondary equipment sets (using not contributing equipment slots)."
GamingIsLove.ORKFramework.Schematics.Nodes.UnequipSelectedDataNode;Unequip Selected Data;Unequips equipment stored in selected data from a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.UnequipSelectedDataNode.keepEquipment;Keep Unequipped;"Any equipment that is unequipped will be returned to the combatant's inventory.
If disabled, the equipment will be lost."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipmentNode;Check Equipment;"Checks the equipment of a combatant.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipmentNode.anySlot;Any Equipment Slot;Check all equipment slots of the combatant if any of them matches the defined equipment.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipmentNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipmentNode.checkBlockingSlot;Check Blocking Slot;Check the equipment of the slot that's blocking the selected equipment slot.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipmentNode.useSelectedData;Use Selected Data;Check for an equipment stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipmentNode.isUnequipped;Is Unequipped;The equipment slot has to be unequipped
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipmentNode.anyEquipment;Any Equipment;"Checks the equipment slot for any equipment.
If disabled, a defined equipment has to be equipped."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipmentNode.equip;Equipment;Select the equipment that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipmentNode.levelCheck;Level Check;Select the level of the equipment that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.EquipmentForkNode;Equipment Fork;"Checks a selected equipment slot of a combatant.
If an equipment condition is valid, it's next slot will be executed.
If no condition is valid, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.EquipmentForkNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.EquipmentForkNode.checkBlockingSlot;Check Blocking Slot;Check the equipment of the slot that's blocking the selected equipment slot.
GamingIsLove.ORKFramework.Schematics.Nodes.LockEquipmentSlotNode;Lock Equipment Slot;"Locks or unlocks an equipment slot of a combatant.
Locked equipment slots can't change equipment."
GamingIsLove.ORKFramework.Schematics.Nodes.LockEquipmentSlotNode.all;Lock All;All equipment slots of the combatant will be locked/unlocked.
GamingIsLove.ORKFramework.Schematics.Nodes.LockEquipmentSlotNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be locked/unlocked.
GamingIsLove.ORKFramework.Schematics.Nodes.LockEquipmentSlotNode.lockSlot;Lock/Unlock;"If enabled, the equipment slot will be locked.
If disabled, the equipment slot will be unlocked."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckSlotLockedNode;Check Slot Locked;"Checks if an equipment slot of a combatant is locked.
If the equipment slot is locked, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckSlotLockedNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckSlotAvailableNode;Check Slot Available;"Checks if an equipment slot of a combatant is available.
An equipment slot is available when a combatant can equip an equipment on it (ignoring locked state) - i.e. the equipment slot either comes from combatant/class settings or was made available by schematics, items, abilities, equipment or status effects.
If the equipment slot is available, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckSlotAvailableNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentSlotNode;Change Equipment Slot;"Adds or removes an equipment slot to/from a combatant.
This can be used to add extra equipment slots that aren't available due to combatant/class settings.
When removing, only previously added equipment slots can be removed - to remove an equipment slot granted by combatant/class settings, use the 'Change Blocked Slot' node."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentSlotNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipmentSlotNode.change;Change;Select if an equipment slot is added or removed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBlockedSlotNode;Change Blocked Slot;"Adds or removes a blocked equipment slot to/from a combatant.
A blocked slot isn't available to the combatant and will automatically unequip its equipment.
This can be used to remove equipment slots granted by combatant/class settings."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBlockedSlotNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBlockedSlotNode.change;Change;Select if a blocked equipment slot is added or removed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBlockedViewerNode;Change Blocked Viewer;"Adds or removes a blocked equipment viewer of an equipment slot to/from a combatant.
A blocked equipment viewer of an equipment slot isn't displaying it's equipment on the combatant (using an 'Equipment Viewer' component).
This can be used to hide equipment e.g. for cosmetic/fashion equipment."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBlockedViewerNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeBlockedViewerNode.change;Change;Select if a blocked equipment viewer is added or removed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipDurabilityNode;Change Equip Durability;Changes the durability of an equipment currently equipped on an equipment slot (or all slots) of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipDurabilityNode.allSlots;All Slots;"Change the durability on all currently equipped equipment.
If disabled, only the equipment of a selected equipment slot will be changed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipDurabilityNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipDurabilityNode.reset;Reset To Max;Resets the durability to it's maximum.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipDurabilityNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipDurabilityNode.op;Operator;"Select how the durability will be changed:
- Add: The value will be added to the current durability.
- Sub: The value will be subtracted from the current durability.
- Set: The durability will be set to the value."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipDurabilityNode;Check Equip Durability;"Checks the durability of an equipment currently equipped on an equipment slot (or all slots) of a combatant.
Only equipment that uses durability will be checked.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipDurabilityNode.allSlots;All Slots;"Check the durability on all currently equipped equipment.
If disabled, only the equipment of a selected equipment slot will be checked."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipDurabilityNode.needed;Needed;Either all or only one equipment's check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipDurabilityNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipDurabilityNode.isMax;Is Max;Checks if the equipment's durability is at max value (or above).
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipDurabilityNode.neededCom;Needed;Either all or only one combatant's check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeInventoryDurabilityNode;Change Inventory Durability;Changes the durability of equipment currently placed in the inventory of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeInventoryDurabilityNode.anySlot;Any Slot;"Change the durability of equipment that can be equipped on any equipment slot.
If disabled, only equipment that can be equipped on a selected equipment slot will be changed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeInventoryDurabilityNode.equipmentSlot;Equipment Slot;Select the equipment slot the equipment can be equipped on.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeInventoryDurabilityNode.reset;Reset To Max;Resets the durability to it's maximum.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeInventoryDurabilityNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeInventoryDurabilityNode.op;Operator;"Select how the durability will be changed:
- Add: The value will be added to the current durability.
- Sub: The value will be subtracted from the current durability.
- Set: The durability will be set to the value."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckInventoryDurabilityNode;Check Inventory Durability;"Checks the durability of equipment currently placed in the inventory of a combatant.
Only equipment that uses durability will be checked.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckInventoryDurabilityNode.anySlot;Any Slot;"Check the durability of equipment that can be equipped on any equipment slot.
If disabled, only equipment that can be equipped on a selected equipment slot will be checked."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckInventoryDurabilityNode.equipmentSlot;Equipment Slot;Select the equipment slot that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckInventoryDurabilityNode.needed;Needed;Either all or only one equipment's check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckInventoryDurabilityNode.neededCom;Needed;Either all or only one combatant's check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDurabilityNode;Change Selected Durability;Changes the durability of a equipment stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDurabilityNode.reset;Reset To Max;Resets the durability to it's maximum.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDurabilityNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDurabilityNode.op;Operator;"Select how the durability will be changed:
- Add: The value will be added to the current durability.
- Sub: The value will be subtracted from the current durability.
- Set: The durability will be set to the value."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckSelectedDurabilityNode;Check Selected Durability;"Checks the durability of an equipment stored in selected data.
Only equipment that uses durability will be checked.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckSelectedDurabilityNode.needed;Needed;Either all or only one equipment's check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipStatusValueNode;Change Equip Status Value;"Changes a status value bonus of equipment currently stored in selected data.
Please note that this doesn't trigger status recalculations on combatants wearing the equipment, use a 'Recalculate Combatant Status' node on those combatants to take the changed status value bonuses of the equipment into account."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipStatusValueNode.statusValue;Status Value;Select the 'Normal' type status value that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipStatusValueNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipStatusValueNode;Check Equip Status Value;"Checks status values of equipment currently stored in selected data.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipStatusValueNode.needed;Needed;Either all or only one equipment's check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipStatusValueNode.statusValue;Status Value;Select the 'Normal' type status value that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipStatusValueNode.includeBonuses;Include Bonuses;"Include bonuses from custom bonus and status bonus templates of the equipment.
If disabled, only uses the status values directly added to the equipment instance (e.g. from random bonuses or changed via schematics)."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipStatusValueNode.storeMatching;Store Matching;Store the matching equipment into different selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreEquipStatusValueNode;Store Equip Status Value;Stores a status value bonus of equipment currently stored in selected data into an int variable.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreEquipStatusValueNode.statusValue;Status Value;Select the 'Normal' type status value that will be stored.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreEquipStatusValueNode.includeBonuses;Include Bonuses;"Include bonuses from custom bonus and status bonus templates of the equipment.
If disabled, only uses the status values directly added to the equipment instance (e.g. from random bonuses or changed via schematics)."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipItemTypeNode;Check Equip Item Type;"Checks the item types of equipment currently stored in selected data.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipItemTypeNode.needed;Needed;Either all or only one equipment's check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipItemTypeNode.itemType;Item Type;Select the item type that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipItemTypeNode.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipItemTypeNode.storeMatching;Store Matching;Store the matching equipment into different selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.EquipmentLevelUpNode;Equipment Level Up;"Increases the level of equipment currently stored in selected data by one.
Can also use 'Spend' level up type or upgrade settings of the equipment."
GamingIsLove.ORKFramework.Schematics.Nodes.EquipmentLevelUpNode.useSpend;Use Spend;"Use 'Spend' level up, consuming a combatant's experience.
Will only level up if the equipment uses 'Spend' level up and the combatant has enough experience."
GamingIsLove.ORKFramework.Schematics.Nodes.EquipmentLevelUpNode.useUpgrade;Use Upgrade;"Use the 'Upgrade Settings' of the equipment level, consuming status value and item costs.
Will only level up if the equipment level uses upgrades."
GamingIsLove.ORKFramework.Schematics.Nodes.EquipmentLevelPointsNode;Equipment Level Points;"Increases the level points of equipment currently stored in selected data.
Level points are the experience or uses needed to level up an equipment.
Used for all level up types except 'None'."
GamingIsLove.ORKFramework.Schematics.Nodes.EquipmentLevelPointsNode.levelPoints;Level Points;"Define the level points that will be added.
Must be a positive value."
GamingIsLove.ORKFramework.Schematics.Nodes.EquipmentViewerCombatantNode;Equipment Viewer Combatant;"All 'Equipment Viewer' components attached on a game object will check for the combatant.
The combatant is found through a 'Combatant Component' component attached to the game object.
This only happens on equipment viewers that haven't yet found the combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipAbilityNode;Change Equip Ability;"Adds or removes an ability to/from an equipment currently stored in selected data.
The abilities added to an equipment are available to a combatant while having the equipment equipped.
Please note: These abilities are not the same as 'Equipment Abilities' set up in the equipment's settings.
These abilities can't be learned by the combatant, but they can be leveled up. Equipment abilities set up in the equipment can be learned by the combatant but can't be leveled up (while not learned)."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipAbilityNode.useSelectedData;Use Selected Data;Use an ability stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeEquipAbilityNode.addAbility;Add/Remove;"If enabled, the ability will be added to the equipment.
Adding the same ability with a higher level will increase the level of the already added ability. Adding the same level is only possible for passive abilities, active abilities will not be added again.
If disabled, the ability will be removed (the level will be ignored in this case, i.e. any level will be removed)."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipAbilityNode;Check Equip Ability;"Checks if an ability has been added to an equipment currently stored in selected data.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Please note: This doesn't check 'Equipment Abilities' set up in the equipment, only abilities added using 'Change Equip Ability' nodes."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipAbilityNode.needed;Needed;Either all or only one equipment's check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipAbilityNode.useSelectedData;Use Selected Data;Use an ability stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckEquipAbilityNode.storeMatching;Store Matching;Store the matching equipment into different selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipAbilityNode;Select Equip Ability;Uses abilities added to equipment (using 'Change Equip Ability' node only) as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipAbilityNode.allAbilities;All Abilities;Get all abilities of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipAbilityNode.useableIn;Useable In;"Select where the abilities can be used:
- Field: Useable in the field (i.e. not in battles).
- Battle: Useable in battles (i.e. not in the field).
- Both: Useable in battles and in the field.
- None: Passive abilities."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipAbilityNode.addPassiveToggleable;Add Passive Toggleable;Add passive abilities that can be turned on/off.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipAbilityNode.addHidden;Add Hidden Abilities;"Hidden abilities (either via the ability or ability type being hidden) will be added.
If disabled, hidden abilities will be excluded."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipAbilityNode.limitAbilityType;Limit Ability Type;Limit the abilities to a defined ability type and it's sub-types.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipAbilityNode.abilityType;Ability Type;Select the ability type that will be used to limit the abilities.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipAbilityNode.useSubTypes;Use Sub-Types;The sub-types of the defined ability type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.HasInventoryContainersNode;Has Inventory Containers;"Checks if a combatant has inventory containers.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryContainerNode;Has In Inventory Container;"Checks if a combatant's inventory container has defined items, equipment, etc.
Can also check for being in a defined slot of the container.
If group inventory is used, the inventory of the group will be checked.
The individual item's inventory check will only be made if the item's chance check is valid.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryContainerNode.inventoryContainer;Inventory Container;Select the inventory container that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryContainerNode.checkSlot;Check Slot;Check a defined slot of the inventory container instead of generally containing the item.
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryContainerNode.slotIndex;Slot Index;"Define the slot index that will be checked.
Container slots begin at index 0."
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryContainerNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryContainerForkNode;Has In Inventory Container Fork;"Checks if a combatant's inventory container has defined items, equipment, etc.
Can also check for being in a defined slot of the container.
If group inventory is used, the inventory of the group will be checked.
The individual item's inventory container check will only be made if the item's chance check is valid.
If an item is in the inventory container, it's next node will be executed.
If no item is found, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryContainerForkNode.inventoryContainer;Inventory Container;Select the inventory container that will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryContainerForkNode.checkSlot;Check Slot;Check a defined slot of the inventory container instead of generally containing the item.
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryContainerForkNode.slotIndex;Slot Index;"Define the slot index that will be checked.
Container slots begin at index 0."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToInventoryNode;Add To Inventory;"Adds items, equipment or currency to a combatant's inventory.
If group inventory is used, it will be added to the inventory of the group."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToInventoryNode.showNotification;Show Notification;Adding the items will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.AddToInventoryNode.showConsole;Show Console;Adding the items will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.AddToInventoryNode.addRandom;Add Random;Add a random item from the defined items (or items from selected data).
GamingIsLove.ORKFramework.Schematics.Nodes.AddToInventoryNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.AddToInventoryNode.selectedDataSetQuantity;Set Quantity;"Define the quantity that'll be added to the inventory.
If disabled, the quantity of the content stored in selected data will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToInventoryNode.selectedDataQuantity;Quantity;Define the quantity that'll be added to the inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromInventoryNode;Remove From Inventory;"Removes items, equipment or currency from a combatant's inventory.
If group inventory is used, it will be removed from the inventory of the group."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromInventoryNode.showNotification;Show Notification;Removing the items will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromInventoryNode.showConsole;Show Console;Removing the items will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromInventoryNode.drop;Drop Items;The items will be dropped at the position of the owner.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromInventoryNode.storeDropped;Store Dropped;Store the game objects of dropped items in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromInventoryNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromInventoryNode.selectedDataSetQuantity;Set Quantity;"Define the quantity that'll be removed from the inventory.
If disabled, the quantity of the content stored in selected data will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromInventoryNode.selectedDataQuantity;Quantity;Define the quantity that'll be removed from the inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryNode;Has In Inventory;"Checks if a combatant's inventory has defined items, equipment, etc.
If group inventory is used, the inventory of the group will be checked.
The individual item's inventory check will only be made if the item's chance check is valid.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.HasInInventoryForkNode;Has In Inventory Fork;"Checks if a combatant's inventory has defined items, equipment, etc.
If group inventory is used, the inventory of the group will be checked.
The individual item's inventory check will only be made if the item's chance check is valid.
If an item is in the inventory, it's next node will be executed.
If no item is found, 'Failed' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.DropItemsNode;Drop Items;Drops items, equipment or currency at the position of an object.
GamingIsLove.ORKFramework.Schematics.Nodes.DropItemsNode.center;At Center;"The items are dropped at the center position of all selected objects (e.g. when using all spawned prefabs).
If disabled, the items will be dropped at the position of every object (the chance is calculated on each position separately)."
GamingIsLove.ORKFramework.Schematics.Nodes.DropItemsNode.despawn;Despawn Drops;"Automatically despawn the dropped items after a defined time.
Despawned drops will be removed forever."
GamingIsLove.ORKFramework.Schematics.Nodes.DropItemsNode.despawnTime;Despawn Time (s);The time in seconds until the drops are despawned.
GamingIsLove.ORKFramework.Schematics.Nodes.DropItemsNode.storeDropped;Store Dropped;Store the game objects of dropped items in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.DropItemsNode.useSelectedData;Use Selected Data;"Drop items stored in selected data.
This doesn't remove those items from any inventory they might be stored in.
Use the 'Remove From Inventory' node instead to remove items from an inventory and drop them."
GamingIsLove.ORKFramework.Schematics.Nodes.DropItemsNode.selectedDataSetQuantity;Set Quantity;"Define the quantity that'll be dropped from the inventory.
If disabled, the quantity of the content stored in selected data will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.DropItemsNode.selectedDataQuantity;Quantity;Define the quantity that'll be dropped from the inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.SetInventoryCurrencyNode;Set Inventory Currency;"Set the amount of currency of a combatant's inventory.
If group inventory is used, it will be set in the inventory of the group."
GamingIsLove.ORKFramework.Schematics.Nodes.SetInventoryCurrencyNode.currency;Currency;Select the currency that will be set.
GamingIsLove.ORKFramework.Schematics.Nodes.SetInventoryCurrencyNode.amount;Quantity;The amount of currency the selected currency will be set to.
GamingIsLove.ORKFramework.Schematics.Nodes.SetInventoryCurrencyNode.showNotification;Show Notification;Adding the currency will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.SetInventoryCurrencyNode.showConsole;Show Console;Adding the currency will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.CapCurrencyQuantityLimitNode;Cap Currency Quantity Limit;"Checks the amount of currency of a combatant's inventory and caps it at the (optional) quantity limit.
Use this node after changing factors contributing to the quantity limit of a currency, the inventory itself will not automatically cap the currency upon changes.
If group inventory is used, it will be set in the inventory of the group."
GamingIsLove.ORKFramework.Schematics.Nodes.SetExchangeRateNode;Set Exchange Rate;"Set a currency's exchange rate.
The base currency (i.e. the first currency, index 0) will be used to calculate currency exchanges."
GamingIsLove.ORKFramework.Schematics.Nodes.SetExchangeRateNode.currency;Currency;"Select the currency that will be set.
Please note that you can't change the base currency's exchange rate - regardless of your setting, this will always be set to 1."
GamingIsLove.ORKFramework.Schematics.Nodes.SetExchangeRateNode.exchangeRate;Exchange Rate;"Define the exchange rate that will be used.
The lowest possible value is 0.0001."
GamingIsLove.ORKFramework.Schematics.Nodes.ExchangeInventoryCurrencyNode;Exchange Inventory Currency;"Exchange the currency in a combatant's inventory from one currency to another.
If group inventory is used, it will be exchanged in the inventory of the group."
GamingIsLove.ORKFramework.Schematics.Nodes.ExchangeInventoryCurrencyNode.fromCurrency;From Currency;Select the currency that will be changed from.
GamingIsLove.ORKFramework.Schematics.Nodes.ExchangeInventoryCurrencyNode.all;All;"All available currency in the selected currency will be exchanged.
If disabled, only a defined amount of currency will be exchanged"
GamingIsLove.ORKFramework.Schematics.Nodes.ExchangeInventoryCurrencyNode.amount;Quantity;"The amount of currency that will be exchanged.
If the inventory contains less currency, all available currency will be exchanged (of the selected currency)."
GamingIsLove.ORKFramework.Schematics.Nodes.ExchangeInventoryCurrencyNode.toCurrency;To Currency;Select the currency that will be changed to.
GamingIsLove.ORKFramework.Schematics.Nodes.ExchangeInventoryCurrencyNode.showNotification;Show Notification;Adding/removing the currencies will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.ExchangeInventoryCurrencyNode.showConsole;Show Console;Adding/removing the currencies will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearInventoryNode;Clear Inventory;Removes everything (currency, items, equipment, etc.) from an inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockItemReuseNode;Block Item Reuse;Blocks a defined item's reuse for a defined amount of turns or time, or removes the reuse block from a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockItemReuseNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockItemReuseNode.item;Item;Select the item that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockItemReuseNode.remove;Remove;Remove the current reuse block.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemReuseNode;Change Item Reuse;Changes the running reuse time/turns of a combatant's items matching defined block scope or items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemReuseNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemReuseNode.scope;Block Scope;"Select the scope that will be changed (must match the item's reuse block scope):
- Single: A defined item.
- Type: All abilities of a defined item type (only uses the main type, not secondary types).
- Root Type: All abilities of a defined item type and all it's sub-types.
- All: All abilities.
- Custom: All abilities using the 'Custom' scope with the same reuse key."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemReuseNode.item;Item;Select the item that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemReuseNode.itemType;Item Type;Select the item type that will be changed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemReuseNode.key;Reuse Key;"Define the custom reuse key.
All abilities/items with the same reuse key will be changed."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemReuseNode.changeValue;Change Value;The value used to change the reuse time/turns.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearItemReuseNode;Clear Item Reuse;Clears the item reuse blocks of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode;Add Item Type;Adds all currencies, items, equipment, AI behaviours, AI rulesets or crafting recipes of a defined item type to a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.type;Item Type;Select the item type that will be added to the combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.addSubTypes;Add Sub Types;"Add all sub types of the defined item type.
If disabled, only the defined item type will be added."
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.showNotification;Show Notification;Adding the items will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.showConsole;Show Console;Adding the items will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.markAsNew;Mark As New;The added content will be marked as new.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.addCurrency;Add Currency;Currency of the defined type will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.addItems;Add Items;Items of the defined type will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.addEquipment;Add Equipment;Equipment of the defined type will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.addAIBehaviours;Add AI Behaviours;AI behaviours of the defined type will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.addAIRulesets;Add AI Rulesets;AI rulesets of the defined type will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.addCraftingRecipes;Add Crafting Recipes;Crafting recipes of the defined type will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.quantity;Quantity;Define the quantity that will be added of each currency, item and equipment.
GamingIsLove.ORKFramework.Schematics.Nodes.AddItemTypeNode.level;Equipment Level;Define the level that will be used for the equipment.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemTypeNode;Remove Item Type;Removes all currencies, items, equipment, AI behaviours, AI rulesets or crafting recipes of a defined item type from a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemTypeNode.type;Item Type;Select the item type that will be removed from the combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemTypeNode.removeSubTypes;Remove Sub Types;"Remove all sub types of the defined item type.
If disabled, only the defined item type will be removed."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemTypeNode.showNotification;Show Notification;Removing the items will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemTypeNode.showConsole;Show Console;Removing the items will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemTypeNode.removeCurrency;Remove Currency;Currency of the defined type will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemTypeNode.removeItems;Remove Items;Items of the defined type will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemTypeNode.removeEquipment;Remove Equipment;Equipment of the defined type will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemTypeNode.removeAIBehaviours;Remove AI Behaviours;AI behaviours of the defined type will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemTypeNode.removeAIRulesets;Remove AI Rulesets;AI rulesets of the defined type will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemTypeNode.removeCraftingRecipes;Remove Crafting Recipes;Crafting recipes of the defined type will be removed.
GamingIsLove.ORKFramework.Schematics.Nodes.IsCastingItemNode;Is Casting Item;"Checks if a combatant is casting an item.
If the combatant is casting an item, 'Casting' will be executed, otherwise 'Not Casting'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsCastingItemNode.checkScope;Check Scope;"Select the scope that will be checked:
- Single: A defined item.
- Type: Any item of a defined item type.
- Root Type: Any item of a defined item type and all it's sub-types.
- All: Any item."
GamingIsLove.ORKFramework.Schematics.Nodes.IsCastingItemNode.item;Item;Select the item that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.IsCastingItemNode.itemType;Item Type;Select the item type that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.IsCastingItemNode.needed;Needed;Either all or only one of the combatants must cast an item.
GamingIsLove.ORKFramework.Schematics.Nodes.IsInventoryFullNode;Check Inventory Space;"Checks a combatant's inventory space.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsInventoryFullNode.type;Inventory Space;"Select how the inventory space will be checked:
- Is Empty: The inventory must be empty.
- Is Full: The inventory must be full.
- Occupied Space: Checks the inventory's occupied space.
- Total Space: Checks the inventory's total space (i.e. max space).
- Remaining Space: Checks the inventory's remaining free space."
GamingIsLove.ORKFramework.Schematics.Nodes.IsInventoryFullNode.needed;Needed;Either all or only one of the combatant's inventories must by full.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreInventoryQuantityNode;Store Inventory Quantity;Stores the quantity of a defined item, currency, equipment, etc. in an inventory into an int variable.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreInventoryQuantityNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode;Sell From Inventory;"Sells sellable content from a combatant's inventory.
If group inventory is used, it will be sold from the inventory of the group."
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.onlyInInventory;Only In Inventory;"The sold items must be in the combatant's inventory.
If disabled, the items will be sold in any case (adding currency to the combatant)."
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.showNotification;Show Notification;Removing the items will display a notification.
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.showConsole;Show Console;Removing the items will be displayed in the console.
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.currency;Currency;Select the currency the content will be sold for.
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.priceRounding;Price Rounding;"Sell prices are used as whole numbers (integers), using exchange rates and modifiers can result in decimal values (which would be cut off).
Define how the sell prices should be rounded:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The price will be rounded up (e.g. 14.2 will become 15).
- Floor: The price will be rounded down (e.g. 14.8 will become 14).
- Round: The price will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.usePriceModifier;Use Price Modifier;Use a modifier for the sell price.
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.priceModifier;Price Modifier;The sell price modifier that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.faction;Sell To Faction;"Select a faction to sell to.
The faction's price modifiers will be used (based on the sympathy/faction benefits).
Select the 'None' faction to not use a faction."
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.setExchangeRate;Set Exchange Rate;"Set the exchange rate for the currency.
If disabled, the current exchange rate of the currency will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.exchangeRate;Exchange Rate;Define the exchange rate used for the currency.
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.selectedDataSellCombatants;Sell Combatants;Also sell combatants stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.selectedDataSetQuantity;Set Quantity;"Define the quantity that'll be sold from the inventory.
If disabled, the quantity of the content stored in selected data will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SellFromInventoryNode.selectedDataQuantity;Quantity;Define the quantity that'll be sold from the inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemUseCountNode;Change Item Use Count;Changes or resets the use count of items of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemUseCountNode.useSelectedData;Use Selected Data;"Use items stored in selected data.
If disabled, changes/resets all items of the defined combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemUseCountNode.reset;Reset;Reset items to their maximum use count.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemUseCountNode.resetType;Reset Type;"Select which items will be reset (based on the 'Auto Reset' setting of the item):
- All: Resets all items.
- Battle Start: Resets items that are reset on battle start.
- Battle End: Resets items that are reset on battle end.
- Turn Start: Resets items that are reset on turn start.
- Turn End: Resets items that are reset on turn end."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemUseCountNode.changeValue;Change Value;The value used to change the use count.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckItemUseCountNode;Check Item Use Count;"Checks the use count of items stored in selected data.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckItemUseCountNode.needed;Needed;Either all or only one of the items use count check must be valid.
GamingIsLove.ORKFramework.Schematics.Nodes.CreateItemBoxNode;Create Item Box;"Adds an 'Item Collector' component using 'Box' collection type to a defined game object.
The created item box can optionally use a box ID to keep track of it's content (or access an already created item box of the same box ID)."
GamingIsLove.ORKFramework.Schematics.Nodes.CreateItemBoxNode.useBoxID;Use Box ID;"Set a 'Box ID' for the created item box.
The box ID is used to keep track of the contents of the item box.
If item boxes share the same box ID, their content will also be shared.
The box ID is used game-wide, i.e. also in different scenes.
You can use the box ID to change the content in schematics."
GamingIsLove.ORKFramework.Schematics.Nodes.CreateItemBoxNode.boxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.CreateItemBoxNode.useDefaultStartSettings;Use Default Start Settings;Use the default start settings defined in 'Inventory > Inventory Settings'.
GamingIsLove.ORKFramework.Schematics.Nodes.AddToItemBoxNode;Add To Item Box;"Adds items to an item box using its box ID.
The box ID can be found in the item collector inspector of the item box in the scene.
Requires the item box content saving at least game-wide (i.e. not type 'None')."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToItemBoxNode.all;All Boxes;"Add the items to all item boxes.
Only affects item boxes which have their content stored."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToItemBoxNode.name;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToItemBoxNode.useAddType;Use Stack Type;"Items and equipment will be added to the item box according to their inventory stack type (e.g. auto stack).
If disabled, items/equipment will be added as is, i.e. with their defined quantity without grouping them together."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToItemBoxNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.AddToItemBoxNode.selectedDataSetQuantity;Set Quantity;"Define the quantity that'll be added to the inventory.
If disabled, the quantity of the content stored in selected data will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToItemBoxNode.selectedDataQuantity;Quantity;Define the quantity that'll be added to the inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromItemBoxNode;Remove From Item Box;"Removes items from an item box using its box ID.
The box ID can be found in the item collector inspector of the item box in the scene.
Requires the item box content saving at least game-wide (i.e. not type 'None')."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromItemBoxNode.all;All Boxes;"Remove the items from all item boxes.
Only affects item boxes which have their content stored."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromItemBoxNode.name;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromItemBoxNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromItemBoxNode.selectedDataSetQuantity;Set Quantity;"Define the quantity that'll be added to the inventory.
If disabled, the quantity of the content stored in selected data will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveFromItemBoxNode.selectedDataQuantity;Quantity;Define the quantity that'll be added to the inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemBoxDataNode;Remove Item Box Data;"Removes the stored content of an item box or sets the box empty, using its box ID.
The box ID can be found in the item collector inspector of the item box in the scene
If not set empty, the item box will be refilled when entering the scene(s) - if it's still in the game (e.g. due to variable conditions)."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemBoxDataNode.all;All Boxes;Removes the data from all item boxes.
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemBoxDataNode.name;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.RemoveItemBoxDataNode.empty;Set Empty;"The item box(es) will be set to be empty instead of removed.
The content of the item box won't be refilled when entering the scene(s).
If disabled, the data of the item box will be removed completely and it'll be refilled."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckItemBoxNode;Check Item Box;"Checks the number of items in an item box using its box ID.
The box ID can be found in the item collector inspector of the item box in the scene.
Requires the item box content saving at least game-wide (i.e. not type 'None').
If the item box doesn't exist, the number of items will be 0.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckItemBoxNode.name;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemBoxIDNode;Change Item Box ID;Changes the box ID of a 'Box' collection type 'Item Collector' component on a game object.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemBoxIDNode.boxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.SaveItemBoxNode;Save Item Box;"Saves the data of an item box into a defined file, global variable or PlayerPrefs variable (string).
The data is stored as an XML-formatted string."
GamingIsLove.ORKFramework.Schematics.Nodes.SaveItemBoxNode.boxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.SaveItemBoxNode.fileName;File Name;"Define the name of the file or key of the variable.
This includes the file's extension, e.g. 'file.data'."
GamingIsLove.ORKFramework.Schematics.Nodes.SaveItemBoxNode.encryptData;Encrypt Data;The XML-formatted text will be encrypted (using the same encryption as save games).
GamingIsLove.ORKFramework.Schematics.Nodes.LoadItemBoxNode;Load Item Box;"Loads the data of an item box from a file, global variable or PlayerPrefs variable (string).
The data is loaded from an XML-formatted string."
GamingIsLove.ORKFramework.Schematics.Nodes.LoadItemBoxNode.boxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.LoadItemBoxNode.fileName;File Name;"Define the name of the file or key of the variable.
This includes the file's extension, e.g. 'file.data'."
GamingIsLove.ORKFramework.Schematics.Nodes.LoadItemBoxNode.decryptData;Decrypt Data;The XML-formatted text will be decrypted (using the same encryption as save games).
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemBoxLimitNode;Change Item Box Limit;Changes the space limit of an item box.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemBoxLimitNode.boxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemBoxLimitNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeItemBoxLimitNode.rounding;Result Rounding;"Rounds the result of the space limit change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckItemBoxLimitNode;Check Item Box Limit;"Checks the space limit of an item box.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckItemBoxLimitNode.boxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.CustomCombatantSchematicNode;Custom Combatant Schematic;Calls matching custom combatant schematics on combatants.
GamingIsLove.ORKFramework.Schematics.Nodes.CustomCombatantSchematicNode.callKey;Call Key;"Define the key that will be used.
Custom schematics on combatants matching this key will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.CustomCombatantSchematicNode.timeBetweenValue;Time Between (s);"The time in seconds between starging two combatants' custom schematics.
Only used if greater than 0 and more than one combatant will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.CustomCombatantSchematicNode.waitBetween;Wait Between;"Wait for the custom schematics to be started before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.ORKFramework.Schematics.Nodes.CustomCombatantSchematicNode.wait;Wait;Wait until a custom schematic finished before the next schematic/node is executed.
GamingIsLove.ORKFramework.Schematics.Nodes.CustomSelectedDataSchematicNode;Custom Selected Data Schematic;Calls matching custom schematics on an ability, item or equipment stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.CustomSelectedDataSchematicNode.callKey;Call Key;"Define the key that will be used.
Custom schematics on abilities, items or equipment matching this key will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.CustomSelectedDataSchematicNode.timeBetweenValue;Time Between (s);"The time in seconds between starging two combatants' custom schematics.
Only used if greater than 0 and more than one combatant will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.CustomSelectedDataSchematicNode.waitBetween;Wait Between;"Wait for the custom schematics to be started before executing the next node.
If disabled, the next node will execute immediately while this node continues."
GamingIsLove.ORKFramework.Schematics.Nodes.CustomSelectedDataSchematicNode.wait;Wait;Wait until a custom schematic finished before the next schematic/node is executed.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMoveAINode;Change Move AI;Changes the move AI used by a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMoveAINode.restore;Restore Move AI;Restore the move AI to the one originally used by the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMoveAINode.move;Move AI;Select the move AI that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMoveAIModeNode;Change Move AI Mode;Changes the use mode of a combatant's move AI.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMoveAIModeNode.restore;Restore Default;Restore the default use mode of the move AI (defined in the move AI's settings).
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMoveAIModeNode.useMode;Use Mode;"Select the use mode of the move AI:
- Auto: Automatically uses the different behaviours (e.g. hunting, fleeing).
- Idle: Forces idle mode, only following waypoints (if used).
- Hunt: Forces hunting.
- Flee: Forces fleeing.
- Caution: Forces caution.
- Protect: Forces protecting group members."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMoveAIStopAngleNode;Change Move AI Stop Angle;"Changes the stop angle of a combatant's move AI.
The stop angle is used by hunting and caution modes to optionally move to a specific position around the target.
The used angle value defined here is calcualted only when setting the stop angle, not for each time it's used by the move AI."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMoveAIStopAngleNode.restore;Restore Default;Restore the default stop angle (defined in the move AI's settings).
GamingIsLove.ORKFramework.Schematics.Nodes.BlockMoveAINode;Block Move AI;"Blocks or unblocks the move AI either completely or for a selected object.
Combatants can't use the move AI while it's blocked."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockMoveAINode.block;Block/Unblock;"If enabled, the move AI will be blocked.
If disabled, the moveAI will be unblocked."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockMoveAINode.useObject;Use Object;"Only block the move AI of a selected object.
If disabled, the move AI will be blocked completely (i.e. for all objects)."
GamingIsLove.ORKFramework.Schematics.Nodes.SetMoveAITargetNode;Set Move AI Target;"Sets the target of a combatant's move AI.
The move AI's settings will kick in afterwards, e.g. when using 'Hunt' mode, the hunting settings will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SetMoveAITargetNode.moveAIMode;Movement Mode;"Select the mode of movement:
- Idle: The moving combatant will be idle.
- Waypoint: The moving combatant will move to the target as a waypoint.
- Follow: The moving combatant will follow the target.
- GiveWay: The moving combatant will move out of the way of the target.
- Hunt: The moving combatant will hunt the target.
- Flee: The moving combatant will flee from the target.
- Caution Hunt: The moving combatant is cautious and hunts of the target.
- Caution Flee: The moving combatant is cautious and flees from the target.
- Protect: The moving combatant protects group members from the target."
GamingIsLove.ORKFramework.Schematics.Nodes.ResetMoveAITargetNode;Clear Move AI Target;"Removes a combatant's move AI current target and returns to idle mode.
The move AI's settings will kick in afterwards, e.g. start following waypoints."
GamingIsLove.ORKFramework.Schematics.Nodes.StopMoveAINode;Stop Move AI;"Stops the current action of a combatant's move AI (e.g. stops hunting).
The move AI's settings will kick in afterwards, e.g. start following waypoints."
GamingIsLove.ORKFramework.Schematics.Nodes.SetMoveAIWaypointsNode;Set Move AI Waypoints;Sets or clears the waypoints of a combatant's move AI.
GamingIsLove.ORKFramework.Schematics.Nodes.SetMoveAIWaypointsNode.clear;Clear Waypoints;Removes all waypoints from the move AI.
GamingIsLove.ORKFramework.Schematics.Nodes.SetMoveAIWaypointsNode.randomOrder;Random Order;The waypoints will be used in random order.
GamingIsLove.ORKFramework.Schematics.Nodes.SetMoveAIWaypointsNode.usePositions;Use Positions;"Define waypoints using Vector3 position values.
If disabled, waypoints are defined by game objects."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMoveAIDetectionNode;Check Move AI Detection;"Checks if combatants are detected by another combatant's move AI detection.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMoveAIDetectionNode.needed;Needed;Either all or only one of the objects must be detected.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMoveAIHuntingNode;Check Move AI Hunting;"Checks if combatants are valid for hunting due to another combatant's move AI hunting conditions. The combatant needs to be aggressive in order to hunt targets.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMoveAIHuntingNode.needed;Needed;Either all or only one of the objects must be valid hunting targets.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMoveAIFleeNode;Check Move AI Flee;"Checks if combatants are valid for fleeing due to another combatant's move AI flee conditions.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMoveAIFleeNode.needed;Needed;Either all or only one of the objects must be valid for fleeing.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMoveAICautionNode;Check Move AI Caution;"Checks if combatants are valid for being cautious of due to another combatant's move AI caution conditions.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMoveAICautionNode.needed;Needed;Either all or only one of the objects must be valid for being cautious of.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckMoveAITargetNode;Is Move AI Target;"Checks if a combatant is the current target of another combatant's move AI.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.MoveAIStartPositionModeNode;Move AI Start Position;"Changes the start position of a combatant's move AI.
This can influence range checks of the move AI, e.g. the hunting range."
GamingIsLove.ORKFramework.Schematics.Nodes.MoveAIStartPositionModeNode.useCurrentPosition;Use Current Position;Use the current position of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.MoveAIPOIModeNode;Move AI POI;Changes the point of interest of a combatant's move AI.
GamingIsLove.ORKFramework.Schematics.Nodes.MoveAIPOIModeNode.clear;Clear;Remove the current point of interest.
GamingIsLove.ORKFramework.Schematics.Nodes.MoveAIPOIModeNode.componentScope;Scope;"Select the scope of the component that will be used:
- In Object: A component attached to the game object.
- In Children: A component attached to the game object or any child object.
- In Parent: A component attached to the game object or any parent object.
- From Root: A component attached to the game object's root or any child object (from the root)."
GamingIsLove.ORKFramework.Schematics.Nodes.AddConsoleLineNode;Add Console Line;Adds a text to the in-game console.
GamingIsLove.ORKFramework.Schematics.Nodes.AddConsoleLineNode.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.Schematics.Nodes.AddConsoleLineNode.text;Text;The text that will be added to the console.
GamingIsLove.ORKFramework.Schematics.Nodes.AddConsoleLineNode.useCombatantConsole;Use Combatant Consoles;Add the text to the console of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearConsoleNode;Clear Console;"Removes text from the in-game console.
Either all text of a selected console type, or all text."
GamingIsLove.ORKFramework.Schematics.Nodes.ClearConsoleNode.all;All Types;"All console types will be cleared.
If disabled, only a selected console type will be cleared."
GamingIsLove.ORKFramework.Schematics.Nodes.ClearConsoleNode.type;Console Type;Select the console type this text will be displayed in.
GamingIsLove.ORKFramework.Schematics.Nodes.ClearConsoleNode.useCombatantConsole;Use Combatant Consoles;Clear the console of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockConsoleNode;Block Console;Blocks or unblocks the in-game console or a combatant's console from adding new lines.
GamingIsLove.ORKFramework.Schematics.Nodes.BlockConsoleNode.block;Block/Unblock;"If enabled, blocks new lines from being added.
If disabled, allows adding new lines."
GamingIsLove.ORKFramework.Schematics.Nodes.BlockConsoleNode.useCombatantConsole;Use Combatant Consoles;Block/unblock the console of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.IsConsoleBlockedNode;Is Console Blocked;"Checks if the in-game console or a combatant's console is blocked.
If the console is blocked, 'Blocked' will be executed, otherwise 'Unblocked'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsConsoleBlockedNode.useCombatantConsole;Use Combatant Consoles;Check the state of the console of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.TeleportChoiceNode;Teleport Choice;"Displays a choice dialogue listing all available teleports.
The player group will be transferred to the selected teleport target.
If no teleports are available (due to variable conditions), the teleport choice dialogue won't be displayed and 'Cancel' will be executed."
GamingIsLove.ORKFramework.Schematics.Nodes.QuestChoiceNode;Quest Choice;"Displays a dialogue or choice dialogue with quest information of a selected quest.
The selected quest won't be added to the quest list when accepted - the dialogue only displays the quest's information using the quest layout settings. To add the quest to the quest list, use the 'Add Quest' node.
If you enable canceling (i.e. declining) the quest info, 'Cancel' is executed next, otherwise the quest is accepted and 'Accept' is executed next."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectedDataChoiceNode;Selected Data Choice;"Displays a choice dialogue with selected data information.
When selecting a listed selected data value, the value will be stored in another selected data list.
If you enable canceling, 'Cancel' is executed next, otherwise 'Accept' is executed next."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectedDataQuestionDialogueNode;Selected Data Question Dialogue;"Displays a question dialogue with selected data information.
If the dialogue is accepted, 'Accept will be executed, otherwise 'Cancel'."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantSelectionDialogueNode;Combatant Selection Dialogue;"Displays a combatant selection with a defined group of combatants.
The selected combatant will be stored in a selected data list.
If the a combatant was selected, 'Next' will be executed, otherwise 'Cancel'."
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantSelectionDialogueNode.selection;Combatant Selection;Select the combatant selection that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantSelectionDialogueNode.canCancel;Can Cancel;The combatant selection can be canceled.
GamingIsLove.ORKFramework.Schematics.Nodes.CombatantSelectionDialogueNode.type;Group;"Select which group will be used:
- Defined: The defined combatants.
- Battle Group: All battle group members of the defined combatants.
- Non Battle Group: All non-battle group members of the defined combatants.
- Locked Battle Group: All locked battle group members of the defined combatants.
- Members: All members of the defined combatants.
- Inactive Members: All inactive members of the defined combatants.
- Hidden Members: All hidden members of the defined combatants.
- Battle Reserve: All members in the group's battle reserve (same as 'Non Battle' for non-player groups)."
GamingIsLove.ORKFramework.Schematics.Nodes.CloseItemCollectionNode;Close Item Collection;Closes the item collection or item box dialogue (if open).
GamingIsLove.ORKFramework.Schematics.Nodes.CloseItemCollectionNode.itemBox;Close Item Box;Close the item box dialogue instead of the item collection dialogue.
GamingIsLove.ORKFramework.Schematics.Nodes.CloseItemCollectionNode.accept;Accept Collection;"Accept collecting the item.
If disabled, the item collection is canceled.
Only used if the item collection dialogue uses 'Allow Choice'."
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode;Call Menu Screen;Calls a menu screen.
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.screen;Menu Screen;Select the menu screen that will be called.
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.wait;Wait;"Wait for the menu screen to be closed before this schematic continues.
If disabled, the schematic will continue immediately."
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.isInventoryExchange;Inventory Exchange;"The selected menu screen contains an 'Inventory Exchange' menu part to allow exchanging items between 2 sources, e.g. 2 combatants, a combatant and an item box, etc.
If enabled, you need to define the 2 inventory sources.
The next node will be executed if the used menu screen doesn't contain an 'Inventory Exchange' menu part or one of the inventory sources isn't available."
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.setUser;Set User;Use a defined combatant as the user of the menu screen.
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.selectCombatant;Select Combatant;"Calls the combatant selection menu before calling the menu screen.
If disabled, a defined combatant will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.canCancelSelection;Can Cancel;The combatant selection can be canceled.
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.ownSelection;Own Com. Selection;"Define a combatant selection that will be used.
If disabled, the default combatant selection (menu user) will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.selection;Combatant Selection;Select the combatant selection that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.inventorySource;Inventory Source;"Select the source for the 1st inventory:
- User: The menu screen's user.
- Object: A defined object.
- Item Box: An item box (via 'Box ID')."
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.boxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.sceneObject;Content Information;Select a scene object that's used as content information (e.g. name) of the item box.
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.inventorySource2;Inventory Source;"Select the source for the 2nd inventory:
- User: The menu screen's user.
- Object: A defined object.
- Item Box: An item box (via 'Box ID')."
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.boxID2;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.CallMenuScreenNode.sceneObject2;Content Information;Select a scene object that's used as content information (e.g. name) of the item box.
GamingIsLove.ORKFramework.Schematics.Nodes.CloseMenuScreenNode;Close Menu Screen;Closes a menu screen or all menu screens.
GamingIsLove.ORKFramework.Schematics.Nodes.CloseMenuScreenNode.all;Close All;"All open menu screens will be closed.
If disabled, only a selected menu screen will be closed."
GamingIsLove.ORKFramework.Schematics.Nodes.CloseMenuScreenNode.screen;Menu Screen;Select the menu screen that will be closed.
GamingIsLove.ORKFramework.Schematics.Nodes.CloseMenuScreenNode.clear;Clear Screen;The menu screen will be cleared before closing it, i.e. it won't notify other menu screens or schematics that opened the closing screen.
GamingIsLove.ORKFramework.Schematics.Nodes.RefreshMenuScreenNode;Refresh Menu Screen;Marks all parts of a menu screen to be refreshed in the next frame.
GamingIsLove.ORKFramework.Schematics.Nodes.RefreshMenuScreenNode.all;Refresh All;"All open menu screens will be refreshed.
If disabled, only a selected menu screen will be refreshed."
GamingIsLove.ORKFramework.Schematics.Nodes.RefreshMenuScreenNode.screen;Menu Screen;"Select the menu screen that will be refreshed.
Only refreshes if the menu screen is currently open."
GamingIsLove.ORKFramework.Schematics.Nodes.IsMenuOpenNode;Is Menu Open;"Checks if a defined or any menu is currently opened.
If the menu is open, 'Open' will be executed, otherwise 'Closed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsMenuOpenNode.any;Any;Checks if any menu screen is currently opened.
GamingIsLove.ORKFramework.Schematics.Nodes.IsMenuOpenNode.screen;Menu Screen;Select the menu screen that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMenuUserNode;Change Menu User;Changes the current user (combatant) of all open menu screens or shops.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMenuUserNode.changeMenuUser;Change Menu;Changes the user of an open menu screen.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeMenuUserNode.changeShopUser;Change Shop;Changes the user of an open shop screen.
GamingIsLove.ORKFramework.Schematics.Nodes.CallStartMenuNode;Call Start Menu;"Calls the start menu ('UI > Start Menu').
Please note that the start menu shouldn't be called during a running game."
GamingIsLove.ORKFramework.Schematics.Nodes.CloseStartMenuNode;Close Start Menu;Closes the start menu ('UI > Start Menu') without using any of the options.
GamingIsLove.ORKFramework.Schematics.Nodes.CallOptionsMenuNode;Call Options Menu;Opens an options category menu.
GamingIsLove.ORKFramework.Schematics.Nodes.CallOptionsMenuNode.wait;Wait;"Wait for the options menu to close before continuing the schematic.
If disabled, the schematic will continue immediately."
GamingIsLove.ORKFramework.Schematics.Nodes.CallOptionsMenuNode.useCustomMenu;Use Custom Menu;"Use a custom options menu.
If disabled, the default options menu defined in 'UI > Option Categories > General Settings' will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.OpenShopNode;Open Shop;"Opens a shop.
If the player buys something in the shop, 'Bought Something' is executed, else, 'Bought Nothing'."
GamingIsLove.ORKFramework.Schematics.Nodes.OpenShopNode.shop;Shop;Select the shop that will be opened.
GamingIsLove.ORKFramework.Schematics.Nodes.OpenShopNode.sceneID;Shop ID;"The shop ID of the shop.
A shop ID is used to optionally store contents of a shop in a running game."
GamingIsLove.ORKFramework.Schematics.Nodes.OpenShopNode.useFaction;Use Faction;"This shop belongs to a faction and uses the faction's buy/sell price modifiers.
If disabled, the shop won't belong to a faction and no price modifiers are used."
GamingIsLove.ORKFramework.Schematics.Nodes.OpenShopNode.faction;Faction;Select the faction the shop will belong to.
GamingIsLove.ORKFramework.Schematics.Nodes.CloseShopNode;Close Shop;Closes a shop or all open shops.
GamingIsLove.ORKFramework.Schematics.Nodes.CloseShopNode.all;Close All;"All open shops will be closed.
If disabled, only a selected shop will be closed."
GamingIsLove.ORKFramework.Schematics.Nodes.CloseShopNode.shop;Shop;Select the shop that will be closed.
GamingIsLove.ORKFramework.Schematics.Nodes.IsShopDataStoredNode;Is Shop Data Stored;"Checks if a shop's data has already been stored (using the shop's 'Shop ID').
A shop only stores data of bought and sold items when 'Save Shop' is enabled in the shop's settings.
If the shop's data has already been stored, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsShopDataStoredNode.sceneID;Shop ID;"The shop ID of the shop.
A shop ID is used to optionally store contents of a shop in a running game."
GamingIsLove.ORKFramework.Schematics.Nodes.ClearShopDataNode;Clear Shop Data;"Clears/removes the stored data of a shop (using the shop's 'Shop ID').
A shop only stores data of bought and sold items when 'Save Shop' is enabled in the shop's settings."
GamingIsLove.ORKFramework.Schematics.Nodes.ClearShopDataNode.empty;Empty Shop;"Stores an empty item list.
If disabled, the stored shop will be removed, resetting it as if it was never visited by the player."
GamingIsLove.ORKFramework.Schematics.Nodes.ClearShopDataNode.sceneID;Shop ID;"The shop ID of the shop.
A shop ID is used to optionally store contents of a shop in a running game."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToShopNode;Add To Shop;"Add new content to a shop (using the shop's 'Shop ID').
Only available for shops having 'Save Shop' enabled in the shop's settings."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToShopNode.sceneID;Shop ID;"The shop ID of the shop.
A shop ID is used to optionally store contents of a shop in a running game."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToShopNode.addFromShop;Add From Shop;Add the items, equipment, abilities and combatants defined in a shop.
GamingIsLove.ORKFramework.Schematics.Nodes.AddToShopNode.shop;Shop;Select the shop that will be opened.
GamingIsLove.ORKFramework.Schematics.Nodes.AddToShopNode.lootRandom;Get Random;"One of the defined loot settings will be selected randomly to fill the shop's stock.
If disabled, all loot settings are used."
GamingIsLove.ORKFramework.Schematics.Nodes.AddToShopNode.loot;Loot;"Select the loot setting that will be used to fill the shop's stock.
Only loot tables matching the player's level will be used.
Only items and equipment will be added to the shop, currency will be ignored."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShopStockNode;Check Shop Stock;"Checks the number of different goods of a stored shop (using the shop's 'Shop ID').
Only available for shops having 'Save Shop' enabled in the shop's settings.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShopStockNode.sceneID;Shop ID;"The shop ID of the shop.
A shop ID is used to optionally store contents of a shop in a running game."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShopStockNode.useItems;Items;The items of the shop will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShopStockNode.useEquipment;Equipment;The equipment of the shop will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShopStockNode.useAbilities;Abilities;The abilities of the shop will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShopStockNode.useCombatants;Combatants;The combatants of the shop will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShopStockNode.useAIBehaviours;AI Behaviours;The AI behaviours of the shop will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShopStockNode.useAIRulesets;AI Rulesets;The AI rulesets of the shop will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShopStockNode.useCraftingRecipes;Crafting Recipes;The crafting recipes of the shop will be checked.
GamingIsLove.ORKFramework.Schematics.Nodes.IsInShopNode;Is In Shop;"Checks if a stored shop (using the shop's 'Shop ID') contains defined items, equipment, etc.
The individual item's check will only be made if the item's chance check is valid.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsInShopNode.sceneID;Shop ID;"The shop ID of the shop.
A shop ID is used to optionally store contents of a shop in a running game."
GamingIsLove.ORKFramework.Schematics.Nodes.IsInShopNode.useSelectedData;Use Selected Data;Use items stored in selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.IsShopOpenNode;Is Shop Open;"Checks if a defined or any shop is currently opened.
If the shop is open, 'Open' will be executed, otherwise 'Closed'."
GamingIsLove.ORKFramework.Schematics.Nodes.IsShopOpenNode.any;Any;Checks if any shop is currently opened.
GamingIsLove.ORKFramework.Schematics.Nodes.IsShopOpenNode.shop;Shop;Select the shop that will be checked for.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeShopLimitNode;Change Shop Limit;Changes the space limit of a shop.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeShopLimitNode.sceneID;Shop ID;"The shop ID of the shop.
A shop ID is used to optionally store contents of a shop in a running game."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeShopLimitNode.value;Value;Define the value that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeShopLimitNode.rounding;Result Rounding;"Rounds the result of the space limit change.
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The value will be rounded up (e.g. 14.2 will become 15).
- Floor: The value will be rounded down (e.g. 14.8 will become 14).
- Round: The value will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShopLimitNode;Check Shop Limit;"Checks the space limit of a shop.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckShopLimitNode.sceneID;Shop ID;"The shop ID of the shop.
A scshopene ID is used to optionally store contents of a shop in a running game."
GamingIsLove.ORKFramework.Schematics.Nodes.MarkNewShopContentNode;Mark New Shop Content;"Changes a stored shop's items to be marked or unmarked as new content.
Only available for shops having 'Save Shop' enabled in the shop's settings."
GamingIsLove.ORKFramework.Schematics.Nodes.MarkNewShopContentNode.sceneID;Shop ID;"The shop ID of the shop.
A shop ID is used to optionally store contents of a shop in a running game."
GamingIsLove.ORKFramework.Schematics.Nodes.MarkNewShopContentNode.markAsNew;Mark As New;"If enabled, the shop's content will be marked as new.
If disabled, the shop's content will remove any new content marks."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantNode;Select Combatant;Uses combatants as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantNode.allCombatants;Use All Combatants;"The list of all combatants will be set as selected data.
If disabled, only the first available combatant will be set as selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantNode.useRandom;Use Random;Use a random combatant from the group.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantNode.useRequirements;Use Requirements;"Check for enemy state or valid conditions, e.g. combatant status or variable conditions to check if a combatant will be used.
The requirements are only checked for the combatant itself, not e.g. the combatant's last targets."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantNode.isEnemy;Is Enemy;"Select if the combatants are enemies of the user:
- Yes: The combatants are enemies.
- No: The combatants are allies.
- Ignore: Ignores the faction standings."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantObjectsNode;Select Combatant Objects;"Searches spawned combatants and stores them or their game objects in selected data.
Optionally search for combatants within a defined range of a user/position, check for status conditions, etc."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantObjectsNode.storeCombatants;Store Combatants;Store the combatants instead of their game objects into selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantObjectsNode.userNeeded;Needed;Either all or only one of the combatants will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantObjectsNode.checkRange;Check Range;Only search within a defined range of the user or a position.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantObjectsNode.checkPosition;From Position;"Check the range from a defined position.
If disabled, the range will be checked from the user's position."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantObjectsNode.distanceSort;Distance Sort;"Sort the found combatants by distance from the user (or defined position).
The nearest combatant will be the first in the list."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantObjectsNode.distanceOnlyNearest;Only Nearest/Farthest;"Only store the nearest combatant into selected data.
When using 'Invert Order', the farthest combatant is stored into selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantObjectsNode.sortInvertOrder;Invert Order;Invert the sort order, i.e. the farthest combatant will be the first in the list.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCombatantObjectsNode.sortIgnoreDistance;Ignore Distance;Enable the axes that will be ignored for the distance check.
GamingIsLove.ORKFramework.Schematics.Nodes.FilterSelectedCombatantsNode;Filter Selected Combatants;"Filters combatants stored in selected data and only keeps combatants matching the defined conditions.
E.g. check for being an enemy of another combatant, distance to a position, waiting for or performing an action and various other conditions.
Other data (e.g. game objects or variable handlers) will be removed."
GamingIsLove.ORKFramework.Schematics.Nodes.FilterSelectedCombatantsNode.isEnemy;Is Enemy;"Select if the combatants are enemies of the user:
- Yes: The combatants are enemies.
- No: The combatants are allies.
- Ignore: Ignores the faction standings."
GamingIsLove.ORKFramework.Schematics.Nodes.FilterSelectedCombatantsNode.rangeCheck;Check Range;"Check the combatant's distance to a defined position:
- None: Don't check the distance.
- In Range: The combatant must be within a defined range (i.e. range - threshold).
- Out Of Range: The combatant must be outside a defined range (i.e. range + threshold)."
GamingIsLove.ORKFramework.Schematics.Nodes.SortSelectedCombatantsNode;Sort Selected Combatants;Sort combatants stored in selected data by defined metrics, e.g. by distance to a position or a status value.
GamingIsLove.ORKFramework.Schematics.Nodes.SortSelectedShortcutsNode;Sort Selected Shortcuts;"Sort shortcuts stored in selected data by defined metrics, e.g. by name, ID or type ID.
Shortcuts are things like abilities, items, equipment and other inventory content."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectShortcutSlotNode;Select Shortcut Slot;Uses a combatant's or group's shortcut slots (e.g. assigned abilities, items, etc.) as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectShortcutSlotNode.isGroupShortcut;Group Shortcut;"Use the group shortcuts of the combatant's group.
If disabled, the combatant's individual shortcuts will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectShortcutSlotNode.listIndex;Shortcut List Index;"The index of the shortcut list.
0 is the first list, 1 the second list, etc.
Set to -1 to use the currently active shortcut list."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectShortcutSlotNode.startIndex;Slot Start Index;The index of the shortcut slot the selection will start at.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectShortcutSlotNode.endIndex;Slot End Index;"The index of the shortcut slot the selection will end at.
Set to the same index as the start index to only select a single shortcut slot."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectShortcutSlotNode.allCombatants;Use All Combatants;"The abilities of all combatants will be set as selected data.
If disabled, only the first available ability will be set as selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectShortcutSlotNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode;Select Ability;Uses abilities of combatants or a newly created ability as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.createAbility;Create Ability;"Create a new instance of the defined ability.
If disabled, abilities known by a combatant will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.allAbilities;All Abilities;Get all abilities of the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.useableIn;Useable In;"Select where the abilities can be used:
- Field: Useable in the field (i.e. not in battles).
- Battle: Useable in battles (i.e. not in the field).
- Both: Useable in battles and in the field.
- None: Passive abilities."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.addTemporary;Add Temporary Abilities;"Select if temporary abilities will be included:
- Yes: Temporary abilities will be included.
- No: Temporary abilities will not be included.
- Only: Only temporary abilities will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.addPassiveToggleable;Add Passive Toggleable;Add passive abilities that can be turned on/off.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.ignoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.addHidden;Add Hidden Abilities;"Hidden abilities (either via the ability or ability type being hidden) will be added.
If disabled, hidden abilities will be excluded."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.limitAbilityType;Limit Ability Type;Limit the abilities to a defined ability type and it's sub-types.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.abilityType;Ability Type;Select the ability type that will be used to limit the abilities.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.useSubTypes;Use Sub-Types;The sub-types of the defined ability type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.allCombatants;Use All Combatants;"The abilities of all combatants will be set as selected data.
If disabled, only the first available ability will be set as selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectAbilityNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBaseAttackNode;Select Base Attack;Uses base attacks of combatants as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBaseAttackNode.attackScope;Base Attack Scope;"Select the scope of the base attack that will be used:
- Current: Use the current base attack of the combatant.
- Index: Use a base attack at a defined index.
- All: Use all base attacks of the combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBaseAttackNode.attackIndex;Attack Index;Define the index of the base attack that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBaseAttackNode.allCombatants;Use All Combatants;"The base attacks of all combatants will be set as selected data.
If disabled, only the first available base attack will be set as selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBaseAttackNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCounterAttackNode;Select Counter Attack;Uses counter attacks of combatants as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCounterAttackNode.allCombatants;Use All Combatants;"The counter attacks of all combatants will be set as selected data.
If disabled, only the first available counter attack will be set as selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectCounterAttackNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipmentNode;Select Equipment;Uses the equipment currently equipped on combatants or from a game object (spawned equipment via equipment viewer) as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipmentNode.fromGameObject;From Game Object;"Select equipment from a game object.
This uses equipment spawned by equipment viewers.
Searches for the equipment on the used game object and it's child objects."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipmentNode.selectViewerObject;Select Viewer Object;"Select the equipment's spawned prefab from the equipment viewer.
This will select a game object instead of the equipment.
If disabled, the equipment itself will be selected."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipmentNode.allEquipment;All Equipment;"Use all currently equipped equipment of the combatant.
If disabled, only the equipment of a defined equipment slot will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipmentNode.equipmentSlot;Equipment Slot;Select the equipment slot which's current equipment will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipmentNode.limitItemType;Limit Item Type;Limit the equipment to a defined item type and its sub-types.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipmentNode.itemType;Item Type;Select the item type that will be used to limit the equipment.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipmentNode.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipmentNode.allCombatants;Use All Combatants;"The equipment of all combatants will be set as selected data.
If disabled, only the first available equipment will be set as selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipmentNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectEquipmentNode.useFilter;Use Filter;"Use equipment variable conditions on the equipment.
Equipment that doesn't match the conditions will not be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode;Select Item;Uses items from the inventory of combatants or newly created items as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode.createItem;Create Item;"Create new instances of the defined items.
If disabled, items from the inventories of combatants will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode.allItems;All Items;"Use all items currently in the combatant's inventory.
If disabled, only the defined items will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode.addHidden;Add Hidden Items;"Hidden items (either via the item or item type being hidden) will be added.
If disabled, hidden items will be excluded."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode.limitItemType;Limit Item Type;Limit the items to a defined item type and its sub-types.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode.itemType;Item Type;Select the item type that will be used to limit the items.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode.allCombatants;Use All Combatants;"The items of all combatants will be set as selected data.
If disabled, only the first available items will be set as selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode.useInventoryContainer;Use Inventory Container;"Select items from a defined inventory container.
No items will be selected if the combatant doesn't have inventory containers (e.g. when feature not used or limited to player combatants)."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode.inventoryContainer;Inventory Container;Select the inventory container that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemNode.useFilter;Use Filter;"Use item or equipment variable conditions on the items and equipment.
Items and equipment that doesn't match the conditions will not be used.
Other things without variables will not be checked."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemBoxNode;Select Item Box;"Uses items from an item box as selected data.
Uses either an item box for a defined box ID or item boxes from 'Item Collector' components."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemBoxNode.allItems;All Items;"Use all items currently in the combatant's inventory.
If disabled, only the defined items will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemBoxNode.addHidden;Add Hidden Items;"Hidden items (either via the item or item type being hidden) will be added.
If disabled, hidden items will be excluded."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemBoxNode.limitItemType;Limit Item Type;Limit the items to a defined item type and its sub-types.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemBoxNode.itemType;Item Type;Select the item type that will be used to limit the items.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemBoxNode.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemBoxNode.useItemCollector;Use Item Collector;"Use an item box from an 'Item Collector' component on a game object.
If disabled, uses the item box of a defined box ID."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemBoxNode.scope;Scope;"Select the scope of 'Item Collector' components that will be used:
- Single: A single collector attached to the game object.
- In Children: A single collector attached to the game object or any child object.
- In Parent: A single collector attached to the game object or any parent object.
- From Root: A single collector attached to the game object's root or any child object (from the root).
- All: All collectors attached to the game object.
- All In Children: All collectors attached to the game object and child objects.
- All In Parent: All collectors attached to the game object and parent objects.
- All From Root: All collectors attached to the game object's root and child objects (from the root)."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemBoxNode.boxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemBoxNode.useFilter;Use Filter;"Use item or equipment variable conditions on the items and equipment.
Items and equipment that doesn't match the conditions will not be used.
Other things without variables will not be checked."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemCollectorNode;Select Item Collector;Uses items from 'Item Collector' components as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectItemCollectorNode.scope;Scope;"Select the scope of 'Item Collector' components that will be used:
- Single: A single collector attached to the game object.
- In Children: A single collector attached to the game object or any child object.
- In Parent: A single collector attached to the game object or any parent object.
- From Root: A single collector attached to the game object's root or any child object (from the root).
- All: All collectors attached to the game object.
- All In Children: All collectors attached to the game object and child objects.
- All In Parent: All collectors attached to the game object and parent objects.
- All From Root: All collectors attached to the game object's root and child objects (from the root)."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectLootNode;Select Loot;Uses loot from a loot table or a combatant as selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectLootNode.useLoot;Use Loot;Use a defined loot table instead of the used combatant's loot.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectLootNode.loot;Loot;Select the loot that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode;Select Quest;"Uses quests that are available to start or already added to the player's quest list as selected data.
Quest nodes can use the quests stored in selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode.defineQuest;Define Quest;Use a specific quest instead of all quests.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode.quest;Quest;"Select the quest that will be used.
Requires the quest to already be added to the player's quest list."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode.useAvailableQuests;Use Available Quests;"Uses quests that are available to start.
I.e. quests that are not currently added to the player's quest list.
If disabled, uses quests that are already added to the player's quest list."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode.ignoreRequirements;Ignore Requirements;The quest's requirements will be ignored.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode.addInactive;Add Inactive;Inactive quests will be added to the list.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode.addActive;Add Active;Active quests will be added to the list.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode.addFinished;Add Finished;Finished quests will be added to the list.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode.addFailed;Add Failed;Failed quests will be added to the list.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode.limitQuestType;Limit Quest Type;Limit the quests to a defined quest type.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode.questType;Quest Type;Select the quest type that will be used to limit the quests.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectQuestNode.useSubTypes;Use Sub-Types;The sub-types of the defined quest type will also be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataNameNode;Change Selected Data Name;"Changes or resets the name or short name of selected data.
This can be used to change the name of combatants, abilities, items, equipment or other shortcuts stored in selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataNameNode.changeShortName;Change Short Name;Change the short name instead of the name.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataNameNode.reset;Reset Name;"Resets the name to the original name.
Setting the name to an empty text (without any spaces) will also reset the name."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataNameNode.useLanguage;Use Language;Use a different text depending on the game's language.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataNameNode.name;Name;Define the name that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataNameNode.languageName;Text;The text that will be used as name.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataNameNode.setVariableTextCodes;Set Variable Text Codes;"Replace the used variable text codes by the actual variable values.
If disabled, only the text codes will be used, using whatever (global) variable value is set at the time the name is used."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataDescriptionNode;Change Selected Data Description;"Changes or resets the description of selected data.
This can be used to change the description of combatants, abilities, items, equipment or other shortcuts stored in selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataDescriptionNode.reset;Reset Description;"Resets the description to the original description.
Setting the description to an empty text (without any spaces) will also reset the description."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataDescriptionNode.useLanguage;Use Language;Use a different text depending on the game's language.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataDescriptionNode.description;Description;Define the description that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataDescriptionNode.languageDescription;Text;The text that will be used as description.
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataDescriptionNode.setVariableTextCodes;Set Variable Text Codes;"Replace the used variable text codes by the actual variable values.
If disabled, only the text codes will be used, using whatever (global) variable value is set at the time the description is used."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreSelectedDataContentNode;Store Selected Data Content;"Stores content information of selected data into a string variable.
Uses text codes to select which information is stored, e.g. name ('').
This can be used to store the name of combatants, abilities, items, equipment or other shortcuts stored in selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreSelectedDataContentNode.text;Content Text;Define the content that will be stored using text codes.
GamingIsLove.ORKFramework.Schematics.Nodes.StoreSelectedDataGUIDNode;Store Selected Data GUID;"Stores the GUID of content of selected data into a string variable.
This can be used to store the GUID of combatants, abilities, items, equipment or other shortcuts stored in selected data.
GUIDs are used to identify unique instances and available for all classes that implement the IGUID interface."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreSelectedDataIDNode;Store Selected Data ID;"Stores the ID of content of selected data into an int variable.
This can be used to store the ID of combatants, abilities, items, equipment or other shortcuts stored in selected data.
IDs are referencing the index of the content in the ORK editor and available for all classes that implement the 'IContent' interface."
GamingIsLove.ORKFramework.Schematics.Nodes.StoreSelectedDataQuantityNode;Store Selected Data Quantity;"Stores the quantity of content in selected data into an int variable.
This can be used to store the quantity of items, equipment or other shortcuts stored in selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataQuantityNode;Change Selected Data Quantity;"Changes the quantity of content in selected data.
This can be used to change the quantity of items, equipment or other shortcuts stored in selected data.
Please note that this ignores maximum stack counts and allows exceeding them."
GamingIsLove.ORKFramework.Schematics.Nodes.ChangeSelectedDataQuantityNode.changeValue;Change Value;The value used for the change.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGUIDNode;Select GUID;"Uses a GUID stored in a string variable to find content and use it as selected data.
This can be used to select a combatant, ability, item, equipment or other shortcut.
GUIDs are used to identify unique instances and available for all classes that implement the IGUID interface."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGUIDNode.guid;GUID;Define the GUID that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGUIDNode.searchCombatant;Search Combatant;Searches for a combatant in all currently registered combatants (e.g. player group, spawned enemy, etc.).
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGUIDNode.searchAbility;Search Ability;Searches for an ability of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGUIDNode.searchItem;Search Item;Searches for an item in a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGUIDNode.searchEquipment;Search Equipment;Searches for an equipment in a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGUIDNode.searchEquipped;Search Equipped;Searches for an equipped equipment on a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGUIDNode.searchAIBehaviour;Search AI Behaviour;Searches for an AI behaviour in a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGUIDNode.searchAIRuleset;Search AI Ruleset;Searches for an AI ruleset in a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGUIDNode.searchCraftingRecipe;Search Crafting Recipe;Searches for a crafting recipe in a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectIDNode;Select ID;"Selects content based on a defined ID (e.g. from a float variable) and use it as selected data.
This can be used to select a combatant, ability, item, equipment or other shortcut."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectIDNode.id;ID;Define the ID that will be used.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectIDNode.searchCombatant;Search Combatant;Searches for a combatant in all currently registered combatants (e.g. player group, spawned enemy, etc.).
GamingIsLove.ORKFramework.Schematics.Nodes.SelectIDNode.searchAbility;Search Ability;Searches for an ability of a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectIDNode.searchItem;Search Item;Searches for an item in a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectIDNode.searchEquipment;Search Equipment;Searches for an equipment in a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectIDNode.searchEquipped;Search Equipped;Searches for an equipped equipment on a combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectIDNode.searchAIBehaviour;Search AI Behaviour;Searches for an AI behaviour in a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectIDNode.searchAIRuleset;Search AI Ruleset;Searches for an AI ruleset in a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectIDNode.searchCraftingRecipe;Search Crafting Recipe;Searches for a crafting recipe in a combatant's inventory.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGameObjectsNode;Select Combatant Battle Spot;Uses a combatant's battle spot (game object) to change selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectGameObjectsNode.noSpotAddCombatant;No Spot Add Combatant;Add the combatant if no battle spot is available.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectTurnOrderNode;Select Turn Order;"Uses a turn based battle's turn order (combatants) to change selected data.
The combatants are stored into selected data in the order of the current turn order.
Please note that this is only available in running 'Turn Based' battles."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectTurnOrderNode.allowPreview;Allow Preview;Takes preview values into account when getting the turn order.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectTurnOrderNode.invertGroup;Invert Order;"Invert the order of the combatants.
The last combatant will be first, the first will be last.
If disabled, the combatants will be used in normal order."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectTurnOrderNode.addSelectingCombatant;Add Selecting Combatant;"Add the combatant currently selecting actions.
The selecting combatant will be the first in the list."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectTurnOrderNode.addFinishedCombatants;Add Finished Combatants;"Add combatants that already finished selecting actions.
They'll be added at the start of the list (before the selecting combatant) in the order they performed their turns.
Please note that this isn't use in 'Multi Turns' battles."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectTurnOrderNode.startOffset;Start Index Offset;"Define which combatant will be the first in the list.
You can use this settings to skip a defined quantity of combatants at the start of the list."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectTurnOrderNode.limitTurnOrder;Limit List Length;"Limit the quantity of combatants in the turn order list.
If disabled, all combatants in the turn order will be used.
When using 'Multi Turns', the unlimited list will be as long as needed to include each combatant at least once."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectTurnOrderNode.turnOrderLimit;Maximum Length;"The maximum combatants in the turn order list.
When using 'Multi Turns', the list will be filled up to this quantity."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionNode;Select Combatant Action;"Use the current or next (single) battle action of a combatant as selected data.
If an action was found/stored, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionNode.useCurrentAction;Use Current Action;"Use the combatant's current action.
Current action is checked before next action - only one will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionNode.useNextAction;Use Next Action;"Use the combatant's next action.
This can come from actions added as 'Next Action' of the combatant or queued from battle AI.
This doesn't include actions already scheduled with the battle system (i.e. selected by the combatant).
Current action is checked before next action - only one will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode;Select Battle Actions;"Uses battle actions currently registered with the system to change selected data.
The battle actions are stored into selected data in the order they're registered with the system.
If an action was found/stored, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.addActive;Add Active Actions;"Add actions currently being performed by combatants.
Actions are added in the order 'Active > Casting > Scheduled' (or reversed using 'Invert Order'), i.e. in the order they will be used from first used to last used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.addCasting;Add Casting Actions;"Add actions currently being casted by combatants.
Actions are added in the order 'Active > Casting > Scheduled' (or reversed using 'Invert Order'), i.e. in the order they will be used from first used to last used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.addScheduled;Add Scheduled Actions;"Add actions that have been selected by combatants and are scheduled for performing.
Actions are added in the order 'Active > Casting > Scheduled' (or reversed using 'Invert Order'), i.e. in the order they will be used from first used to last used."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.player;Player;Actions of the active player group will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.ally;Ally;Actions of ally groups will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.enemy;Enemy;Actions of enemy groups will be added.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.isEnemy;Is Enemy;"Select if the action users are enemies of a defined combatant:
- Yes: The user is an enemy of the combatant.
- No: The user is an ally of the combatant.
- Ignore: Ignores the faction standings."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.invertOrder;Invert Order;"Invert the order when adding the actions.
The last action will be added first, the first will be added last."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.startOffset;Start Index Offset;"Define which action will be the first in the list.
You can use this settings to skip a defined quantity of actions at the start of the list."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.limitList;Limit List Length;"Limit the quantity of added actions in the list.
If disabled, all actions will be added."
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.listLimit;Maximum Length;The maximum added actions in the list.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionsNode.addSubActions;Add Sub Actions;"Add actions that are added as sub actions to other actions.
Sub actions can be added using 'Use Battle Action' nodes."
GamingIsLove.ORKFramework.Schematics.Nodes.FilterSelectedBattleActionsNode;Filter Selected Battle Actions;"Filters battle actions stored in selected data and only keeps actions matching the defined conditions.
E.g. filter for specific actions, check the action's user or targets, etc.
Other data (e.g. game objects or variable handlers) will be removed."
GamingIsLove.ORKFramework.Schematics.Nodes.FilterSelectedBattleActionsNode.checkTargetType;Check Target Type;"Check the 'Target Type' of the ability/item of the damage dealer hitting this damage zone.
This allows checking if the action is targeting allies or enemies (e.g. to only start the schematic when hit by an attack damaging enemies)."
GamingIsLove.ORKFramework.Schematics.Nodes.FilterSelectedBattleActionsNode.targetType;Target Type;"Select which target type the ability/item must use:
- Self: The combatant itself.
- Ally: Allies of the combatant.
- Enemy: Enemies of the combatant.
- All: Any combatant."
GamingIsLove.ORKFramework.Schematics.Nodes.FilterSelectedBattleActionsNode.checkUser;Check User;Check if the action's user is a defined combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.FilterSelectedBattleActionsNode.checkTargets;Check Targets;Check if the action's targets contains a defined combatant.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionUserNode;Select Battle Action User;Uses the user(s) of battle actions (stored in selected data) to change selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.SelectBattleActionTargetNode;Select Battle Action Target;Uses the target(s) of battle actions (stored in selected data) to change selected data.
GamingIsLove.ORKFramework.Schematics.Nodes.CheckSelectedDataLevelNode;Check Selected Data Level;"Checks the level of something stored in selected data.
E.g. Checks the level of an ability, equipment, combatant or class stored in selected data."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckSelectedDataLevelNode.multiValueType;Multi Value Use;"Select how values of multiple level contents will be used:
- First: Use the first available value.
- Lowest: Use the lowest available value.
- Highest: Use the highest available value.
- Average: Use the average of all available values.
- Add: Sum all available values (i.e. value1 + value 2 + value3 ...).
- Sub: Subtract all available values (i.e. value1 - value2 - value3 ...).
- Multiply: Multiply all available values (i.e. value1 * value2 * value3 ...).
- Divide: Divide all available values (i.e. value1 / value2 / value3 ...)."
GamingIsLove.ORKFramework.Schematics.Nodes.CheckSelectedDataLevelNode.useMaxLevel;Use Max Level;Use the maximum level instead of the current level.
GamingIsLove.ORKFramework.Schematics.Nodes.CanSelectedDataUpgradeLevelNode;Can Selected Data Upgrade Level;"Checks if a combatant can upgrade the level of something stored in selected data.
E.g. Checks if the cost for an ability or equipment level upgrade are valid.
Please note that this only uses the level upgrade system, not the experience level up system."
GamingIsLove.ORKFramework.Schematics.Nodes.CanSelectedDataUpgradeLevelNode.needed;Needed;Either all or only content stored in the selected data must be upgradeable.
GamingIsLove.ORKFramework.Schematics.Nodes.InitSelectedDataVariablesNode;Init Selected Data Variables;"Initializes variables of content stored in selected data.
This can be used to initialize the variables of abilities, items or equipment again, using a defined combatant as user."
GamingIsLove.ORKFramework.Schematics.Nodes.UseCustomSettingsNode;Use Custom Settings;"Calls the custom setting's 'Use' function of content stored in selected data.
Forwards the schematic's local variables and selected data to the 'Use' function."
GamingIsLove.ORKFramework.Schematics.Nodes.UseCustomSettingsNode.key;Settings Key;"Define the settings key that will be used.
Only custom settings of a matching key will be used."
GamingIsLove.ORKFramework.Schematics.Nodes.UseCustomSettingsNode.asSingleObject;As Single Object;"Uses a single object.
If disabled, uses a list of objects."
GamingIsLove.ORKFramework.Schematics.Nodes.UseCustomSettingsNode.asSingleObject2;As Single Object;"Uses a single object.
If disabled, uses a list of objects."
GamingIsLove.ORKFramework.Schematics.Nodes.UseCustomSettingsNode.info;Info;"Define the info text that will be passed to the custom setting's 'Use' function.
This can e.g. be used to perform different tasks in the function based on the passed on value."
GamingIsLove.ORKFramework.Combatants.BattleStatisticSettings.useStatictics;Use Statistics;Use combatant battle statistics to keep track of status changes, e.g. collecting damage received/dealt.
GamingIsLove.ORKFramework.Combatants.BattleStatisticSettings.usePerCombatant;Per Combatant;"Status changes will also be collected per combatant.
This allows e.g. the battle AI to target the combatant that dealt the most damage to the user."
GamingIsLove.ORKFramework.Combatants.BattleStatisticSettings.battleReset;Battle Reset;The combatant's battle statistics will be reset at the start and end a battle.
GamingIsLove.ORKFramework.Combatants.StatusValueStatisticSettings.statisticKey;Statistic Key;"The key used to identify the statistic this status value will contribute to.
The statistic key is used in formulas, battle AI and schematics to access the collected statistic values."
GamingIsLove.ORKFramework.Combatants.StatusValueStatisticSettings.status;Status Value;Select the status value that will contribute to the statistic.
GamingIsLove.ORKFramework.Combatants.StatusValueStatisticSettings.decreaseReceived;Decrease Received;The status value contributes to receiving decreases (e.g. receiving damage).
GamingIsLove.ORKFramework.Combatants.StatusValueStatisticSettings.decreaseGiven;Decrease Given;The status value contributes to giving decreases (e.g. dealing damage).
GamingIsLove.ORKFramework.Combatants.StatusValueStatisticSettings.increaseReceived;Increase Received;The status value contributes to receiving increases (e.g. getting healed).
GamingIsLove.ORKFramework.Combatants.StatusValueStatisticSettings.increaseGiven;Increase Given;The status value contributes to giving increases (e.g. healing others).
GamingIsLove.ORKFramework.Combatants.CombatantObjectVariableSetting.useObjectVariables;Use Object Variables;"Automatically adds an 'Object Variables' component to the combatant's game object.
Object variables are used to bind variables to game objects in the scene."
GamingIsLove.ORKFramework.Combatants.CombatantObjectVariableSetting.useObjectVariableDescription;Use In Description;"Replace variable text codes in the description with the combatant's object variables.
If disabled, the description will use global variables."
GamingIsLove.ORKFramework.Combatants.CombatantObjectVariableSetting.useObjectVariableCustomContent;Use In Custom Content;"Replace variable text codes in the custom content with the combatant's object variables.
If disabled, the custom content will use global variables."
GamingIsLove.ORKFramework.Conditions.StatusConditionSelection.type;Status Needed;Select which type of status will be checked:
GamingIsLove.ORKFramework.Conditions.AbilityStatusConditionType;Ability;The combatant must or mustn't have a selected ability.
GamingIsLove.ORKFramework.Conditions.AbilityStatusConditionType.ability;Ability;Select the ability that will be used.
GamingIsLove.ORKFramework.Conditions.AbilityStatusConditionType.level;Level;"The level of the ability that will be checked for.
The combatant must have at least the defined ability level."
GamingIsLove.ORKFramework.Conditions.AbilityStatusConditionType.abilityCheck;Ability Is;"Select if the ability is:
- Known: The combatant must know the ability (i.e. the ability is available).
- Learned: The combatant must have learned the ability.
- Group Ability: The ability must be a group ability of the combatant's group.
- Temporary: The ability is added as temporary ability."
GamingIsLove.ORKFramework.Conditions.AbilityStatusConditionType.ignoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.ORKFramework.Conditions.AbilityStatusConditionType.isValid;Is Valid;"The 'Ability Is' check must be valid.
If disabled, the check must not be valid (i.e. 'Knows' = mustn't know at all, 'Learned' = mustn't be learned, 'Group Ability' = mustn't be a group ability)."
GamingIsLove.ORKFramework.Conditions.AbilityTypeStatusConditionType;Ability Type;The combatant must or mustn't have an ability of a selected ability type.
GamingIsLove.ORKFramework.Conditions.AbilityTypeStatusConditionType.abilityType;Ability Type;Select the ability type that will be used.
GamingIsLove.ORKFramework.Conditions.AbilityTypeStatusConditionType.useSubTypes;Use Sub-Types;The sub-types of the defined ability type will also be checked.
GamingIsLove.ORKFramework.Conditions.AbilityTypeStatusConditionType.isValid;Is Valid;"The combatant must have an ability of the defined type.
If disabled, the combatant mustn't have the ability type."
GamingIsLove.ORKFramework.Conditions.AbilityTypeStatusConditionType.checkAttacks;Check Attacks;The combatant's base attacks will be checked.
GamingIsLove.ORKFramework.Conditions.AbilityTypeStatusConditionType.checkCounter;Check Counter;The combatant's counter attack will be checked.
GamingIsLove.ORKFramework.Conditions.AbilityTypeStatusConditionType.checkClass;Check Class Ability;The combatant's class ability will be checked.
GamingIsLove.ORKFramework.Conditions.AbilityTypeStatusConditionType.checkActive;Check Active Abilities;The combatant's active abilities will be checked.
GamingIsLove.ORKFramework.Conditions.AbilityTypeStatusConditionType.checkPassive;Check Passive Abilities;The combatant's passive abilities will be checked.
GamingIsLove.ORKFramework.Conditions.AbilityTypeStatusConditionType.checkTemporary;Check Temporary Abilities;"Select if temporary abilities will be checked:
- Yes: Temporary abilities will be checked.
- No: Temporary abilities will not be checked.
- Only: Only temporary abilities will be checked."
GamingIsLove.ORKFramework.Conditions.AbilityTypeStatusConditionType.ignoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.ORKFramework.Conditions.ActionBarStatusConditionType;Action Bar;"The combatant's action bar will be compared with a defined value.
The action bar refers to the 'Actions Per Turn' in turn based and phase battles, and the timebar in active time battles."
GamingIsLove.ORKFramework.Conditions.ActionBarStatusConditionType.usedActionBar;Used Action Bar;"Check the combatant's used action bar.
If disabled, the action bar will be checked."
GamingIsLove.ORKFramework.Conditions.ActivePlayerGroupStatusConditionType;Active Player Group;The combatant must or mustn't be in the active player group (i.e. player controlled).
GamingIsLove.ORKFramework.Conditions.ActivePlayerGroupStatusConditionType.inActivePlayerGroup;In Active Player Group;"The combatant must be in the active player group.
If disabled, the combatant mustn't be in the active player group."
GamingIsLove.ORKFramework.Conditions.AIBehaviourSlotCountStatusConditionType;AI Behaviour Slot Count;The combatant's number of AI behaviour slots will be compared to a defined value.
GamingIsLove.ORKFramework.Conditions.AIBehaviourStatusConditionType;AI Behaviour;A defined AI behaviour must or mustn't be equipped on an AI behaviour slot.
GamingIsLove.ORKFramework.Conditions.AIBehaviourStatusConditionType.behaviour;AI Behaviour;Select the AI behaviour that will be used.
GamingIsLove.ORKFramework.Conditions.AIBehaviourStatusConditionType.isEquipped;Is Equipped;"The AI behaviour must be equipped in one of the combatant's AI slots.
If disabled, the AI behaviour mustn't be equipped."
GamingIsLove.ORKFramework.Conditions.AIRulesetSlotCountStatusConditionType;AI Ruleset Slot Count;The combatant's AI number of ruleset slot will be compared to a defined value.
GamingIsLove.ORKFramework.Conditions.AIRulesetStatusConditionType;AI Ruleset;A defined AI ruleset must or mustn't be equipped on an AI ruleset slot.
GamingIsLove.ORKFramework.Conditions.AIRulesetStatusConditionType.ruleset;AI Ruleset;Select the AI ruleset that will be used.
GamingIsLove.ORKFramework.Conditions.AIRulesetStatusConditionType.isEquipped;Is Equipped;"The AI ruleset must be equipped in one of the combatant's AI slots.
If disabled, the AI ruleset mustn't be equipped."
GamingIsLove.ORKFramework.Conditions.AITypeStatusConditionType;AI Type;A defined AI type must or mustn't be equipped on an AI behaviour slot or AI ruleset slot.
GamingIsLove.ORKFramework.Conditions.AITypeStatusConditionType.aiType;AI Type;Select the AI type that will be used.
GamingIsLove.ORKFramework.Conditions.AITypeStatusConditionType.useSubTypes;Use Sub-Types;The sub-types of the defined AI type will also be checked.
GamingIsLove.ORKFramework.Conditions.AITypeStatusConditionType.isEquipped;Is Equipped;"The AI type must be equipped in one of the combatant's AI slots.
If disabled, the AI type mustn't be equipped."
GamingIsLove.ORKFramework.Conditions.AttackModifierStatusConditionType;Attack Modifier;The defined attack modifier attribute's value will be compared to a defined value.
GamingIsLove.ORKFramework.Conditions.AttackModifierStatusConditionType.getValue;Used Value;"Select which value will be used:
- Current Value: The current value of the modifier attribute.
- Base Value: The base value of the modifier attribute (without bonuses).
- Min Value: The minimum value of the modifier attribute.
- Max Value: The maximum value of the modifier attribute.
- Start Value: The start value of the modifier attribute (i.e. the modifier attribute's initial value).
- Preview Value: The preview value, displaying changes when an equipment would be equipped."
GamingIsLove.ORKFramework.Conditions.AttackModifierTraitStatusConditionType;Attack Modifier Trait;The defined attack modifier attribute must or mustn't be recongized as a defined trait (strength, weakness, etc.).
GamingIsLove.ORKFramework.Conditions.AttackModifierTraitStatusConditionType.trait;Trait;"Select which trait will be checked for:
- None: The attribute isn't recognized as any trait.
- Strength: The attribute is recognized as strengths.
- Weakness: The attribute is recognized as weaknesses.
- Immunity: The attribute is recognized as immunities.
- Recovery: The attribute is recognized as recoveries."
GamingIsLove.ORKFramework.Conditions.AttackModifierTraitStatusConditionType.isTrait;Is Trait;"The attack modifier attribute must be the defined trait.
If disabled, it mustn't be the trait."
GamingIsLove.ORKFramework.Conditions.BattleMenuOpenStatusConditionType;Battle Menu Open;The combatant's battle menu must or mustn't be opened.
GamingIsLove.ORKFramework.Conditions.BattleMenuOpenStatusConditionType.isOpen;Is Open;"The combatant's battle menu must be opened.
If disabled, the combatant's battle menu must be closed."
GamingIsLove.ORKFramework.Conditions.BattleTurnStatusConditionType;Battle Turn;The current battle turn will be compared with a defined value (combatant independent turn).
GamingIsLove.ORKFramework.Conditions.BattleTurnStatusConditionType.everyTurn;Every n Turns;"The check is true every set number of turns (e.g. every 2nd turn when 'turn' is set to 2).
If disabled, the check is true at the specific turn number (e.g. the 5th turn of a combatant)."
GamingIsLove.ORKFramework.Conditions.BattleTurnStatusConditionType.turn;Turn;Set the turn that will be checked for.
GamingIsLove.ORKFramework.Conditions.BattleTurnStatusConditionType.isValid;Is Valid;"The turn check must be valid.
If disabled, the turn check mustn't be valid."
GamingIsLove.ORKFramework.Conditions.BestiaryStatusConditionType;Bestiary;The combatant must or mustn't have an entry in the bestiary.
GamingIsLove.ORKFramework.Conditions.BestiaryStatusConditionType.isKnown;Is Known;The combatant has an entry in the bestiary.
GamingIsLove.ORKFramework.Conditions.BestiaryStatusConditionType.isComplete;Complete Entry;"The combatant's entry must be complete (i.e. all status information known).
If disabled, the combatant only needs to have an entry in the bestiary."
GamingIsLove.ORKFramework.Conditions.ClassEquippedStatusConditionType;Class Equipped;A defined class must or mustn't be equipped on a class slot.
GamingIsLove.ORKFramework.Conditions.ClassEquippedStatusConditionType.checkClass;Class;Select the class that will be used.
GamingIsLove.ORKFramework.Conditions.ClassEquippedStatusConditionType.isEquipped;Is Equipped;"The class must be equipped on the combatant (on a class slot).
If disabled, the class mustn't be equipped."
GamingIsLove.ORKFramework.Conditions.ClassEquippedStatusConditionType.checkClassSlot;Check Class Slot;"Check if the class is equipped on a defined class slot.
If disabled, checks if the class is equipped on any slot."
GamingIsLove.ORKFramework.Conditions.ClassEquippedStatusConditionType.classSlot;Class Slot;Select the class slot that will be check.
GamingIsLove.ORKFramework.Conditions.ClassSlotAvailableStatusConditionType;Class Slot Available;A defined class slot must or mustn't be available.
GamingIsLove.ORKFramework.Conditions.ClassSlotAvailableStatusConditionType.classSlot;Class Slot;Select the class slot that will be check.
GamingIsLove.ORKFramework.Conditions.ClassSlotAvailableStatusConditionType.isAvailable;Is Available;"The class slot must be available on the combatant.
If disabled, the class slot mustn't be available."
GamingIsLove.ORKFramework.Conditions.ClassSlotEquippedStatusConditionType;Class Slot Equipped;A defined class slot must or mustn't be available.
GamingIsLove.ORKFramework.Conditions.ClassSlotEquippedStatusConditionType.classSlot;Class Slot;Select the class slot that will be check.
GamingIsLove.ORKFramework.Conditions.ClassSlotEquippedStatusConditionType.isEquipped;Is Equipped;"The class slot must be have a class equipped.
If disabled, the class slot must be empty."
GamingIsLove.ORKFramework.Conditions.ClassSlotLevelStatusConditionType;Class Slot Level;"The level of a class equipped on a defined class slot will be compared to a defined value.
Fails if the slot isn't equipped with any class."
GamingIsLove.ORKFramework.Conditions.ClassSlotLevelStatusConditionType.classSlot;Class Slot;Select the class slot that will be check.
GamingIsLove.ORKFramework.Conditions.ClassStatusConditionType;Class (Single);"The combatant must or mustn't be of the selected class.
Checks the combatant's single-class, use the 'Class Slot' check to check for classes on class slots."
GamingIsLove.ORKFramework.Conditions.ClassStatusConditionType.checkClass;Class;Select the class that will be used.
GamingIsLove.ORKFramework.Conditions.ClassStatusConditionType.isClass;Is Class;"The combatant must have the defined class as it's current single-class.
If disabled, the combatant mustn't be the defined class."
GamingIsLove.ORKFramework.Conditions.CombatantStatusConditionType;Combatant;The combatant must or mustn't be a selected combatant.
GamingIsLove.ORKFramework.Conditions.CombatantStatusConditionType.combatant;Combatant;Select the combatant that will be used.
GamingIsLove.ORKFramework.Conditions.CombatantStatusConditionType.isCombatant;Is Combatant;"The combatant must be the selected combatant.
If disabled, the combatant mustn't be the selected combatant."
GamingIsLove.ORKFramework.Conditions.CombatantStatusConditionType.combatantScope;Combatant Scope;"Select the scope that will be checked:
- Current: The combatant that is checked.
- Battle: The members of the checked combatant's battle group.
- Group: All members of the checked combatant's group (in the order they joined).
- Non Battle: The members not in the checked combatant's battle group.
- Battle Reserve: The members in the checked combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the checked combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the checked combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members.
When checking the group or battle group, 'Is Combatant' is valid if at least one member is the selected combatant, not 'Is Combatant' is valid if no member is the selected combatant."
GamingIsLove.ORKFramework.Conditions.CombatantTypeStatusConditionType;Combatant Type;The combatant must or mustn't be of the selected combatant type.
GamingIsLove.ORKFramework.Conditions.CombatantTypeStatusConditionType.combatantType;Combatant Type;Select the combatant type that will be used.
GamingIsLove.ORKFramework.Conditions.CombatantTypeStatusConditionType.useSubTypes;Use Sub-Types;The sub-types of the defined combatant type will also be checked.
GamingIsLove.ORKFramework.Conditions.CombatantTypeStatusConditionType.isCombatantType;Is Combatant Type;"The combatant must be the selected combatant type.
If disabled, the combatant mustn't be the selected combatant type."
GamingIsLove.ORKFramework.Conditions.DeathStatusConditionType;Death;The combatant must be dead/alive.
GamingIsLove.ORKFramework.Conditions.DeathStatusConditionType.isDead;Is Dead;"The combatant must be dead.
If disabled, the combatant must be alive."
GamingIsLove.ORKFramework.Conditions.DeathStatusConditionType.deadScope;Combatant Scope;"Select the scope that will be checked:
- Current: The combatant that is checked.
- Battle: The members of the checked combatant's battle group.
- Group: All members of the checked combatant's group (in the order they joined).
- Non Battle: The members not in the checked combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the checked combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the checked combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members.
When checking the group or battle group, 'Is Dead' is valid if all members are dead, not 'Is Dead' is valid if at least one member is still alive."
GamingIsLove.ORKFramework.Conditions.DefenceModifierStatusConditionType;Defence Modifier;The combatant must have the selected defence modifier ID, or compares a defence modifier's attribute to a defined value.
GamingIsLove.ORKFramework.Conditions.DefenceModifierStatusConditionType.checkValue;Check Value;"Check the current value of the selected defence modifier attribute.
If disabled, the combatant's current defence modifier ID is checked."
GamingIsLove.ORKFramework.Conditions.DefenceModifierStatusConditionType.getValue;Used Value;"Select which value will be used:
- Current Value: The current value of the attribute.
- Base Value: The base value of the attribute (without bonuses).
- Min Value: The minimum value of the attribute.
- Max Value: The maximum value of the attribute.
- Start Value: The start value of the attribute (i.e. the attribute's initial value).
- Preview Value: The preview value, displaying changes when an equipment would be equipped."
GamingIsLove.ORKFramework.Conditions.DefenceModifierTraitStatusConditionType;Defence Modifier Trait;The defined defence modifier attribute must or mustn't be recongized as a defined trait (strength, weakness, etc.).
GamingIsLove.ORKFramework.Conditions.DefenceModifierTraitStatusConditionType.trait;Trait;"Select which trait will be checked for:
- None: The attribute isn't recognized as any trait.
- Strength: The attribute is recognized as strengths.
- Weakness: The attribute is recognized as weaknesses.
- Immunity: The attribute is recognized as immunities.
- Recovery: The attribute is recognized as recoveries."
GamingIsLove.ORKFramework.Conditions.DefenceModifierTraitStatusConditionType.isTrait;Is Trait;"The attack modifier attribute must be the defined trait.
If disabled, it mustn't be the trait."
GamingIsLove.ORKFramework.Conditions.EquipmentItemTypeStatusConditionType;Equipment Item Type;An equipment of the selected item type must or mustn't be equipped.
GamingIsLove.ORKFramework.Conditions.EquipmentItemTypeStatusConditionType.itemType;Item Type;Select the item type that will be used.
GamingIsLove.ORKFramework.Conditions.EquipmentItemTypeStatusConditionType.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be checked.
GamingIsLove.ORKFramework.Conditions.EquipmentItemTypeStatusConditionType.isEquipped;Is Equipped;"An equipment of the defined item type must be equipped on the combatant.
If disabled, an equipment of the defined item type mustn't be equipped."
GamingIsLove.ORKFramework.Conditions.EquipmentItemTypeStatusConditionType.checkEquipmentSlot;Check Equipment Slot;"Check if an equipment of the defined item type is equipped on a defined equipment slot.
If disabled, checks if an equipment of the defined item type is equipped on any slot."
GamingIsLove.ORKFramework.Conditions.EquipmentItemTypeStatusConditionType.equipmentSlot;Equipment Slot;Select the equipment slot you want to check.
GamingIsLove.ORKFramework.Conditions.EquipmentSlotAvailableStatusConditionType;Equipment Slot Available;A defined equipment slot must or mustn't be available.
GamingIsLove.ORKFramework.Conditions.EquipmentSlotAvailableStatusConditionType.equipmentSlot;Equipment Slot;Select the equipment slot that will be check.
GamingIsLove.ORKFramework.Conditions.EquipmentSlotAvailableStatusConditionType.isAvailable;Is Available;"The equipment slot must be available on the combatant.
If disabled, the equipment slot mustn't be available."
GamingIsLove.ORKFramework.Conditions.EquipmentSlotEquippedStatusConditionType;Equipment Slot Equipped;A defined equipment slot must or mustn't have something equipped.
GamingIsLove.ORKFramework.Conditions.EquipmentSlotEquippedStatusConditionType.equipmentSlot;Equipment Slot;Select the equipment slot that will be check.
GamingIsLove.ORKFramework.Conditions.EquipmentSlotEquippedStatusConditionType.isEquipped;Is Equipped;"The equipment slot must be have an equipment equipped.
If disabled, the equipment slot must be empty."
GamingIsLove.ORKFramework.Conditions.EquipmentStatusConditionType;Equipment;A defined equipment must or mustn't be equipped.
GamingIsLove.ORKFramework.Conditions.EquipmentStatusConditionType.equipment;Equipment;Select the equipment that will be used.
GamingIsLove.ORKFramework.Conditions.EquipmentStatusConditionType.levelCheck;Level Check;Select the level of the equipment that will be checked for.
GamingIsLove.ORKFramework.Conditions.EquipmentStatusConditionType.isEquipped;Is Equipped;"The equipment must be equipped on the combatant.
If disabled, the equipment mustn't be equipped."
GamingIsLove.ORKFramework.Conditions.EquipmentStatusConditionType.checkEquipmentSlot;Check Equipment Slot;"Check if the equipment is equipped on a defined equipment slot.
If disabled, checks if the equipment is equipped on any slot."
GamingIsLove.ORKFramework.Conditions.EquipmentStatusConditionType.equipmentSlot;Equipment Slot;Select the equipment slot that will be check.
GamingIsLove.ORKFramework.Conditions.FactionStatusConditionType;Faction;The combatant must or mustn't be part of a defined faction.
GamingIsLove.ORKFramework.Conditions.FactionStatusConditionType.faction;Faction;Select the faction that will be checked for.
GamingIsLove.ORKFramework.Conditions.FactionStatusConditionType.isInFaction;Is In Faction;"The combatant must be part of the defined faction.
If disabled, the combatant mustn't be part of the defined faction."
GamingIsLove.ORKFramework.Conditions.GridMoveRangeStatusConditionType;Grid Move Range;The combatant's grid move range will be compared to a defined value.
GamingIsLove.ORKFramework.Conditions.GridMoveRangeStatusConditionType.maxGridMoveRange;Max Grid Move Range;"Check the combatant's maximum grid move range.
If disabled, the current grid move range will be checked."
GamingIsLove.ORKFramework.Conditions.GroupLeaderStatusConditionType;Group Leader;The combatant must or mustn't be the leader of it's group.
GamingIsLove.ORKFramework.Conditions.GroupLeaderStatusConditionType.isLeader;Is Leader;"The combatant must be the leader of his group.
If disabled, the combatant mustn't be the leader of his group."
GamingIsLove.ORKFramework.Conditions.GroupMemberIndexStatusConditionType;Group Member Index;The combatant must or mustn't be the member at a defined index of it's group or battle group.
GamingIsLove.ORKFramework.Conditions.GroupMemberIndexStatusConditionType.index;Member Index;The member index that will be checked for.
GamingIsLove.ORKFramework.Conditions.GroupMemberIndexStatusConditionType.isIndex;Is Index;"The combatant must be the member at the defined index.
If disabled, the combatant mustn't be the member at the defined index."
GamingIsLove.ORKFramework.Conditions.GroupMemberIndexStatusConditionType.battleGroup;Check Battle Group;"Check the battle group member index.
If disabled, the whole group member index will be checked."
GamingIsLove.ORKFramework.Conditions.GroupSizeStatusConditionType;Group Size;The combatant's group size will be compared to a defined value.
GamingIsLove.ORKFramework.Conditions.GroupSizeStatusConditionType.battleGroup;Check Battle Group;"Check the battle group size.
If disabled, the whole group size (i.e. all members) will be checked."
GamingIsLove.ORKFramework.Conditions.GroupSizeStatusConditionType.includeAlive;Include Alive;Alive group members are included in the size.
GamingIsLove.ORKFramework.Conditions.GroupSizeStatusConditionType.includeDead;Include Dead;Dead group members are included in the size.
GamingIsLove.ORKFramework.Conditions.GroupSizeStatusConditionType.includeHidden;Include Hidden;Hidden group members are included in the size.
GamingIsLove.ORKFramework.Conditions.HasBodyPartStatusConditionType;Has Body Part;The combatant must or mustn't have body parts.
GamingIsLove.ORKFramework.Conditions.HasBodyPartStatusConditionType.hasBodyPart;Has Body Part;"The combatant must have at least one body part.
If disabled, the combatant mustn't have any body parts."
GamingIsLove.ORKFramework.Conditions.HasBodyPartStatusConditionType.checkCombatant;Check Combatant;Check for a defined combatant being a body part.
GamingIsLove.ORKFramework.Conditions.HasBodyPartStatusConditionType.combatant;Combatant;"Select the combatant that will be checked for.
If 'Has Body Part' is enabled, the defined combatant must be a body part of the checked combatant.
If 'Has Body Part' is disabled, the defined combatant mustn't be a body part of the checked combatant (also valid if no body parts)."
GamingIsLove.ORKFramework.Conditions.InActionStatusConditionType;In Action;The combatant must or mustn't be in action (e.g. performing an ability).
GamingIsLove.ORKFramework.Conditions.InActionStatusConditionType.isInAction;Is In Action;"The combatant must be in action (e.g. performing an ability).
If disabled, the combatant mustn't be in action."
GamingIsLove.ORKFramework.Conditions.InBattleStatusConditionType;In Battle;The combatant must or mustn't be in battle.
GamingIsLove.ORKFramework.Conditions.InBattleStatusConditionType.isInBattle;Is In Battle;"The combatant must be in battle.
If disabled, the combatant mustn't be in battle."
GamingIsLove.ORKFramework.Conditions.InputIDStatusConditionType;Input ID;The combatant's input ID must or mustn't be set.
GamingIsLove.ORKFramework.Conditions.InputIDStatusConditionType.checkGroup;Check Group Input ID;Check the input ID of the group instead of the combatant.
GamingIsLove.ORKFramework.Conditions.InputIDStatusConditionType.isSet;Is Set;"If enabled, the combatant's input ID must be set.
If disabled, it mustn't be set."
GamingIsLove.ORKFramework.Conditions.InputIDStatusConditionType.checkInputID;Check Input ID;Check for a defined input ID.
GamingIsLove.ORKFramework.Conditions.InputIDStatusConditionType.inputID;Input ID;Define the input ID that will be checked for.
GamingIsLove.ORKFramework.Conditions.InventoryStatusConditionType;Inventory;The combatant's (or group's) inventory will be checked for a defined item, equipment, currency, etc.
GamingIsLove.ORKFramework.Conditions.InventoryStatusConditionType.inInventory;In Inventory;"If enabled, the defined item, equipment, currency, etc. must be in the combatant's inventory.
If disabled, it mustn't be in the inventory."
GamingIsLove.ORKFramework.Conditions.IsAffectedTargetStatusConditionType;Is Affected Target;"The combatant must or mustn't be an affected target during the player's target selection (only used when the player selects targets).
Affected targets are combatants within the affect range of a selected target."
GamingIsLove.ORKFramework.Conditions.IsAffectedTargetStatusConditionType.isTarget;Is Affected Target;"The combatant must be an affected target during the player's target selection.
If disabled, the combatant mustn't be an affected target during the player's target selection."
GamingIsLove.ORKFramework.Conditions.IsAffectedTargetStatusConditionType.checkTargetType;Check Target Type;"Check the 'Target Type' of the ability/item the combatant is an affected target for.
This allows checking if the action is targeting allies or enemies (e.g. when switching target types using the 'Target Type Key')."
GamingIsLove.ORKFramework.Conditions.IsAffectedTargetStatusConditionType.targetType;Target Type;"Select who the combatant must be targeted by:
- Self: The combatant itself.
- Ally: Allies of the combatant.
- Enemy: Enemies of the combatant.
- All: Any combatant."
GamingIsLove.ORKFramework.Conditions.IsBodyPartStatusConditionType;Is Body Part;The combatant must or mustn't be a body part of another combatant.
GamingIsLove.ORKFramework.Conditions.IsBodyPartStatusConditionType.isBodyPart;Is Body Part;"The combatant must be a body part of another combatant.
If disabled, the combatant mustn't be a body part."
GamingIsLove.ORKFramework.Conditions.IsBodyPartStatusConditionType.checkCombatant;Check Combatant;Check for being a body part of a defined combatant.
GamingIsLove.ORKFramework.Conditions.IsBodyPartStatusConditionType.combatant;Combatant;"Select the combatant that will be checked for.
If 'Is Body Part' is enabled, the defined combatant must be the parent combatant of the body part.
If 'Is Body Part' is disabled, the defined combatant mustn't be the parent combatant of the checked combatant (also valid if no body part)."
GamingIsLove.ORKFramework.Conditions.IsCastingStatusConditionType;Is Casting;The combatant must or mustn't be casting an action.
GamingIsLove.ORKFramework.Conditions.IsCastingStatusConditionType.isCasting;Is Casting;"The combatant must be casting an action.
If disabled, the combatant mustn't be casting an action."
GamingIsLove.ORKFramework.Conditions.IsChoosingStatusConditionType;Is Choosing;The combatant must or mustn't be choosing an action (e.g. displaying the battle menu).
GamingIsLove.ORKFramework.Conditions.IsChoosingStatusConditionType.isChoosing;Is Choosing;"The combatant must be choosing an action (e.g. when the battle menu is displayed).
If disabled, the combatant mustn't be choosing an action."
GamingIsLove.ORKFramework.Conditions.IsDefendingStatusConditionType;Is Defending;The combatant must or mustn't be defending.
GamingIsLove.ORKFramework.Conditions.IsDefendingStatusConditionType.isDefending;Is Defending;"The combatant must be defending.
If disabled, the combatant mustn't be defending."
GamingIsLove.ORKFramework.Conditions.IsPassiveStatusConditionType;Is Passive;The combatant must or mustn't be passive.
GamingIsLove.ORKFramework.Conditions.IsPassiveStatusConditionType.isPassive;Is Passive;"The combatant must be passive.
If disabled, the combatant must be active."
GamingIsLove.ORKFramework.Conditions.IsResearchingStatusConditionType;Is Researching;The combatant must or mustn't be researching a research item.
GamingIsLove.ORKFramework.Conditions.IsResearchingStatusConditionType.isResearching;Is Researching;"The combatant must be researching.
If disabled, the combatant mustn't be researching."
GamingIsLove.ORKFramework.Conditions.IsSelectedTargetStatusConditionType;Is Selected Target;The combatant must or mustn't be a selected target during the player's target selection (only used when the player selects targets).
GamingIsLove.ORKFramework.Conditions.IsSelectedTargetStatusConditionType.isTarget;Is Selected Target;"The combatant must be a selected target during the player's target selection.
If disabled, the combatant mustn't be a selected target during the player's target selection."
GamingIsLove.ORKFramework.Conditions.IsSelectedTargetStatusConditionType.checkTargetType;Check Target Type;"Check the 'Target Type' of the ability/item the combatant is a selected target for.
This allows checking if the action is targeting allies or enemies (e.g. when switching target types using the 'Target Type Key')."
GamingIsLove.ORKFramework.Conditions.IsSelectedTargetStatusConditionType.targetType;Target Type;"Select who the combatant must be targeted by:
- Self: The combatant itself.
- Ally: Allies of the combatant.
- Enemy: Enemies of the combatant.
- All: Any combatant."
GamingIsLove.ORKFramework.Conditions.IsTargetStatusConditionType;Is Target;The combatant must or mustn't be a target of an action (ability/item).
GamingIsLove.ORKFramework.Conditions.IsTargetStatusConditionType.targetedBy;Targeted By;"Select who the combatant must be targeted by.
- Self: The combatant itself.
- Ally: Allies of the combatant.
- Enemy: Enemies of the combatant.
- All: Any combatant."
GamingIsLove.ORKFramework.Conditions.IsTargetStatusConditionType.isTarget;Is Target;"The combatant must be the target of an action.
If disabled, the combatant mustn't be a target of an action."
GamingIsLove.ORKFramework.Conditions.IsTargetStatusConditionType.isActiveAction;Is Active Action;The combatant is the target of actions currently being performed by combatants.
GamingIsLove.ORKFramework.Conditions.IsTargetStatusConditionType.isCastingAction;Is Casting Action;The combatant is the target of actions currently being casted by combatants.
GamingIsLove.ORKFramework.Conditions.IsTargetStatusConditionType.isScheduledAction;Is Scheduled Action;The combatant is the target of actions that have been selected by combatants and are scheduled for performing.
GamingIsLove.ORKFramework.Conditions.LevelStatusConditionType;Level;The combatants level (or class level) will be compared to a defined value.
GamingIsLove.ORKFramework.Conditions.LevelStatusConditionType.classLevel;Class Level;"If enabled, the combatants class level will be used instead of the base level.
The class level refers to the combatant's current single-class, unless a defined class is checked.
Use the 'Class Slot Level' to check a class on a class slot."
GamingIsLove.ORKFramework.Conditions.LevelStatusConditionType.checkDefinedClassLevel;Define Class;"Define the class which's class level will be checked.
If the combatant never used the defined class, it's class level will be 0.
If disabled, the class level of the combatant's current class will be checked."
GamingIsLove.ORKFramework.Conditions.LevelStatusConditionType.useClass;Class;"Select the class which's level will be checked.
If the combatant never used the class, it's class level will be 0."
GamingIsLove.ORKFramework.Conditions.ResearchItemStatusConditionType;Research Item;"The state of a defined research item will be checked.
Can also check the research count of the research item."
GamingIsLove.ORKFramework.Conditions.ResearchItemStatusConditionType.researchTree;Research Tree;Select the research tree that will be used.
GamingIsLove.ORKFramework.Conditions.ResearchItemStatusConditionType.researchItem;Research Item;Select the research item that will be used.
GamingIsLove.ORKFramework.Conditions.ResearchItemStatusConditionType.checkResearchCount;Check Research Count;"Check how often the research item has been researched.
If disabled, the state of the research item will be checked."
GamingIsLove.ORKFramework.Conditions.ResearchItemStatusConditionType.researchItemState;Research Item State;"Select the state that will be checked for:
- Unresearched: The research item hasn't yet been researched.
- In Research: The research item is currently in research.
- Researched: The research item has been researched (at least once).
- Complete: The research item has been fully researched (i.e. reached the limit)."
GamingIsLove.ORKFramework.Conditions.ResearchTreeStatusConditionType;Research Tree;The combatant must or mustn't know the defined research tree or have it completed.
GamingIsLove.ORKFramework.Conditions.ResearchTreeStatusConditionType.researchTree;Research Tree;Select the research tree that will be used.
GamingIsLove.ORKFramework.Conditions.ResearchTreeStatusConditionType.researchTreeState;Research Tree State;"Select the state that will be checked:
- Known: The combatant must know the research tree.
- Unknown: The combatant mustn't know the research tree.
- Complete: The combatant must know the research tree and fully researched all research items."
GamingIsLove.ORKFramework.Conditions.ShortcutSlotAbilityTypeStatusConditionType;Shortcut Slot (Ability Type);The combatant must or mustn't have a shortcut slot assigned with an ability of a defined ability type.
GamingIsLove.ORKFramework.Conditions.ShortcutSlotAbilityTypeStatusConditionType.abilityType;Ability Type;Select the ability type that will be checked for.
GamingIsLove.ORKFramework.Conditions.ShortcutSlotAbilityTypeStatusConditionType.useSubTypes;Use Sub-Types;The sub-types of the defined ability type will also be checked.
GamingIsLove.ORKFramework.Conditions.ShortcutSlotAbilityTypeStatusConditionType.isValid;Is Valid;"The shortcut slot must contain the defined ability type.
If disabled, the shortcut slot mustn't contain the defined ability type."
GamingIsLove.ORKFramework.Conditions.ShortcutSlotItemTypeStatusConditionType;Shortcut Slot (Item Type);The combatant must or mustn't have a shortcut slot assigned with an inventory shortcut (e.g. item or equipment) of a defined item type.
GamingIsLove.ORKFramework.Conditions.ShortcutSlotItemTypeStatusConditionType.itemType;Item Type;Select the item type that will be checked for.
GamingIsLove.ORKFramework.Conditions.ShortcutSlotItemTypeStatusConditionType.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be checked.
GamingIsLove.ORKFramework.Conditions.ShortcutSlotItemTypeStatusConditionType.isValid;Is Valid;"The shortcut slot must contain the defined item type.
If disabled, the shortcut slot mustn't contain the defined item type."
GamingIsLove.ORKFramework.Conditions.ShortcutSlotStatusConditionType;Shortcut Slot;The combatant must or mustn't have a shortcut slot assigned with a defined shortcut.
GamingIsLove.ORKFramework.Conditions.ShortcutSlotStatusConditionType.isValid;Is Valid;"The shortcut slot must contain the defined shortcut.
If disabled, the shortcut slot mustn't contain the defined shortcut."
GamingIsLove.ORKFramework.Conditions.StatusEffectAnyStatusConditionType;Status Effect Any;Any status effect (or number of effects) must or mustn't be applied.
GamingIsLove.ORKFramework.Conditions.StatusEffectAnyStatusConditionType.addHidden;Add Hidden Effects;"Select if hidden status effects will be included:
- Yes: Hidden effects will be included.
- No: Hidden effects will not be included.
- Only: Only hidden effects will be used."
GamingIsLove.ORKFramework.Conditions.StatusEffectAnyStatusConditionType.isApplied;Is Applied;"Any status effect must be applied.
If disabled, no effect must be applied."
GamingIsLove.ORKFramework.Conditions.StatusEffectAnyStatusConditionType.checkCount;Check Count;Check the number of applied status effects.
GamingIsLove.ORKFramework.Conditions.StatusEffectStatusConditionType;Status Effect;The selected status effect must or mustn't be applied to the combatant.
GamingIsLove.ORKFramework.Conditions.StatusEffectStatusConditionType.statusEffect;Status Effect;Select the status effect that will be used.
GamingIsLove.ORKFramework.Conditions.StatusEffectStatusConditionType.applied;Is Applied;"The selected status effect must be applied.
If disabled, the effect mustn't be applied."
GamingIsLove.ORKFramework.Conditions.StatusEffectStatusConditionType.checkStacked;Check Stacked Quantity;Check the quantity the status effect is stacked on the combatant.
GamingIsLove.ORKFramework.Conditions.StatusEffectTypeStatusConditionType;Status Effect Type;A status effect of the selected status effect type must or mustn't be applied.
GamingIsLove.ORKFramework.Conditions.StatusEffectTypeStatusConditionType.effectType;Status Effect Type;Select the status effect type that will be used.
GamingIsLove.ORKFramework.Conditions.StatusEffectTypeStatusConditionType.addHidden;Add Hidden Effects;"Select if hidden status effects will be included:
- Yes: Hidden effects will be included.
- No: Hidden effects will not be included.
- Only: Only hidden effects will be used."
GamingIsLove.ORKFramework.Conditions.StatusEffectTypeStatusConditionType.isApplied;Is Applied;"A status effect of the selected status effect type must be applied.
If disabled, an effect mustn't be applied."
GamingIsLove.ORKFramework.Conditions.StatusEffectTypeStatusConditionType.checkCount;Check Count;Check the number of applied status effects of the selected type.
GamingIsLove.ORKFramework.Conditions.StatusValueChangedStateStatusConditionType;Status Value Changed State;"The selected status value must or mustn't be in changed state.
Changed state is a short duration after a change was done to a status value (defined in 'UI > Text Display Settings')."
GamingIsLove.ORKFramework.Conditions.StatusValueChangedStateStatusConditionType.statusValue;Status Value;Select the status value that will be used.
GamingIsLove.ORKFramework.Conditions.StatusValueChangedStateStatusConditionType.isChangedState;Is Changed State;"The status value must be in changed state.
If disabled, the status value mustn't be in changed state."
GamingIsLove.ORKFramework.Conditions.StatusValueStatusConditionType;Status Value;The selected status value will be compared to a defined value.
GamingIsLove.ORKFramework.Conditions.StatusValueStatusConditionType.statusValue;Status Value;Select the status value that will be used.
GamingIsLove.ORKFramework.Conditions.StatusValueStatusConditionType.getValue;Used Value;"Select which value will be used:
- Current Value: The current value of the status value.
- Base Value: The base value of the status value (without bonuses).
- Min Value: The minimum value of the status value.
- Max Value: The maximum value of the status value.
- Display Value: The currently displayed value of the status value (e.g. when using 'Count To Value').
- Preview Value: The preview value, displaying changes when an equipment would be equipped.
- Preview Max Value: The preview maximum value, displaying changes when an equipment would be equipped.
- Last Change Value: The last value used to change the status value.
- Last Combined Change Value: The combined value of the last changes to the status value.
- Last Combined Change Value Positive: The combined value of the last positive changes to the status value.
- Last Combined Change Value Negative: The combined value of the last negative changes to the status value."
GamingIsLove.ORKFramework.Conditions.StatusValueStatusConditionType.compareWithOther;Compare With Other;"Compares the selected status value with the current value of another status value.
If disabled, the status value is compared with a defined value."
GamingIsLove.ORKFramework.Conditions.StatusValueStatusConditionType.otherCheckType;Check Type;"Checks if the value is equal, not equal, less or greater than the defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.ORKFramework.Conditions.StatusValueStatusConditionType.otherStatusValue;Other Status Value;Select the status value that will be used for the comparison.
GamingIsLove.ORKFramework.Conditions.StatusValueStatusConditionType.otherGetValue;Other Used Value;"Select which value will be used:
- Current Value: The current value of the status value.
- Base Value: The base value of the status value (without bonuses).
- Min Value: The minimum value of the status value.
- Max Value: The maximum value of the status value.
- Display Value: The currently displayed value of the status value (e.g. when using 'Count To Value').
- Preview Value: The preview value, displaying changes when an equipment would be equipped.
- Preview Max Value: The preview maximum value, displaying changes when an equipment would be equipped.
- Preview Min Value: The preview minimum value, displaying changes when an equipment would be equipped.
- Last Change Value: The last value used to change the status value.
- Last Combined Change Value: The combined value of the last changes to the status value.
- Last Combined Change Value Positive: The combined value of the last positive changes to the status value.
- Last Combined Change Value Negative: The combined value of the last negative changes to the status value."
GamingIsLove.ORKFramework.Conditions.StatusValueStatusConditionType.otherStatusValue2;Other Status Value 2;Select the status value that will be used for the comparison (upper limit).
GamingIsLove.ORKFramework.Conditions.StatusValueStatusConditionType.otherGetValue2;Other Used Value 2;"Select which value will be used:
- Current Value: The current value of the status value.
- Base Value: The base value of the status value (without bonuses).
- Min Value: The minimum value of the status value.
- Max Value: The maximum value of the status value.
- Display Value: The currently displayed value of the status value (e.g. when using 'Count To Value').
- Preview Value: The preview value, displaying changes when an equipment would be equipped.
- Preview Max Value: The preview maximum value, displaying changes when an equipment would be equipped.
- Preview Min Value: The preview minimum value, displaying changes when an equipment would be equipped.
- Last Change Value: The last value used to change the status value.
- Last Combined Change Value: The combined value of the last changes to the status value.
- Last Combined Change Value Positive: The combined value of the last positive changes to the status value.
- Last Combined Change Value Negative: The combined value of the last negative changes to the status value."
GamingIsLove.ORKFramework.Conditions.StatusValueStatusConditionType.setter;Check In;The value is either in percent of the maximum status value or an absolute value.
GamingIsLove.ORKFramework.Conditions.TurnStateStatusConditionType;Turn State;The combatant's turn state must or mustn't match a defined state.
GamingIsLove.ORKFramework.Conditions.TurnStateStatusConditionType.turnState;Turn State;"Select the turn state that will be checked for:
- Before Turn: The combatant is waiting to perform a new turn.
- In Turn: The combatant is currently performing the turn.
- After Turn: The combatant ended the turn."
GamingIsLove.ORKFramework.Conditions.TurnStateStatusConditionType.isTurnStateValid;Is Valid;"The combatant's turn state must be valid (i.e. match the defined state).
If disabled, the combatant's turn state mustn't be valid (i.e. not match the defined state)."
GamingIsLove.ORKFramework.Conditions.TurnStatusConditionType;Turn;The combatant's current turn will be compared with a defined value.
GamingIsLove.ORKFramework.Conditions.TurnStatusConditionType.everyTurn;Every n Turns;"The check is true every set number of turns (e.g. every 2nd turn when 'turn' is set to 2).
If disabled, the check is true at the specific turn number (e.g. the 5th turn of a combatant)."
GamingIsLove.ORKFramework.Conditions.TurnStatusConditionType.turn;Turn;Set the turn that will be checked for.
GamingIsLove.ORKFramework.Conditions.TurnStatusConditionType.isValid;Is Valid;"The turn check must be valid.
If disabled, the turn check mustn't be valid."
GamingIsLove.ORKFramework.Animations.AnimationSetting.name;Name;The name of this animation settings.
GamingIsLove.ORKFramework.Animations.AnimationSetting.randomFirstStartTime;Random First Start Time;"The first animation will start at a random time.
Only used by 'Legacy' and 'Mecanim' animations."
GamingIsLove.ORKFramework.Animations.AnimationSetting.mSetSpeed;Set Animator Speed;Set the speed of the mecanim animator.
GamingIsLove.ORKFramework.Animations.AnimationSetting.mSpeedValue;Speed Value;"Define the playback speed.
1 is the normal playback speed, above 1 will play faster, below 1 will play slower."
GamingIsLove.ORKFramework.Animations.AnimationSetting.changeAnimatorController;Change Animator Controller;"Change the animator controller of the combatant's 'Animator' component.
Supports animator controllers and animator override controllers.
When changing animator controllers, make sure to also change it back to the original in the combatant's standard animation setup."
GamingIsLove.ORKFramework.Animations.AnimationSetting.animatorController;Animator Controller;Select the animator controller or animator override controller that will be used.
GamingIsLove.ORKFramework.Animations.AnimationsFieldBattle.animation;Animations;Select the animation settings used to animate the combatant.
GamingIsLove.ORKFramework.Animations.AnimationsFieldBattle.animationBattle;Animations (Battle);"Select the animation settings used to animate the combatant in battle.
Can be used to override field animations, e.g. using a different idle or run animation in battle."
GamingIsLove.ORKFramework.Animations.AnimationType.name;Name;The name of this animation type.
GamingIsLove.ORKFramework.Animations.CustomAnimation.type;Animation Type;Select the animation type of this animation.
GamingIsLove.ORKFramework.Animations.CustomAnimationBase.playReturnsDuration;Returns Duration (float);"The play function returns a float value representing the animation's duration.
If disabled, a separate duration function can be used."
GamingIsLove.ORKFramework.Animations.LegacyAnimationBase.name;Animation Name;Set the name of the animation clip.
GamingIsLove.ORKFramework.Animations.LegacyAnimationBase.setLayer;Set Layer;Set the layer of the animation.
GamingIsLove.ORKFramework.Animations.LegacyAnimationBase.layer;Animation Layer;Set the animation layer for this animation clip.
GamingIsLove.ORKFramework.Animations.LegacyAnimationBase.setSpeed;Set Speed;"Set the playback speed of the animation based on a formula, e.g.:
- 1 results in the normal playback speed.
- 2 results in double playback speed, i.e. the animations will be twice as fast.
- 0.5 results in halve playback speed, i.e. the animation will be halve as slow.
Everything below 0 results in playing animations backwards."
GamingIsLove.ORKFramework.Animations.LegacyAnimationBase.speedValue;Speed Value;"Define the playback speed.
1 is the normal playback speed, above 1 will play faster, below 1 will play slower."
GamingIsLove.ORKFramework.Animations.LegacyAnimationBase.playType;Play Type;"Select how the animation will be played:
- Play: Plays animation without any blending.
- Cross Fade: Fades the animation in over a period of time and fades other animations out.
- Blend: Blends the animation towards a target weight over time.
- Play Queued: Plays an animation after previous animations finished playing.
- Cross Fade Queued: Cross fades an animation after previous animations finished playing.
- Stop: Stops the animation (or all animations).
- Sample: Samples the animation at the current state."
GamingIsLove.ORKFramework.Animations.LegacyAnimationBase.playMode;Play Mode;Select how other animations will be handled, either StopSameLayer or StopAll.
GamingIsLove.ORKFramework.Animations.LegacyAnimationBase.fade;Fade Length;The time in seconds used to fade from the previous animation to the new one.
GamingIsLove.ORKFramework.Animations.LegacyAnimationBase.weight;Target Weight;The target weight to blend to.
GamingIsLove.ORKFramework.Animations.LegacyAnimationBase.queueMode;Queue Mode;Select how other animations will be handled, either CompleteOthers or PlayNow.
GamingIsLove.ORKFramework.Animations.LegacyAnimationBase.stopAll;Stop All;"Stop all animations.
If disabled, only the defined animation will be stopped."
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.name;State Name;The name of the animation state (without layer name).
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.layer;Layer Index;The index of the AnimatorController layer the animation state is on.
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.setLayerWeight;Set Layer Weight;Set the current weight of the animation's layer before playing the animation.
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.layerWeight;Layer Weight;The current weight the layer will be set to.
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.durationType;Duration Type;"Select how the animation's duration will be determind:
- Fixed: By a defined duration time.
- Animation Clip: By a defined animation clip's name. This will search for the clip in the animator's controller and use the clip's length (if found), multiplied by the animator's speed.."
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.duration;Duration (s);"The duration of the state's animation clip.
This value is used in schematics to set the wait time for animation nodes."
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.durationUseSpeed;Use Animator Speed;Multiply the duration by the speed of the animator.
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.durationUseState;Use State Name;"Use the defined 'State Name' as animation clip name.
If disabled, you can define the name of the animation clip that will be used."
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.durationClipName;Animation Clip Name;Set the name of the animation clip.
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.playMode;Play Mode;"Select how the state will be played:
- None: The state will not be played directly, only through setting parameters.
- Play: Uses Animator.Play to play the state directly.
- Cross Fade: Uses Animator.CrossFade to fade between the current and this state."
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.transitionDuration;Transition Duration;"The duration of the transition from the source state (current state) to this state.
defined in normalized time (between 0 and 1) of the source state."
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.setNormalizedTime;Set Normalized Time;Set the normalized time of the animation state when playing it.
GamingIsLove.ORKFramework.Animations.MecanimAnimationBase.normalizedTime;Normalized Time;"The normalized time the animation state will be set to when playing (0-1).
E.g. 1 will be the end of the animation, 0.5 in the middle of the animation."
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mSetAutoHorizontal;Set Horizontal Speed;"Set the horizontal speed of the combatant to a parameter of the animator.
Requires a float parameter and is set every Update call."
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mAutoHoriziontal;Horizontal Parameter;The name of the float parameter used to set the horizontal movement speed of the combatant.
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mSetAutoVertical;Set Vertical Speed;"Set the vertical speed of the combatant to a parameter of the animator.
Requires a float parameter and is set every Update call."
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mAutoVertical;Vertical Parameter;The name of the float parameter used to set the vertical movement speed of the combatant.
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mSetXMoveDirection;Set X Move Direction;"Set the X-axis movement direction of the combatant to a parameter of the animator.
Requires a float parameter and is set every Update call."
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mXMoveDirection;X Move Direction;The name of the float parameter used to set the X-axis movement direction of the combatant.
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mSetYMoveDirection;Set Y Move Direction;"Set the Y-axis movement direction of the combatant to a parameter of the animator.
Requires a float parameter and is set every Update call."
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mYMoveDirection;Y Move Direction;The name of the float parameter used to set the Y-axis movement direction of the combatant.
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mSetZMoveDirection;Set Z Move Direction;"Set the Z-axis movement direction of the combatant to a parameter of the animator.
Requires a float parameter and is set every Update call."
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mZMoveDirection;Z Move Direction;The name of the float parameter used to set the Z-axis movement direction of the combatant.
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mSetXRotation;Set X Rotation;"Set the X-axis rotation of the combatant to a parameter of the animator.
Requiers an int or float parameter and is set every Update call."
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mSetYRotation;Set Y Rotation;"Set the Y-axis rotation of the combatant to a parameter of the animator.
Requiers an int or float parameter and is set every Update call."
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.mSetZRotation;Set Z Rotation;"Set the Z-axis rotation of the combatant to a parameter of the animator.
Requiers an int or float parameter and is set every Update call."
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.setGrounded;Set Grounded;"Set the grounded state of the combatant to a parameter of the animator.
Requiers a bool parameter and is set every Update call."
GamingIsLove.ORKFramework.Animations.MecanimAutoParameters.groundedParameterName;Parameter Name;The name of the int/float parameter used to set the rotation of the combatant.
GamingIsLove.ORKFramework.Animations.MecanimAutoRotationParameter.type;Rotation Type;"Select which rotation type will be used:
- Full Degree: Sets a float parameter to the actual rotation in degree (0-360).
- Direction 4: Sets an int parameter to a 4-directional number representation of the rotation (0-3, 0 = east, 1 = north, 2 = west, 3 = south).
- Direction 8: Sets an int parameter to an 8-directional number representation of the rotation (0-7, 0 = east, 1 = north-east, 2 = north, 3 = north-west, 4 = west, etc.)."
GamingIsLove.ORKFramework.Animations.MecanimAutoRotationParameter.setFloat;Set Float Parameter;Set a float parameter instead of an int parameter
GamingIsLove.ORKFramework.Animations.MecanimAutoRotationParameter.parameterName;Parameter Name;The name of the int/float parameter used to set the rotation of the combatant.
GamingIsLove.ORKFramework.Animations.MecanimAutoRotationParameter.inCameraDirection;In Camera Direction;The rotation is based on the direction of the camera.
GamingIsLove.ORKFramework.Animations.MecanimAutoRotationParameter.rotationOffset;Rotation Offset;"Offset added to the rotation value.
Added before changing to 4/8 directional number."
GamingIsLove.ORKFramework.Animations.MecanimAutoRotationParameter.negateRotation;Negate Rotation;Use -rotation, i.e. the negated value of the rotation.
GamingIsLove.ORKFramework.Animations.MecanimFloatParameterDamping.useDamping;Use Damping;Damp the float parameter change.
GamingIsLove.ORKFramework.Animations.MecanimFloatParameterDamping.dampTime;Damp Time (s);The damp time in seconds.
GamingIsLove.ORKFramework.Animations.MecanimStateCheck.name;Active State Name;The name of the active state (without layer name).
GamingIsLove.ORKFramework.Animations.MecanimStateCheck.layer;Layer Index;The index of the AnimatorController layer that will be checked.
GamingIsLove.ORKFramework.Animations.MecanimStateCheck.layerName;Layer Name;The name of the AnimatorController layer that will be checked.
GamingIsLove.ORKFramework.Animations.MecanimStateCheck.checkTransition;Check Transition;Check if the AnimatorController layer is in a transition.
GamingIsLove.ORKFramework.Animations.MecanimStateCheck.inTransition;In Transition;"The layer must be in transition.
If disabled, the layer mustn't be in transition."
GamingIsLove.ORKFramework.Animations.ORKMecanimAnimation.type;Animation Type;Select the animation type of this animation.
GamingIsLove.ORKFramework.Animations.ORKLegacyAnimation.type;Animation Type;Select the animation type of this animation.
GamingIsLove.ORKFramework.Animations.ORKLegacyAnimation.stopFade;Stop Fade (s);"The time in seconds used to fade out before stopping the animation.
Set to 0 if the animation should stop immediately."
GamingIsLove.ORKFramework.Animations.CombatantAnimationSystem.system;System Type;"Select the animation system used by the combatant:
- Legacy: Unity's legacy animation system.
- Mecanim: Unity's mecanim system.
- Custom: A custom animation system."
GamingIsLove.ORKFramework.Animations.CombatantAnimationSystem.customName;Component Name;"The name of the component used for the custom animation system.
The component will be used to call methods defined by animations."
GamingIsLove.ORKFramework.AI.AIBehaviour.type;AI Type;"Select the AI type of this AI behaviour.
This is the AI type the AI behaviour will belong to and that's used for the behaviour's type text codes.
Add secondary AI types to list the behaviour under multiple AI types in menus or other type checks."
GamingIsLove.ORKFramework.AI.AIBehaviour.secondaryAIType;AI Type;"Select the AI type that'll be used as a secondary AI type.
Secondary AI types are used to list AI behaviours under multiple AI types in menus or other type checks."
GamingIsLove.ORKFramework.AI.AIBehaviour.useQuantity;Use Quantity;"This AI behaviour uses quantity mechanics.
I.e. it can be collected multiple times and each unit will be unavailable while being equipped on an AI behaviour slot.
If disabled, the AI behaviour can only be collected once and equipping it on a slot doesn't make it unavailable for other combatants/slots."
GamingIsLove.ORKFramework.AI.AIBehaviour.keepZeroQuantity;Keep 0 Quantity;"Select if this AI behaviour overrides the default 'Keep 0 Quantity' setting:
- Default: Uses the default setting defined in the item type or 'Inventory > Inventory Settings'.
- Yes: This AI behaviour will remain in the inventory with a quantity of 0 when removed.
- No: This AI behaviour will be removed completely."
GamingIsLove.ORKFramework.AI.AIBehaviour.sympathyChange;Sympathy Change;"Additional to the faction's take item sympathy change, this value will be added to the change.
Use negative values to decrease sympathy, positive values to increase."
GamingIsLove.ORKFramework.AI.AIBehaviour.chanceValue;Chance (%);The chance this AI behaviour will be used.
GamingIsLove.ORKFramework.AI.AIBehaviour.ownPrefab;Own Prefab;Override the default item prefab defined in the inventory settings.
GamingIsLove.ORKFramework.AI.AIBehaviour.ownInventorySchematics;Own Inventory Schematics;This AI behaviour overrides the default inventory schematics ('Inventory > Inventory Settings').
GamingIsLove.ORKFramework.AI.AIBehaviour.ownShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for this AI behaviour.
GamingIsLove.ORKFramework.AI.AIBehaviour.ownNumberFormat;Own Number Format;This AI behaviour overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.AI.AIBehaviour.ownNotifications;Own Notifications;This AI behaviour overrides the default item notifications.
GamingIsLove.ORKFramework.AI.AIBehaviour.ownConsoleAdd;Own Add Text;This AI behaviour overrides the default console add text.
GamingIsLove.ORKFramework.AI.AIBehaviour.ownConsoleRemove;Own Remove Text;This AI behaviour overrides the default console remove text.
GamingIsLove.ORKFramework.AI.AIBehaviour.moveAIChangeOnUse;Change On Use;Only change the move AI when an action of this AI behaviour is used.
GamingIsLove.ORKFramework.AI.AIBehaviour.singleEquip;Single Equip;"A combatant can only equip one AI behaviour of this kind.
If disabled, a combatant can equip this AI behaviour multiple times on different slots."
GamingIsLove.ORKFramework.AI.AIBehaviour.autoUnequip;Auto Unequip;Automatically unequip this AI behaviour when the equip conditions are no longer valid.
GamingIsLove.ORKFramework.AI.AIRuleset.type;AI Type;"Select the AI type of this AI ruleset.
This is the AI type the AI ruleset will belong to and that's used for the ruleset's type text codes.
Add secondary AI types to list the ruleset under multiple AI types in menus or other type checks."
GamingIsLove.ORKFramework.AI.AIRuleset.secondaryAIType;AI Type;"Select the AI type that'll be used as a secondary AI type.
Secondary AI types are used to list AI rulesets under multiple AI types in menus or other type checks."
GamingIsLove.ORKFramework.AI.AIRuleset.useQuantity;Use Quantity;"This AI ruleset uses quantity mechanics.
I.e. it can be collected multiple times and each unit will be unavailable while being equipped on an AI ruleset slot.
If disabled, the AI ruleset can only be collected once and equipping it on a slot doesn't make it unavailable for other combatants/slots."
GamingIsLove.ORKFramework.AI.AIRuleset.keepZeroQuantity;Keep 0 Quantity;"Select if this AI ruleset overrides the default 'Keep 0 Quantity' setting:
- Default: Uses the default setting defined in the item type or 'Inventory > Inventory Settings'.
- Yes: This AI ruleset will remain in the inventory with a quantity of 0 when removed.
- No: This AI ruleset will be removed completely."
GamingIsLove.ORKFramework.AI.AIRuleset.sympathyChange;Sympathy Change;"Additional to the faction's take item sympathy change, this value will be added to the change.
Use negative values to decrease sympathy, positive values to increase."
GamingIsLove.ORKFramework.AI.AIRuleset.chanceValue;Chance (%);The chance this AI ruleset will be used.
GamingIsLove.ORKFramework.AI.AIRuleset.ownPrefab;Own Prefab;Override the default item prefab defined in the inventory settings.
GamingIsLove.ORKFramework.AI.AIRuleset.ownInventorySchematics;Own Inventory Schematics;This AI ruleset overrides the default inventory schematics ('Inventory > Inventory Settings').
GamingIsLove.ORKFramework.AI.AIRuleset.ownShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for this AI ruleset.
GamingIsLove.ORKFramework.AI.AIRuleset.ownNumberFormat;Own Number Format;This AI ruleset overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.AI.AIRuleset.ownNotifications;Own Notifications;This AI ruleset overrides the default item notifications.
GamingIsLove.ORKFramework.AI.AIRuleset.ownConsoleAdd;Own Add Text;This AI ruleset overrides the default console add text.
GamingIsLove.ORKFramework.AI.AIRuleset.ownConsoleRemove;Own Remove Text;This AI ruleset overrides the default console remove text.
GamingIsLove.ORKFramework.AI.AIRuleset.moveAIChangeOnUse;Change On Use;Only change the move AI when an action of this AI ruleset is used.
GamingIsLove.ORKFramework.AI.AIRuleset.singleEquip;Single Equip;"A combatant can only equip one AI ruleset of this kind.
If disabled, a combatant can equip this AI ruleset multiple times on different slots."
GamingIsLove.ORKFramework.AI.AIRuleset.autoUnequip;Auto Unequip;Automatically unequip this AI ruleset when the equip conditions are no longer valid.
GamingIsLove.ORKFramework.AI.AIType.itemType;Item Type;"Select the primary item type of this AI type.
The item type is used when listing AI behaviours or AI rulesets in shops or inventory menus.
This is the item type the AI behavoiurs/rulesets will belong to.
Add secondary item types to list the AI behaviours/rulesets under multiple item types in menus/shops or other type checks."
GamingIsLove.ORKFramework.AI.AIType.secondaryItemType;Item Type;"Select the item type that'll be used as a secondary item type.
Secondary item types are used to list AI behaviours/rulesets under multiple item types in menus/shops or other type checks."
GamingIsLove.ORKFramework.AI.AIType.behaviourOwnShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for AI behaviours of this AI type.
GamingIsLove.ORKFramework.AI.AIType.behaviourOwnNumberFormat;Own Number Format;This AI type overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.AI.AIType.behaviourOwnNotifications;Own Notifications;This AI type overrides the default item notifications.
GamingIsLove.ORKFramework.AI.AIType.behaviourOwnConsoleAdd;Own Add Text;This AI type overrides the default console add text.
GamingIsLove.ORKFramework.AI.AIType.behaviourOwnConsoleRemove;Own Remove Text;This AI type overrides the default console remove text.
GamingIsLove.ORKFramework.AI.AIType.rulesetOwnShortcutUI;Own Shortcut UI;Use a different shortcut UI setup for AI rulesets of this AI type.
GamingIsLove.ORKFramework.AI.AIType.rulesetOwnNumberFormat;Own Number Format;This AI type overrides the default number formats defined in the text display settings.
GamingIsLove.ORKFramework.AI.AIType.rulesetOwnNotifications;Own Notifications;This AI type overrides the default item notifications.
GamingIsLove.ORKFramework.AI.AIType.rulesetOwnConsoleAdd;Own Add Text;This AI type overrides the default console add text.
GamingIsLove.ORKFramework.AI.AIType.rulesetOwnConsoleRemove;Own Remove Text;This AI type overrides the default console remove text.
GamingIsLove.ORKFramework.AI.AIRule.type;Rule Type;"Select the type of this rule:
- Action: Perform an action (used before AI behaviour).
- Battle AI: Use battle AIs to find an action (used before AI behaviour).
- Block Ability: Blocks defined abilities or ability types from being used.
- 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 item types from being used.
- Target: Changes the target of used actions.
- Move AI: Changes the used move AI or use mode."
GamingIsLove.ORKFramework.AI.AIRuleAction.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.AIRuleBlockAbility.blockAllAbilities;Block All Abilities;"All abilities are blocked, except for the defined abilities.
If disabled, all abilities are allowed, except for the defined abilities."
GamingIsLove.ORKFramework.AI.AIRuleBlockAbility.ability;Block Ability Use;"Select the ability that will be blocked from using.
If 'Block All Abilities' is enabled, the defined abilities will be allowed."
GamingIsLove.ORKFramework.AI.AIRuleBlockAbility.blockAllAbilityTypes;Block All Types;"All ability types are blocked, except for the defined types.
If disabled, all ability types are allowed, except for the defined types."
GamingIsLove.ORKFramework.AI.AIRuleBlockAbility.useSubTypes;Use Sub-Types;The sub-types of the defined ability types will also be checked.
GamingIsLove.ORKFramework.AI.AIRuleBlockAbility.abilityType;Block Ability Type Use;"Select the ability type that will be blocked.
A combatant can't use any ability of the selected type.
If 'Block All Types' is enabled, the defined ability types will be allowed."
GamingIsLove.ORKFramework.AI.AIRuleBlockItem.blockAllItems;Block All Items;"All items are blocked, except for the defined items.
If disabled, all items are allowed, except for the defined items."
GamingIsLove.ORKFramework.AI.AIRuleBlockItem.item;Block Item Use;"Select the item that will be blocked from using.
If 'Block All Items' is enabled, the defined items will be allowed."
GamingIsLove.ORKFramework.AI.AIRuleBlockItem.blockAllItemTypes;Block All Types;"All item types are blocked, except for the defined types.
If disabled, all item types are allowed, except for the defined types."
GamingIsLove.ORKFramework.AI.AIRuleBlockItem.useSubTypes;Use Sub-Types;The sub-types of the defined item types will also be checked.
GamingIsLove.ORKFramework.AI.AIRuleBlockItem.itemType;Block Item Type Use;"Select the item type that will be blocked.
A combatant can't use any item of the selected type.
If 'Block All Types' is enabled, the defined ability types will be allowed."
GamingIsLove.ORKFramework.AI.AIRuleMoveAI.moveAIChangeOnUse;Change On Use;Only change the move AI when an action of this AI ruleset is used.
GamingIsLove.ORKFramework.AI.AIRuleTarget.bindToRuleset;Bind To Ruleset;"Only affect the targets of actions of this AI ruleset.
I.e. if an 'Action' or 'Battle AI' rule finds a usable action, it'll use this target rule.
If disabled, the targets of all AI actions will be affected by this rule."
GamingIsLove.ORKFramework.AI.AIRuleTarget.targetType;Target Type;"Select which group will be the target:
- Self: The user is the target.
- Ally: The target is in an allied group of the user.
- Enemy: The target is in an enemy group.
- All: All combatant's are possible targets.
- Member Target: The target of a group member.
- Targeting Member: Enemies targeting a group member."
GamingIsLove.ORKFramework.AI.AIRuleTarget.isUseRequirement;Is Use Requirement;"This rule is also a use requirement for 'Action' and 'Battle AI' rules of this ruleset.
I.e. the ruleset will only use actions if targets with the defined requirements are found."
GamingIsLove.ORKFramework.AI.BattleAIMultiTargetSettings.foundType;Found Targets;"Select how previously found targets will be handled:
- Keep: The targets will remain in the target list.
- Check: The targets will be checked with this node's settings, removing those that don't match the requirement.
- Clear: The targets will be removed from the list.
- Check Keep: The targets will be checked, but kept even if they don't match the requirement."
GamingIsLove.ORKFramework.AI.BattleAIMultiTargetSettings.dontAddTargets;Don't Add Targets;Don't add 'Target' combatants to the found targets.
GamingIsLove.ORKFramework.AI.BattleAIObjectSelection.type;Game Object;"Select the game object that will be used:
- User: The user of the battle AI.
- Target: The currently checked target combatant.
- Player: The player. If there is no player, no object will be used.
- Allies: The allies of the user.
- Enemies: The enemies of the user.
- Found Targets: The currently found targets.
- Selected Data: Combatant(s) stored in selected data. If none is found, no object will be used.
- Selected Object: The currently selected object (see 'Base/Control > Game Controls > Object Selection' for details).
- Grid Root: The root game object of a grid.
- Grid Cell: The game object(s) of grid cells."
GamingIsLove.ORKFramework.AI.BattleAIObjectSelection.selectedOnlyGameObjects;Only Game Objects;Only use actual stored game objects, e.g. game objects of stored components will not be used.
GamingIsLove.ORKFramework.AI.BattleAIObjectSelection.gridKey;Grid Key;"The key used to store the grid.
You can store multiple grids by using different keys."
GamingIsLove.ORKFramework.AI.BattleAIObjectSelection.useRoot;Use Root;"Use the root of the game object (i.e. the uppermost parent game object).
When using 'Child Object' they'll be searched from the root."
GamingIsLove.ORKFramework.AI.BattleAIObjectSelection.childObject;Child Object;Use a child object of the selected object.
GamingIsLove.ORKFramework.AI.BattleAISelectedDataTargetSettings.targetType;User;"Select which combatant or combatant group will be used:
- Self: The combatant itself.
- Ally: The combatant's allies.
- Enemy: The combatant's enemies.
- All: All combatants.
- Found Targets: The currently found targets."
GamingIsLove.ORKFramework.AI.BattleAISelectedDataTargetSettings.includeBodyParts;Use Body Parts;"Select if body parts of combatants will be included:
- Yes: Body parts will be included.
- No: Body parts will not be included.
- Only: Only body parts will be used."
GamingIsLove.ORKFramework.AI.BattleAISelectedDataTargetSettings.targetExcludeSelf;Exclude Self;Exclude the user combatant from the user.
GamingIsLove.ORKFramework.AI.BattleAISelectedDataTargetSettings.targetExcludeFoundTargets;Exclude Found Targets;Exclude the already found targets from the user.
GamingIsLove.ORKFramework.AI.BattleAISelection.battleAI;Battle AI;"Select the battle AI that will be used.
If no action is found in this battle AI, the next battle AI will be used.
If no battle AI finds an action, the base attack will be used."
GamingIsLove.ORKFramework.AI.BattleAISelection.useMode;Use Mode;"Select the use mode of the battle AI:
- First Useable: Uses the first useable action. The battle AI exits at this point and doesn't process any further.
- Queue: Actions will be enqueued, using them in order they're added."
GamingIsLove.ORKFramework.AI.BattleAISelection.executeWithQueued;Execute With Queued;"Execute this battle AI when queued AI actions are available.
This only applies when AI actions are where already queued before starting the AI action selection, i.e. from previous battle AI executions."
GamingIsLove.ORKFramework.AI.BattleAISelection.chanceValue;Chance (%);The chance this battle AI will be used.
GamingIsLove.ORKFramework.AI.BattleAISettings.name;Name;The name of the battle AI.
GamingIsLove.ORKFramework.AI.BattleAISettings.clearFoundTargets;Clear Found Targets;"Clear the found targets list at the start of this battle AI.
Removes all targets that where found by battle AIs that where executed before this one."
GamingIsLove.ORKFramework.AI.BattleAISingleTargetSettings.foundType;Found Targets;"Select how previously found targets will be handled:
- Keep: The targets will remain in the target list.
- Check: The targets will be checked with this node's settings, removing those that don't match the requirement.
- Clear: The targets will be removed from the list.
- Check Keep: The targets will be checked, but kept even if they don't match the requirement."
GamingIsLove.ORKFramework.AI.BattleAITargetSettings.targetType;Target;"Select which combatant or combatant group will be checked:
- Self: Checks the combatant itself.
- Ally: Checks the combatant's allies.
- Enemy: Checks the combatant's enemies.
- All: Checks all combatants.
- None: Checks no combatants, e.g. when you only want to check the found targets."
GamingIsLove.ORKFramework.AI.BattleAITargetSettings.includeBodyParts;Use Body Parts;"Select if body parts of combatants will be included:
- Yes: Body parts will be included.
- No: Body parts will not be included.
- Only: Only body parts will be used."
GamingIsLove.ORKFramework.AI.BattleAITargetSettings.targetExcludeSelf;Exclude Self;Exclude the user combatant from the targets.
GamingIsLove.ORKFramework.AI.BattleAITargetSettings.targetExcludeFoundTargets;Exclude Found Targets;Exclude the already found targets from the targets.
GamingIsLove.ORKFramework.AI.ClassLevelMoveConditionType;Class Level;Checks the target's class level.
GamingIsLove.ORKFramework.AI.ClassLevelMoveConditionType.levelOffset;Use Offset;"The defined level value is added to the combatant's level for the check.
If disabled, only the defined level value is used."
GamingIsLove.ORKFramework.AI.ClassLevelMoveConditionType.levelAverage;Average Level;"Use the target's average group level for the check.
If disabled, the target's level is used."
GamingIsLove.ORKFramework.AI.ClassLevelMoveConditionType.levelOnlyBattle;Only Battle Group;"Only the target's battle group is used for the average level.
If disabled, the whole group is used."
GamingIsLove.ORKFramework.AI.DifficultyMoveConditionType;Difficulty;Check the game's difficulty.
GamingIsLove.ORKFramework.AI.GameStateMoveConditionType;Game State;Check if game states are active or inactive.
GamingIsLove.ORKFramework.AI.GroupSizeMoveConditionType;Group Size;Checks the target's group size.
GamingIsLove.ORKFramework.AI.GroupSizeMoveConditionType.groupSizeOnlyBattle;Only Battle Group;"Only the target's battle group is used for the size check.
If disabled, the whole size of the whole group is used (i.e. all available group members)."
GamingIsLove.ORKFramework.AI.LevelMoveConditionType;Level;Checks the target's level.
GamingIsLove.ORKFramework.AI.LevelMoveConditionType.levelOffset;Use Offset;"The defined level value is added to the combatant's level for the check.
If disabled, only the defined level value is used."
GamingIsLove.ORKFramework.AI.LevelMoveConditionType.levelAverage;Average Level;"Use the target's average group level for the check.
If disabled, the target's level is used."
GamingIsLove.ORKFramework.AI.LevelMoveConditionType.levelOnlyBattle;Only Battle Group;"Only the target's battle group is used for the average level.
If disabled, the whole group is used."
GamingIsLove.ORKFramework.AI.MoveCondition.type;Type;Select the type of the condition's check:
GamingIsLove.ORKFramework.AI.QuestMoveConditionType;Quest;Check quest status conditions.
GamingIsLove.ORKFramework.AI.QuestMoveConditionType.needed;Needed;Either all or just one of the quest conditions needs to be valid.
GamingIsLove.ORKFramework.AI.QuestTaskMoveConditionType;Quest Task;Check quest task status conditions.
GamingIsLove.ORKFramework.AI.QuestTaskMoveConditionType.needed;Needed;Either all or just one of the task conditions needs to be valid.
GamingIsLove.ORKFramework.AI.QuestTypeMoveConditionType;Quest Type;Check quest type status conditions.
GamingIsLove.ORKFramework.AI.QuestTypeMoveConditionType.needed;Needed;Either all or just one of the quest type conditions needs to be valid.
GamingIsLove.ORKFramework.AI.QuestVariableMoveConditionType;Quest Variable;Check quest variable conditions.
GamingIsLove.ORKFramework.AI.QuestVariableMoveConditionType.quest;Quest;"Select the quest that will be checked.
The quest has to be added to the player's quest list."
GamingIsLove.ORKFramework.AI.StatusMoveConditionType;Status;Advanced status conditions.
GamingIsLove.ORKFramework.AI.StatusMoveConditionType.statusCheckSelf;Check Self;Check the user of the move AI instead of the detected target.
GamingIsLove.ORKFramework.AI.VariableMoveConditionType;Variable;Check variable conditions.
GamingIsLove.ORKFramework.AI.MoveAICaution.enabled;Use Caution;"The caution settings are enabled.
The combatant will move toward a target until a defined range is reached.
If the target enters a critical range, the combatant will flee from the target."
GamingIsLove.ORKFramework.AI.MoveAICaution.useTargetChange;Use Target Change;Allow changing targets if another detected target is nearer than the current target.
GamingIsLove.ORKFramework.AI.MoveAICaution.stoppedLookAtTarget;Stopped Look At Target;Look at the target while the combatant is stopped.
GamingIsLove.ORKFramework.AI.MoveAICaution.detectionSchematic;Detection Schematic;"Select a schematic asset that will be started when the combatant detects a target and starts being cautious of it.
The combatant will be used as 'Machine Object', the detected target as 'Starting Object'."
GamingIsLove.ORKFramework.AI.MoveAICaution.detectionWaitForSchematic;Wait;Wait for the detection schematic to finish before starting to be cautious of the target.
GamingIsLove.ORKFramework.AI.MoveAICaution.useRange;Use Caution Range;"The combatant will only be cautious within a range of its start position (i.e. the position it has been spawned at).
When leaving the caution range, the combatant will return to its start position.
If disabled, there is no limit to the caution range."
GamingIsLove.ORKFramework.AI.MoveAICaution.criticalCancelCasting;Cancel Casting;Cancel casting an ability (if possible).
GamingIsLove.ORKFramework.AI.MoveAICaution.criticalCancelMoveIntoRange;Cancel Move Into Range;Cancel moving into use range of an ability.
GamingIsLove.ORKFramework.AI.MoveAICaution.preventCornered;Prevent Cornered;"The combatant will try to prevent being cornered.
I.e. if the combatant can't move, it'll try to move into different directions, e.g. fleeing toward the enemy."
GamingIsLove.ORKFramework.AI.MoveAICaution.criticalAlwaysCheck;Always Check Critical;"The critical range is checked in all modes.
If disabled, the critical range is only checked when being in caution mode and during casting."
GamingIsLove.ORKFramework.AI.MoveAICaution.criticalUseAllDetected;Use All Detected;"The combatant will flee from all detected targets that enter the critical range.
If disabled, the combatant only flees from the current target."
GamingIsLove.ORKFramework.AI.MoveAICaution.criticalIgnoreConditions;Ignore Conditions;Ignore the caution conditions for the critical range, i.e. the combatant will flee from all detected targets entering the critical range.
GamingIsLove.ORKFramework.AI.MoveAICaution.useActionStopRange;Use Action Range;"The use range of a selected action is used when moving into range.
A combatant will only move into range when the used action is out of range to the target.
If the action doesn't have a use range, the stop range will be used."
GamingIsLove.ORKFramework.AI.MoveAICaution.needed;Conditions Needed;Select if all or just one condition must be valid to be cautious of the target.
GamingIsLove.ORKFramework.AI.MoveAIChange.changeMoveAI;Change Move AI;Change the used move AI.
GamingIsLove.ORKFramework.AI.MoveAIChange.move;Move AI;Select the move AI that will be used.
GamingIsLove.ORKFramework.AI.MoveAIChange.changeUseMode;Change Use Mode;Change the use mode of the move AI.
GamingIsLove.ORKFramework.AI.MoveAIChange.useMode;Use Mode;"Select the use mode of the move AI:
- Auto: Automatically uses the different behaviours (e.g. hunting, fleeing).
- Idle: Forces idle mode, only following waypoints (if used).
- Hunt: Forces hunting.
- Flee: Forces fleeing.
- Caution: Forces caution.
- Protect: Forces protecting group members."
GamingIsLove.ORKFramework.AI.MoveAIFlee.enabled;Use Flee;"The flee settings are enabled.
The combatant will flee (run into the opposite direction) from a target if certain level conditions are met."
GamingIsLove.ORKFramework.AI.MoveAIFlee.fleeTime;Flee Time (s);"The time in seconds the combatant will flee from the target.
The combatant will ignore detections and will simply run into the opposite direction.
Set to 0 to ignore flee time and still use detections."
GamingIsLove.ORKFramework.AI.MoveAIFlee.preventCornered;Prevent Cornered;"The combatant will try to prevent being cornered.
I.e. if the combatant can't move, it'll try to move into different directions, e.g. fleeing toward the enemy."
GamingIsLove.ORKFramework.AI.MoveAIFlee.stoppedLookAtTarget;Stopped Look At Target;Look at the target while the combatant is stopped.
GamingIsLove.ORKFramework.AI.MoveAIFlee.detectionSchematic;Detection Schematic;"Select a schematic asset that will be started when the combatant detects a target and starts fleeing from it.
The combatant will be used as 'Machine Object', the detected target as 'Starting Object'."
GamingIsLove.ORKFramework.AI.MoveAIFlee.detectionWaitForSchematic;Wait;Wait for the detection schematic to finish before starting to flee from the target.
GamingIsLove.ORKFramework.AI.MoveAIFlee.useRange;Use Flee Range;"The combatant will only flee within a range of its start position (i.e. the position it has been spawned at).
When leaving the flee range, the combatant will return to its start position.
If disabled, there is no limit to the flee range."
GamingIsLove.ORKFramework.AI.MoveAIFlee.useStopRange;Use Stop Range;"The combatant will stop when being outside a defined range to the target it flees from.
If disabled, the combatant will keep fleeing from the target until the flee time is up."
GamingIsLove.ORKFramework.AI.MoveAIFlee.needed;Conditions Needed;Select if all or just one condition must be valid to flee from the target.
GamingIsLove.ORKFramework.AI.MoveAIHunting.enabled;Use Hunting;"The hunting settings are enabled.
If disabled, the combatant won't react to enemy combatants.
Please note that only aggressive combatants will hunt enemies."
GamingIsLove.ORKFramework.AI.MoveAIHunting.useTargetChange;Use Target Change;Allow changing targets if another detected target is nearer than the current target.
GamingIsLove.ORKFramework.AI.MoveAIHunting.stoppedLookAtTarget;Stopped Look At Target;Look at the target while the combatant is stopped.
GamingIsLove.ORKFramework.AI.MoveAIHunting.detectionSchematic;Detection Schematic;"Select a schematic asset that will be started when the combatant detects a target and starts hunting it.
The combatant will be used as 'Machine Object', the detected target as 'Starting Object'."
GamingIsLove.ORKFramework.AI.MoveAIHunting.detectionWaitForSchematic;Wait;Wait for the detection schematic to finish before starting to hunt the target.
GamingIsLove.ORKFramework.AI.MoveAIHunting.useRange;Use Hunting Range;"The combatant will only hunt within a range of its start position (i.e. the position it has been spawned at).
When leaving the hunting range, the combatant will return to its start position.
If disabled, there is no limit to the hunting range."
GamingIsLove.ORKFramework.AI.MoveAIHunting.useStopRange;Use Stop Range;"The combatant will stop when being within a defined range to the target.
If disabled, the combatant will keep running toward the target."
GamingIsLove.ORKFramework.AI.MoveAIHunting.useActionStopRange;Use Action Range;"The use range of a selected action is used when moving into range.
A combatant will only move into range when the used action is out of range to the target.
If the action doesn't have a use range, the stop range will be used."
GamingIsLove.ORKFramework.AI.MoveAIHunting.needed;Conditions Needed;Select if all or just one condition must be valid to hunt the target.
GamingIsLove.ORKFramework.AI.MoveAIIdle.schematicAsset;Schematic Asset;Select the schematic asset that will be used.
GamingIsLove.ORKFramework.AI.MoveAIIdle.chance;Chance;"The chance this schematic will be performed.
If the chance fails, no schematic will be performed (i.e. no other schematic will be selected out of the list)"
GamingIsLove.ORKFramework.AI.MoveAIProtection.enabled;Use Protection;"The protection settings are enabled.
The combatant will move between a target (enemy) and a member of its own group.
Protection can only be used when there is at least 1 additional member in the combatant's group."
GamingIsLove.ORKFramework.AI.MoveAIProtection.stoppedLookAtTarget;Stopped Look At Target;Look at the target while the combatant is stopped.
GamingIsLove.ORKFramework.AI.MoveAIProtection.detectionSchematic;Detection Schematic;"Select a schematic asset that will be started when the combatant detects a target and starts protecting members from it.
The combatant will be used as 'Machine Object', the detected target as 'Starting Object'."
GamingIsLove.ORKFramework.AI.MoveAIProtection.detectionWaitForSchematic;Wait;Wait for the detection schematic to finish before starting to protect members from it.
GamingIsLove.ORKFramework.AI.MoveAIProtection.useRange;Use Protection Range;"The combatant will only protect within a range of its start position (i.e. the position it has been spawned at).
When leaving the protection range, the combatant will return to its start position.
If disabled, there is no limit to the protection range."
GamingIsLove.ORKFramework.AI.MoveAIProtection.stopRangeFromProtected;From Protected;Stay within the defined range to the protected member instead of the target.
GamingIsLove.ORKFramework.AI.MoveAIProtection.useActionStopRange;Use Action Range;"The use range of a selected action is used when moving into range.
A combatant will only move into range when the used action is out of range to the target.
If the action doesn't have a use range, the stop range will be used."
GamingIsLove.ORKFramework.AI.MoveAIProtection.neededTarget;Conditions Needed;Select if all or just one condition must be valid to protect a group member from the target.
GamingIsLove.ORKFramework.AI.MoveAIProtection.neededMember;Conditions Needed;Select if all or just one condition must be valid to protect a group member.
GamingIsLove.ORKFramework.AI.MoveAISetting.name;Name;The name of the AI movement.
GamingIsLove.ORKFramework.AI.MoveAISetting.useMode;Use Mode;"Select the use mode of this move AI:
- Auto: Automatically uses the different behaviours (e.g. hunting, fleeing).
- Idle: Forces idle mode, only following waypoints (if used).
- Hunt: Forces hunting.
- Flee: Forces fleeing.
- Caution: Forces caution.
- Protect: Forces protecting group members."
GamingIsLove.ORKFramework.AI.MoveAISetting.allowDuringActions;Allow During Actions;"The move AI can be used while the combatant is performing an action.
Casting an action controls if the combatant's move AI is allowed via it's 'Move While Casting' setting (in the cast time settings)."
GamingIsLove.ORKFramework.AI.MoveAISetting.allowDeadPlayer;Allow Dead (Player);Player group members can move while being dead.
GamingIsLove.ORKFramework.AI.MoveAISetting.allowDeadAllies;Allow Dead (Allies);Allies of the player can move while being dead.
GamingIsLove.ORKFramework.AI.MoveAISetting.allowDeadEnemies;Allow Dead (Enemies);Enemies of the player can move while being dead.
GamingIsLove.ORKFramework.AI.MoveAISetting.useMoveRange;Use Move Range;"The combatant will only move within a range of its start position (i.e. the position it has been spawned at).
When leaving the move range, the combatant will return to its start position.
If disabled, there is no limit to the move range.
The move range overrules other ranges (e.g. the hunting range)."
GamingIsLove.ORKFramework.AI.MoveAISetting.autoStop;Use Auto Stop;"The combatant will automatically stop when not moving for a defined amount of time.
Use this when the combatant seems to get stuck, e.g. due to the position not being reachable."
GamingIsLove.ORKFramework.AI.MoveAISetting.stopDistance;Stop Distance;The distance in world units to the last movement position, being below this distance will start the stop time.
GamingIsLove.ORKFramework.AI.MoveAISetting.stopTime;Stop Time (s);The time in seconds until the combatant will stop, unless the combatant continues moving again (i.e. distance increases)
GamingIsLove.ORKFramework.AI.MoveAISetting.stopClear;Clear Target;Clear the target the combatant was following or hunting when auto stopping.
GamingIsLove.ORKFramework.AI.MoveAISetting.startInWaypointMode;Start in Waypoint Mode;"The combatant will start following waypoints when spawned.
If disabled, the combatant will first use an idle schematic (if used) before switching to waypoint mode."
GamingIsLove.ORKFramework.AI.MoveAISetting.waypointStopDistance;Stop Distance;The distance in world units the combatant will stop before reaching a waypoint.
GamingIsLove.ORKFramework.AI.MoveAISetting.waypointIgnoreRadius;No Combatant Radius;The combatant radius setting of the combatants will be ignored when calculating the distance to a waypoint.
GamingIsLove.ORKFramework.AI.MoveAISetting.waypointResetTime;Reset Time (s);"The time in seconds before the combatant switches to the next waypoint when not reaching the current one.
The combatant needs to stand still for the time to start."
GamingIsLove.ORKFramework.AI.MoveAISetting.randomPatrol;Enable Random Patrol;"The combatant will randomly patrol in the scene.
The random patrol can be overridden by waypoints added to a spawned combatant (e.g. in their inspector in the scene).
The random patrol area can be limited using a 'Move AI Range' and 'No Random Patrol' components."
GamingIsLove.ORKFramework.AI.MoveAISetting.patrolRadius;Patrol Radius;"The radius around the original spawn point used to patrol.
If in a group, the group leader will be the center of the area."
GamingIsLove.ORKFramework.AI.MoveAISetting.patrolFromCurrent;From Current Position;"The patrol radius is used from the current position of the combatant.
If disabled, the patrol radius is used from the original start position of the combatant."
GamingIsLove.ORKFramework.AI.MoveAISetting.patrolUseRaycast;Use Raycast;"Use a raycast to check if a 'No Random Patrol' game object was hit.
Otherwise will only check if a position is within a 'No Random Patrol' area."
GamingIsLove.ORKFramework.AI.MoveAISetting.raycastDistance;Raycast Distance;The distance the raycast will check to find 'No Random Patrol' game objects.
GamingIsLove.ORKFramework.AI.MoveAISetting.raycastHeightOffset;Raycast Height Offset;Offset added to the raycast's position on the height axis (depending on the horizontal plane, either Y or Z).
GamingIsLove.ORKFramework.AI.MoveAISetting.layerMask;Layer Mask;Select the layers the raycast will check.
GamingIsLove.ORKFramework.AI.MoveAISetting.usePointsOfInterest;Use Points Of Interest;"The combatant can detect 'Point Of Interest' components in the scene while being in waypoint mode.
The combatant will move to a detected point of interest and start it's schematic, using the combatant as 'Machine Object' actor and the POI as 'Starting Object'."
GamingIsLove.ORKFramework.AI.MoveAISetting.pointOfInterestTag;Detection Tag;Can detect points of interest with a matching tag.
GamingIsLove.ORKFramework.AI.MoveAISetting.useIdle;Enable Idle;"Use schematics to animate an idle combatant in between waypoints.
If disabled, the combatant won't use idle schematics and won't stop between waypoints."
GamingIsLove.ORKFramework.AI.MoveAISetting.idleRandom;Random;"A random idle schematic will be used.
If disabled, the idle schematics will be used in sequence."
GamingIsLove.ORKFramework.AI.MoveAISetting.followLeader;Follow Leader;The combatant will follow the group leader if outside a defined range to the leader.
GamingIsLove.ORKFramework.AI.MoveAISetting.followNextInLine;Next In Line;"The combatant will follow the next combatant in line (battle group index).
Use this to prevent everyone from following the leader and move in a line instead.
'Auto Respawn' and 'Give Way' range checks will still use the actual group's leader."
GamingIsLove.ORKFramework.AI.MoveAISetting.leaderStopHunt;Stop Hunting;"The combatant won't hunt if following its group leader.
Only the leader of a group will hunt (if all group members have this option enabled).
If disabled, the combatant will still hunt, even while following its leader."
GamingIsLove.ORKFramework.AI.MoveAISetting.leaderNoWaypoint;No Waypoints;"The combatant won't follow waypoints or randomly patrol if following its group leader.
Only the leader of a group will follow waypoints (if all group members have this option enabled).
If disabled, the combatant will still follow waypoints, even while following its leader (when not outside the follow range)."
GamingIsLove.ORKFramework.AI.MoveAISetting.followLeaderPosition;Use Leader Position;"Use the leader's position for following (or the next in line's position).
If disabled, uses the in-range position (based on the follow range)."
GamingIsLove.ORKFramework.AI.MoveAISetting.giveWay;Give Way;The combatant will move out of the way of its leader when inside a defined range to the leader.
GamingIsLove.ORKFramework.AI.MoveAISetting.autoRespawn;Auto Respawn;The combatant will automatically respawn near its leader when outside a defined range to the leader.
GamingIsLove.ORKFramework.AI.MoveAISetting.autoRespawnDestroy;Destroy Spawned;"Destroy the spawned game objects of the combatants that are respawned.
If disabled, the game objects will only be placed at new positions."
GamingIsLove.ORKFramework.AI.MoveAISetting.leaderPriority;Prioritise Leader;"Following the leader takes priority over other movement when outside a defined range.
If disabled, the combatant will continue movement toward his current target ignoring the leader."
GamingIsLove.ORKFramework.AI.MoveAISetting.useDetection;Use Detection;"Use enemy detection - this is needed for hunting, fleeing, etc.
If disabled, the combatant can't e.g. hunt or flee from enemy combatants."
GamingIsLove.ORKFramework.AI.MoveAISetting.useGroupDetection;Use Group Detection;Combatants detected by the user's group members will also be used.
GamingIsLove.ORKFramework.AI.MoveAISetting.detectOnlyLeader;Detect Only Leader;"Only enemy group leaders will be detected.
If disabled, all ememy group members can be detected."
GamingIsLove.ORKFramework.AI.MoveAISetting.detectOnAggression;Detect On Aggression;"Detect combatants that made the combatant aggressive.
The combatants will be hunted."
GamingIsLove.ORKFramework.AI.MoveAISetting.detectOnDamage;Detect On Damage;"Detect combatants that damage the combatant.
The combatants will be hunted."
GamingIsLove.ORKFramework.AI.MoveAISetting.detectAttackAllies;Use Attack Allies;Allies will also be detected as targets when a status value with 'Attack Allies' enabled is applied to the combatant.
GamingIsLove.ORKFramework.AI.MoveAISetting.detectionTimeout;Timeout (s);"The time in seconds between two detection checks.
Set to 0 to check every Update call."
GamingIsLove.ORKFramework.AI.MoveAISetting.detectGroupTargets;Detect Group Targets;Automatically add group targets of the combatant to the detected targets.
GamingIsLove.ORKFramework.AI.MoveAISetting.groupTargetIndex;Group Target Index;"The index of the group target.
Set to -1 to use all available group targets."
GamingIsLove.ORKFramework.AI.MoveAISetting.groupTargetInRange;Only In Range;Only use group targets within detection range.
GamingIsLove.ORKFramework.AI.MoveAISetting.detectIndividualTargets;Detect Individual Targets;Automatically add individual targets of the combatant to the detected targets.
GamingIsLove.ORKFramework.AI.MoveAISetting.individualTargetIndex;Individual Target Index;"The index of the individual target.
Set to -1 to use all available individual targets."
GamingIsLove.ORKFramework.AI.MoveAISetting.individualTargetInRange;Only In Range;Only use individual targets within detection range.
GamingIsLove.ORKFramework.AI.MoveAISetting.selectedTargetNoDetection;No Detection;If a group/individual target is used, the combatant will not check for any further detected targets and only use the group/individual targets.
GamingIsLove.ORKFramework.AI.MoveAISetting.detectionNeeded;Needed;Select if all or just one move detection must detect the target.
GamingIsLove.ORKFramework.AI.MoveAITargetPositionCheck.ignoreHeightDistance;Ignore Height Distance;"The distance along the height axis will be ignored when calculating the distance for the check.
Depending on the 'Horizontal Plane' defined by the move AI, this either ignores the Y-axis (XZ plane, 3D) or the Z-axis (XY plane, 2D)."
GamingIsLove.ORKFramework.AI.MoveAITargetPositionCheck.ignoreCombatantRadius;No Combatant Radius;The combatant radius setting of the combatants will be ignored when calculating the distance for the check.
GamingIsLove.ORKFramework.AI.MoveAITargetPositionCheck.targetLostInterval;Target Lost Interval (s);"The time in seconds until the target is lost after leaving the detection area.
If the target leaves the detection area (i.e. no move detections can detect the target), the combatant will still follow the target for the defined time."
GamingIsLove.ORKFramework.AI.MoveAITargetPositionCheck.lostPositionCheck;Lost Position Check;"Check the target's position while the target is lost (i.e. the target left the detection area, but the 'target lost interval' is still running).
If disabled, the target's position won't be checked, resulting in the combatant moving to the last known position of the target."
GamingIsLove.ORKFramework.AI.MoveDetection.detectCombatants;Detect Combatants;This detection can detect combatants.
GamingIsLove.ORKFramework.AI.MoveDetection.detectPointsOfInterest;Detect Points Of Interest;This detection can detect points of interest.
GamingIsLove.ORKFramework.AI.MoveDetection.type;Type;"Select how movement will be detected within the defined settings:
- Sight: The combatant only needs to be present.
- Movement: The combatants needs to move.
- Combatant Trigger: The combatant needs to be within a combatant trigger of the user."
GamingIsLove.ORKFramework.AI.MoveDetection.fromChildObject;From Child Object;"The position of the defined child of the user's game object will be used for range and angle checks.
If the child can't be found, the game object itself will be used."
GamingIsLove.ORKFramework.AI.MoveDetection.minSpeed;Minimum Speed;The minimum speed at which the combatant must move to be detected.
GamingIsLove.ORKFramework.AI.MoveDetection.horizontalSpeed;Horizontal Speed;"Only the horizontal speed will be used for the check.
If disabled, also the vertical speed (e.g. jumping) will be used."
GamingIsLove.ORKFramework.AI.MoveDetection.additionalRangeCheck;Additional Range Check;"Do an additional range check (e.g. when checking within a different range than the base detection range).
Please note that the range check can't exceed the base detection range."
GamingIsLove.ORKFramework.AI.MoveDetection.angle;Angle;"The angle (0 to 360) at which a combatant will be detected.
E.g. 180 will detect combatants at an angle of 90 degree to the left and right."
GamingIsLove.ORKFramework.AI.MoveDetection.angleOffset;Angle Offset;"The offset (-180 to 180) added to the angle, e.g.:
- 0 is front- -90 is left- 90 is right- 180/-180 is back"
GamingIsLove.ORKFramework.AI.MoveDetection.needed;Conditions Needed;Select if all or just one condition must be valid to detect the target.
GamingIsLove.ORKFramework.AI.MoveTargetCheck.interval;Interval (s);"The time between two target checks.
Set to 0 if the target's position should be checked every frame."
GamingIsLove.ORKFramework.AI.MoveTargetCheck.distance;Minimum Distance;"The minimum distance to the target in world space to use this target check's interval.
"
GamingIsLove.ORKFramework.AI.Nodes.AttackNode;Attack;"Performs the combatant's base attack or counter attack.
If the action can't be performed, 'Next' is executed."
GamingIsLove.ORKFramework.AI.Nodes.AttackNode.useCounter;Use Counter;"The combatant's counter attack is used.
If disabled, the combatant's base attack is used."
GamingIsLove.ORKFramework.AI.Nodes.AttackNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.AttackNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.AttackNode.forceFoundTargets;Force Found Targets;"The action will only have the found targets available.
It can't fall back to other targets based on the combatant's AI settings if none of the targets is in range."
GamingIsLove.ORKFramework.AI.Nodes.AttackNode.needTargets;Need Targets;Valid targets must be found within use range, otherwise the attack won't be used.
GamingIsLove.ORKFramework.AI.Nodes.BaseAIActionNode.useMode;Action Use Mode;"Select how this action will be used:
- Default: Uses the battle AI call's use mode (i.e. either 'First Useable' or 'Queue').
- Can Use Check Only: Only checks if the action can be used. If the action can be used, 'Useable' will be executed, otherwise 'Not Useable'.
- Use: Uses the action, exiting the battle AI and not executing any further battle AI.
- Queue: Adds the action to the end of the AI action queue.
- Insert Queue: Adds the action to the front of the AI action queue (i.e. it being the next action)."
GamingIsLove.ORKFramework.AI.Nodes.BaseAINode.active;Enabled;"This node is enabled and will be executed.
If disabled, the node won't execute and the next node ('Next') will be executed."
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode;Ability;"Performs an ability of the combatant.
If the action can't be performed, 'Next' is executed."
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.useRandom;Use Random Ability;Use a random ability known by the combatant.
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.addHidden;Add Hidden Abilities;"Hidden abilities (either via the ability or ability type being hidden) will be used.
If disabled, hidden abilities will be excluded and not used."
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.limitType;Limit Ability Type;Limit the random abilities to a defined ability type.
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.type;Ability Type;"Select the ability type that will be used to limit the random abilities.
Only abilities of the selected type will be used."
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.ability;Ability;"Select the ability that will be performed.
The combatant must know the ability (e.g. learned the ability, equipment ability), or the action can't be performed."
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.knowAbility;Know Ability;"The ability must be known to the combatant, or the action can't be performed.
If disabled, the combatant doesn't need to know the ability - if not known, the highest use level is 1, otherwise the defined level."
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.useHighest;Use Highest Level;"The highest available ability level will be used (i.e. the highest level that can be used, e.g. due to use costs).
If disabled, a defined ability level will be used - if the defined level can't be used (e.g. due to use costs), the action can't be performed."
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.level;Level;Set the level of the ability that will be used.
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.forceFoundTargets;Force Found Targets;"The action will only have the found targets available.
It can't fall back to other targets based on the combatant's AI settings if none of the targets is in range."
GamingIsLove.ORKFramework.AI.Nodes.AbilityNode.needTargets;Need Targets;Valid targets must be found within use range, otherwise the ability won't be used.
GamingIsLove.ORKFramework.AI.Nodes.ClassAbilityNode;Class Ability;"Performs the combatant's class ability.
If multiple class abilities are available (e.g. due to using class slots with multiple equipped classes), the first useable class ability is used.
If the action can't be performed, 'Next' is executed."
GamingIsLove.ORKFramework.AI.Nodes.ClassAbilityNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.ClassAbilityNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.ClassAbilityNode.forceFoundTargets;Force Found Targets;"The action will only have the found targets available.
It can't fall back to other targets based on the combatant's AI settings if none of the targets is in range."
GamingIsLove.ORKFramework.AI.Nodes.ClassAbilityNode.needTargets;Need Targets;Valid targets must be found within use range, otherwise the ability won't be used.
GamingIsLove.ORKFramework.AI.Nodes.ItemNode;Item;"The combatant uses an item.
If the action can't be performed, 'Next' is executed."
GamingIsLove.ORKFramework.AI.Nodes.ItemNode.useRandom;Use Random Item;Use a random item in the combatant's inventory.
GamingIsLove.ORKFramework.AI.Nodes.ItemNode.addHidden;Add Hidden Items;"Hidden items (either via the item or item type being hidden) will be used.
If disabled, hidden items will be excluded and not used."
GamingIsLove.ORKFramework.AI.Nodes.ItemNode.limitType;Limit Item Type;Limit the random items to a defined item type.
GamingIsLove.ORKFramework.AI.Nodes.ItemNode.type;Item Type;"Select the item type that will be used to limit the random items.
Only items of the selected type will be used."
GamingIsLove.ORKFramework.AI.Nodes.ItemNode.item;Item;"Select the item that will be used.
The item must be useable in battle, or the action can't be performed."
GamingIsLove.ORKFramework.AI.Nodes.ItemNode.inInventory;In Inventory;"The item must be in the combatant's inventory, or the action can't be performed.
If disabled, the combatant doesn't need to have the item in the inventory, but it will be consumed if it's in the inventory."
GamingIsLove.ORKFramework.AI.Nodes.ItemNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.ItemNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.ItemNode.forceFoundTargets;Force Found Targets;"The action will only have the found targets available.
It can't fall back to other targets based on the combatant's AI settings if none of the targets is in range."
GamingIsLove.ORKFramework.AI.Nodes.ItemNode.needTargets;Need Targets;Valid targets must be found within use range, otherwise the item won't be used.
GamingIsLove.ORKFramework.AI.Nodes.DefendNode;Defend;"The combatant uses the defend command.
If the action can't be performed, 'Next' is executed."
GamingIsLove.ORKFramework.AI.Nodes.DefendNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.DefendNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.EscapeNode;Escape;"The combatant uses the escape command.
If the action can't be performed, 'Next' is executed."
GamingIsLove.ORKFramework.AI.Nodes.EscapeNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.EscapeNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.DeathNode;Death;The combatant dies.
GamingIsLove.ORKFramework.AI.Nodes.DeathNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.DeathNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.NoneNode;None;The combatant does nothing.
GamingIsLove.ORKFramework.AI.Nodes.NoneNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.NoneNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.NoneNode.isSilent;Is Silent;The 'None' action will be silent, i.e. no battle info will be displayed and no battle animation (schematics) will be used.
GamingIsLove.ORKFramework.AI.Nodes.ChangeMemberNode;Change Member;The combatant is exchanged with a member of the combatant's non-battle group (battle reserve).
GamingIsLove.ORKFramework.AI.Nodes.ChangeMemberNode.memberIndex;Member Index;The index of the non-battle member (battle reserve) that will be used.
GamingIsLove.ORKFramework.AI.Nodes.ChangeMemberNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.ChangeMemberNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.GridMoveNode;Grid Move;"The combatant moves on the grid, either toward a target, flees from a target or to a random cell within move range.
If the target is reachable, but no grid move action can be performed in this turn (e.g. not enough move range left), 'Reachable' will be executed next, otherwise 'Next'."
GamingIsLove.ORKFramework.AI.Nodes.GridMoveNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.GridMoveNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.ShortcutSlotNode;Shortcut Slot;"Performs an action stored in a shortcut slot.
If the action can't be performed, 'Next' is executed."
GamingIsLove.ORKFramework.AI.Nodes.ShortcutSlotNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.ShortcutSlotNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.ShortcutSlotNode.forceFoundTargets;Force Found Targets;"The action will only have the found targets available.
It can't fall back to other targets based on the combatant's AI settings if none of the targets is in range."
GamingIsLove.ORKFramework.AI.Nodes.ShortcutSlotNode.needTargets;Need Targets;Valid targets must be found within use range, otherwise the ability won't be used.
GamingIsLove.ORKFramework.AI.Nodes.SelectedDataActionNode;Selected Data Action;"Performs an action stored in selected data.
If the action can't be performed, 'Next' is executed."
GamingIsLove.ORKFramework.AI.Nodes.SelectedDataActionNode.useRandom;Use Random;"Uses a random action (until finding an action).
If disabled, uses the first available action."
GamingIsLove.ORKFramework.AI.Nodes.SelectedDataActionNode.endPhase;End Phase;"The phase of the combatant's faction will end after this action - combatants who didn't chose an action yet will not be able to do so.
Only used in 'Phase' battles."
GamingIsLove.ORKFramework.AI.Nodes.SelectedDataActionNode.blockBattleCamera;Block Battle Camera;"Block battle camera changes for this action.
The battle camera settings can be found in 'Battle System > Battle Settings'."
GamingIsLove.ORKFramework.AI.Nodes.SelectedDataActionNode.forceFoundTargets;Force Found Targets;"The action will only have the found targets available.
It can't fall back to other targets based on the combatant's AI settings if none of the targets is in range."
GamingIsLove.ORKFramework.AI.Nodes.SelectedDataActionNode.needTargets;Need Targets;Valid targets must be found within use range, otherwise the ability won't be used.
GamingIsLove.ORKFramework.AI.Nodes.QueuedActionCountNode;Queued Action Count;"Checks how many actions are already queued in the user's AI action queue.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.AI.Nodes.QueuedActionNode;Queued Action;"Performs the combatant's next queued AI action.
If the action can't be performed, 'Next' is executed."
GamingIsLove.ORKFramework.AI.Nodes.ClearQueuedActionsNode;Clear Queued Actions;Remove all currently queued AI actions of the combatant.
GamingIsLove.ORKFramework.AI.Nodes.BattleAIGateNode;Layer Gate;Connects two layers.
GamingIsLove.ORKFramework.AI.Nodes.RandomNode;Random;Randomly executes a next node out of a list of defined nodes.
GamingIsLove.ORKFramework.AI.Nodes.BattleAINode;Battle AI;"Executes another battle AI to find a battle action.
If no action is found, 'Next' will be executed.
Keep in mind that using the same battle AI can result in a loop and will ultimately crash the game."
GamingIsLove.ORKFramework.AI.Nodes.BattleAINode.battleAI;Battle AI;Select the battle AI that will be executed.
GamingIsLove.ORKFramework.AI.Nodes.CommentNode;Comment;"Leave a comment in your battle AI.
This node does nothing and is only for commentary purposes."
GamingIsLove.ORKFramework.AI.Nodes.CommentNode.comment;Comment;The comment.
GamingIsLove.ORKFramework.AI.Nodes.UnityConsoleNode;Unity Console;Prints a text to the Unity console using 'Debug.Log()'.
GamingIsLove.ORKFramework.AI.Nodes.UnityConsoleNode.type;Debug Type;"Select the debug type will be used:
- Log: Printed to 'Debug.Log'.
- Warning: Printed to 'Debug.LogWarning'.
- Error: Printed to 'Debug.LogError'."
GamingIsLove.ORKFramework.AI.Nodes.UnityConsoleNode.text;Text;The text that will be printed to the Unity console.
GamingIsLove.ORKFramework.AI.Nodes.ChanceNode;Chance;"Which node will be executed next is decided by chance.
The chance is checked against a random number between two values (default 0 and 100, you can change this in the game settings).
The next node of the first defined value range, that includes the chance, will be executed.
If no range contains the chance, 'Failed' will be executed."
GamingIsLove.ORKFramework.AI.Nodes.CheckDifficultyNode;Check Difficulty;"Checks the game's currently selected difficulty.
If the check is true, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.ORKFramework.AI.Nodes.CheckValueNode;Check Value;"A value (e.g. result of a formula) will be checked with a defined value.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'."
GamingIsLove.ORKFramework.AI.Nodes.CheckValueNode.value;Value;The value that will be checked.
GamingIsLove.ORKFramework.AI.Nodes.CheckValueNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.ORKFramework.AI.Nodes.CheckBattleTurnNode;Check Battle Turn;"Checks the current battle turn (independent of combatants).
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Please note that battle turns are only used in 'Turn Based', 'Active Time' and 'Phase' battles.
In 'Active Time' battles, a battle turn lasts until each combatant (that's able to) has performed 1 action."
GamingIsLove.ORKFramework.AI.Nodes.CheckBattleTurnNode.check;Check Type;"Checks if the value is equal, not equal, less or greater than a defined value.
Range inclusive checks if the value is between two defined values, including the values.
Range exclusive checks if the value is between two defined values, excluding the values.
Approximately checks if the value is similar to the defined value."
GamingIsLove.ORKFramework.AI.Nodes.CheckTurnNode;Check Turn;"Checks a combatant's turn number (i.e. the number of actions/turns performed by the combatant).
If the check is true, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckTurnNode.everyTurn;Every n Turns;"The check is true every set number of turns (e.g. every 2nd turn when 'turn' is set to 2).
If disabled, the check is true at the specific turn number (e.g. the 5th turn of a combatant)."
GamingIsLove.ORKFramework.AI.Nodes.CheckTurnNode.turn;Turn;Set the turn that will be checked for.
GamingIsLove.ORKFramework.AI.Nodes.CheckTurnValueNode;Check Turn Value;"Checks a combatant's turn value.
The turn value is used to generate the turn order in 'Turn Based Battles' using 'Multi Turns'.
If the check is true, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckTurnValueNode.useAverage;Use Average;Use the average turn value of the combatant's group.
GamingIsLove.ORKFramework.AI.Nodes.CheckTurnValueNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.ORKFramework.AI.Nodes.CheckActionBarNode;Check Action Bar;"Checks a combatant's action bar.
In 'Turn Based Battles' and 'Phase Battles', the action bar represents the actions per turn of the combatant.
In 'Active Time Battles', the action bar represents the timebar of the combatant.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckActionBarNode.usedActionBar;Used Action Bar;"Check the 'Used Action Bar' instead of the 'Action Bar'.
The 'Used Action Bar' defines how much of the action bar is already used by actions.
In 'Turn Based Battles' and 'Phase Battles', the used action bar will be increased by the actions the combatant selected.
In 'Active Time Battles', the used action bar defines how much of the timebar has already been used.
E.g. use this to check if a combatant already chose actions by checking if the used action bar equals 0."
GamingIsLove.ORKFramework.AI.Nodes.CheckActionBarNode.useAverage;Use Average;Use the average action bar value of the combatant's group.
GamingIsLove.ORKFramework.AI.Nodes.CheckActionBarNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.ORKFramework.AI.Nodes.CheckActionTimeNode;Check Action Time;"Checks a combatant's action time.
The action time is an optional feature to limit the time a combatant has to perform actions.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckActionTimeNode.useMax;Use Maximum;Use the maximum action time of the combatant.
GamingIsLove.ORKFramework.AI.Nodes.CheckActionTimeNode.useAverage;Use Average;Use the average action time of the combatant's group.
GamingIsLove.ORKFramework.AI.Nodes.CheckActionTimeNode.onlyBattle;Only Battle;"Only the battle members are used.
If disabled, the whole group will be used."
GamingIsLove.ORKFramework.AI.Nodes.CheckStatusNode;Check Status;"Checks a combatant for defined status conditions, e.g. status value.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the conditions will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckStatusNode.forceKnowledge;Force Knowledge;"Force status checks to have all status information instead of checking bestiary entries.
Only used when a player combatant checks an enemy."
GamingIsLove.ORKFramework.AI.Nodes.CheckStatusNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.AI.Nodes.CheckStatusNode.combatantsNeeded;Combatants Needed;Either all or only one combatant must match the defined status conditions.
GamingIsLove.ORKFramework.AI.Nodes.GetStatusValueNode;Get Status Value;"The combatant with the highest or lowest value of a selected status value will be added to the target list.
The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.GetStatusValueNode.forceKnowledge;Force Knowledge;"Force the check to have all status information instead of checking bestiary entries.
Only used when a player combatant checks an enemy."
GamingIsLove.ORKFramework.AI.Nodes.GetStatusValueNode.status;Status Value;Select the status value that will be checked.
GamingIsLove.ORKFramework.AI.Nodes.GetStatusValueNode.getHighest;Highest/Lowest;"If enabled, the combatant with the highest value of the selected status value will be added to the target list.
If disabled, the combatant with the lowest value of the selected status value will be added to the target list."
GamingIsLove.ORKFramework.AI.Nodes.GetStatusValueNode.allMatching;All Matching;"Use all combatants that have the highest/lowest value (i.e. matching values).
If disabled, only the first found combatant will be used."
GamingIsLove.ORKFramework.AI.Nodes.GetAttackModifierNode;Get Attack Modifier;"The combatant with the highest or lowest value of a selected attack modifier will be added to the target list.
The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.GetAttackModifierNode.forceKnowledge;Force Knowledge;"Force the check to have all status information instead of checking bestiary entries.
Only used when a player combatant checks an enemy."
GamingIsLove.ORKFramework.AI.Nodes.GetAttackModifierNode.getHighest;Highest/Lowest;"If enabled, the combatant with the highest value of the selected attack modifier attribute will be added to the target list.
If disabled, the combatant with the lowest value of the selected attack modifier attribute will be added to the target list."
GamingIsLove.ORKFramework.AI.Nodes.GetAttackModifierNode.allMatching;All Matching;"Use all combatants that have the highest/lowest value (i.e. matching values).
If disabled, only the first found combatant will be used."
GamingIsLove.ORKFramework.AI.Nodes.GetDefenceModifierNode;Get Defence Modifier;"The combatant with the highest or lowest value of a selected defence modifier will be added to the target list.
The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.GetDefenceModifierNode.forceKnowledge;Force Knowledge;"Force the check to have all status information instead of checking bestiary entries.
Only used when a player combatant checks an enemy."
GamingIsLove.ORKFramework.AI.Nodes.GetDefenceModifierNode.getHighest;Highest/Lowest;"If enabled, the combatant with the highest value of the selected defence modifier attribute will be added to the target list.
If disabled, the combatant with the lowest value of the selected defence modifier attribute will be added to the target list."
GamingIsLove.ORKFramework.AI.Nodes.GetDefenceModifierNode.allMatching;All Matching;"Use all combatants that have the highest/lowest value (i.e. matching values).
If disabled, only the first found combatant will be used."
GamingIsLove.ORKFramework.AI.Nodes.CompareStatusValueNode;Compare Status Value;"Checks the status value of targets against the user's value and adds them to the target list.
E.g. add all enemies that have less HP than the user.
The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CompareStatusValueNode.forceKnowledge;Force Knowledge;"Force the check to have all status information instead of checking bestiary entries.
Only used when a player combatant checks an enemy."
GamingIsLove.ORKFramework.AI.Nodes.CompareStatusValueNode.useFailedNext;Use 'Failed' Next;"Enables using a different 'Next' node when the check fails.
If the check fails, the combatants that failed will be added to the found targets (the previously found targets will also be filtered to only contain those who failed when using 'Check' found targets)."
GamingIsLove.ORKFramework.AI.Nodes.CompareStatusValueNode.status;Status Value;Select the status value that will be checked.
GamingIsLove.ORKFramework.AI.Nodes.CompareStatusValueNode.checkType;Check Type;"Checks if the target's status value is equal, not equal, less or greater than the user's status value.
Range inclusive checks if the target's status value is between two defined status values, including them.
Range exclusive checks if the target's status value is between two defined status values, excluding them.
Approximately checks if the target's status value is equal to the defined status value."
GamingIsLove.ORKFramework.AI.Nodes.CompareStatusValueNode.status2;Status Value 2;Select the status value used for the check (upper limit).
GamingIsLove.ORKFramework.AI.Nodes.CompareStatusValueNode.checkIn;Check In;Check either in percent of the maximum status value or the actual value.
GamingIsLove.ORKFramework.AI.Nodes.CompareStatusValueNode.usePercentValue;Use Percent Value;"Define a percent value that will be checked.
E.g. 50 to check the target's status value against 50 % of the user's status value."
GamingIsLove.ORKFramework.AI.Nodes.CompareStatusValueNode.percentValue;Percent Value;The percent value that will be checked.
GamingIsLove.ORKFramework.AI.Nodes.CompareStatusValueNode.checkOther;Check Other SV;"Check a different status value on the targets.
E.g. comparing the user's HP ('Status Value' setting) to the target's MP ('Target Status Value' setting)."
GamingIsLove.ORKFramework.AI.Nodes.CompareStatusValueNode.targetStatus;Target Status Value;Select the status value that will be checked.
GamingIsLove.ORKFramework.AI.Nodes.AddTemporaryAbilityNode;Add Temporary Ability;Adds a temporary ability to a combatant.
GamingIsLove.ORKFramework.AI.Nodes.AddTemporaryAbilityNode.onFound;Use Found Targets;"Add the temporary ability to the targets found by previous nodes.
If disabled, you need to define the used target."
GamingIsLove.ORKFramework.AI.Nodes.RemoveTemporaryAbilityNode;Remove Temporary Ability;Removes a temporary ability from a combatant.
GamingIsLove.ORKFramework.AI.Nodes.RemoveTemporaryAbilityNode.all;Remove All;All temporary abilities will be removed.
GamingIsLove.ORKFramework.AI.Nodes.RemoveTemporaryAbilityNode.ability;Ability;Select the ability that will be removes from temporary abilities.
GamingIsLove.ORKFramework.AI.Nodes.RemoveTemporaryAbilityNode.onFound;Use Found Targets;"Remove the temporary ability from the targets found by previous nodes.
If disabled, you need to define the used target."
GamingIsLove.ORKFramework.AI.Nodes.StatusValueSortTargetsNode;Status Value Sort Targets;Sort the found targets based on a defined status value.
GamingIsLove.ORKFramework.AI.Nodes.StatusValueSortTargetsNode.status;Status Value;"Select the status value that will be used to sort.
The combatants will be sorted from lowest to highest value."
GamingIsLove.ORKFramework.AI.Nodes.StatusValueSortTargetsNode.usedValue;Used Value;"Select which value will be used:
- Current Value: The current value of the status value.
- Base Value: The base value of the status value (without bonuses).
- Min Value: The minimum value of the status value.
- Max Value: The maximum value of the status value.
- Display Value: The currently displayed value of the status value (e.g. when using 'Count To Value').
- Preview Value: The preview value, displaying changes when an equipment would be equipped.
- Preview Max Value: The preview maximum value, displaying changes when an equipment would be equipped.
- Preview Min Value: The preview minimum value, displaying changes when an equipment would be equipped.
- Last Change Value: The last value used to change the status value.
- Last Combined Change Value: The combined value of the last changes to the status value.
- Last Combined Change Value Positive: The combined value of the last positive changes to the status value.
- Last Combined Change Value Negative: The combined value of the last negative changes to the status value."
GamingIsLove.ORKFramework.AI.Nodes.StatusValueSortTargetsNode.inverseOrder;Inverse Order;Inverse the sorting - sorts from highest to lowest value.
GamingIsLove.ORKFramework.AI.Nodes.GetBattleStatisticNode;Get Battle Statistic;"The combatant with the highest or lowest defined battle statistic will be added to the target list.
E.g. use this to get the combatant that dealt the most damage to the user.
Requires using the 'Combatant Battle Statistics' settings defined in 'Battle System > Battle Settings'.
The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.GetBattleStatisticNode.statisticKey;Statistic Key;The key used to identify the statistic value.
GamingIsLove.ORKFramework.AI.Nodes.GetBattleStatisticNode.valueSource;Value Source;"Select which statistic value will be used:
- Decrease Received: A value decrease the combatant received (e.g. received damage).
- Decrease Given: A value decrease the combatant gave (e.g. dealt damage).
- Increase Received: A value increase the combatant received (e.g. getting healed).
- Increase Given: A value increase the combatant gave (e.g. healing others)."
GamingIsLove.ORKFramework.AI.Nodes.GetBattleStatisticNode.useTotalChange;Use Total Change;"Use the total change the combatant registered.
If disabled, uses the change registered from the user (requires using 'Per Combatant' statistics)."
GamingIsLove.ORKFramework.AI.Nodes.GetBattleStatisticNode.getHighest;Highest/Lowest;"If enabled, the combatant with the highest received damage will be added to the target list.
If disabled, the combatant with the lowest received damage will be added to the target list."
GamingIsLove.ORKFramework.AI.Nodes.GetBattleStatisticNode.allMatching;All Matching;"Use all combatants that have the highest/lowest received damage (i.e. matching values).
If disabled, only the first found combatant will be used."
GamingIsLove.ORKFramework.AI.Nodes.StoreCombatantCountNode;Store Combatant Count;"Stores the number of combatants in the scene into a float variable.
The found combatants can be filtered by different settings, e.g. being enemy of the user or status conditions."
GamingIsLove.ORKFramework.AI.Nodes.StoreCombatantCountNode.checkRange;Check Range;Only search within a defined range of the user or a position.
GamingIsLove.ORKFramework.AI.Nodes.StoreCombatantCountNode.checkPosition;From Position;"Check the range from a defined position.
If disabled, the range will be checked from the user's position."
GamingIsLove.ORKFramework.AI.Nodes.ChangeFormationNode;Change Formation;Changes the formation of the user's group.
GamingIsLove.ORKFramework.AI.Nodes.ChangeFormationNode.stopFormation;Stop Formation;Stops using a formation.
GamingIsLove.ORKFramework.AI.Nodes.ChangeFormationNode.formation;Formation;Select the formation that will be used.
GamingIsLove.ORKFramework.AI.Nodes.InFormationNode;In Formation;"Checks if the user's group currently is in any or a defined formation, or checks if a combatant is part of a formation.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.AI.Nodes.InFormationNode.checkCombatant;Check Combatant;Checks if a combatant is part of a formation.
GamingIsLove.ORKFramework.AI.Nodes.InFormationNode.anyFormation;Any Formation;Checks if the user's group is in any formation.
GamingIsLove.ORKFramework.AI.Nodes.InFormationNode.formation;Formation;Select the formation that will be used.
GamingIsLove.ORKFramework.AI.Nodes.CheckFactionNode;Check Faction;"Checks the faction of a combatant.
If the check is true, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckFactionNode.faction;Faction;Select the faction that will be checked for.
GamingIsLove.ORKFramework.AI.Nodes.CheckFactionSympathyNode;Check Faction Sympathy;"Checks the sympathy a faction has for the user's faction (or the user for the checked combatant's faction).
If the check is true, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckFactionSympathyNode.checkForUser;Check Sympathy For User;"Check the sympathy for the user's faction.
If disabled, checks the user's sympathy for the checked combatant's faction."
GamingIsLove.ORKFramework.AI.Nodes.CheckFactionBenefitNode;Check Faction Benefit;"Checks the benefit a faction gives to another faction.
If the check is true, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckFactionBenefitNode.checkForUser;Check Benefit For User;"Check the benefit for the user's faction.
If disabled, checks the user's benefit for the checked combatant's faction."
GamingIsLove.ORKFramework.AI.Nodes.CheckFactionBenefitNode.factionBenefit;Faction Benefit;Select the faction benefit that will be checked for.
GamingIsLove.ORKFramework.AI.Nodes.IsLinkedCombatantNode;Is Linked Combatant;"Checks if the user is linked to another combatant.
If the check is true, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the conditions will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.IsLinkedCombatantNode.linkedKey;Linked Key;Define the key that will be used.
GamingIsLove.ORKFramework.AI.Nodes.IsLinkedCombatantNode.checkTarget;Check Target;"Checks if the user is stored as a link on the target.
If disabled, checks if the target is stored as a link on the user."
GamingIsLove.ORKFramework.AI.Nodes.StatusEffectAddedByNode;Status Effect Added By;"Checks if the user's status effect was added by a target.
If the check is true, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the conditions will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.StatusEffectAddedByNode.effect;Status Effect;Select the status effect that will be checked for.
GamingIsLove.ORKFramework.AI.Nodes.StatusEffectAddedByNode.checkTarget;Check Target;"Checks if the user added the status effect to the target.
If disabled, checks if the target added the status effect to the user."
GamingIsLove.ORKFramework.AI.Nodes.AddCombatantBodyPartNode;Add Combatant Body Part;"Adds body parts to a combatant.
Please note that you can't add body parts to body parts."
GamingIsLove.ORKFramework.AI.Nodes.AddCombatantBodyPartNode.onFound;Use Found Targets;"Add the temporary ability to the targets found by previous nodes.
If disabled, you need to define the used target."
GamingIsLove.ORKFramework.AI.Nodes.RemoveCombatantBodyPartNode;Remove Combatant Body Part;"Removes a body part from a combatant.
The body part will also be removed from battle."
GamingIsLove.ORKFramework.AI.Nodes.RemoveCombatantBodyPartNode.onFound;Use Found Targets;"Add the temporary ability to the targets found by previous nodes.
If disabled, you need to define the used target."
GamingIsLove.ORKFramework.AI.Nodes.RemoveCombatantBodyPartNode.isBodyPart;Is Body Part;"The selected combatant (setting above) is a body part and will be removed from it's parent combatant.
If disabled, a defined body part will be removed from the selected combatant (setting above)."
GamingIsLove.ORKFramework.AI.Nodes.RemoveCombatantBodyPartNode.bodyPart;Body Part Combatant;Select the body part combatant that'll be removed.
GamingIsLove.ORKFramework.AI.Nodes.HasCombatantTriggerNode;Has Combatant Trigger;"Checks if a combatant has combatant triggers.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.AI.Nodes.HasCombatantTriggerNode.needed;Needed;Either all or only one tag must be on added to the combatant trigger component.
GamingIsLove.ORKFramework.AI.Nodes.InCombatantTriggerNode;In Combatant Trigger;"Checks if a combatant is within one of the user's combatant triggers (or the user in another combatant's trigger).
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.AI.Nodes.InCombatantTriggerNode.inTargetTrigger;In Target's Trigger;"Check if the user is in the target's trigger.
If disabled, checks if the target is in the user's trigger."
GamingIsLove.ORKFramework.AI.Nodes.InCombatantTriggerNode.needed;Needed;Either all or only one tag must be on added to the combatant trigger component.
GamingIsLove.ORKFramework.AI.Nodes.CombatantTriggerTimeNode;Combatant Trigger Time;"Checks if a combatant is within one of the user's combatant triggers for a defined amount of time (or the user in another combatant's trigger).
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.AI.Nodes.CombatantTriggerTimeNode.inTargetTrigger;In Target's Trigger;"Check if the user is in the target's trigger.
If disabled, checks if the target is in the user's trigger."
GamingIsLove.ORKFramework.AI.Nodes.CombatantTriggerTimeNode.needed;Needed;Either all or only one tag must be on added to the combatant trigger component.
GamingIsLove.ORKFramework.AI.Nodes.UseGridFormationNode;Use Grid Formation;"Initiates a defined grid formation for the user's group or the found targets.
Only used in grid battles."
GamingIsLove.ORKFramework.AI.Nodes.UseGridFormationNode.formation;Grid Formation;Select the grid formation that will be used.
GamingIsLove.ORKFramework.AI.Nodes.UseGridFormationNode.useOnTarget;Use On Target;"Use the grid formation on the found target(s).
Uses the target as the leader."
GamingIsLove.ORKFramework.AI.Nodes.BreakGridFormationNode;Break Grid Formation;"Ends the current or only a defined grid formation of the user's group.
Only used in grid battles."
GamingIsLove.ORKFramework.AI.Nodes.BreakGridFormationNode.any;Any Formation;Ends the current grid formation of the user's group.
GamingIsLove.ORKFramework.AI.Nodes.BreakGridFormationNode.formation;Grid Formation;Select the grid formation that will be used.
GamingIsLove.ORKFramework.AI.Nodes.UpdateGridFormationNode;Update Grid Formation;"Updates the user group's grid formation (formation positions, filling empty positions).
Please note that this also happens automatically - the formation positions are updated when the leader's cell changes and empty positions are filled when a combatant is removed from the formation (e.g. upon death or leaving group).
Only used in grid battles and when the user's group is using a grid formation."
GamingIsLove.ORKFramework.AI.Nodes.UpdateGridFormationNode.updatePositions;Update Positions;Update the cell positions of the individual grid formation positions.
GamingIsLove.ORKFramework.AI.Nodes.UpdateGridFormationNode.fillPositions;Fill Positions;Find combatants for empty grid formation positions.
GamingIsLove.ORKFramework.AI.Nodes.UseGridFormationRotationNode;Use Grid Formation Rotation;"Uses the rotations on the grid formation positions (e.g. using leader's rotation).
Changes the rotation of the user or all combatants of the formation that are on their formation position cells.
Only used in grid battles and when the user's group is using a grid formation."
GamingIsLove.ORKFramework.AI.Nodes.UseGridFormationRotationNode.wholeFormation;Whole Formation;"All combatants that are part of the formation (and on their formation position cells) will use the rotation.
If disabled, only the user will rotate."
GamingIsLove.ORKFramework.AI.Nodes.InGridFormationNode;In Grid Formation;"Checks if the user's group currently is in any or a defined grid formation, or checks if a combatant is part of a formation.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.ORKFramework.AI.Nodes.InGridFormationNode.checkCombatant;Check Combatant;Checks if a combatant is part of a formation.
GamingIsLove.ORKFramework.AI.Nodes.InGridFormationNode.anyFormation;Any Formation;Checks if the user's group is in any grid formation.
GamingIsLove.ORKFramework.AI.Nodes.InGridFormationNode.formation;Grid Formation;Select the grid formation that will be used.
GamingIsLove.ORKFramework.AI.Nodes.IsGridFormationLeaderNode;Is Grid Formation Leader;"Checks if a combatant is the leader of a grid formation.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.ORKFramework.AI.Nodes.InGridFormationPositionNode;In Grid Formation Position;"Checks if a combatant is on the assigned grid formation position cell.
The formation leader is always in formation position.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.ORKFramework.AI.Nodes.GridFormationFinishedNode;Grid Formation Finished;"Checks if all combatants reached their grid formation position.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.ORKFramework.AI.Nodes.GridFormationFinishedNode.onlyFilled;Only Filled Positions;"Only positions that have a combatant assigned will be checked.
If disabled, an empty position will result in failure."
GamingIsLove.ORKFramework.AI.Nodes.GridFormationFinishedNode.checkRotation;Check Rotation;"Checks if the combatant's rotation matches the rotation defined by the position (e.g. matching the leader's rotatin).
If disabled, rotations are ignored."
GamingIsLove.ORKFramework.AI.Nodes.GridFormationFinishedNode.checkGridDistance;Check Grid Distance;"Only positions where the combatant is a defined grid distance away from the cell will be checked.
If the combatant is farther away, the position will be ignored."
GamingIsLove.ORKFramework.AI.Nodes.GridFormationFinishedNode.distance;Distance;The distance that will be used.
GamingIsLove.ORKFramework.AI.Nodes.GridFormationPossibleNode;Grid Formation Possible;"Checks if a combatant group's formation is possible or a defined grid formation is possible at a combatant's cell.
A formation isn't possible if one of the position cells is blocked or invalid (outside the grid).
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Only used in grid battles."
GamingIsLove.ORKFramework.AI.Nodes.GridFormationPossibleNode.useCurrentFormation;Use Current Formation;"Uses the combatant group's current formation for the check.
The check fails if the combatant's group isn't in formation.
If disabled, a defined grid formation is used."
GamingIsLove.ORKFramework.AI.Nodes.GridFormationPossibleNode.formation;Grid Formation;Select the grid formation that will be used.
GamingIsLove.ORKFramework.AI.Nodes.ReassignGridFormationPositionNode;Reassign Formation Position;"Reassigns the user's grid formation position with a new combatant.
The user will be assigned to a new formation position afterwards (if possible).
Only used in grid battles and when the user's group is using a grid formation."
GamingIsLove.ORKFramework.AI.Nodes.ChangeMoveAINode;Change Move AI;Changes the move AI of the user.
GamingIsLove.ORKFramework.AI.Nodes.ChangeMoveAINode.restore;Restore Move AI;Restore the move AI to the one originally used by the combatant.
GamingIsLove.ORKFramework.AI.Nodes.ChangeMoveAINode.move;Move AI;Select the move AI that will be used.
GamingIsLove.ORKFramework.AI.Nodes.ChangeMoveAIModeNode;Change Move AI Mode;Changes the use mode of the user's move AI.
GamingIsLove.ORKFramework.AI.Nodes.ChangeMoveAIModeNode.restore;Restore Default;Restore the default use mode of the move AI (defined in the move AI's settings).
GamingIsLove.ORKFramework.AI.Nodes.ChangeMoveAIModeNode.useMode;Use Mode;"Select the use mode of the move AI:
- Auto: Automatically uses the different behaviours (e.g. hunting, fleeing).
- Idle: Forces idle mode, only following waypoints (if used).
- Hunt: Forces hunting.
- Flee: Forces fleeing.
- Caution: Forces caution.
- Protect: Forces protecting group members."
GamingIsLove.ORKFramework.AI.Nodes.ChangeMoveAIStopAngleNode;Change Move AI Stop Angle;"Changes the stop angle of the user's move AI.
The stop angle is used by hunting and caution modes to optionally move to a specific position around the target.
The used angle value defined here is calcualted only when setting the stop angle, not for each time it's used by the move AI."
GamingIsLove.ORKFramework.AI.Nodes.ChangeMoveAIStopAngleNode.restore;Restore Default;Restore the default stop angle (defined in the move AI's settings).
GamingIsLove.ORKFramework.AI.Nodes.CheckMoveAIDetectionNode;Check Move AI Detection;"Checks if the targets are detected by the combatant's move AI detection.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckMoveAIHuntingNode;Check Move AI Hunting;"Checks if the targets are valid for hunting due to the combatant's move AI hunting conditions. The combatant needs to be aggressive in order to hunt targets.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckMoveAIFleeNode;Check Move AI Flee;"Checks if the targets are valid for fleeing due to the combatant's move AI flee conditions.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckMoveAICautionNode;Check Move AI Caution;"Checks if the targets are valid for being cautious due to the combatant's move AI caution conditions.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckMoveAITargetNode;Check Move AI Target;"Checks if the targets are the current target of the combatant's move AI.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckDistanceNode;Check Distance;"The distance between user and target is checked with a defined value.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckDistanceNode.ignoreHeightDistance;Ignore Height Distance;"Height differences to the targets are ignored when calculating the distance.
Depending on the 'Horizontal Plane' defined in the game settings, this either ignores the Y-axis (XZ plane, 3D) or the Z-axis (XY plane, 2D)."
GamingIsLove.ORKFramework.AI.Nodes.CheckDistanceNode.ignComRad;Ignore Radius;The radius of the combatants will be ignored when calculating the distance (radius is defined by 'Radius' components).
GamingIsLove.ORKFramework.AI.Nodes.CheckAngleNode;Check Angle;"The angle between user and target is checked with a defined value.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckAngleNode.direction;Use Direction;"The angle between the forward directions of user and target will be calculated.
E.g. the result will be 0 if both are looking into the same direction, -180/180 if they look into opposite directions.
If disabled, the angle between the positions will be calculated.
E.g. the result will be 0 if the user looks directly at the target, -180/180 if he looks away from the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckAngleNode.fromTarget;From Target;"The angle is calculated from target to user.
If disabled, the angle is calculated from user to target."
GamingIsLove.ORKFramework.AI.Nodes.CheckOrientationNode;Check Orientation;"Checks the orientation from user to target (e.g. if the target is in front of the user).
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.CheckOrientationNode.orientation;Orientation;"Select the orientation that'll be checked for:
- None: The orientation is ignored.
- Front: The target has to be in front of the user.
- Back: The target has to be in the back of the user.
- Left: The target has to be left of the user.
- Right: The target has to be right of the user."
GamingIsLove.ORKFramework.AI.Nodes.CheckOrientationNode.fromTarget;From Target;"The orientation is checked from target to user.
If disabled, the orientation is checked from user to target."
GamingIsLove.ORKFramework.AI.Nodes.CheckGridDistanceNode;Check Grid Distance;"The distance on a battle grid between user and target is checked with a defined value.
Neighbouring cells have a distance of 1, a cell between is distance of 2, etc.
If the check is valid, 'Success' will be executed next, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Only used in grid battles."
GamingIsLove.ORKFramework.AI.Nodes.CheckGridDistanceNode.blockDiagonalDistance1;Block Diagonal Distance 1;Diagonal cells in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
GamingIsLove.ORKFramework.AI.Nodes.CheckGridDistanceNode.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.ORKFramework.AI.Nodes.CheckGridDistanceNode.checkFormation;Check Formation;If the user is part of a grid formation, all formation position cells will be checked, using the lowest distance to the checked combatant.
GamingIsLove.ORKFramework.AI.Nodes.CheckGridDistanceNode.formationOnlyFilled;Only Filled Positions;"Only positions that have a combatant assigned will be checked.
If disabled, all position cells will be checked."
GamingIsLove.ORKFramework.AI.Nodes.CheckGridDistanceNode.formationOnlyOnPosition;Only On Position;"Only positions where the assigned combatant is on the position's cell will be checked.
If disabled, a filled position's cell will be checked in any case."
GamingIsLove.ORKFramework.AI.Nodes.IsGridCellDiagonalNode;Is Grid Cell Diagonal;"Checks if user and target are diagonal to each other ('Square' grids only).
Any combatant that is diagonal will be added to the target list. The target list will be used by actions to determine the target.
Only used in grid battles."
GamingIsLove.ORKFramework.AI.Nodes.IsGridCellDiagonalNode.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.ORKFramework.AI.Nodes.RotateToTargetNode;Rotate To Target;Changes the user's rotation to look at the found target.
GamingIsLove.ORKFramework.AI.Nodes.RotateToTargetNode.useCenter;Use Center;"Use the center position when multiple targets are available.
If disabled, the first available target will be used."
GamingIsLove.ORKFramework.AI.Nodes.GridRotateToTargetNode;Grid Rotate To Target;"Changes the user's orientation on the grid to look at the found target.
Only used in grid battles."
GamingIsLove.ORKFramework.AI.Nodes.GridRotateToTargetNode.useCenter;Use Center;"Use the center position when multiple targets are available.
If disabled, the first available target will be used."
GamingIsLove.ORKFramework.AI.Nodes.GridRotateToTargetNode.blockDiagonalRotation;Block Diagonal Rotation;"Diagonal cells in square grids will be ignored (when 'Diagonal Distance 1' is enabled in the grid settings).
The combatant won't rotate to a diagonal direction (square grids)."
GamingIsLove.ORKFramework.AI.Nodes.GetNearestNode;Get Nearest;"Adds the nearest combatant to the target list.
The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.GetNearestNode.ignoreHeightDistance;Ignore Height Distance;"Height differences to the targets are ignored when calculating the distance.
Depending on the 'Horizontal Plane' defined in the game settings, this either ignores the Y-axis (XZ plane, 3D) or the Z-axis (XY plane, 2D)."
GamingIsLove.ORKFramework.AI.Nodes.GetNearestNode.ignComRad;Ignore Radius;The radius of the combatants will be ignored when calculating the distance (radius is defined by 'Radius' components).
GamingIsLove.ORKFramework.AI.Nodes.GetNearestNode.nearestOffsetIndex;Nearest Offset Index;"Defines which nearest combatant will be used.
If the index exceeds the available combatants, no combatant will be used.
E.g. 0 is the nearest, 1 is the 2nd nearest, etc."
GamingIsLove.ORKFramework.AI.Nodes.GetNearestNode.useGridDistance;Use Grid Distance;Use the grid distance when used in battles with a battle grid.
GamingIsLove.ORKFramework.AI.Nodes.GetNearestNode.blockDiagonalDistance1;Block Diagonal Distance 1;Diagonal cells in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
GamingIsLove.ORKFramework.AI.Nodes.GetNearestNode.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.ORKFramework.AI.Nodes.GetNearestNode.inverseOrder;Inverse Order;Inverse distance order.
GamingIsLove.ORKFramework.AI.Nodes.InUseRangeNode;In Use Range;"Checks if a combatant is within use range of a selected action of the user, a battle range template or a custom battle range.
If the check is valid, 'In Range' will be executed, otherwise 'Out Of Range'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.InUseRangeNode.reverse;Reverse;"Check if the user is within use range of the target.
If disabled, checks if the target is within use range of the user."
GamingIsLove.ORKFramework.AI.Nodes.InUseRangeNode.checkOutOfRange;Check Out Of Range;Check for out of range instead of in range.
GamingIsLove.ORKFramework.AI.Nodes.InUseRangeNode.failUsesFailedTargets;Fail Uses Failed Targets;The failed targets will be used as found targets if no valid target was found.
GamingIsLove.ORKFramework.AI.Nodes.InGridActionRangeNode;In Grid Action Range;"Checks if a combatant is within move range and use range of a selected action of the user, a battle range template or a custom battle range.
Please note that this can be performance heavy, as it'll potentially check every cell in move range for the use range of the action.
If the check is valid, 'In Range' will be executed, otherwise 'Out Of Range'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.InGridActionRangeNode.moveRangeType;Move Range;"Select which move range will be used:
- Current: The user's current move range.
- Max: The user's maximum move range.
- All: All cells."
GamingIsLove.ORKFramework.AI.Nodes.DistanceSortTargetsNode;Distance Sort Targets;Sort the found targets based on their distance to the user.
GamingIsLove.ORKFramework.AI.Nodes.DistanceSortTargetsNode.ignoreHeightDistance;Ignore Height Distance;"Height differences to the targets are ignored when calculating the distance.
Depending on the 'Horizontal Plane' defined in the game settings, this either ignores the Y-axis (XZ plane, 3D) or the Z-axis (XY plane, 2D)."
GamingIsLove.ORKFramework.AI.Nodes.DistanceSortTargetsNode.ignComRad;Ignore Radius;The radius of the combatants will be ignored when calculating the distance (radius is defined by 'Radius' components).
GamingIsLove.ORKFramework.AI.Nodes.DistanceSortTargetsNode.useGridDistance;Use Grid Distance;Use the grid distance when used in battles with a battle grid.
GamingIsLove.ORKFramework.AI.Nodes.DistanceSortTargetsNode.blockDiagonalDistance1;Block Diagonal Distance 1;Diagonal cells in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
GamingIsLove.ORKFramework.AI.Nodes.DistanceSortTargetsNode.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.ORKFramework.AI.Nodes.DistanceSortTargetsNode.inverseOrder;Inverse Order;Inverse the sorting.
GamingIsLove.ORKFramework.AI.Nodes.CheckGridCellTypeNode;Check Grid Cell Type;"Checks if a combatant is currently on a cell of a defined grid cell type.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target.
Only used in grid battles."
GamingIsLove.ORKFramework.AI.Nodes.CheckGridCellTypeNode.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.ORKFramework.AI.Nodes.CheckGridCellTypeNode.gridCellType;Grid Cell Type;Select the grid cell type that will be used.
GamingIsLove.ORKFramework.AI.Nodes.GetWeightedGroupNode;Get Weighted Group;"Uses the largest or smallest weighted group of combatants as targets.
A weighted group is based on the physical proximity between combatants, defined by a maximum distance between them.
The combatants of the weighted group will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.GetWeightedGroupNode.groupType;Weighted Group;"Select which weighted group will be used:
- Smallest: The weighted group with the least combatants.
- Largest: The weighted group with the most combatants."
GamingIsLove.ORKFramework.AI.Nodes.GetWeightedGroupNode.distanceType;Same Size;"Select which group will be used if multiple groups of the same size are found:
- Nearest: Uses the group with the nearest combatant.
- Nearest Average: Uses the nearest group (average distance)
- Farthest: Uses the group with the farthest combatant.
- Farthest Average: Uses the farthest group (average distance)
- All: Uses all groups."
GamingIsLove.ORKFramework.AI.Nodes.GetWeightedGroupNode.distance;Maximum Distance;The maximum distance between combatants to be part of a weighted group.
GamingIsLove.ORKFramework.AI.Nodes.GetWeightedGroupNode.useGridDistance;Use Grid Distance;Use the grid distance when used in battles with a battle grid.
GamingIsLove.ORKFramework.AI.Nodes.GetWeightedGroupNode.blockDiagonalDistance1;Block Diagonal Distance 1;Diagonal cells in square grids will have a distance of 2 instead of 1 (when 'Diagonal Distance 1' is enabled in the grid settings).
GamingIsLove.ORKFramework.AI.Nodes.GetWeightedGroupNode.ignoreSizeCells;Ignore Size Cells;"Ignore the grid size cells of the combatants.
This will only use the combatant's origin cell (i.e. the cell the combatant is actually placed on)."
GamingIsLove.ORKFramework.AI.Nodes.GetWeightedGroupNode.ignoreHeightDistance;Ignore Height Distance;"Height differences to the targets are ignored when calculating the distance.
Depending on the 'Horizontal Plane' defined in the game settings, this either ignores the Y-axis (XZ plane, 3D) or the Z-axis (XY plane, 2D)."
GamingIsLove.ORKFramework.AI.Nodes.GetWeightedGroupNode.ignComRad;Ignore Radius;The radius of the combatants will be ignored when calculating the distance (radius is defined by 'Radius' components).
GamingIsLove.ORKFramework.AI.Nodes.CheckHeightDifferencesNode;Check Height Differences;"Checks if a combatant is above or below the user.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.ClearSelectedDataNode;Clear Selected Data;Clears selected data, i.e. either all or the selected data of the defined key will be removed.
GamingIsLove.ORKFramework.AI.Nodes.ClearSelectedDataNode.all;Clear All;"Clears/removes all data.
If disabled, only the selected data of a defined key is cleared/removed."
GamingIsLove.ORKFramework.AI.Nodes.SelectedDataCountNode;Selected Data Count;"Checks how many data is stored in a selected data list.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.AI.Nodes.SelectedDataContainsNode;Selected Data Contains;"Checks if data stored in a selected data list contains something stored in another selected data list.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.AI.Nodes.SelectedDataContainsNode.needed;Needed;Either all or only one of the data must be stored in the checked selected data.
GamingIsLove.ORKFramework.AI.Nodes.SelectSelectedDataNode;Select Selected Data;"Uses the first, last, a random or all content from another selected data as selected data.
E.g. select a random content from a list of data.
If something was stored, 'Success' will be executed, otherwise (i.e. nothing left to store) 'Failed'."
GamingIsLove.ORKFramework.AI.Nodes.SelectSelectedDataNode.selectionType;Select Type;"Define which content of the selected data will be stored:
- First: The first content in the selected data.
- Last: The last content in the selected data.
- Random: A random content from the selected data.
- All: All content from the selected data."
GamingIsLove.ORKFramework.AI.Nodes.SelectSelectedDataNode.remove;Remove;Removes the content from the selected data.
GamingIsLove.ORKFramework.AI.Nodes.SelectCombatantNode;Select Combatant;Uses combatants as selected data.
GamingIsLove.ORKFramework.AI.Nodes.SelectCombatantNode.allCombatants;Use All Combatants;"The list of all combatants will be set as selected data.
If disabled, only the first available combatant will be set as selected data."
GamingIsLove.ORKFramework.AI.Nodes.SelectCombatantNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.AI.Nodes.SelectCombatantNode.useRandom;Use Random;Use a random combatant from the group.
GamingIsLove.ORKFramework.AI.Nodes.SelectCombatantNode.useRequirements;Use Requirements;"Check for enemy state or valid conditions, e.g. combatant status or variable conditions to check if a combatant will be used.
The requirements are only checked for the combatant itself, not e.g. the combatant's last targets."
GamingIsLove.ORKFramework.AI.Nodes.SelectCombatantNode.isEnemy;Is Enemy;"Select if the combatants are enemies of the user:
- Yes: The combatants are enemies.
- No: The combatants are allies.
- Ignore: Ignores the faction standings."
GamingIsLove.ORKFramework.AI.Nodes.SelectCombatantBodyPartNode;Select Combatant Body Part;Uses body parts of combatants or the parent combatant of body parts as selected data.
GamingIsLove.ORKFramework.AI.Nodes.SelectCombatantBodyPartNode.getParentCombatant;Get Parent Combatant;"Get the parent combatant of the defined combatants (body parts).
If disabled, body parts of the defined combatants will be used."
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode;Select Ability;Uses abilities of combatants or a newly created ability as selected data.
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.createAbility;Create Ability;"Create a new instance of the defined ability.
If disabled, abilities known by a combatant will be used."
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.allAbilities;All Abilities;Get all abilities of the combatant.
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.useableIn;Useable In;"Select where the abilities can be used:
- Field: Useable in the field (i.e. not in battles).
- Battle: Useable in battles (i.e. not in the field).
- Both: Useable in battles and in the field.
- None: Passive abilities."
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.addTemporary;Add Temporary Abilities;"Select if temporary abilities will be included:
- Yes: Temporary abilities will be included.
- No: Temporary abilities will not be included.
- Only: Only temporary abilities will be used."
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.addPassiveToggleable;Add Passive Toggleable;Add passive abilities that can be turned on/off.
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.ignoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.addHidden;Add Hidden Abilities;"Hidden abilities (either via the ability or ability type being hidden) will be added.
If disabled, hidden abilities will be excluded."
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.limitAbilityType;Limit Ability Type;Limit the abilities to a defined ability type and it's sub-types.
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.abilityType;Ability Type;Select the ability type that will be used to limit the abilities.
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.useSubTypes;Use Sub-Types;The sub-types of the defined ability type will also be used.
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.allCombatants;Use All Combatants;"The abilities of all combatants will be set as selected data.
If disabled, only the first available ability will be set as selected data."
GamingIsLove.ORKFramework.AI.Nodes.SelectAbilityNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.AI.Nodes.SelectBaseAttackNode;Select Base Attack;Uses base attacks of combatants as selected data.
GamingIsLove.ORKFramework.AI.Nodes.SelectBaseAttackNode.attackScope;Base Attack Scope;"Select the scope of the base attack that will be used:
- Current: Use the current base attack of the combatant.
- Index: Use a base attack at a defined index.
- All: Use all base attacks of the combatant."
GamingIsLove.ORKFramework.AI.Nodes.SelectBaseAttackNode.attackIndex;Attack Index;The index of the base attack.
GamingIsLove.ORKFramework.AI.Nodes.SelectBaseAttackNode.allCombatants;Use All Combatants;"The base attacks of all combatants will be set as selected data.
If disabled, only the first available base attack will be set as selected data."
GamingIsLove.ORKFramework.AI.Nodes.SelectBaseAttackNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.AI.Nodes.SelectCounterAttackNode;Select Counter Attack;Uses counter attacks of combatants as selected data.
GamingIsLove.ORKFramework.AI.Nodes.SelectCounterAttackNode.allCombatants;Use All Combatants;"The counter attacks of all combatants will be set as selected data.
If disabled, only the first available counter attack will be set as selected data."
GamingIsLove.ORKFramework.AI.Nodes.SelectCounterAttackNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.AI.Nodes.SelectEquipmentNode;Select Equipment;Uses the equipment currently equipped on combatants as selected data.
GamingIsLove.ORKFramework.AI.Nodes.SelectEquipmentNode.allEquipment;All Equipment;"Use all currently equipped equipment of the combatant.
If disabled, only the equipment of a defined equipment slot will be used."
GamingIsLove.ORKFramework.AI.Nodes.SelectEquipmentNode.equipmentSlot;Equipment Slot;Select the equipment slot which's current equipment will be used.
GamingIsLove.ORKFramework.AI.Nodes.SelectEquipmentNode.limitItemType;Limit Item Type;Limit the equipment to a defined item type and its sub-types.
GamingIsLove.ORKFramework.AI.Nodes.SelectEquipmentNode.itemType;Item Type;Select the item type that will be used to limit the equipment.
GamingIsLove.ORKFramework.AI.Nodes.SelectEquipmentNode.allCombatants;Use All Combatants;"The equipment of all combatants will be set as selected data.
If disabled, only the first available equipment will be set as selected data."
GamingIsLove.ORKFramework.AI.Nodes.SelectEquipmentNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.AI.Nodes.SelectEquipmentNode.useFilter;Use Filter;"Use equipment variable conditions on the equipment.
Equipment that doesn't match the conditions will not be used.
The equipment variables are available as 'Local' variable origin."
GamingIsLove.ORKFramework.AI.Nodes.SelectItemNode;Select Item;Uses items from the inventory of combatants or newly created items as selected data.
GamingIsLove.ORKFramework.AI.Nodes.SelectItemNode.createItem;Create Item;"Create new instances of the defined items.
If disabled, items from the inventories of combatants will be used."
GamingIsLove.ORKFramework.AI.Nodes.SelectItemNode.allItems;All Items;"Use all items currently in the combatant's inventory.
If disabled, only the defined items will be used."
GamingIsLove.ORKFramework.AI.Nodes.SelectItemNode.addHidden;Add Hidden Items;"Hidden items (either via the item or item type being hidden) will be added.
If disabled, hidden items will be excluded."
GamingIsLove.ORKFramework.AI.Nodes.SelectItemNode.limitItemType;Limit Item Type;Limit the items to a defined item type and its sub-types.
GamingIsLove.ORKFramework.AI.Nodes.SelectItemNode.itemType;Item Type;Select the item type that will be used to limit the items.
GamingIsLove.ORKFramework.AI.Nodes.SelectItemNode.allCombatants;Use All Combatants;"The items of all combatants will be set as selected data.
If disabled, only the first available items will be set as selected data."
GamingIsLove.ORKFramework.AI.Nodes.SelectItemNode.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The combatant itself.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.AI.Nodes.SelectItemNode.useInventoryContainer;Use Inventory Container;"Select items from a defined inventory container.
No items will be selected if the combatant doesn't have inventory containers (e.g. when feature not used or limited to player combatants)."
GamingIsLove.ORKFramework.AI.Nodes.SelectItemNode.inventoryContainer;Inventory Container;Select the inventory container that will be used.
GamingIsLove.ORKFramework.AI.Nodes.SelectItemNode.useFilter;Use Filter;"Use item or equipment variable conditions on the items and equipment.
Items and equipment that doesn't match the conditions will not be used.
Other things without variables will not be checked.
The item/equipment variables are available as 'Local' variable origin."
GamingIsLove.ORKFramework.AI.Nodes.CheckSelectedDataLevelNode;Check Selected Data Level;"Checks the level of something stored in selected data.
E.g. Checks the level of an ability, equipment, combatant or class stored in selected data."
GamingIsLove.ORKFramework.AI.Nodes.CheckSelectedDataLevelNode.multiValueType;Multi Value Use;"Select how values of multiple level contents will be used:
- First: Use the first available value.
- Lowest: Use the lowest available value.
- Highest: Use the highest available value.
- Average: Use the average of all available values.
- Add: Sum all available values (i.e. value1 + value 2 + value3 ...).
- Sub: Subtract all available values (i.e. value1 - value2 - value3 ...).
- Multiply: Multiply all available values (i.e. value1 * value2 * value3 ...).
- Divide: Divide all available values (i.e. value1 / value2 / value3 ...)."
GamingIsLove.ORKFramework.AI.Nodes.CheckSelectedDataLevelNode.useMaxLevel;Use Max Level;Use the maximum level instead of the current level.
GamingIsLove.ORKFramework.AI.Nodes.InitSelectedDataVariablesNode;Init Selected Data Variables;"Initializes variables of content stored in selected data.
This can be used to initialize the variables of abilities, items or equipment again, using a defined combatant as user."
GamingIsLove.ORKFramework.AI.Nodes.ClearFoundTargetsNode;Clear Found Targets;All found targets will be removed.
GamingIsLove.ORKFramework.AI.Nodes.ChangeFoundTargetsNode;Change Found Targets;Changes the found targets using the first, last, a random or all found targets.
GamingIsLove.ORKFramework.AI.Nodes.ChangeFoundTargetsNode.changeType;Change Type;"Select how the found targets will change:
- Add: Adds them to the found targets.
- Remove: Removes them from the found targets.
- Clear: Removes all found targets.
- Set: Sets them as the found targets, overriding previously found targets."
GamingIsLove.ORKFramework.AI.Nodes.ChangeFoundTargetsNode.selectionType;Select Type;"Define which content of the found targets will be used:
- First: The first combatant in the found targets.
- Last: The last combatant in the found targets.
- Random: A random combatant from the found targets.
- All: All found targets."
GamingIsLove.ORKFramework.AI.Nodes.CheckTargetCountNode;Check Target Count;"Checks the number of found targets.
If the check is valid, 'Success' will be executed, otherwise 'Failed'.
Doesn't influence the target list."
GamingIsLove.ORKFramework.AI.Nodes.UseLastTargetsNode;Use Last Targets;Adds the last targets of the user (or other combatants) to the found targets list.
GamingIsLove.ORKFramework.AI.Nodes.UseLastTargetsNode.targetOrigin;Target Origin;"Select which combatant's last targets will be used:
- User: The user of this battle AI.
- Leader: The leader of the user's group.
- Group: Members of the user's battle group.
- Allies: The allies of the user.
- Enemies: The enemies of the user.
- Found Targets: The already found targets.
- Selected Data: Combatants stored in selected data."
GamingIsLove.ORKFramework.AI.Nodes.UseAttackedByNode;Use Attacked By;Adds the combatants that attacked the user (or other combatants) to the found targets list.
GamingIsLove.ORKFramework.AI.Nodes.UseAttackedByNode.targetOrigin;Target Origin;"Select which combatant's attacked by list will be used:
- User: The user of this battle AI.
- Leader: The leader of the user's group.
- Group: Members of the user's battle group.
- Allies: The allies of the user.
- Enemies: The enemies of the user.
- Found Targets: The already found targets.
- Selected Data: Combatants stored in selected data."
GamingIsLove.ORKFramework.AI.Nodes.UseKilledByNode;Use Killed By;"Adds the combatant that killed the user to the found targets list.
This is only available if the combatant was previously killed by someone in battle."
GamingIsLove.ORKFramework.AI.Nodes.UseKilledByNode.targetOrigin;Target Origin;"Select which combatant's attacked by list will be used:
- User: The user of this battle AI.
- Leader: The leader of the user's group.
- Group: Members of the user's battle group.
- Allies: The allies of the user.
- Enemies: The enemies of the user.
- Found Targets: The already found targets.
- Selected Data: Combatants stored in selected data."
GamingIsLove.ORKFramework.AI.Nodes.UseCombatantNode;Use Combatant;Adds the combatant's group/individual target, last target, attacked by target, killed by target or linked combatant to the found targets list.
GamingIsLove.ORKFramework.AI.Nodes.UseCombatantNode.targetOrigin;Target Origin;"Select which combatant's attacked by list will be used:
- User: The user of this battle AI.
- Leader: The leader of the user's group.
- Group: Members of the user's battle group.
- Allies: The allies of the user.
- Enemies: The enemies of the user.
- Found Targets: The already found targets.
- Selected Data: Combatants stored in selected data."
GamingIsLove.ORKFramework.AI.Nodes.StoreTargetsNode;Store Targets;"Store the currently found targets list.
Targets are stored using a 'target key' to allow storing different target lists.
You can store targets for the group or the user (individual combatant), storing targets for the group allow all group members to access the targets."
GamingIsLove.ORKFramework.AI.Nodes.StoreTargetsNode.useGroup;Group Target;"Store the targets as group targets.
All members of the group have access to the group targets.
If disabled, the targets are stored for the user."
GamingIsLove.ORKFramework.AI.Nodes.StoreTargetsNode.changeType;Change Type;"Select how the found targets will change the stored targets:
- Add: Adds them to the stored targets.
- Remove: Removes them from the stored targets.
- Clear: Removes all stored targets of the defined key.
- Set: Sets them as the stored targets, overriding previously stored targets."
GamingIsLove.ORKFramework.AI.Nodes.StoreTargetsNode.targetKey;Target Key;The target key that will be used.
GamingIsLove.ORKFramework.AI.Nodes.LoadTargetsNode;Load Targets;Loads previously stored targets into the found targets list.
GamingIsLove.ORKFramework.AI.Nodes.LoadTargetsNode.useGroup;Group Target;"Load the targets from group targets.
All members of the group have access to the group targets.
If disabled, the targets are loaded from the user."
GamingIsLove.ORKFramework.AI.Nodes.LoadTargetsNode.changeType;Change Type;"Select how the loaded targets will change the found targets:
- Add: Adds them to the found targets.
- Remove: Removes them from the found targets.
- Clear: Removes all found targets.
- Set: Sets them as the found targets, overriding previously found targets."
GamingIsLove.ORKFramework.AI.Nodes.LoadTargetsNode.targetKey;Target Key;The target key that will be used.
GamingIsLove.ORKFramework.AI.Nodes.HasStoredTargetsNode;Has Stored Targets;"Checks if stored targets of a defined key exist, optionally also checking for status conditions (e.g. not being dead).
Can also remove combatants from the stored targets that don't match the status conditions.
If the check is valid, 'Success' will be executed, otherwise 'Failed'."
GamingIsLove.ORKFramework.AI.Nodes.HasStoredTargetsNode.useGroup;Group Target;"Load the targets from group targets.
All members of the group have access to the group targets.
If disabled, the targets are loaded from the user."
GamingIsLove.ORKFramework.AI.Nodes.HasStoredTargetsNode.targetKey;Target Key;The target key that will be used.
GamingIsLove.ORKFramework.AI.Nodes.HasStoredTargetsNode.removeNotMatching;Remove Not Matching;Remove combatants from the stored targets that don't match the status conditions.
GamingIsLove.ORKFramework.AI.Nodes.ChangeSelectedTargetNode;Change Selected Target;Changes the group/individual target of the user using the currently found targets.
GamingIsLove.ORKFramework.AI.Nodes.ChangeSelectedTargetNode.index;Index;The index of the group/individual target that will be changed.
GamingIsLove.ORKFramework.AI.Nodes.ChangeSelectedTargetNode.changeGroupTarget;Group/Individual Target;"If enabled, the combatant's group target will be changed.
If disabled, the combatant's individual target will be changed."
GamingIsLove.ORKFramework.AI.Nodes.ChangeSelectedTargetNode.useConditions;Use Conditions;Use the target conditions of the group/individual target settings.
GamingIsLove.ORKFramework.AI.Nodes.ChangeSelectedTargetNode.remove;Remove Target;"Removes the currently set target combatant.
There'll be no target currently set on this target index."
GamingIsLove.ORKFramework.AI.Nodes.VariableSortTargetsNode;Variable Sort Targets;"Sort the found targets based on a defined variable's value.
Uses object variables on the combatants for sorting."
GamingIsLove.ORKFramework.AI.Nodes.VariableSortTargetsNode.variableKey;Variable Key;Define the key of the variable that will be used.
GamingIsLove.ORKFramework.AI.Nodes.VariableSortTargetsNode.variableType;Variable Type;Select the type of variable that will be used.
GamingIsLove.ORKFramework.AI.Nodes.VariableSortTargetsNode.axisType;Axis;Select the axis used for sorting.
GamingIsLove.ORKFramework.AI.Nodes.VariableSortTargetsNode.inverseOrder;Inverse Order;Inverse the sorting - sorts from highest to lowest value.
GamingIsLove.ORKFramework.AI.Nodes.CheckObjectVariablesNode;Check Object Variables;"Checks a combatant's object variables (requires an 'Object Variables' component attached to the combatant's game object).
If the check is true, 'Success' will be executed, otherwise 'Failed'.
Any combatant that matches the requirements will be added to the target list. The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.ChangeVariablesNode;Change Variables;Changes variables.
GamingIsLove.ORKFramework.AI.Nodes.CheckVariablesNode;Check Variables;"Checks if variables have certain values.
If the check is true, 'Success' will be executed, otherwise 'Failed'.
Doesn't influence the target list."
GamingIsLove.ORKFramework.AI.Nodes.VariableForkNode;Variable Fork;"Checks if a single variable for certain values.
If a variable condition is valid, it's next node will be executed.
If no variable condition is valid, 'Failed' will be executed."
GamingIsLove.ORKFramework.AI.Nodes.GetObjectVariableNode;Get Object Variable;"The combatant with the highest or lowest float object variable will be added to the target list.
The target list will be used by actions to determine the target."
GamingIsLove.ORKFramework.AI.Nodes.GetObjectVariableNode.key;Variable Key;The variable key that will be used.
GamingIsLove.ORKFramework.AI.Nodes.GetObjectVariableNode.getHighest;Highest/Lowest;"If enabled, the combatant with the highest value of the defined float object variable will be added to the target list.
If disabled, the combatant with the lowest value of the defined float object variable will be added to the target list."
GamingIsLove.ORKFramework.AI.Nodes.GetObjectVariableNode.variableMustExist;Variable Must Exist;"The float object variable must exist on the combatant. If the variable doesn't exist, the combatant won't be added to the list.
If disabled, the default value (0) will be used."
GamingIsLove.ORKFramework.UI.InvertSortingInputSettings.hiddenWithoutSorting;Hidden Without Sorting;This input is hidden if UI box's control doesn't use sorting.
GamingIsLove.ORKFramework.UI.InvertSortingInputSettings.toggleInvertKey;Toggle Invert Key;The key used to toggle inverting on/off.
GamingIsLove.ORKFramework.UI.InvertSortingInputSettings.addTooltip;Add Tooltip;"Hovering the cursor over this input will show a tooltip.
The tooltip will use the content and description defined here."
GamingIsLove.ORKFramework.UI.InvertSortingInputSettings.addDescription;Add Description;Add a description to the input.
GamingIsLove.ORKFramework.UI.InvertSortingInputSettings.description;Description Content;The description content of this input.
GamingIsLove.ORKFramework.UI.SortingCycleButtonSettings.hiddenWithoutSorting;Hidden Without Sorting;This input is hidden if UI box's control doesn't use sorting.
GamingIsLove.ORKFramework.UI.SortingCycleButtonSettings.cycleSortingKey;Cycle Sorting Key;The key used to cycle through sorting options.
GamingIsLove.ORKFramework.UI.SortingCycleButtonSettings.addTooltip;Add Tooltip;"Hovering the cursor over this input will show a tooltip.
The tooltip will use the content and description defined here."
GamingIsLove.ORKFramework.UI.SortingCycleButtonSettings.addDescription;Add Description;Add a description to the input.
GamingIsLove.ORKFramework.UI.SortingCycleButtonSettings.description;Description Content;The description content of this input.
GamingIsLove.ORKFramework.UI.SortingDropdownInputSettings.hiddenWithoutSorting;Hidden Without Sorting;This input is hidden if UI box's control doesn't use sorting.
GamingIsLove.ORKFramework.UI.SortingDropdownInputSettings.dropdownKey;Dropdown Key;"The key used to open/close the dropdown.
The dropdown selection can be controlled with the regular menu input keys (accept, cancel, vertical)"
GamingIsLove.ORKFramework.UI.SortingDropdownInputSettings.addTooltip;Add Tooltip;"Hovering the cursor over this input will show a tooltip.
The tooltip will use the content and description defined here."
GamingIsLove.ORKFramework.UI.SortingDropdownInputSettings.addDescription;Add Description;Add a description to the input.
GamingIsLove.ORKFramework.UI.SortingDropdownInputSettings.description;Description Content;The description content of this input.
GamingIsLove.ORKFramework.UI.ORKContentLayout.type;Content Type;"Select the content type:
- Text: Only texts will be displayed.
- Icon: Only icons will be displayed.
- Text And Icon: Text and icons will be displayed.
- Custom: Define the layout in a text area using text codes.
- Info: The default info of the displayed content (same as '' text code).
- Level Up Cost: The level up costs of the displayed content (same as ' text code).
- None: Nothing (e.g. only show HUD content)."
GamingIsLove.ORKFramework.UI.ORKContentLayout.iconType;Icon Type;"Select which icon will be used:
- Icon: The content's icon.
- Type Icon: The content's type icon (no icon if no type is available).
- Icon Fallback: The content's icon, if no icon is available, the content's type icon.
- Type Icon Fallback: The content's type icon, if no icon is available the content's icon."
GamingIsLove.ORKFramework.UI.ORKContentLayout.useContentVariables;Use Content Variables;"Variable text codes use the variables of the displayed content.
If the content doesn't have variables, the variable text codes will be replaced by default values (e.g. int/float '0', bool 'false', etc.)."
GamingIsLove.ORKFramework.UI.ORKContentLayout.customAddIcon;Add Icon;Add the content's icon, i.e. like 'Text And Icon' with custom text.
GamingIsLove.ORKFramework.UI.ORKContentLayout.removeEmptyLines;Remove Empty Lines;Remove empty lines from the text.
GamingIsLove.ORKFramework.UI.ORKContentLayout.customContent;Content Text;The text used to display the content.
GamingIsLove.ORKFramework.UI.ORKSlotContentLayout.type;Content Type;"Select the content type:
- Text: Only texts of the content will be displayed.
- Icon: Only icons of the content will be displayed.
- Text And Icon: Text and icons of the content will be displayed.
- Slot Text: Only texts of the slot will be displayed.
- Slot Icon: Only icons of the slot will be displayed.
- Slot Text And Icon: Text and icons of the slot will be displayed.
- Custom: Define the layout in a text area using text codes.
- Info: The default info of the displayed content (same as '' text code).
- Level Up Cost: The level up costs of the displayed content (same as ' text code).
- None: Nothing (e.g. only show HUD content)."
GamingIsLove.ORKFramework.UI.ORKSlotContentLayout.useContentVariables;Use Content Variables;"Variable text codes use the variables of the displayed content.
If the content doesn't have variables, the variable text codes will be replaced by default values (e.g. int/float '0', bool 'false', etc.)."
GamingIsLove.ORKFramework.UI.ORKSlotContentLayout.customAddIcon;Add Icon;Add the content's icon, i.e. like 'Text And Icon' with custom text.
GamingIsLove.ORKFramework.UI.ORKSlotContentLayout.customSlotIcon;Slot Icon;Use the icon of the slot.
GamingIsLove.ORKFramework.UI.ORKSlotContentLayout.removeEmptyLines;Remove Empty Lines;Remove empty lines from the text.
GamingIsLove.ORKFramework.UI.ORKSlotContentLayout.customContent;Content Text;The text used to display the content.
GamingIsLove.ORKFramework.UI.KeyUIResearchItemSettings.key;Key;"Define the key that identifies this UI setup.
Other UI displaying a research item can use different UI setup by using the matching key."
GamingIsLove.ORKFramework.UI.AddUIKeyHUD.type;HUD Type;"Select which HUD content is used:
- None: No HUD is displayed.
- HUD: Uses a defined HUD.
- UI Key Setup: Add the displayed content's UI setup (identified by a UI key). Supports UI setups for shortcuts, research items, etc."
GamingIsLove.ORKFramework.UI.AddUIKeyHUD.uiKey;UI Key;"Define the key that identifies the used UI setup (e.g. shortcut UI, research item UI, etc.).
The UI setup with a matching key will be used (or the default setup without a key if no matching key is found)."
GamingIsLove.ORKFramework.UI.AddUIKeyHUD.useEmptyUI;Use Empty UI;"Use the 'Empty UI' if no supported content is displayed.
'Empty UI' is defined in 'UI > Shortcut Settings' and isn't limited to displaying shortcuts."
GamingIsLove.ORKFramework.UI.AddUIKeyHUD.hud;HUD;"HUD added to the main content.
Select no HUD to only use the displaying UI's HUD."
GamingIsLove.ORKFramework.UI.KeyUIShortcutSettings.key;Key;"Define the key that identifies this UI setup.
Other UI displaying a shortcut can use different UI setup by using the matching key."
GamingIsLove.ORKFramework.UI.AcceptSVDInputOption`1;Accept;A button to accept the changes.
GamingIsLove.ORKFramework.UI.AcceptSVDInputOption`1.acceptOnlyHere;Accept Here Only;"Accepting can only be done using this button.
If disabled, the 'Accept' input key can be used on other inputs to accept the dialogue."
GamingIsLove.ORKFramework.UI.BaseSVDInputOption`1.addTooltip;Add Tooltip;"Hovering the cursor over this button will show a tooltip.
The tooltip will use the content and description defined here."
GamingIsLove.ORKFramework.UI.BaseSVDInputOption`1.addDescription;Add Description;Add a description to the input.
GamingIsLove.ORKFramework.UI.BaseSVDInputOption`1.description;Description Content;The description content of this input.
GamingIsLove.ORKFramework.UI.CancelSVDInputOption`1;Cancel;A button to cancel the changes.
GamingIsLove.ORKFramework.UI.CancelSVDInputOption`1.cancelOnlyHere;Cancel Here Only;"Canceling can only be done using this button.
If disabled, the 'Cancel' input key can be used on other inputs to cancel the dialogue."
GamingIsLove.ORKFramework.UI.StatusValueDistributionInputOption`1.type;Option Type;Select the type of the option:
GamingIsLove.ORKFramework.UI.StatusValueSVDInputOption`1;Status Value;Changes a status value.
GamingIsLove.ORKFramework.UI.StatusValueSVDInputOption`1.status;Status Value;"Select the status value that will be changed by this input.
Only 'Normal' type status values can be used."
GamingIsLove.ORKFramework.UI.StatusValueSVDInputOption`1.canDecrease;Can Decrease;"The status value can be decreased further than its current value, adding additional distribution points.
If disabled, the status value can only be decreased until it reaches its current value."
GamingIsLove.ORKFramework.UI.StatusValueSVDInputOption`1.useMinimum;Use Minimum;"Use a minimum value for the input.
The minimum value can't exceed the status value's minimum value.
If disabled, the status value's minimum value is used."
GamingIsLove.ORKFramework.UI.StatusValueSVDInputOption`1.minValue;Minimum Value;The minimum value that will be used.
GamingIsLove.ORKFramework.UI.StatusValueSVDInputOption`1.useMaximum;Use Maximum;"Use a maximum value for the input.
The maximum value can't exceed the status value's maximum value.
If disabled, the status value's maximum value is used."
GamingIsLove.ORKFramework.UI.StatusValueSVDInputOption`1.maxValue;Maximum Value;The maximum value that will be used.
GamingIsLove.ORKFramework.UI.StatusValueSVDInputOption`1.changeValue;Change Per Point;Defines how much the status value changes when spending a distribution point on it.
GamingIsLove.ORKFramework.UI.KeyUIStatusEffectSettings.key;Key;"Define the key that identifies this UI setup.
Other UI displaying a status effect can use different UI setup by using the matching key."
GamingIsLove.ORKFramework.UI.KeyUIStatusValueSettings.key;Key;"Define the key that identifies this UI setup.
Other UI displaying a status value can use different UI setup by using the matching key."
GamingIsLove.ORKFramework.UI.QuestListSettings.addAvailable;Add Available;Quests available to start but not yet added to the player's quest list will be added to the list.
GamingIsLove.ORKFramework.UI.QuestListSettings.ignoreRequirements;Ignore Requirements;The quest's requirements will be ignored.
GamingIsLove.ORKFramework.UI.QuestListSettings.availableSortOrder;Available Sort Order;"Define the sort order used for different quest states.
Sorts from low to high, e.g. available quests using sort order 0 will be shown before active quests with sort order 1."
GamingIsLove.ORKFramework.UI.QuestListSettings.addInactive;Add Inactive;Inactive quests will be added to the list.
GamingIsLove.ORKFramework.UI.QuestListSettings.inactiveSortOrder;Inactive Sort Order;"Define the sort order used for different quest states.
Sorts from low to high, e.g. inactive quests using sort order 0 will be shown before active quests with sort order 1."
GamingIsLove.ORKFramework.UI.QuestListSettings.addActive;Add Active;Active quests will be added to the list.
GamingIsLove.ORKFramework.UI.QuestListSettings.activeSortOrder;Active Sort Order;"Define the sort order used for different quest states.
Sorts from low to high, e.g. inactive quests using sort order 0 will be shown before active quests with sort order 1."
GamingIsLove.ORKFramework.UI.QuestListSettings.addFinished;Add Finished;Finished quests will be added to the list.
GamingIsLove.ORKFramework.UI.QuestListSettings.finishedSortOrder;Finished Sort Order;"Define the sort order used for different quest states.
Sorts from low to high, e.g. inactive quests using sort order 0 will be shown before active quests with sort order 1."
GamingIsLove.ORKFramework.UI.QuestListSettings.addFailed;Add Failed;Failed quests will be added to the list.
GamingIsLove.ORKFramework.UI.QuestListSettings.failedSortOrder;Failed Sort Order;"Define the sort order used for different quest states.
Sorts from low to high, e.g. inactive quests using sort order 0 will be shown before active quests with sort order 1."
GamingIsLove.ORKFramework.UI.ShopAbility.isGroupAbility;Group Ability;"The ability will be sold to the group, i.e. all group members will have access to it.
If disabled, it's only sold to one combatant."
GamingIsLove.ORKFramework.UI.ShopBaseItem.chanceValue;Chance (%);"The chance this item will be sold in this shop.
The chance check is true if a random float number between two values (default 0 and 100, you can change this in the game settings) is less or equal to this number."
GamingIsLove.ORKFramework.UI.ShopBaseItem.limitQuantity;Limit Quantity;"Only a defined quantity of the item will be available in the shop.
If disabled, the item's quantity isn't limited (i.e. it can't be sold out).
Not used for abilities - an ability can only be sold once per combatant (or group, when using group abilities)."
GamingIsLove.ORKFramework.UI.ShopBaseItem.quantityValue;Quantity;The quantity that will be available in the shop.
GamingIsLove.ORKFramework.UI.ShopBaseItem.overridePrice;Override Price;"Override the price of the sold item.
If disabled, the item's defined price is used."
GamingIsLove.ORKFramework.UI.ShopAIBehaviour.aiBehaviour;AI Behaviour;Select the AI behaviour that will be sold.
GamingIsLove.ORKFramework.UI.ShopAIRuleset.aiRuleset;AI Ruleset;Select the AI ruleset that will be sold.
GamingIsLove.ORKFramework.UI.ShopClass.addClass;Class;"Select the class that will be sold.
The class is added to the shop's user (or whole group when it's a group class)."
GamingIsLove.ORKFramework.UI.ShopClass.level;Class Level;Define the level of the class that will be sold.
GamingIsLove.ORKFramework.UI.ShopCraftingRecipe.recipe;Crafting Recipe;Select the crafting recipe that will be sold.
GamingIsLove.ORKFramework.UI.ShopEquipment.equip;Equipment;Select the equipment that will be sold.
GamingIsLove.ORKFramework.UI.ShopEquipment.level;Level;"Select the level of the equipment.
If the level exceeds the maximum level of the equipment, the maximum level is used."
GamingIsLove.ORKFramework.UI.ShopItem.item;Item;Select the item that will be sold.
GamingIsLove.ORKFramework.UI.ShopQuest.quest;Quest;Select the quest that will be sold.
GamingIsLove.ORKFramework.UI.ShopQuest.ignoreConditions;Ignore Conditions;The quest's conditions will be ignored.
GamingIsLove.ORKFramework.UI.ShopPurchaseSelection.mode;Purchase Mode;"Select how purchasing is handled:
- Buy: The content is purchased and added to the inventory.
- Buy And Use: Like 'Buy', but immediately opens a combatant selection to select a target and use the content (e.g. using the item or equipping the equipment)."
GamingIsLove.ORKFramework.UI.ShopPurchaseSelection.combatantSelection;Combatant Selection;Select the combatant selection that will be used.
GamingIsLove.ORKFramework.UI.ShopPurchaseSelection.animateUse;Animate Use;Using the purchased content will be animated (when it's an item), i.e. it's battle animations (schematics) will be performed if set up for the current game mode.
GamingIsLove.ORKFramework.UI.ShopSetting.useInventoryExchangeMenu;Use Menu Screen;"Use a menu screen with an 'Inventory Exchange' menu part instead of a shop layout.
Set up the menu screen in 'UI > Menu Screens'.
Please note that using a menu screen will not use shop background images."
GamingIsLove.ORKFramework.UI.ShopSetting.menuScreen;Menu Screen;"Select a menu screen with an 'Inventory Exchange' menu part.
If your shop pauses the game, make sure that the selected menu screen also pauses the game."
GamingIsLove.ORKFramework.UI.ShopSetting.layout;Shop Layout;Select the shop layout used by this shop.
GamingIsLove.ORKFramework.UI.ShopSetting.useInventoryAddType;Use Stack Type;"Items will be added to the shop according to their inventory stack type (e.g. auto stack).
If disabled, items will be added as is, i.e. with their quantity without grouping them together.
This is only used by items with a quantity, e.g. shop items that don't limit quantity will be added as is."
GamingIsLove.ORKFramework.UI.ShopSetting.blockControl;Block Control;The player control is blocked while this shop is displayed.
GamingIsLove.ORKFramework.UI.ShopSetting.blockMoveAI;Block Move AI;The move AI is blocked while this shop is opened.
GamingIsLove.ORKFramework.UI.ShopSetting.blockOwnerMoveAI;Block Owner Move AI;The move AI of the shop's game object is blocked.
GamingIsLove.ORKFramework.UI.ShopSetting.blockControlMaps;Block Control Maps;The control maps are blocked while this shop is opened.
GamingIsLove.ORKFramework.UI.ShopSetting.pauseNotifications;Pause Notifications;Pause notifications while the shop is open.
GamingIsLove.ORKFramework.UI.ShopSetting.saveShop;Save Shop;"The content of this shop will be saved when leaving the shop (using the shop ID defined in the scene).
If disabled, the shop will reset every time it's opened."
GamingIsLove.ORKFramework.UI.ShopSetting.saveSold;Save Sold Items;"Items and equipment sold to this shop will be saved and can be bought back.
If disabled, the items will be gone when sold to the shop and specific information (e.g. an equipment's level points) will be lost.
If the 'Save Shops' option in the save game settings isn't used, nothing will be saved."
GamingIsLove.ORKFramework.UI.ShopSetting.buybackPrice;Buyback Sell Price;"Items sold to the shop can be bought back for the price they where sold.
The items are available for buyback even when not using 'Save Shop' and 'Save Sold Items'.
If disabled, items can only be bought back when using 'Save Shop' and 'Save Sold Items', seling for the regular item price."
GamingIsLove.ORKFramework.UI.ShopSetting.buybackReset;Reset Price;The buyback price is reset to the regular price when leaving the shop.
GamingIsLove.ORKFramework.UI.ShopSetting.useSpaceLimit;Use Space Limit;"Limit the space available in the shop (like to inventory space).
E.g. items exceeding the space limit can no longer be sold to the shop."
GamingIsLove.ORKFramework.UI.ShopSetting.recalculateLimit;Recalculate;"The space limit will be recalculated each time the shop is opened.
In this case, changes to the space limit via schematics will be used in addition to the defined/calculated space limit.
Please note that the space limit will be recalculated each time if the shop isn't saved."
GamingIsLove.ORKFramework.UI.ShopSetting.spaceLimit;Space Limit;The space limit that will be used.
GamingIsLove.ORKFramework.UI.ShopSetting.pauseGame;Pause Game;The game will be paused while this shop is opened.
GamingIsLove.ORKFramework.UI.ShopSetting.pauseTime;Pause Time;The game time (play time) will pause when the game is paused.
GamingIsLove.ORKFramework.UI.ShopSetting.freezePause;Freeze Pause;The game freezes in pause, i.e. animations, movements, etc. will stop.
GamingIsLove.ORKFramework.UI.ShopSetting.setTimeScale;Change Time Scale;"Change the time scale while displaying the shop.
This can be used to slow down or speed up the game."
GamingIsLove.ORKFramework.UI.ShopSetting.setMakinomScale;Set Makinom Scale;"Set the Makinom time scale - it's used only for Makinom and ORK Framework related things, like battles, schematics, etc.
If disabled, the Unity time scale will be set, affecting everything in the game."
GamingIsLove.ORKFramework.UI.ShopSetting.timeScale;Time Scale;"Define the time scale that will be used while displaying the shop.
A time scale of 1 is normal speed, 0.5 is half speed, 2 is double speed.
A time scale of 0 will freeze time (same as using freeze pause)."
GamingIsLove.ORKFramework.UI.ShopSetting.openSchematicAsset;Open Schematic;"Select a schematic asset that will be started when opening this shop.
The shop's game object (if available) is used as 'Maschine Object', the shop's user as 'Starting Object'."
GamingIsLove.ORKFramework.UI.ShopSetting.openWaitForSchematic;Wait (Open);Wait for the open schematic to finish before showing the shop.
GamingIsLove.ORKFramework.UI.ShopSetting.closeSchematicAsset;Close Schematic;"Select a schematic asset that will be started when closing this shop.
The shop's game object (if available) is used as 'Maschine Object', the shop's user as 'Starting Object'."
GamingIsLove.ORKFramework.UI.ShopSetting.closeWaitForSchematic;Wait (Close);Wait for the close schematic to finish before fully closing the shop.
GamingIsLove.ORKFramework.UI.ShopSetting.buySchematicAsset;Buy Schematic;"Select a schematic asset that will be started when buying something in this shop.
The shop's game object (if available) is used as 'Maschine Object', the shop's user as 'Starting Object'. The purchased item/ability/etc. is available as local selected data via the data key 'action'.
For buying combatants, the schematic is started for each combatant when buying more than 1."
GamingIsLove.ORKFramework.UI.ShopSetting.sellSchematicAsset;Sell Schematic;"Select a schematic asset that will be started when selling something to this shop.
The shop's game object (if available) is used as 'Maschine Object', the shop's user as 'Starting Object'. The sold item/ability/etc. is available as local selected data via the data key 'action'."
GamingIsLove.ORKFramework.UI.ShopSetting.ownBG;Own Background;Override the default or shop layout's background image settings.
GamingIsLove.ORKFramework.UI.ShopSetting.sellEquippedEquipment;Sell Equipped Equipment;Sell equipment currently equipped to combatants in the shop.
GamingIsLove.ORKFramework.UI.ShopSetting.sellEquippedGroup;Sell Group Equipment;"Sell the equipped equipment of the whole group.
If disabled, only the equipment of the shop user will be sold."
GamingIsLove.ORKFramework.UI.ShopSetting.sellAllItemTypes;Sell All Item Types;"The player can sell all item types to this shop.
If disabled, the player can sell only defined item types to this shop."
GamingIsLove.ORKFramework.UI.ShopSetting.sellItemType;Item Type;Select the item type that can be sold by the player.
GamingIsLove.ORKFramework.UI.ShopSetting.currency;Currency;Select the currency this shop deals in.
GamingIsLove.ORKFramework.UI.ShopSetting.setExchangeRate;Set Exchange Rate;"Set the exchange rate for the currency.
If disabled, the current exchange rate of the currency will be used."
GamingIsLove.ORKFramework.UI.ShopSetting.exchangeRate;Exchange Rate;Define the exchange rate used for the currency.
GamingIsLove.ORKFramework.UI.ShopSetting.buyPriceRounding;Buy Price Rounding;"Buy prices are used as whole numbers (integers), using exchange rates and modifiers can result in decimal values (which would be cut off).
Define how the buy prices should be rounded:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The price will be rounded up (e.g. 14.2 will become 15).
- Floor: The price will be rounded down (e.g. 14.8 will become 14).
- Round: The price will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.UI.ShopSetting.sellPriceRounding;Sell Price Rounding;"Sell prices are used as whole numbers (integers), using exchange rates and modifiers can result in decimal values (which would be cut off).
Define how the sell prices should be rounded:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The price will be rounded up (e.g. 14.2 will become 15).
- Floor: The price will be rounded down (e.g. 14.8 will become 14).
- Round: The price will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.UI.ShopSetting.useBuyPriceModifier;Use Buy Price Modifier;"Use a modifier for all buy prices of the shop.
This will override the buy price modifier of the shop's faction/sympathy (if used)."
GamingIsLove.ORKFramework.UI.ShopSetting.buyPriceModifier;Buy Price Modifier;The buy price modifier that will be used.
GamingIsLove.ORKFramework.UI.ShopSetting.useSellPriceModifier;Use Sell Price Modifier;"Use a modifier for all sell prices of the shop.
This will override the sell price modifier of the shop's faction/sympathy (if used)."
GamingIsLove.ORKFramework.UI.ShopSetting.sellPriceModifier;Sell Price Modifier;The sell price modifier that will be used.
GamingIsLove.ORKFramework.UI.ShopSetting.ownMusic;Own Music;This shop plays a different music clip while opened.
GamingIsLove.ORKFramework.UI.ShopSetting.musicStoreID;Stored ID;Define the ID usted to store the currently playing music.
GamingIsLove.ORKFramework.UI.ShopSetting.lootRandom;Get Random;"One of the defined loot settings will be selected randomly to fill the shop's stock.
If disabled, all loot settings are used."
GamingIsLove.ORKFramework.UI.ShopSetting.loot;Loot;"Select the loot setting that will be used to fill the shop's stock.
Only loot tables matching the player's level will be used.
Only items and equipment will be added to the shop, currency will be ignored."
GamingIsLove.ORKFramework.UI.ShopSetting.itemsItemType;Item Type;"Select the item type that will be sold.
All items of the item type will be sold in the shop."
GamingIsLove.ORKFramework.UI.ShopSetting.equipmentSellOnlyEquipable;Sell Only Equipable;Only equipment that can be equipped by the current shop user (combatant) can be purchased.
GamingIsLove.ORKFramework.UI.ShopSetting.equipmentItemType;Item Type;"Select the item type that will be sold.
All equipment of the item type will be sold in the shop."
GamingIsLove.ORKFramework.UI.ShopSetting.aiBehaviourItemType;Item Type;"Select the item type that will be sold.
All AI behaviours of the item type will be sold in the shop."
GamingIsLove.ORKFramework.UI.ShopSetting.aiRulesetItemType;Item Type;"Select the item type that will be sold.
All AI rulesets of the item type will be sold in the shop."
GamingIsLove.ORKFramework.UI.ShopSetting.recipeItemType;Item Type;"Select the item type that will be sold.
All crafting recipes of the item type will be sold in the shop."
GamingIsLove.ORKFramework.UI.DifficultyControl.uiBox;UI Box;The UI box used to display the dialogue.
GamingIsLove.ORKFramework.UI.DifficultyControl.lockFocus;Lock Focus;Focus is locked on this UI box.
GamingIsLove.ORKFramework.UI.DifficultyControl.selectCurrentDifficulty;Select Current Difficulty;Select the choice represeting the current difficulty.
GamingIsLove.ORKFramework.UI.DifficultyControl.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.UI.DifficultyControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.DifficultyControl.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.UI.DifficultyControl.allowCancel;Allow Cancel;The difficulty selection can be canceled using the cancel button.
GamingIsLove.ORKFramework.UI.TeleportControl.uiBox;UI Box;The UI box used to display the dialogue.
GamingIsLove.ORKFramework.UI.TeleportControl.inPause;In Pause;"Select if the UI box can be controlled when the game is paused:
- Auto: Can be controlled if the game is paused when opening the UI box, otherwise not.
- No: Can't be controlled.
- Yes: Can be controlled."
GamingIsLove.ORKFramework.UI.TeleportControl.lockFocus;Lock Focus;Focus is locked on this UI box.
GamingIsLove.ORKFramework.UI.TeleportControl.useSpeaker;Use Speaker;"A selected actor will be used as speaker.
You can display the name of the speaker. The speaker's game object can be used to play an audio clip."
GamingIsLove.ORKFramework.UI.TeleportControl.actorID;Actor;Select the actor that will be used as speaker.
GamingIsLove.ORKFramework.UI.TeleportControl.atActorPosition;Display At Actor;"The UI box will be displayed at the position of the actor.
If disabled or the actor has no game object, the UI box is placed as defined by the prefab."
GamingIsLove.ORKFramework.UI.TeleportControl.childObject;Child Object;The UI box is positioned at a child object of the actor.
GamingIsLove.ORKFramework.UI.TeleportControl.posOff;Offset;Offset added to the object's position.
GamingIsLove.ORKFramework.UI.TeleportControl.speakerName;Show Name;Show the name of the speaker in the title content of the UI box.
GamingIsLove.ORKFramework.UI.TeleportControl.useTitle;Show Title;Display a title in the title content of the used UI box.
GamingIsLove.ORKFramework.UI.TeleportControl.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.TeleportControl.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.UI.TeleportControl.showPortraits;Show Portraits;Show portraits when displaying the dialogue.
GamingIsLove.ORKFramework.UI.TeleportControl.useAudio;Play Audio;Play an audio clip when displaying the dialogue.
GamingIsLove.ORKFramework.UI.TeleportControl.audioClip;Audio Clip;Select the audio clip that will be played.
GamingIsLove.ORKFramework.UI.TeleportControl.stopAudio;Stop On Close;Closing the dialogue will stop the playback.
GamingIsLove.ORKFramework.UI.TeleportControl.onSpeaker;On Speaker;"The audio clip will be played on the object of the speaker.
If disabled, the audio clip will be played at the Makinom game object (e.g. like the cursor/accept sounds - use non 3D audio clips if you don't hear anything)."
GamingIsLove.ORKFramework.UI.TeleportControl.audioChildObject;On Child;"A child object of the speaker is used for to play the audio clip (e.g. Path/to/Child).
Leave empty if you don't want to use a child object."
GamingIsLove.ORKFramework.UI.TeleportControl.channel;Sound Channel (No Speaker);"Define the sound channel that will be used when not using a speaker or no speaker is found.
The default channel is 0."
GamingIsLove.ORKFramework.UI.TeleportControl.ignoreConditions;Ignore Conditions;"The variable conditions of the teleports are ignored (i.e. all teleports will be listed).
If disabled, only the teleports with valid conditions will be listed."
GamingIsLove.ORKFramework.UI.TeleportControl.allowCancel;Allow Cancel;The choice can be canceled using the cancel button.
GamingIsLove.ORKFramework.UI.TeleportControl.useDefaultSelection;Use Default Selection;"Define a default selection.
If disabled, either selects the first choice or no choice, based on the settings of the 'UI Box' component."
GamingIsLove.ORKFramework.UI.TeleportControl.defaultSelection;Default Selection;Define the choice that will be selected when showing the dialogue.
GamingIsLove.ORKFramework.UI.ActionInfo.enable;Enable;This info text will be displayed.
GamingIsLove.ORKFramework.UI.ActionInfo.text;Text;The text of this info.
GamingIsLove.ORKFramework.UI.ActionInfoNotifications.infoBox;UI Box;Select the UI box used to display the notification.
GamingIsLove.ORKFramework.UI.ActionInfoNotifications.infoTime;Visibility Time (s);The time in seconds the notification will be displayed.
GamingIsLove.ORKFramework.UI.ActionInfoNotifications.infoAtCom;Display At Combatant;"The notification will be displayed at the position of the combatant.
If disabled, the UI box position is used."
GamingIsLove.ORKFramework.UI.ActionInfoNotifications.infoComUpdate;Update Info;"If a combatant already shows an info text, the text will be updated.
If disabled, the old notification will be closed and the new notification opened (i.e. the UI box)."
GamingIsLove.ORKFramework.UI.ActionInfoNotifications.childObject;Child Object;Use a child object of the combatant to position the notification
GamingIsLove.ORKFramework.UI.ActionInfoNotifications.infoPosOff;Offset;Offset added to the game object's position.
GamingIsLove.ORKFramework.UI.ActionInfoNotifications.infoInField;Field;The notifications will be displayed in the field (i.e. outside of battles).
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem;Ability;Lists the combatant's abilities.
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.singleAbility;Single Ability;"Display only a single ability instead of a list of abilities.
The battle menu item is only displayed if the combatant knows the ability."
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.ability;Ability;Select the ability that will be displayed.
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.singleIgnoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.limitAbilityType;Limit Ability Type;Limit the displayed abilities to a defined ability type and it's sub-types.
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.abilityType;Ability Type;Select the ability type that will be used to limit the displayed abilities.
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.typeDisplay;Type Display;"Select how ability types are displayed:
- Combined: All types are displayed in a combined option. You can display the types in a sub-menu.
- Type: All types are listed individually.
- List: All abilities are listed directly, without any type list."
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.checkUseableAbility;Check Useable Ability;"The combined/type buttons will check if they contain a useable ability.
If no useable ability is found, the button is inactive.
Please note that this can impact performance when often checking many abilities."
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.showEmptyTypes;Show Empty Types;"Empty ability types (without any abilities the combatant knows) will be displayed (with inactive buttons).
If disabled, only the ability types available to the combatant will be displayed."
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.onlyCombatantTypes;Only Combatant Types;"Only ability types that are or will be available to the combatant are displayed.
The ability types are available based on the combatant/class ability development settings.
If disabled, all ability types are displayed."
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.subMenu;Sub Menu;"Display the ability/item types in a sub-menu.
If disabled, all abilities/items will be displayed without a type filter."
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.addTemporaryAbilities;Add Temporary Abilities;"Select if temporary abilities will be included:
- Yes: Temporary abilities will be included.
- No: Temporary abilities will not be included.
- Only: Only temporary abilities will be displayed."
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.addPassiveToggleable;Add Passive Toggleable;Add passive abilities that can be turned on/off.
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.ignoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.ownAbilityLayout;Own Ability Layout;Use a custom content layout for ability buttons.
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.usePassiveEnabledContentLayout;Passive Enabled Layout;Use a different content layout for passive abilities that are enabled.
GamingIsLove.ORKFramework.UI.AbilityBattleMenuItem.usePassiveDisabledContentLayout;Passive Disabled Layout;Use a different content layout for passive abilities that are disabled.
GamingIsLove.ORKFramework.UI.AIBehaviourBattleMenuItem;AI Behaviour;Lists the combatant's AI behaviour slots and allows changing the equipped AI behaviours.
GamingIsLove.ORKFramework.UI.AIBehaviourBattleMenuItem.showTypes;Show AI Types;"Display a list of AI types to separate the available AI behaviours.
The AI behaviours are shown after an AI type has been selected."
GamingIsLove.ORKFramework.UI.AIBehaviourBattleMenuItem.limitAIType;Limit AI Type;Limit the displayed AI behaviours to a defined AI type and it's sub-types.
GamingIsLove.ORKFramework.UI.AIBehaviourBattleMenuItem.type;AI Type;Select the AI type that will be used to limit the displayed AI behaviours.
GamingIsLove.ORKFramework.UI.AIBehaviourBattleMenuItem.useEmptyLayout;Use Empty Layout;Use a different content layout for empty slot buttons.
GamingIsLove.ORKFramework.UI.AIRulesetBattleMenuItem;AI Ruleset;Lists the combatant's AI ruleset slots and allows changing the equipped AI rulesets.
GamingIsLove.ORKFramework.UI.AIRulesetBattleMenuItem.showTypes;Show AI Types;"Display a list of AI types to separate the available AI rulesets.
The AI rulesets are shown after an AI type has been selected."
GamingIsLove.ORKFramework.UI.AIRulesetBattleMenuItem.limitAIType;Limit AI Type;Limit the displayed AI rulesets to a defined AI type and it's sub-types.
GamingIsLove.ORKFramework.UI.AIRulesetBattleMenuItem.type;AI Type;Select the AI type that will be used to limit the displayed AI rulesets.
GamingIsLove.ORKFramework.UI.AIRulesetBattleMenuItem.useEmptyLayout;Use Empty Layout;Use a different content layout for empty slot buttons.
GamingIsLove.ORKFramework.UI.AttackBattleMenuItem;Attack;The combatant's base or counter attack.
GamingIsLove.ORKFramework.UI.AttackBattleMenuItem.useAbilityInfo;Use Ability Information;"Use the name, icon and description of the ability for the button.
The button will also display the use costs of the ability."
GamingIsLove.ORKFramework.UI.AutoBattleMenuItem;Auto;Automatically selects a command using the combatant's AI settings.
GamingIsLove.ORKFramework.UI.AutoBattleMenuItem.groupAuto;Whole Group;"All members of the user's battle group will use the 'Auto' command once.
If disabled, only the user will use the 'Auto' command.
This isn't used in 'Real Time' battles."
GamingIsLove.ORKFramework.UI.BattleMenuBattleMenuItem;Battle Menu;Shows another battle menu.
GamingIsLove.ORKFramework.UI.BattleMenuBattleMenuItem.battleMenu;Battle Menu;"Select the battle menu that will be used.
If this battle menu uses multi mode, make sure the called battle menu also uses multi mode.
Please note that only the user highlights of the original/root battle menu are used."
GamingIsLove.ORKFramework.UI.ChangeMemberBattleMenuItem;Change Member;Lists the combatant group's non-battle members and allows changing the combatant.
GamingIsLove.ORKFramework.UI.ChangeMemberBattleMenuItem.ownCombatantChoice;Own Layout;Override the default combatant choice layout (UI > Text Display Settings) and this battle menu's override.
GamingIsLove.ORKFramework.UI.ClassAbilityBattleMenuItem;Class Ability;"The combatant's class ability (will only be displayed if a class ability is available).
When multiple class abilities are available (e.g. due to using class slots and having multiple classes equipped), all class abilities will be listed."
GamingIsLove.ORKFramework.UI.ClassAbilityBattleMenuItem.useAbilityInfo;Use Ability Information;"Use the name, icon and description of the ability for the button.
The button will also display the use costs of the ability.
It's recommended to use this option in case you're using class slots to use multiple classes on a combatant."
GamingIsLove.ORKFramework.UI.ClassSingleBattleMenuItem;Class (Single);Lists the combatant's classes and allows changing the current single-class.
GamingIsLove.ORKFramework.UI.ClassSingleBattleMenuItem.currentHighlightColor;Current Highlight Color;Select the color used to highlight the current single-class of the combatant.
GamingIsLove.ORKFramework.UI.ClassSingleBattleMenuItem.canRemoveClass;Can Remove Class;"The current class can be removed (i.e. no class is used).
The class can be removed by selecting the current single-class (highlighted input)."
GamingIsLove.ORKFramework.UI.ClassSingleBattleMenuItem.ownClassLayout;Own Class Layout;Use a custom content layout for class buttons.
GamingIsLove.ORKFramework.UI.ClassSlotBattleMenuItem;Class Slot;Lists the combatant's class slots and allows changing the equipped class (similar to the class slot menu).
GamingIsLove.ORKFramework.UI.ClassSlotBattleMenuItem.unequipOnlyAllowed;Only If Allowed;The unequip button is only added if unequipping is allowed on the class slot.
GamingIsLove.ORKFramework.UI.ClassSlotBattleMenuItem.useEmptyLayout;Use Empty Layout;"Use a separate content layout for empty class slots.
If disabled, empty class slots will use the slot content layout."
GamingIsLove.ORKFramework.UI.CommandBattleMenuItem;Command;Give a member of the combatant's group a command (i.e. the next action they should use).
GamingIsLove.ORKFramework.UI.CommandBattleMenuItem.onlyAICombatants;Only AI Combatants;"Commands can only be given to AI controlled combatants of the group.
If disabled, commands can be given to all combatants of the group."
GamingIsLove.ORKFramework.UI.CommandBattleMenuItem.ownCombatantChoice;Own Layout;Override the default combatant choice layout (UI > Text Display Settings) and this battle menu's override.
GamingIsLove.ORKFramework.UI.DefendBattleMenuItem;Defend;Uses the combatant's defend command.
GamingIsLove.ORKFramework.UI.DefendBattleMenuItem.useActionInfo;Use Action Info;Use the 'Defend Command' content information defined in the 'Battle Texts' settings.
GamingIsLove.ORKFramework.UI.EndBattleMenuItem;End;Ends the combatant's turn.
GamingIsLove.ORKFramework.UI.EndBattleMenuItem.useActionInfo;Use Action Info;Use the 'None Command' content information defined in the 'Battle Texts' settings.
GamingIsLove.ORKFramework.UI.EquipmentBattleMenuItem;Equipment;Lists the combatant's equipment slots and allows changing the equipment (similar to the equipment menu).
GamingIsLove.ORKFramework.UI.EquipmentBattleMenuItem.onlyContributing;Only Contributing;"Select if only equipment slots that are contributing to the wearer's status will be displayed:
- Yes: Only equipment slots contributing will be used.
- No: Only equipment slots that are not contributing will be used.
- Ignore: Ignores the equipment slots contribution."
GamingIsLove.ORKFramework.UI.EquipmentBattleMenuItem.blockedSlotDisplay;Blocked Slot Display;"Select how equipment slots that are currently blocked (by equipment on other slots) will be displayed:
- Show: They're shown and active like unblocked slots.
- Inactive: They're shown, but inactive.
- Hidden: They're not shown."
GamingIsLove.ORKFramework.UI.EquipmentBattleMenuItem.linkedSlotDisplay;Linked Slot Display;"Select how equipment slots that are currently linked to other slots (by multi-slot equipment) will be displayed:
- Show: They're shown and active like unblocked slots.
- Inactive: They're shown, but inactive.
- Hidden: They're not shown."
GamingIsLove.ORKFramework.UI.EquipmentBattleMenuItem.unequipOnlyAllowed;Only If Allowed;The unequip button is only added if unequipping is allowed on the equipment slot.
GamingIsLove.ORKFramework.UI.EquipmentBattleMenuItem.useEmptyLayout;Use Empty Layout;"Use a separate content layout for empty equipment slots.
If disabled, empty equipment slots will use the slot content layout."
GamingIsLove.ORKFramework.UI.EscapeBattleMenuItem;Escape;Uses the combatant's escape command.
GamingIsLove.ORKFramework.UI.EscapeBattleMenuItem.useActionInfo;Use Action Info;Use the 'Escape Command' content information defined in the 'Battle Texts' settings.
GamingIsLove.ORKFramework.UI.GridExamineBattleMenuItem;Grid Examine;Allows examining the battle's grid. Only available in grid battles.
GamingIsLove.ORKFramework.UI.GridExamineBattleMenuItem.useActionInfo;Use Action Info;Use the 'Grid Examine Command' content information defined in the 'Battle Texts' settings.
GamingIsLove.ORKFramework.UI.GridMoveBattleMenuItem;Grid Move;Uses the combatant's move command after selecting a grid cell as target. Only available in grid battles.
GamingIsLove.ORKFramework.UI.GridMoveBattleMenuItem.useActionInfo;Use Action Info;Use the 'Grid Move Command' content information defined in the 'Battle Texts' settings.
GamingIsLove.ORKFramework.UI.GridOrientationBattleMenuItem;Grid Orientation;Allows selecting the orientation (rotation) on a battle's grid. Only available in grid battles.
GamingIsLove.ORKFramework.UI.GridOrientationBattleMenuItem.useActionInfo;Use Action Info;Use the 'Grid Orientation Command' content information defined in the 'Battle Texts' settings.
GamingIsLove.ORKFramework.UI.ItemBattleMenuItem;Item;Lists the combatant's items.
GamingIsLove.ORKFramework.UI.ItemBattleMenuItem.singleItem;Single Item;"Display only a single item instead of a list of items.
The battle menu item is only displayed if the item is in the combatant's inventory."
GamingIsLove.ORKFramework.UI.ItemBattleMenuItem.item;Item;Select the item that will be displayed.
GamingIsLove.ORKFramework.UI.ItemBattleMenuItem.limitItemType;Limit Item Type;Limit the displayed items to a defined item type and it's sub-types.
GamingIsLove.ORKFramework.UI.ItemBattleMenuItem.itemType;Item Type;Select the item type that will be used to limit the displayed items.
GamingIsLove.ORKFramework.UI.ItemBattleMenuItem.typeDisplay;Type Display;"Select how item types are displayed:
- Combined: All types are displayed in a combined option. You can display the types in a sub-menu.
- Type: All types are listed individually.
- List: All items are listed directly, without any type list."
GamingIsLove.ORKFramework.UI.ItemBattleMenuItem.checkUseableItem;Check Useable Item;"The combined/type buttons will check if they contain a useable item.
If no useable item is found, the button is inactive.
Please note that this can impact performance when often checking many items."
GamingIsLove.ORKFramework.UI.ItemBattleMenuItem.showEmptyTypes;Show Empty Types;"Empty item types (without any items the combatant owns) will be displayed (with inactive buttons).
If disabled, only the item types available to the combatant will be displayed."
GamingIsLove.ORKFramework.UI.ItemBattleMenuItem.subMenu;Sub Menu;"Display the item types in a sub-menu.
If disabled, all items will be displayed without a type filter."
GamingIsLove.ORKFramework.UI.ItemBattleMenuItem.ownItemLayout;Own Item Layout;Use a custom content layout for item buttons.
GamingIsLove.ORKFramework.UI.MenuScreenBattleMenuItem;Menu Screen;Shows a menu screen.
GamingIsLove.ORKFramework.UI.MenuScreenBattleMenuItem.menuScreen;Menu Screen;"Select the menu screen that will be used.
Only available if the call requirements are valid."
GamingIsLove.ORKFramework.UI.MenuScreenBattleMenuItem.closeBattleMenu;Close Battle Menu;"Close the battle menu while displaying the menu screen.
The battle menu will be called again when closing the menu screen."
GamingIsLove.ORKFramework.UI.MenuScreenBattleMenuItem.resetBattleMenu;Reset Battle Menu;"The battle menu will reset when opening again (i.e. starting from it's root menu).
If disabled, the battle menu will restore the previously opened menu."
GamingIsLove.ORKFramework.UI.MenuScreenBattleMenuItem.useRequirement;Use Menu Requirement;A defined menu requirement must be valid to call the menu screen.
GamingIsLove.ORKFramework.UI.MenuScreenBattleMenuItem.requirement;Menu Requirement;Select the menu requirement that must be valid.
GamingIsLove.ORKFramework.UI.SchematicBattleMenuItem;Schematic;Starts a schematic, using the battle menu user as 'Machine Object' and 'Starting Object'.
GamingIsLove.ORKFramework.UI.SchematicBattleMenuItem.schematic;Schematic;Select a schematic asset that will be started.
GamingIsLove.ORKFramework.UI.SchematicBattleMenuItem.closeBattleMenu;Close Battle Menu;Close the battle menu while playing the schematic.
GamingIsLove.ORKFramework.UI.SchematicBattleMenuItem.reopenBattleMenu;Reopen Battle Menu;"Reopen the battle menu after playing the schematic.
You can also use a 'Reopen Battle Menu' node to reopen the battle menu in the schematic."
GamingIsLove.ORKFramework.UI.SchematicBattleMenuItem.resetBattleMenu;Reset Battle Menu;"The battle menu will reset when opening again (i.e. starting from it's root menu).
If disabled, the battle menu will restore the previously opened menu."
GamingIsLove.ORKFramework.UI.SelectedDataBattleMenuItem;Selected Data (Shortcuts);"Displays shortcuts stored in selected data.
Each viable shortcut (e.g. an ability or item) will be displayed as it's own button."
GamingIsLove.ORKFramework.UI.SelectedDataBattleMenuItem.ownShortcutLayout;Own Shortcut Layout;Use a custom content layout for shortcut buttons.
GamingIsLove.ORKFramework.UI.ShortcutSlotBattleMenuItem;Shortcut Slot;Displays the shortcut assigned to a defined shortcut slot.
GamingIsLove.ORKFramework.UI.ShortcutSlotBattleMenuItem.useShortcutInfo;Use Shortcut Information;"Use the name, icon and description of the shortcut in the defined shortcut slot for the button.
The button will also display the use costs of an ability or quantity of an item."
GamingIsLove.ORKFramework.UI.ShortcutSlotBattleMenuItem.ownShortcutLayout;Own Shortcut Layout;Use a custom content layout for shortcut buttons.
GamingIsLove.ORKFramework.UI.SwitchMenuUserBattleMenuItem;Switch Menu User;Changes the menu user to the next/previous combatant that can show the battle menu. Only available in 'Active Time' and 'Real Time' battles.
GamingIsLove.ORKFramework.UI.SwitchMenuUserBattleMenuItem.next;Next/Previous;"If enabled, the next menu user is used.
If disabled, the previous menu user is used."
GamingIsLove.ORKFramework.UI.BattleMenuTargetMenuSettings.ownTargetMenu;Own Target Menu Settings;Override the 'Target Menu' settings defined in 'Battles > Target Settings'.
GamingIsLove.ORKFramework.UI.BattleMenuTargetMenuSettings.ownTargetBox;Own Target UI Box;Use a different UI box for the target menu.
GamingIsLove.ORKFramework.UI.BattleMenuTargetMenuSettings.targetBox;Target Box;Select the UI box used to display the target menu.
GamingIsLove.ORKFramework.UI.BattleMenuTargetMenuSettings.ownCombatantChoice;Own Layout;Use a different combatant choice layout for the target menu.
GamingIsLove.ORKFramework.UI.LayoutScreenCombatantNotificationSettings.displayIndex;Display Index;"Defines in which order the different notifications will be dispalyed:
1: First
2: Second
3: Third"
GamingIsLove.ORKFramework.UI.LayoutScreenCombatantNotificationSettings.wait;Wait;Wait for this notification to close before displaying the next notification.
GamingIsLove.ORKFramework.UI.LayoutScreenCombatantNotificationSettings.delay;Delay (s);The time in seconds showing the first combatant UI box will be delayed.
GamingIsLove.ORKFramework.UI.LayoutScreenCombatantNotificationSettings.addDelay;Add Delay;"The delay will be counted after the previous notification.
If disabled, the delay is counted after showing the layout screen."
GamingIsLove.ORKFramework.UI.LayoutScreenCombatantNotificationSettings.timeBetween;Time Between (s);The time in seconds between displaying two combatant UI boxes.
GamingIsLove.ORKFramework.UI.CombatantGainsText.combineLevelUps;Combine Level Ups;"The combatant's victory gains will be combined with the combatant's level up texts.
The 'Total Gains Text' will be displayed when the combatant didn't level up, the 'Total Level Up Gains' text will be displayed when the combatant did level up.
The 'Level Up Notification' isn't displayed separately.
If disabled, the combatant gains and level up notification are displayed separately."
GamingIsLove.ORKFramework.UI.CombatantGainsText.gainContent;Total Gains Content;"The content used to display all victory gains of a combatant.
This content uses the other gain texts to display experience and status values gained from a battle/enemy."
GamingIsLove.ORKFramework.UI.CombatantGainsText.gainLevelUpContent;Total Level Up Gains Content;"The content used to display all victory gains of a combatant.
This content uses the other gain texts to display experience and status values gained from a battle/enemy."
GamingIsLove.ORKFramework.UI.CombatantGainsText.experienceText;Experience Text;The text used to display the experience gained.
GamingIsLove.ORKFramework.UI.CombatantGainsText.normalSVText;Normal Status Value Text;The text used to display the 'Normal' status values gained.
GamingIsLove.ORKFramework.UI.LayoutScreenCustomLootNotificationSettings.displayIndex;Display Index;"Defines in which order the different notifications will be dispalyed:
1: First
2: Second
3: Third"
GamingIsLove.ORKFramework.UI.LayoutScreenCustomLootNotificationSettings.wait;Wait;Wait for this notification to close before displaying the next notification.
GamingIsLove.ORKFramework.UI.LayoutScreenCustomLootNotificationSettings.delay;Delay (s);The time in seconds showing the first loot UI box will be delayed.
GamingIsLove.ORKFramework.UI.LayoutScreenCustomLootNotificationSettings.addDelay;Add Delay;"The delay will be counted after the previous notification.
If disabled, the delay is counted after showing the layout screen."
GamingIsLove.ORKFramework.UI.LayoutScreenCustomLootNotificationSettings.timeBetween;Time Between (s);The time in seconds between displaying two loot UI boxes.
GamingIsLove.ORKFramework.UI.LayoutScreenLootDialogueSettings;Layout Screen;Displays the battle's loot in individual UI boxes and player combatant changes/level ups all at the same time using UI layouts to arrange them.
GamingIsLove.ORKFramework.UI.LayoutScreenLootDialogueSettings.blockFocus;Block Focus;"Block the focus while displaying this loot dialogue.
No other UI box can be selected/clicked while the focus is blocked."
GamingIsLove.ORKFramework.UI.LayoutScreenLootDialogueSettings.showOutcomeNotification;Show Outcome Notification;Use a UI box to display a battle outcome message and optionally use its 'Ok' button to progress the layout screen.
GamingIsLove.ORKFramework.UI.LayoutScreenLootDialogueSettings.showLootNotification;Show Loot Notification;"Show the battle's loot (items, currencies, etc.).
Each looted item will be displayed in its own UI box, using HUD elements to display information."
GamingIsLove.ORKFramework.UI.LayoutScreenLootDialogueSettings.showCombatantGains;Show Combatant Gains;"A combatant's battle gains are displayed at the end of a battle or when an enemy dies (in 'Real Time' type battles and if get immediately is selected).
The combatant's battle gains are separated for each individual combatant."
GamingIsLove.ORKFramework.UI.LayoutScreenLootDialogueSettings.showCustomLootNotification;Show Custom Loot Notification;"Show and define custom loot.
Custom loot can be displayed based on variable conditions and have quantity stored in global float variables. You can define content information (name, description, icon) and portraits for the custom loot.
Each custom loot will be displayed in its own UI box, using HUD elements to display information.
Please note that custom loot is only displayed and doesn't change anything."
GamingIsLove.ORKFramework.UI.LayoutScreenLootDialogueSettings.showLevelUpNotification;Show Level Up Notification;Level up notifications are displayed at the end of a battle (if a combatant's level increases).
GamingIsLove.ORKFramework.UI.LayoutScreenLootDialogueSettings.showNotification;Show Notification;Adding the loot will display a notification.
GamingIsLove.ORKFramework.UI.LayoutScreenLootDialogueSettings.showConsole;Show Console;Adding the loot will be displayed in the console.
GamingIsLove.ORKFramework.UI.ShortcutLootDisplaySettings.box;UI Box;Select the UI box used to display each individual loot item.
GamingIsLove.ORKFramework.UI.ShortcutLootDisplaySettings.showTooltip;Show Tooltip;Show a tooltip when the cursor is over a loot's UI box.
GamingIsLove.ORKFramework.UI.ShortcutLootDisplaySettings.countToQuantity;Count to Quantity;"Count to the loot's quantity over time.
Counting starts at 1."
GamingIsLove.ORKFramework.UI.ShortcutLootDisplaySettings.quantityTime;Time (s);The time in seconds used for counting.
GamingIsLove.ORKFramework.UI.ShortcutLootDisplaySettings.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.ShortcutLootDisplaySettings.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.ShortcutLootDisplaySettings.content;Loot Content;The content that will be displayed.
GamingIsLove.ORKFramework.UI.LayoutScreenLootNotificationSettings.displayIndex;Display Index;"Defines in which order the different notifications will be dispalyed:
1: First
2: Second
3: Third"
GamingIsLove.ORKFramework.UI.LayoutScreenLootNotificationSettings.wait;Wait;Wait for this notification to close before displaying the next notification.
GamingIsLove.ORKFramework.UI.LayoutScreenLootNotificationSettings.delay;Delay (s);The time in seconds showing the first loot UI box will be delayed.
GamingIsLove.ORKFramework.UI.LayoutScreenLootNotificationSettings.addDelay;Add Delay;"The delay will be counted after the previous notification.
If disabled, the delay is counted after showing the layout screen."
GamingIsLove.ORKFramework.UI.LayoutScreenLootNotificationSettings.timeBetween;Time Between (s);The time in seconds between displaying two loot UI boxes.
GamingIsLove.ORKFramework.UI.LayoutScreenLootNotificationSettings.ownCurrency;Own Currency Settings;Use different settings to display currency loot.
GamingIsLove.ORKFramework.UI.LootDialogueSettings.type;Loot Dialogue Type;Select which type of loot dialogue is used:
GamingIsLove.ORKFramework.UI.LootDialogueSettings.onVictory;Victory;When the player won the battle.
GamingIsLove.ORKFramework.UI.LootDialogueSettings.onEscape;Escape;When the player escaped the battle.
GamingIsLove.ORKFramework.UI.LootDialogueSettings.onDefeat;Defeat;When the player was defeated.
GamingIsLove.ORKFramework.UI.LootDialogueSettings.onLeaveArena;Leave Arena;When the player escapes by leaving the battle arena.
GamingIsLove.ORKFramework.UI.LootDialogueSettings.onImmediateCollection;Immediate Collection;When the current battle system is set up to collect battle gains immediately.
GamingIsLove.ORKFramework.UI.LootDialogueSettings.onNoOutcome;No Outcome;When no battle outcome has been achieved yet (e.g. collecting gains during running battle).
GamingIsLove.ORKFramework.UI.SequenceLootDialogueSettings;Sequence;"Displays the battle's loot and player combatant changes/level ups in individual UI boxes in sequence, one after another.
Displaying the loot or combatant changes/level ups can optionally display them all at once before continuing to the next content (e.g. showing loot one at a time, followed by all combatant changes at once)."
GamingIsLove.ORKFramework.UI.SequenceLootDialogueSettings.blockFocus;Block Focus;"Block the focus while displaying this loot dialogue.
No other UI box can be selected/clicked while the focus is blocked."
GamingIsLove.ORKFramework.UI.SequenceLootDialogueSettings.showOutcomeNotification;Show Outcome Notification;Use a UI box to display a battle outcome message and optionally use its 'Ok' button to progress the sequenced content.
GamingIsLove.ORKFramework.UI.SequenceLootDialogueSettings.showNotification;Show Notification;Adding the loot will display a notification.
GamingIsLove.ORKFramework.UI.SequenceLootDialogueSettings.showConsole;Show Console;Adding the loot will be displayed in the console.
GamingIsLove.ORKFramework.UI.CombatantSequenceLootDialogueType;Combatant;"Displays an individual combatant's spoils of a battle.
Only one 'Combatant' information type can be used."
GamingIsLove.ORKFramework.UI.CombatantSequenceLootDialogueType.showOkButton;Show Ok Button;"Show the 'Ok' button of the UI box.
The 'Ok' button can be used to accept/progress the loot dialogue and go through pages in the individual UI boxes."
GamingIsLove.ORKFramework.UI.CombatantSequenceLootDialogueType.okClosesAll;Ok Closes All;The 'Ok' button closes all open UI boxes instead of only the clicked UI box.
GamingIsLove.ORKFramework.UI.LevelUpSequenceLootDialogueType;Level Up;"Displays an individual combatant's level up information.
Not used if a 'Combatant' information type is added that uses 'Combine Level Ups'."
GamingIsLove.ORKFramework.UI.LevelUpSequenceLootDialogueType.showOkButton;Show Ok Button;"Show the 'Ok' button of the UI box.
The 'Ok' button can be used to accept/progress the loot dialogue and go through pages in the individual UI boxes."
GamingIsLove.ORKFramework.UI.LevelUpSequenceLootDialogueType.okClosesAll;Ok Closes All;The 'Ok' button closes all open UI boxes instead of only the clicked UI box.
GamingIsLove.ORKFramework.UI.LootSequenceLootDialogueType;Loot;Displays the battle's loot for defined content.
GamingIsLove.ORKFramework.UI.LootSequenceLootDialogueType.showOkButton;Show Ok Button;"Show the 'Ok' button of the UI box.
The 'Ok' button can be used to accept/progress the loot dialogue and go through pages in the individual UI boxes."
GamingIsLove.ORKFramework.UI.LootSequenceLootDialogueType.okClosesAll;Ok Closes All;The 'Ok' button closes all open UI boxes instead of only the clicked UI box.
GamingIsLove.ORKFramework.UI.LootSequenceLootDialogueType.addCombatantLoot;Add Combatants;Combatants (as loot) will be added to the list.
GamingIsLove.ORKFramework.UI.LootSequenceLootDialogueType.limitItemType;Limit Item Type;Limit the displayed loot to defined item types.
GamingIsLove.ORKFramework.UI.LootSequenceLootDialogueType.useSubTypes;Use Sub-Types;The sub-types of the defined item types will also be allowed.
GamingIsLove.ORKFramework.UI.LootSequenceLootDialogueType.itemType;Item Type;Select the item type that will be used.
GamingIsLove.ORKFramework.UI.SequenceLootDialogueDisplay.type;Display Type;"Select how multiple content is displayed:
- One: Shows one at a time.
- Defined: Shows a defined number of content at the same time using a UI layout.
- All: Show all content at the same time using a UI layout."
GamingIsLove.ORKFramework.UI.SequenceLootDialogueDisplay.displayCount;Display Count;Define the number of content that'll be displayed at a time.
GamingIsLove.ORKFramework.UI.SequenceLootDialogueDisplay.timeBetween;Time Between (s);The time in seconds between displaying two loot UI boxes.
GamingIsLove.ORKFramework.UI.SequenceLootDialogueType.type;Information Type;Select which information is displayed:
GamingIsLove.ORKFramework.UI.BattleGainsText.box;UI Box;Select the UI box used to display the victory gains.
GamingIsLove.ORKFramework.UI.BattleGainsText.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.BattleGainsText.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.BattleGainsText.gainContent;Total Gains Text;"The text used to display all victory gains.
This text uses the other gain texts to display currency, item, experience and status values gained from a battle/enemy."
GamingIsLove.ORKFramework.UI.BattleGainsText.currencyText;Currency Text;The text used to display the currency dropped by the enemies.
GamingIsLove.ORKFramework.UI.BattleGainsText.itemText;Item Text;"The text used to display the items dropped by the enemies.
Multiple items of the same kind are displayed in one line, every item kind in its own line."
GamingIsLove.ORKFramework.UI.BattleGainsText.experienceTotalText;Experience Text (Total);The text used to display the experience gained in total.
GamingIsLove.ORKFramework.UI.BattleGainsText.experienceText;Experience Text (Combatant);The text used to display the experience gained per combatant.
GamingIsLove.ORKFramework.UI.BattleGainsText.normalSVTotalText;Normal Status Value Text (Total);The text used to display the 'Normal' status values gained per combatant.
GamingIsLove.ORKFramework.UI.BattleGainsText.normalSVText;Normal Status Value Text (Combatant);The text used to display the 'Normal' status values gained per combatant.
GamingIsLove.ORKFramework.UI.CombatantBoxSettings.box;UI Box;Select the UI box used to display the combatant's information.
GamingIsLove.ORKFramework.UI.CombatantBoxSettings.showTooltip;Show Tooltip;Show a tooltip when the cursor is over a combatant's UI box.
GamingIsLove.ORKFramework.UI.CombatantBoxSettings.showPortrait;Show Portrait;Display a portrait of the combatant (if available).
GamingIsLove.ORKFramework.UI.CombatantBoxSettings.portraitType;Portrait Type;Select the portrait type that will be used.
GamingIsLove.ORKFramework.UI.CombatantBoxSettings.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.CombatantBoxSettings.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.showExpLevelUp;Show Exp Level Up;"Show the level up dialogue when the combatant levels up from experience changes (outside of battle gains).
Level ups from research trees or 'Level Up' nodes in schematics have their own setting."
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.blockFocus;Block Focus;"Block the focus while displaying the start menu.
No other UI box can be selected/clicked while the focus is blocked."
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.blockPlayerControl;Block Player Control;The control of the player is blocked while the level up dialogue is displayed.
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.blockCameraControl;Block Camera Control;The control of the camera is blocked while the level up dialogue is displayed.
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.blockControlMaps;Block Control Maps;The control maps are blocked while the level up dialogue is displayed.
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.blockMoveAI;Block Move AI;The move AI is blocked while the level up dialogue is displayed.
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.pauseGame;Pause Game;The game will be paused while the level up dialogue is displayed.
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.pauseTime;Pause Time;The game time (play time) will pause when the game is paused.
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.freezePause;Freeze Pause;The game freezes in pause, i.e. animations, movements, etc. will stop.
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.setTimeScale;Change Time Scale;"Change the time scale while displaying the level up dialogue.
This can be used to slow down or speed up the game."
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.setMakinomScale;Set Makinom Scale;"Set the Makinom time scale - it's used only for Makinom/ORK related things, like battles, schematics, etc.
If disabled, the Unity time scale will be set, affecting everything in the game."
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.timeScale;Time Scale;"Define the time scale that will be used while displaying the menu screen.
A time scale of 1 is normal speed, 0.5 is half speed, 2 is double speed.
A time scale of 0 will freeze time (same as using freeze pause)."
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.autoClose;Auto Close;Automatically close the level up dialogue after a defined time.
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.closeTime;Close After (s);"The time in seconds until the dialogue closes automatially.
This time is used for each page of the level ups."
GamingIsLove.ORKFramework.UI.LevelUpDialogueControl.blockAccept;Block Accept Button;The accept button is blocked - the level up dialogue will only close after its auto close time ran out.
GamingIsLove.ORKFramework.UI.LevelUpText.combineLevelUps;Combine Level Ups;"Level up and class level up texts will be combined if a combatant gained multiple level ups.
If disabled, each level up text is displayed individually, progressing through the text by accepting the level up dialogue."
GamingIsLove.ORKFramework.UI.LevelUpText.levelUpSeparator;Separator Text;"The text used to separate level up texts.
This text is added between 2 level up (or class level up) texts."
GamingIsLove.ORKFramework.UI.LevelUpText.levelContent;Total Level Up Content;"The content used to display all level up informations.
This content uses the other level up texts to display level and class level, status value changes and ability learning information."
GamingIsLove.ORKFramework.UI.LevelUpText.levelUpText;Level Up Text;The text is used to display the combatant's name and new level.
GamingIsLove.ORKFramework.UI.LevelUpText.classLevelUpText;Class Level Up Text;The text is used to display the combatant's name and new class level.
GamingIsLove.ORKFramework.UI.LevelUpText.allStatusValues;All Status Values;"All status value changes will be listed.
If disabled, only the defined status values will be listed."
GamingIsLove.ORKFramework.UI.LevelUpText.definedStatusValue;Status Value;"Select the status value that will be listed.
You can also display hidden status values."
GamingIsLove.ORKFramework.UI.LevelUpText.statusValueText;Status Value Text;"The text is used to display status value changes.
Every status value is displayed in its own line."
GamingIsLove.ORKFramework.UI.LevelUpText.abilityText;Ability Learn Text;"The text used to display new abilities learned by the combatant.
Every ability is displayed in its own line."
GamingIsLove.ORKFramework.UI.LevelUpText.groupAbilityText;Group Ability Learn Text;"The text used to display new abilities learned by the combatant's group.
Every ability is displayed in its own line."
GamingIsLove.ORKFramework.UI.LevelUpText.researchTreeText;Research Tree Learn Text;"The text used to display new research trees learned by the combatant.
Every research tree is displayed in its own line."
GamingIsLove.ORKFramework.UI.LootDialogueOutcomeNotificationSettings.box;UI Box;Select the UI box used to display the victory message.
GamingIsLove.ORKFramework.UI.LootDialogueOutcomeNotificationSettings.showOkButton;Show Ok Button;"Show the 'Ok' button of the UI box.
The 'Ok' button can be used to accept/progress the loot dialogue and go through pages in the individual UI boxes."
GamingIsLove.ORKFramework.UI.LootDialogueOutcomeNotificationSettings.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.LootDialogueOutcomeNotificationSettings.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.LootDialogueOutcomeNotificationSettings.text;Victory Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.SimpleLootDialogueSettings;Simple;Displays a series of dialogues showing the battle's loot and player combatant changes and level ups.
GamingIsLove.ORKFramework.UI.SimpleLootDialogueSettings.blockFocus;Block Focus;"Block the focus while displaying this loot dialogue.
No other UI box can be selected/clicked while the focus is blocked."
GamingIsLove.ORKFramework.UI.SimpleLootDialogueSettings.showBattleGains;Show Battle Gains;Battle gains are displayed at the end of a battle or when an enemy dies (in 'Real Time' type battles and if get immediately is selected).
GamingIsLove.ORKFramework.UI.SimpleLootDialogueSettings.battleGainsFirst;Battle Gains First;"The battle gains are displayed before the combatant gains and level up notifications.
If disabled, the battle gains are displayed after combatant gains and level up notifications."
GamingIsLove.ORKFramework.UI.SimpleLootDialogueSettings.showCombatantGains;Show Combatant Gains;"A combatant's battle gains are displayed at the end of a battle or when an enemy dies (in 'Real Time' type battles and if get immediately is selected).
The combatant's battle gains are separated for each individual combatant."
GamingIsLove.ORKFramework.UI.SimpleLootDialogueSettings.showLevelUpNotification;Show Level Up Notification;Level up notifications are displayed at the end of a battle (if a combatant's level increases).
GamingIsLove.ORKFramework.UI.SimpleLootDialogueSettings.showNotification;Show Notification;Adding the loot will display a notification.
GamingIsLove.ORKFramework.UI.SimpleLootDialogueSettings.showConsole;Show Console;Adding the loot will be displayed in the console.
GamingIsLove.ORKFramework.UI.AddBackButton.type;Add Back Button;"Select if a back button will be added:
- None: No back button will be used.
- First: The back button will be the first button in the list.
- Last: The back button will be the last button in the list."
GamingIsLove.ORKFramework.UI.AddBackButton.useCustomButton;Use Custom Back Button;Use a custom back button instead of the default back button.
GamingIsLove.ORKFramework.UI.AddRemoveButton.type;Add Remove Button;"Select if a remove button will be added:
- None: No remove button will be used.
- First: The remove button will be the first button in the list.
- Last: The remove button will be the last button in the list."
GamingIsLove.ORKFramework.UI.AddRemoveButton.useCustomButton;Use Custom Remove Button;Use a custom remove button instead of the default remove button.
GamingIsLove.ORKFramework.UI.AddUnequipButton.type;Add Unequip Button;"Select if an unequip button will be added:
- None: No back button will be used.
- First: The unequip button will be the first button in the list.
- Last: The unequip button will be the last button in the list."
GamingIsLove.ORKFramework.UI.AddUnequipButton.useCustomButton;Use Custom Unequip Button;Use a custom unequip button instead of the default unequip button.
GamingIsLove.ORKFramework.UI.DragSettings.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a button.
GamingIsLove.ORKFramework.UI.DragSettings.enableDrag;Enable Dragging;"Content can be dragged.
Dragging it on a combatant will use it on the combatant."
GamingIsLove.ORKFramework.UI.DragSettings.enableClick;Enable Click-Drag;"Content can be clicked-dragged.
Clicking on a button the defined amount of times and clicking on a combatant will use the content on the combatant."
GamingIsLove.ORKFramework.UI.DragSettings.clickCount;Click Count;Define the number of clicks needed.
GamingIsLove.ORKFramework.UI.DragSettings.dragInactive;Drag Inactive;"Inactive buttons can be dragged/click-dragged.
If disabled, inactive buttons can't be dragged or click-dragged."
GamingIsLove.ORKFramework.UI.ChangeMenuUserHUDClickAction;Change Menu User;Changes the menu user to the HUD's user (if it's a combatant).
GamingIsLove.ORKFramework.UI.ChangeMenuUserHUDClickAction.playerOnly;Player Only;Only changes the menu screen user if the HUD user is a player controlled combatant.
GamingIsLove.ORKFramework.UI.ChangePlayerHUDClickAction;Change Player;Changes the player combatant (i.e. leader of the player group) to the HUD's user (only for player group members).
GamingIsLove.ORKFramework.UI.CloseCurrentMenuScreenHUDClickAction;Close Current Menu Screen;Closes currently open menu screens.
GamingIsLove.ORKFramework.UI.CloseCurrentMenuScreenHUDClickAction.clear;Clear Screen;The menu screens will be cleared before closing it, i.e. they won't notify other menu screens or schematics that opened the closing screen.
GamingIsLove.ORKFramework.UI.MenuScreenHUDClickAction;Menu Screen;Calls a menu screen.
GamingIsLove.ORKFramework.UI.MenuScreenHUDClickAction.menuScreen;Menu Screen;Select the menu screen that will be called.
GamingIsLove.ORKFramework.UI.MenuScreenHUDClickAction.playerOnly;Player Only;Only calls the menu screen if the HUD user is a player controlled combatant.
GamingIsLove.ORKFramework.UI.MenuScreenHUDClickAction.backToCurrentMenu;Back To Current Menu;"Closing this menu screen will return to a currently opened menu screen.
Only used if there currently is a menu screen opened."
GamingIsLove.ORKFramework.UI.MenuScreenHUDClickAction.backClose;Close Current Menu;"Close the current menu in any case.
E.g. if the current menu and this menu screen are not single screens, the current menu would otherwise stay open."
GamingIsLove.ORKFramework.UI.MenuScreenHUDClickAction.closeScreen;Close Screen;"The screen will be closed if it is already opened.
If 'Same User Close' is enabled, the screen will only be closed if the HUD's user is the current menu user."
GamingIsLove.ORKFramework.UI.MenuScreenHUDClickAction.samerUserClose;Same User Close;The screen will only be closed if the HUD's user is the current menu user.
GamingIsLove.ORKFramework.UI.MenuScreenHUDClickAction.setUser;Set User;"Use the HUD's user as the user of the menu screen.
Only used when the HUD's user is a combatant."
GamingIsLove.ORKFramework.UI.MenuScreenHUDClickAction.screenUseRequirement;Use Menu Requirement;A defined menu requirement must be valid to enable calling the menu screen.
GamingIsLove.ORKFramework.UI.MenuScreenHUDClickAction.screenRequirement;Menu Requirement;Select the menu requirement that must be valid.
GamingIsLove.ORKFramework.UI.SelectTargetHUDClickAction;Select Target;"Selects the HUD's user as a target in battle (like clicking on a combatant's game object).
Only used if the HUD's user is a combatant."
GamingIsLove.ORKFramework.UI.ToggleQuestsTasksVisibleHUDClickAction;Toggle Quest's Tasks Visible (HUD);"Changes if a quest's tasks are visible or hidden in HUD quest task lists (requires a quest as HUD user/content).
Can also be used to change all quests (doesn't require a quest in this case)."
GamingIsLove.ORKFramework.UI.ToggleQuestsTasksVisibleHUDClickAction.useAllQuests;Use All Quests;"Changes all quests.
Doesn't require a quest as HUD user/content."
GamingIsLove.ORKFramework.UI.ToggleQuestsTasksVisibleHUDClickAction.toggle;Task Visible;"Select how the quest's tasks visible state will change:
- Toggle: Toggles on/off.
- On: Shows the tasks.
- Off: Hides the tasks."
GamingIsLove.ORKFramework.UI.ToggleQuestTaskMarkerHUDClickAction;Toggle Quest Task Marker;Toggles a quest task's navigation markers on/off (requires a quest task as HUD user/content).
GamingIsLove.ORKFramework.UI.ToggleQuestVisibleHUDClickAction;Toggle Quest Visible (HUD);"Changes if a quest is visible or hidden in HUD quest lists (requires a quest as HUD user/content).
Can also be used to change all quests (doesn't require a quest in this case)."
GamingIsLove.ORKFramework.UI.ToggleQuestVisibleHUDClickAction.useAllQuests;Use All Quests;"Changes all quests.
Doesn't require a quest as HUD user/content."
GamingIsLove.ORKFramework.UI.ToggleQuestVisibleHUDClickAction.toggle;Quest Visible;"Select how the quest's visible state will change:
- Toggle: Toggles on/off.
- On: Shows the quest.
- Off: Hides the quest.
Keep in mind that a hidden quest is no longer displayed in HUD quest lists, possible making this HUD click action invisible as well."
GamingIsLove.ORKFramework.UI.UseShortcutHUDClickAction;Use Shortcut;Uses the shortcut that's the HUD's content/user.
GamingIsLove.ORKFramework.UI.UseShortcutHUDClickAction.useGroupTarget;Use Group Target;The shortcut will be used on a group target (if possible).
GamingIsLove.ORKFramework.UI.UseShortcutHUDClickAction.useIndividualTarget;Use Individual Target;The shortcut will be used on an individual target (if possible).
GamingIsLove.ORKFramework.UI.UseShortcutHUDClickAction.useAutoTarget;Use Auto Target;"The shortcut will be used on an automatically selected target.
Abilities and items use their 'Auto Target' settings, the nearest target or a random target in range.
Equipment will be equipped on the combatant of the shortcut slots."
GamingIsLove.ORKFramework.UI.UseShortcutHUDClickAction.autoTargetOnly;Auto Target Only;Only use auto target for abilities/items that have 'Use Auto Target' enabled in their settings.
GamingIsLove.ORKFramework.UI.UseShortcutHUDClickAction.useClickUse;Use Click Use;"The shortcut will be used when clicking on it.
For items and abilities this will trigger the target selection if no group/individual/auto target is used or found.
Items/abilities with target 'Self' will be used on self without target selection.
Equipment will be equipped on the user."
GamingIsLove.ORKFramework.UI.AbilityUseCountHUDCondition;Ability Use Count;Checks if the HUD user is an ability with use count.
GamingIsLove.ORKFramework.UI.AbilityUseCountHUDCondition.hasAbilityUseCount;Has Ability Use Count;"Select if the HUD user has to be an ability that uses use count:
- Yes: The HUD user is an ability using use count.
- No: The HUD user isn't an ability using use count.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.AttackModifierAttributePreviewChangeHUDCondition;Attack Modifier Attribute Preview Change;Checks if the HUD user is an attack modifier attribute with a positive/negative preview change or no change (requires an attack modifier attribute).
GamingIsLove.ORKFramework.UI.AttackModifierAttributePreviewChangeHUDCondition.type;Preview Change;"Select what kind of change the attack modifier attribute must have:
- Positive Change: The preview has a positive change value.
- Negative Change: The preview has a negative change value.
- No Change: The attack modifier attribute has no change (also used if no preview is available)."
GamingIsLove.ORKFramework.UI.CanConsumeCostHUDCondition;Can Consume Cost;Checks if the HUD user is a cost (e.g. price cost, use cost, upgrade cost, research cost) that can be consumed (i.e. cost doesn't exceed available quantity).
GamingIsLove.ORKFramework.UI.CanConsumeCostHUDCondition.canConsume;Can Consume;"Select if the HUD user has to be a cost that can be consumed (i.e. cost doesn't exceed available quantity):
- Yes: The HUD user is a cost that can be consumed.
- No: The HUD user is a cost that can't be consumed.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.CombatantStatusHUDCondition;Combatant Status;Check status conditions of a combatant.
GamingIsLove.ORKFramework.UI.DefenceModifierAttributePreviewChangeHUDCondition;Defence Modifier Attribute Preview Change;Checks if the HUD user is a defence modifier attribute with a positive/negative preview change or no change (requires a defence modifier attribute).
GamingIsLove.ORKFramework.UI.DefenceModifierAttributePreviewChangeHUDCondition.type;Preview Change;"Select what kind of change the defence modifier attribute must have:
- Positive Change: The preview has a positive change value.
- Negative Change: The preview has a negative change value.
- No Change: The defence modifier attribute has no change (also used if no preview is available)."
GamingIsLove.ORKFramework.UI.DifficultyHUDCondition;Difficulty;Check the game's difficulty.
GamingIsLove.ORKFramework.UI.DurabilityHUDCondition;Durability;Checks if the HUD user is an equipment that uses durability.
GamingIsLove.ORKFramework.UI.DurabilityHUDCondition.isEquipDurability;Is Equip Durability;"Select if the HUD user has to be an equipment that uses durability:
- Yes: The HUD user is an equipment using durability.
- No: The HUD user isn't an equipment using durability.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.HasPriceHUDCondition;Has Price;Checks if the HUD user is something with price information (buy/sell price).
GamingIsLove.ORKFramework.UI.HasPriceHUDCondition.isShopUser;Has Price;"Select the required price state:
- Yes: The HUD user has a buy or sell price.
- No: The HUD user has no price.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.HasUpgradeHUDCondition;Has Upgrade;"Checks if the HUD user is an equipment/ability with level upgrade or an equipment ability with upgrade learning.
Can also check if the upgrade can be used."
GamingIsLove.ORKFramework.UI.HasUpgradeHUDCondition.hasUpgrade;Has Upgrade;"Select if the HUD user has to be an equipment/ability with level upgrade or an equipment ability with upgrade learning:
- Yes: The HUD user has an upgrade.
- No: The HUD user doesn't have an upgrade (but is an equipment/ability).
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.HasUpgradeHUDCondition.canUpgrade;Can Upgrade;"Select if the upgrade can be used:
- Yes: The upgrade can be used (i.e. costs are valid).
- No: The upgrade can't be used (i.e. costs are invalid).
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.HasUseCostDisplayHUDCondition;Has Use Cost Display;Checks if the HUD user is something that can display a use cost (text).
GamingIsLove.ORKFramework.UI.HasUseCostDisplayHUDCondition.hasUseCostDisplay;Has Use Cost Display;"Select if the HUD user has to be something that displays a use cost text:
- Yes: The HUD user can display a use cost.
- No: The HUD user can't display a use cost.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.InShoppingCartHUDCondition;In Shopping Cart;Checks if the HUD user is a shop content currently in a shopping cart.
GamingIsLove.ORKFramework.UI.InShoppingCartHUDCondition.inShoppingCart;In Shopping Cart;"Select the required shopping cart state:
- Yes: The HUD user is a shop content in a shopping cart.
- No: The HUD user is a shop content not in a shopping cart.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.IsBestiaryCompleteHUDCondition;Is Bestiary Complete;"Checks if the HUD user's bestiary entry is complete (requires a combatant).
Bestiary is only used for enemies of the player."
GamingIsLove.ORKFramework.UI.IsBestiaryCompleteHUDCondition.isPlayerEnemy;Is Bestiary Complete;"Select the required bestiary state:
- Yes: The HUD user's bestiary entry is complete.
- No: The HUD user's bestiary entry isn't complete (also valid for not in the bestiary).
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.IsCombatantHUDCondition;Is Combatant;Checks if the HUD user is a combatant (i.e. an actual combatant, e.g. not a combatant coming from a shortcut).
GamingIsLove.ORKFramework.UI.IsCombatantHUDCondition.isNewContent;Is Combatant;"Select the required combatant state:
- Yes: The HUD user is a combatant.
- No: The HUD user isn't a combatant.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.IsEquipmentEquippedHUDCondition;Is Equipment Equipped;Checks if the HUD user is an equipment that is currently equipped by a combatant.
GamingIsLove.ORKFramework.UI.IsEquipmentEquippedHUDCondition.isEquipped;Is Equipped;"Select if the HUD user has to be an equipment that is currently equipped by a combatant:
- Yes: The HUD user is an equipment that is equipped.
- No: The HUD user is an equipment that isn't equipped.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.IsEquipmentSlotHUDCondition;Is Equipment Slot;Checks if the HUD user is an equipment slot.
GamingIsLove.ORKFramework.UI.IsEquipmentSlotHUDCondition.isEquipmentSlot;Is Equipment Slot;"Select if the HUD user has to be an equipment slot:
- Yes: The HUD user is an equipment slot.
- No: The HUD user isn't an equiment slot.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.IsEquipmentSlotHUDCondition.isEquipped;Is Equipped;"Select if the equipment slot has to be equipped with an equipment:
- Yes: The equipment slot has to be equipped.
- No: The equipment slot has to be empty.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.IsInBestiaryHUDCondition;Is In Bestiary;"Checks if the HUD user is added to the bestiary (requires a combatant).
Bestiary is only used for enemies of the player."
GamingIsLove.ORKFramework.UI.IsInBestiaryHUDCondition.isPlayerEnemy;Is In Bestiary;"Select the required bestiary state:
- Yes: The HUD user is in the bestiary.
- No: The HUD user is not in the bestiary.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.IsNewContentHUDCondition;Is New Content;Checks if the HUD user is marked as new content.
GamingIsLove.ORKFramework.UI.IsNewContentHUDCondition.isNewContent;Is New Content;"Select the required new content state:
- Yes: The HUD user is marked as new content.
- No: The HUD user isn't marked as new content.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.IsPlayerHUDCondition;Is Player;Checks if the HUD user is the player (requires a combatant).
GamingIsLove.ORKFramework.UI.IsPlayerHUDCondition.isPlayer;Is Player;"Select the required player state:
- Yes: The HUD user is the player.
- No: The HUD user is not the player.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.IsShortcutAssignedHUDCondition;Is Shortcut Assigned;Checks if the HUD user is a shortcut (e.g. ability or item) assigned to a shortcut slot of a combatant's current shortcut list.
GamingIsLove.ORKFramework.UI.IsShortcutAssignedHUDCondition.isAssigned;Is Assigned;"Select if the HUD user has to be a shortcut that is currently assigned to a combatant's current shortcut list:
- Yes: The HUD user is an assigned shortcut.
- No: The HUD user is an unassigned shortcut.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.IsShortcutAssignedHUDCondition.isGroupShortcut;Is Group Shortcut;Checks the combatant's group shortcuts instead of the combatant's shortcuts.
GamingIsLove.ORKFramework.UI.ItemUseCountHUDCondition;Item Use Count;Checks if the HUD user is an item with use count.
GamingIsLove.ORKFramework.UI.ItemUseCountHUDCondition.hasItemUseCount;Has Item Use Count;"Select if the HUD user has to be an item that uses use count:
- Yes: The HUD user is an item using use count.
- No: The HUD user isn't an item using use count.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.MenuUserHUDCondition;Menu User;Checks if the HUD user is a combatant and user of an open menu screen (requires a combatant).
GamingIsLove.ORKFramework.UI.MenuUserHUDCondition.isMenuUser;Is Menu User;"Select the required menu user state:
- Yes: The HUD user is the user of an open menu screen.
- No: The HUD user isn't the user of an open menu screen.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.PassiveAbilityHUDCondition;Passive Ability;Checks if the HUD user is a passive ability.
GamingIsLove.ORKFramework.UI.PassiveAbilityHUDCondition.isPassiveAbility;Is Passive Ability;"Select if the HUD user has to be a passive ability:
- Yes: The HUD user is a passive ability.
- No: The HUD user isn't a passive ability.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.PassiveAbilityStateHUDCondition;Passive Ability State;Checks if the HUD user is a passive ability that is enabled.
GamingIsLove.ORKFramework.UI.PassiveAbilityStateHUDCondition.isPassiveAbilityEnabled;Is Enabled;"Select if the HUD user has to be a passive ability that is enabled:
- Yes: The HUD user is a passive ability that is enabled.
- No: The HUD user is a passive ability that is disabled.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.PlayerEnemyHUDCondition;Player Enemy;Checks if the HUD user is an enemy of the player (requires a combatant).
GamingIsLove.ORKFramework.UI.PlayerEnemyHUDCondition.isPlayerEnemy;Is Player Enemy;"Select the required player enemy state:
- Yes: The HUD user is an enemy of the player.
- No: The HUD user is an ally of the player (or player group member).
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.QuantityHUDCondition;Quantity;Checks if the HUD user is an inventory content (item, equipment, etc.) matching a defined quantity check.
GamingIsLove.ORKFramework.UI.QuantityHUDCondition.check;Quantity Check;Define the quantity check that must be valid.
GamingIsLove.ORKFramework.UI.QuestHUDCondition;Quest;Check quest status conditions.
GamingIsLove.ORKFramework.UI.QuestHUDCondition.needed;Needed;Either all or just one of the quest conditions needs to be valid.
GamingIsLove.ORKFramework.UI.QuestRewardHUDCondition;Quest Reward;Checks if the HUD user is a quest or quest task with rewards (requires a quest or quest task).
GamingIsLove.ORKFramework.UI.QuestRewardHUDCondition.needed;Needed;Either all or only one of the checks must be valid.
GamingIsLove.ORKFramework.UI.QuestRewardHUDCondition.hasExperience;Has Experience;"Select if the user needs to have experience rewards:
- Yes: The HUD user is a quest task with experience rewards.
- No: The HUD user is a quest task without experience rewards.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.QuestRewardHUDCondition.hasNormalSV;Has Normal SV;"Select if the user needs to have normal status value rewards:
- Yes: The HUD user is a quest task with normal status value rewards.
- No: The HUD user is a quest task without normal status value rewards.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.QuestRewardHUDCondition.hasItems;Has Items;"Select if the user needs to have item rewards:
- Yes: The HUD user is a quest task with item rewards.
- No: The HUD user is a quest task without item rewards.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.QuestTaskHUDCondition;Quest Task;Check quest task status conditions.
GamingIsLove.ORKFramework.UI.QuestTaskHUDCondition.needed;Needed;Either all or just one of the task conditions needs to be valid.
GamingIsLove.ORKFramework.UI.QuestTaskRequirementHUDCondition;Quest Task Requirement;Checks if the HUD user is a quest task with finish requirements (requires a quest task).
GamingIsLove.ORKFramework.UI.QuestTaskRequirementHUDCondition.needed;Needed;Either all or only one of the checks must be valid.
GamingIsLove.ORKFramework.UI.QuestTaskRequirementHUDCondition.hasFinishedTasks;Has Finished Tasks;"Select if the user needs to have finished task requirements:
- Yes: The HUD user is a quest task with finished task requirements.
- No: The HUD user is a quest task without finished task requirements.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.QuestTaskRequirementHUDCondition.hasItems;Has Items;"Select if the user needs to have item requirements:
- Yes: The HUD user is a quest task with item requirements.
- No: The HUD user is a quest task without item requirements.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.QuestTaskRequirementHUDCondition.hasEnemyKills;Has Enemy Kills;"Select if the user needs to have enemy kill requirements:
- Yes: The HUD user is a quest task with enemy kill requirements.
- No: The HUD user is a quest task without enemy kill requirements.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.QuestTaskRequirementHUDCondition.hasCounts;Has Counts;"Select if the user needs to have count requirements:
- Yes: The HUD user is a quest task with count requirements.
- No: The HUD user is a quest task without count requirements.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.QuestTypeHUDCondition;Quest Type;Check quest type status conditions.
GamingIsLove.ORKFramework.UI.QuestTypeHUDCondition.needed;Needed;Either all or just one of the quest type conditions needs to be valid.
GamingIsLove.ORKFramework.UI.QuestVariableHUDCondition;Quest Variable;Check quest variable conditions.
GamingIsLove.ORKFramework.UI.QuestVariableHUDCondition.quest;Quest;"Select the quest that will be checked.
The quest has to be added to the player's quest list."
GamingIsLove.ORKFramework.UI.ResearchItemStateHUDCondition;Research Item State;Checks if the HUD user is a research item with a defined state.
GamingIsLove.ORKFramework.UI.ResearchItemStateHUDCondition.isResearchable;Researchable;The research item can be researched.
GamingIsLove.ORKFramework.UI.ResearchItemStateHUDCondition.isNotResearchableLimit;Research Limit;The research item can't be researched due to the research limit (but with valid costs and requirements).
GamingIsLove.ORKFramework.UI.ResearchItemStateHUDCondition.isNotResearchableCosts;Costs Fail;The research item can't be researched due to costs (but with valid requirements).
GamingIsLove.ORKFramework.UI.ResearchItemStateHUDCondition.isNotResearchableRequirements;Requirements Fail;The research item can't be researched due to requirements.
GamingIsLove.ORKFramework.UI.ResearchItemStateHUDCondition.isInResearch;In Research;The research item is currently being researched.
GamingIsLove.ORKFramework.UI.ResearchItemStateHUDCondition.isComplete;Complete;The research item is fully researched.
GamingIsLove.ORKFramework.UI.ReuseHUDCondition;Reuse;Checks if the HUD user is an ability/item with reuse time/turns.
GamingIsLove.ORKFramework.UI.ReuseHUDCondition.hasReuse;Has Reuse Time/Turns;"Select if the HUD user has to be an ability or item using reuse time/turns:
- Yes: The HUD user is an ability or item using reuse time/turns.
- No: The HUD user isn't an ability or item using reuse time/turns.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.ReuseHUDCondition.isBlocked;Is Blocked;Reuse is currently blocked.
GamingIsLove.ORKFramework.UI.SellableHUDCondition;Sellable;Checks if the HUD user is something that can be sold.
GamingIsLove.ORKFramework.UI.SellableHUDCondition.isSellable;Is Sellable;"Select the required sellable state:
- Yes: The HUD user is a sellable content.
- No: The HUD user isn't a sellable content.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.ShopContentHUDCondition;Shop Content;Checks if the HUD user is something listed in a shop.
GamingIsLove.ORKFramework.UI.ShopContentHUDCondition.isShopUser;Is Shop Content;"Select the required shop content state:
- Yes: The HUD user is a shop content.
- No: The HUD user isn't a shop content.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.ShopUserHUDCondition;Shop User;Checks if the HUD user is a combatant and user of an open shop (requires a combatant).
GamingIsLove.ORKFramework.UI.ShopUserHUDCondition.isShopUser;Is Shop User;"Select the required shop user state:
- Yes: The HUD user is the user of an open shop.
- No: The HUD user isn't the user of an open shop.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.ShortcutAbilityTypeHUDCondition;Shortcut Ability Type;Checks if the HUD user is an ability shortcut of a specific ability type.
GamingIsLove.ORKFramework.UI.ShortcutAbilityTypeHUDCondition.abilityType;Ability Type;Select the ability type that will be checked for.
GamingIsLove.ORKFramework.UI.ShortcutAbilityTypeHUDCondition.useSubTypes;Use Sub-Types;The sub-types of the defined ability type will also be checked.
GamingIsLove.ORKFramework.UI.ShortcutAbilityTypeHUDCondition.isValid;Is Valid;"The shortcut must be of the defined ability type.
If disabled, the shortcut mustn't be of the defined ability type."
GamingIsLove.ORKFramework.UI.ShortcutAITypeHUDCondition;Shortcut AI Type;Checks if the HUD user is an AI behaviour/ruleset shortcut of a specific AI type.
GamingIsLove.ORKFramework.UI.ShortcutAITypeHUDCondition.aiType;AI Type;Select the AI type that will be checked for.
GamingIsLove.ORKFramework.UI.ShortcutAITypeHUDCondition.useSubTypes;Use Sub-Types;The sub-types of the defined AI type will also be checked.
GamingIsLove.ORKFramework.UI.ShortcutAITypeHUDCondition.isValid;Is Valid;"The shortcut must be of the defined AI type.
If disabled, the shortcut mustn't be of the defined AI type."
GamingIsLove.ORKFramework.UI.ShortcutCraftingTypeHUDCondition;Shortcut Crafting Type;Checks if the HUD user is an crafting recipe shortcut of a specific crafting type.
GamingIsLove.ORKFramework.UI.ShortcutCraftingTypeHUDCondition.craftingType;Crafting Type;Select the crafting type that will be checked for.
GamingIsLove.ORKFramework.UI.ShortcutCraftingTypeHUDCondition.useSubTypes;Use Sub-Types;The sub-types of the defined crafting type will also be checked.
GamingIsLove.ORKFramework.UI.ShortcutCraftingTypeHUDCondition.isValid;Is Valid;"The shortcut must be of the defined crafting type.
If disabled, the shortcut mustn't be of the defined crafting type."
GamingIsLove.ORKFramework.UI.ShortcutItemTypeHUDCondition;Shortcut Item Type;Checks if the HUD user is a shortcut of a specific item type.
GamingIsLove.ORKFramework.UI.ShortcutItemTypeHUDCondition.itemType;Item Type;Select the item type that will be checked for.
GamingIsLove.ORKFramework.UI.ShortcutItemTypeHUDCondition.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be checked.
GamingIsLove.ORKFramework.UI.ShortcutItemTypeHUDCondition.isValid;Is Valid;"The shortcut must be of the defined item type.
If disabled, the shortcut mustn't be of the defined item type."
GamingIsLove.ORKFramework.UI.ShortcutTypeHUDCondition;Shortcut Type;Checks if the HUD user a shortcut of a specific type.
GamingIsLove.ORKFramework.UI.ShortcutTypeHUDCondition.type;Shortcut Type;"Select if a type of shortcut is required:
- Any: All shortcuts are allowed.
- Ability: Requires an ability.
- Item: Requires an item.
- Equipment: Requires an equipment.
- Currency: Requires a currency.
- AI Behaviour: Requires an AI behaviour.
- AI Ruleset: Requires an AI ruleset."
GamingIsLove.ORKFramework.UI.StatusBonusHUDCondition;Status Bonus;Checks if the HUD user is a content with displayable status bonuses (e.g. equipment, class or passive ability).
GamingIsLove.ORKFramework.UI.StatusBonusHUDCondition.hasStatusPreview;Has Status Bonus;"Select if the user needs to have a status bonus:
- Yes: The HUD user is a content with a status bonus.
- No: The HUD user isn't a content with a status bonus.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.StatusPreviewBlinkHUDCondition;Status Preview Blink;Checks the preview blink state (doesn't require any HUD user).
GamingIsLove.ORKFramework.UI.StatusPreviewBlinkHUDCondition.isPreviewBlink;Is Preview Blink;"Select if the preview blinking is currently showing status previews:
- Yes: The preview blinking must currently show status previews.
- No: The preview blinking mustn't show status previews.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.StatusPreviewEquipableHUDCondition;Status Preview Equipable;Checks if the HUD user is a combatant with a status preview for an equipment (requires a combatant).
GamingIsLove.ORKFramework.UI.StatusPreviewEquipableHUDCondition.isEquipable;Has Equipable Status Preview;"Select if the user needs to have a status preview for an equipment:
- Yes: The HUD user is a combatant with a status preview for an equipable equipment.
- No: The HUD user is a combatant with a status preview for a not equipable equipment.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.StatusPreviewHUDCondition;Status Preview;Checks if the HUD user is a combatant and has a status preview (requires a combatant).
GamingIsLove.ORKFramework.UI.StatusPreviewHUDCondition.hasStatusPreview;Has Status Preview;"Select if the user needs to have a status preview:
- Yes: The HUD user is a combatant with a status preview.
- No: The HUD user isn't a combatant with a status preview.
- Ignore: Ignores this condition."
GamingIsLove.ORKFramework.UI.StatusValueChangedStateHUDCondition;Status Value Changed State;Checks if the HUD user is a status value that is or isn't in changed state (requires a status value).
GamingIsLove.ORKFramework.UI.StatusValueChangedStateHUDCondition.isChangedState;Is Changed State;"The status value must be in changed state.
If disabled, the status value mustn't be in changed state."
GamingIsLove.ORKFramework.UI.StatusValuePreviewChangeHUDCondition;Status Value Preview Change;Checks if the HUD user is a status value with a positive/negative preview change or no change (requires a status value).
GamingIsLove.ORKFramework.UI.StatusValuePreviewChangeHUDCondition.type;Preview Change;"Select what kind of change the status value must have:
- Positive Change: The preview has a positive change value.
- Negative Change: The preview has a negative change value.
- No Change: The status value has no change (also used if no preview is available)."
GamingIsLove.ORKFramework.UI.HUDAbilitySettings.type;Ability Type;"Select which type of ability will be used:
- Attack: The combatant's base attack.
- Counter Attack: The combatant's counter attack.
- Ability: A defined ability of the combatant.
- Class Ability: The combatant's class ability."
GamingIsLove.ORKFramework.UI.HUDAbilitySettings.ability;Ability;Select the ability that will be used.
GamingIsLove.ORKFramework.UI.HUDAbilitySettings.ignoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.ORKFramework.UI.HUDCombatantActionSettings.actionOrigin;Action Origin;"Select which action of the combatant will be used:
- Current: The combatant's current active action.
- Casting: The action the combatant is currently casting.
- Next: The next action that's planned to be use (added as 'Next' action or queued by the battle AI, i.e. not yet scheduled with the battle system)."
GamingIsLove.ORKFramework.UI.HUDCombatantTargetSettings.targetOrigin;Target Origin;"Select which combatant will be used:
- Group Target: A group target of the combatant's group.
- Individual Target: An individual target of the combatant.
- Last Target: The last target the combatant attacked or used an ability/item on.
- Attacked By: Another combatant the combatant was attacked by.
- Selected: The currently selected targets of the combatant's target selection (only used when the player selects targets)."
GamingIsLove.ORKFramework.UI.HUDCombatantTargetSettings.originTargetIndex;Target Index;"The index of the group/individual target.
Nothing will be displayed if the index exceeds the available targets or no target is selected."
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.uiKey;UI Key;"Define the key that identifies the used shortcut UI setup.
The UI setup with a matching key will be used (or the default setup without a key if no matching key is found)."
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.addAttacks;Add Attacks;The combatant's base attacks will be added to the list.
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.addCounter;Add Counter;The combatant's counter attack will be added to the list.
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.addClass;Add Class Ability;The combatant's class ability will be added to the list.
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.addActive;Add Active Abilities;The combatant's active abilities will be added to the list.
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.addPassive;Add Passive Abilities;The combatant's passive abilities will be added to the list.
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.addTemporary;Add Temporary Abilities;"Select if temporary abilities will be included:
- Yes: Temporary abilities will be included.
- No: Temporary abilities will not be included.
- Only: Only temporary abilities will be displayed."
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.ignoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.allTypes;All Types;"All types will be displayed.
If disabled, you have to select the ability types that will be displayed."
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.mergeSubTypes;Merge Sub Types;Display all abilities from sub types of a selected ability type.
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.abilityType;Ability Type;Select the ability type that will be displayed.
GamingIsLove.ORKFramework.UI.HUDAbilityListSettings.useSorting;Use Sorting;"Define how the abilities will be sorted when displayed.
If disabled, the abilities are sorted as they are on the combatant."
GamingIsLove.ORKFramework.UI.HUDActionTargetListSettings.limitList;Limit List Length;"Limit the quantity of displayed combatants in the list.
If disabled, all combatants will be displayed."
GamingIsLove.ORKFramework.UI.HUDActionTargetListSettings.listLimit;Maximum Length;The maximum displayed combatants in the list.
GamingIsLove.ORKFramework.UI.HUDAIBehaviourListSettings.uiKey;UI Key;"Define the key that identifies the used AI behaviour UI setup.
The UI setup with a matching key will be used (or the default setup without a key if no matching key is found).
Only used if something is equipped on a slot."
GamingIsLove.ORKFramework.UI.HUDAIBehaviourListSettings.allSlots;All Slots;"All AI behaviour slots of the combatant will be displayed.
If disabled, only defined slots will be used."
GamingIsLove.ORKFramework.UI.HUDAIBehaviourListSettings.slotIndex;Slot Index;Define the slot index that will be displayed.
GamingIsLove.ORKFramework.UI.HUDAIRulesetListSettings.uiKey;UI Key;"Define the key that identifies the used AI ruleset UI setup.
The UI setup with a matching key will be used (or the default setup without a key if no matching key is found).
Only used if something is equipped on a slot."
GamingIsLove.ORKFramework.UI.HUDAIRulesetListSettings.allSlots;All Slots;"All AI ruleset slots of the combatant will be displayed.
If disabled, only defined slots will be used."
GamingIsLove.ORKFramework.UI.HUDAIRulesetListSettings.slotIndex;Slot Index;Define the slot index that will be displayed.
GamingIsLove.ORKFramework.UI.HUDAttackModifierAttributeListSettings.listType;List Attributes;"Select which attack modifier attributess will be displayed:
- All: Displays all attack modifier attributes.
- Strength: Displays all attack modifier attributes that are recognized as strengths.
- Weakness: Displays all attack modifier attributes that are recognized as weaknesses.
- Immunity: Displays all attack modifier attributes that are recognized as immunities.
- Recovery: Displays all attack modifier attributes that are recognized as recoveries."
GamingIsLove.ORKFramework.UI.HUDAttackModifierAttributeListSettings.targetActionTrait;Target Action Trait;Show the strength/weakness/immunity/recovery for a player's currently selected action during target selection.
GamingIsLove.ORKFramework.UI.HUDAttackModifierAttributeListSettings.onlyWithBonus;Only With Bonus;"Only list the attack modifier attributes that have a status bonus.
Only used when displaying attack modifiers from status bonuses.
All 'List Attributes' selections will list all attributes when displaying bonuses."
GamingIsLove.ORKFramework.UI.HUDAttackModifierListSettings.listType;List Modifiers;"Select which attack modifiers will be displayed:
- Defined: Select the attack modifiers that will be displayed.
- Strength: Displays all attack modifiers that are recognized as strengths.
- Weakness: Displays all attack modifiers that are recognized as weaknesses.
- Immunity: Displays all attack modifiers that are recognized as immunities.
- Recovery: Displays all attack modifiers that are recognized as recoveries.
- All: Displays all attack modifiers."
GamingIsLove.ORKFramework.UI.HUDAttackModifierListSettings.targetActionTrait;Target Action Trait;Show the strength/weakness/immunity/recovery for a player's currently selected action during target selection.
GamingIsLove.ORKFramework.UI.HUDAttackModifierListSettings.showStatusBonus;Show Status Bonus;"Show the attack modifier changes of a content with status bonus instead of a combatant's attack modifiers.
E.g. use this option to list attack modifier bonuses of equipment, passive abilities or classes.
All 'List Modifiers' selections except 'Defined' will show all attack modifiers."
GamingIsLove.ORKFramework.UI.HUDAttackModifierListSettings.bonusTotalCombatant;Total Combatant Bonus;"Display the total combatant bonus of a combatant (if a combatant is displayed).
I.e. all status bonuses coming from the combatant's settings, equipment, etc. will be combined.
If disabled (or no combatant is displayed), only shows the bonus from the combatant's settings (or the displayed content's bonus)."
GamingIsLove.ORKFramework.UI.HUDAttackModifierListSettings.onlyWithBonus;Only With Bonus;Only list the attack modifiers that have a status bonus.
GamingIsLove.ORKFramework.UI.HUDAttackModifierListSettings.modifier;Attack Modifier;Select the attack modifier that will be displayed.
GamingIsLove.ORKFramework.UI.HUDBodyPartListSettings.invertOrder;Invert Order;"Invert the order when displaying the body parts.
The last body part will be displayed first, the first will be displayed last."
GamingIsLove.ORKFramework.UI.HUDBodyPartListSettings.startOffset;Start Index Offset;"Define which body part will be the first in the list.
You can use this settings to skip a defined quantity of body parts at the start of the list."
GamingIsLove.ORKFramework.UI.HUDBodyPartListSettings.limitList;Limit List Length;"Limit the quantity of displayed body parts in the list.
If disabled, all combatants will be displayed."
GamingIsLove.ORKFramework.UI.HUDBodyPartListSettings.listLimit;Maximum Length;The maximum displayed body parts in the list.
GamingIsLove.ORKFramework.UI.HUDClassSlotListSettings.onlyAvailable;Only Available Slots;"Only class slots that are available for the combatant will be displayed.
If a slot isn't available, it won't be displayed.
If disabled, all class slots can be displayed."
GamingIsLove.ORKFramework.UI.HUDClassSlotListSettings.uiKey;UI Key;"Define the key that identifies the used class UI setup.
The UI setup with a matching key will be used (or the default setup without a key if no matching key is found).
Only used if something is equipped on a class slot."
GamingIsLove.ORKFramework.UI.HUDClassSlotListSettings.allSlots;All Class Slots;"All class slots of the combatant (matching the available condition) will be displayed.
If disabled, only defined class slots will be used."
GamingIsLove.ORKFramework.UI.HUDClassSlotListSettings.classSlot;Class Slot;"Select the class slot that will be displayed.
The class slot isn't displayed if it doesn't match the available condition."
GamingIsLove.ORKFramework.UI.HUDCombatantActionListSettings.combatantIs;Combatant Is;"Select how the combatant is involved in the action:
- User: The combatant is the user of the action.
- Target: The combatant is a target of the action."
GamingIsLove.ORKFramework.UI.HUDCombatantActionListSettings.showActive;Show Active Actions;"Show actions currently being performed by combatants.
Actions are displayed in the order 'Active > Casting > Scheduled' (or reversed using 'Invert Order'), i.e. in the order they will be used from first used to last used."
GamingIsLove.ORKFramework.UI.HUDCombatantActionListSettings.showCasting;Show Casting Actions;"Show actions currently being casted by combatants.
Actions are displayed in the order 'Active > Casting > Scheduled' (or reversed using 'Invert Order'), i.e. in the order they will be used from first used to last used."
GamingIsLove.ORKFramework.UI.HUDCombatantActionListSettings.showScheduled;Show Scheduled Actions;"Show actions that have been selected by combatants and are scheduled for performing.
Actions are displayed in the order 'Active > Casting > Scheduled' (or reversed using 'Invert Order'), i.e. in the order they will be used from first used to last used."
GamingIsLove.ORKFramework.UI.HUDCombatantActionListSettings.invertOrder;Invert Order;"Invert the order when displaying the actions.
The last action will be displayed first, the first will be displayed last."
GamingIsLove.ORKFramework.UI.HUDCombatantActionListSettings.startOffset;Start Index Offset;"Define which action will be the first in the list.
You can use this settings to skip a defined quantity of actions at the start of the list."
GamingIsLove.ORKFramework.UI.HUDCombatantActionListSettings.limitList;Limit List Length;"Limit the quantity of displayed combatants in the list.
If disabled, all combatants will be displayed."
GamingIsLove.ORKFramework.UI.HUDCombatantActionListSettings.listLimit;Maximum Length;The maximum displayed combatants in the list.
GamingIsLove.ORKFramework.UI.HUDCombatantActionListSettings.addSubActions;Add Sub Actions;"Add actions that are added as sub actions to other actions.
Sub actions can be added using 'Use Battle Action' nodes."
GamingIsLove.ORKFramework.UI.HUDCombatantListSettings.combatantScope;Combatant Scope;"Select the scope that will be used:
- Current: The group's leader.
- Battle: The members of the combatant's battle group.
- Group: All members of the combatant's group (in the order they joined).
- Non Battle: The members not in the combatant's battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the combatant's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.UI.HUDCombatantListSettings.addHidden;Add Hidden Members;"Hidden members will be added.
If disabled, hidden members will be excluded."
GamingIsLove.ORKFramework.UI.HUDCombatantListSettings.invertOrder;Invert Order;"Invert the order when displaying the combatants.
The last combatant will be displayed first, the first will be displayed last."
GamingIsLove.ORKFramework.UI.HUDCombatantListSettings.startOffset;Start Index Offset;"Define which combatant will be the first in the list.
You can use this settings to skip a defined quantity of combatants at the start of the list."
GamingIsLove.ORKFramework.UI.HUDCombatantListSettings.limitList;Limit List Length;"Limit the quantity of displayed combatants in the list.
If disabled, all combatants will be displayed."
GamingIsLove.ORKFramework.UI.HUDCombatantListSettings.listLimit;Maximum Length;The maximum displayed combatants in the list.
GamingIsLove.ORKFramework.UI.HUDCostListSettings.type;Cost Type;"Define which type of cost will be displayed:
- Use Cost: The use cost (e.g. ability/item use cost, research item learn cost).
- Upgrade Cost: The upgrade cost (e.g. ability/equipment level upgrace cost, equipment ability learn cost, research item cost).
- Buy Price Cost: The buy price cost.
- Sell Price Cost: The sell price cost."
GamingIsLove.ORKFramework.UI.HUDCostListSettings.totalPrice;Total Price;"Display the total price of the content (i.e. price * quantity).
If disabled, displays the price for a quantity of 1."
GamingIsLove.ORKFramework.UI.HUDCostListSettings.statusValueCosts;Status Value Costs;Add status value costs to the list.
GamingIsLove.ORKFramework.UI.HUDCostListSettings.currencyCosts;Currency Costs;Add currency costs to the list.
GamingIsLove.ORKFramework.UI.HUDCostListSettings.itemCosts;Item Costs;Add item costs to the list.
GamingIsLove.ORKFramework.UI.HUDCostListSettings.equipmentCosts;Equipment Costs;Add equipment costs to the list.
GamingIsLove.ORKFramework.UI.HUDCostListSettings.craftingRecipeCosts;Crafting Recipe Costs;Add crafting recipe costs to the list.
GamingIsLove.ORKFramework.UI.HUDCostListSettings.aiBehaviourCosts;AI Behaviour Costs;Add AI behaviour costs to the list.
GamingIsLove.ORKFramework.UI.HUDCostListSettings.aiRulesetCosts;AI Ruleset Costs;Add AI ruleset costs to the list.
GamingIsLove.ORKFramework.UI.HUDCostListSettings.itemTypeCosts;Item Type Costs;Add item type costs to the list.
GamingIsLove.ORKFramework.UI.HUDCostListSettings.actionCosts;Action Costs;Add action costs to the list.
GamingIsLove.ORKFramework.UI.HUDCostListSettings.useCount;Use Count;Add use count information to the list.
GamingIsLove.ORKFramework.UI.HUDCraftingRecipeItemListSettings.uiKey;UI Key;"Define the key that identifies the used shortcut UI setup.
The UI setup with a matching key will be used (or the default setup without a key if no matching key is found)."
GamingIsLove.ORKFramework.UI.HUDCraftingRecipeItemListSettings.showIngredients;Show Ingredients;Ingredients of the crafting recipe will be listed.
GamingIsLove.ORKFramework.UI.HUDCraftingRecipeItemListSettings.showOutcome;Show Outcome;The outcome of the crafting recipe will be listed.
GamingIsLove.ORKFramework.UI.HUDCraftingRecipeItemListSettings.showCriticalOutcome;Show Critical Outcome;The critical outcome of the crafting recipe will be listed.
GamingIsLove.ORKFramework.UI.HUDCraftingRecipeItemListSettings.allTypes;All Types;"All types will be displayed.
If disabled, you have to select the item types that will be displayed."
GamingIsLove.ORKFramework.UI.HUDCraftingRecipeItemListSettings.mergeSubTypes;Merge Sub Types;Display all items from sub types of a selected item type.
GamingIsLove.ORKFramework.UI.HUDCraftingRecipeItemListSettings.itemType;Item Type;Select the item type that will be displayed.
GamingIsLove.ORKFramework.UI.HUDCraftingRecipeItemListSettings.useSorting;Use Sorting;"Define how the items will be sorted when displayed.
If disabled, the items are sorted as they are added to the crafting recipe."
GamingIsLove.ORKFramework.UI.HUDDefenceModifierAttributeListSettings.listType;List Attributes;"Select which defence modifier attributess will be displayed:
- All: Displays all defence modifier attributes.
- Strength: Displays all defence modifier attributes that are recognized as strengths.
- Weakness: Displays all defence modifier attributes that are recognized as weaknesses.
- Immunity: Displays all defence modifier attributes that are recognized as immunities.
- Recovery: Displays all defence modifier attributes that are recognized as recoveries."
GamingIsLove.ORKFramework.UI.HUDDefenceModifierAttributeListSettings.onlyWithBonus;Only With Bonus;"Only list the defence modifier attributes that have a status bonus.
Only used when displaying defence modifiers from status bonuses.
All 'List Attributes' selections will list all attributes when displaying bonuses."
GamingIsLove.ORKFramework.UI.HUDDefenceModifierIDListSettings.all;All Modifiers;Lists all defence modifier IDs of a combatant.
GamingIsLove.ORKFramework.UI.HUDDefenceModifierIDListSettings.showStatusBonus;Show Status Bonus;"Show the defence modifier ID changes of a content with status bonus instead of a combatant's defence modifier IDs.
E.g. use this option to list defence modifier ID changes of equipment, passive abilities or classes.
Only defence modifiers that have an ID change will be listed."
GamingIsLove.ORKFramework.UI.HUDDefenceModifierIDListSettings.bonusTotalCombatant;Total Combatant Bonus;"Display the total combatant bonus of a combatant (if a combatant is displayed).
I.e. all status bonuses coming from the combatant's settings, equipment, etc. will be combined.
If disabled (or no combatant is displayed), only shows the bonus from the combatant's settings (or the displayed content's bonus)."
GamingIsLove.ORKFramework.UI.HUDDefenceModifierIDListSettings.modifier;Defence Modifier;Select the defence modifier that will be displayed.
GamingIsLove.ORKFramework.UI.HUDDefenceModifierListSettings.listType;List Modifiers;"Select which defence modifiers will be displayed:
- Defined: Select the defence modifiers that will be displayed.
- Strength: Displays all defence modifiers that are recognized as strengths.
- Weakness: Displays all defence modifiers that are recognized as weaknesses.
- Immunity: Displays all defence modifiers that are recognized as immunities.
- Recovery: Displays all defence modifiers that are recognized as recoveries.
- All: Displays all defence modifiers."
GamingIsLove.ORKFramework.UI.HUDDefenceModifierListSettings.showStatusBonus;Show Status Bonus;"Show the defence modifier changes of a content with status bonus instead of a combatant's defence modifiers.
E.g. use this option to list defence modifier bonuses of equipment, passive abilities or classes.
All 'List Modifiers' selections except 'Defined' will show all defence modifiers."
GamingIsLove.ORKFramework.UI.HUDDefenceModifierListSettings.bonusTotalCombatant;Total Combatant Bonus;"Display the total combatant bonus of a combatant (if a combatant is displayed).
I.e. all status bonuses coming from the combatant's settings, equipment, etc. will be combined.
If disabled (or no combatant is displayed), only shows the bonus from the combatant's settings (or the displayed content's bonus)."
GamingIsLove.ORKFramework.UI.HUDDefenceModifierListSettings.onlyWithBonus;Only With Bonus;Only list the defence modifiers that have a status bonus.
GamingIsLove.ORKFramework.UI.HUDDefenceModifierListSettings.modifier;Defence Modifier;Select the defence modifier that will be displayed.
GamingIsLove.ORKFramework.UI.HUDEquipmentListSettings.onlyAvailable;Only Available Slots;"Only equipment slots that are available for the combatant will be displayed.
If a slot isn't available, it won't be displayed.
If disabled, all equipment slots can be displayed."
GamingIsLove.ORKFramework.UI.HUDEquipmentListSettings.onlyContributing;Only Contributing;"Select if only equipment slots that are contributing to the wearer's status will be displayed:
- Yes: Only equipment slots contributing will be used.
- No: Only equipment slots that are not contributing will be used.
- Ignore: Ignores the equipment slots contribution."
GamingIsLove.ORKFramework.UI.HUDEquipmentListSettings.uiKey;UI Key;"Define the key that identifies the used equipment UI setup.
The UI setup with a matching key will be used (or the default setup without a key if no matching key is found).
Only used if something is equipped on an equipment slot."
GamingIsLove.ORKFramework.UI.HUDEquipmentListSettings.allSlots;All Equipment Slots;"All equipment slots of the combatant (matching the available/contributing conditions) will be displayed.
If disabled, only defined equipment slots will be used."
GamingIsLove.ORKFramework.UI.HUDEquipmentListSettings.equipmentSlot;Equipment Slot;"Select the equipment slot that will be displayed.
The equipment slot isn't displayed if it doesn't match the available/contributing conditions."
GamingIsLove.ORKFramework.UI.HUDInventoryListSettings.uiKey;UI Key;"Define the key that identifies the used shortcut UI setup.
The UI setup with a matching key will be used (or the default setup without a key if no matching key is found)."
GamingIsLove.ORKFramework.UI.HUDInventoryListSettings.allTypes;All Types;"All types will be displayed.
If disabled, you have to select the item types that will be displayed."
GamingIsLove.ORKFramework.UI.HUDInventoryListSettings.mergeSubTypes;Merge Sub Types;Display all items from sub types of a selected item type.
GamingIsLove.ORKFramework.UI.HUDInventoryListSettings.itemType;Item Type;Select the item type that will be displayed.
GamingIsLove.ORKFramework.UI.HUDInventoryListSettings.useSorting;Use Sorting;"Define how the items will be sorted when displayed.
If disabled, the items are sorted as they are added to the inventory."
GamingIsLove.ORKFramework.UI.HUDItemBoxListSettings.useBoxID;Use Box ID;"Use an item box for a defined box ID.
If disabled, uses an item box from an 'Item Collector' component attached to the HUD's content (coming from the content provider)."
GamingIsLove.ORKFramework.UI.HUDItemBoxListSettings.boxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.UI.HUDItemBoxListSettings.uiKey;UI Key;"Define the key that identifies the used shortcut UI setup.
The UI setup with a matching key will be used (or the default setup without a key if no matching key is found)."
GamingIsLove.ORKFramework.UI.HUDItemBoxListSettings.allTypes;All Types;"All types will be displayed.
If disabled, you have to select the item types that will be displayed."
GamingIsLove.ORKFramework.UI.HUDItemBoxListSettings.mergeSubTypes;Merge Sub Types;Display all items from sub types of a selected item type.
GamingIsLove.ORKFramework.UI.HUDItemBoxListSettings.itemType;Item Type;Select the item type that will be displayed.
GamingIsLove.ORKFramework.UI.HUDItemBoxListSettings.useSorting;Use Sorting;"Define how the items will be sorted when displayed.
If disabled, the items are sorted as they are added to the item box."
GamingIsLove.ORKFramework.UI.HUDResearchItemListSettings.uiKey;UI Key;"Define the key that identifies the used research item UI setup.
The research item UI setup with a matching key will be used (or the default setup without a key if no matching key is found)."
GamingIsLove.ORKFramework.UI.HUDResearchItemListSettings.addResearchable;Researchable;Show research items that can be researched.
GamingIsLove.ORKFramework.UI.HUDResearchItemListSettings.addNotResearchableLimit;Research Limit;Show research items that can't be researched due to the research limit (but with valid costs and requirements).
GamingIsLove.ORKFramework.UI.HUDResearchItemListSettings.addNotResearchableCosts;Costs Fail;Show research items that can't be researched due to costs (but with valid requirements).
GamingIsLove.ORKFramework.UI.HUDResearchItemListSettings.addNotResearchableRequirements;Requirements Fail;Show research items that can't be researched due to requirements.
GamingIsLove.ORKFramework.UI.HUDResearchItemListSettings.addInResearch;In Research;Show research items that are currently being researched.
GamingIsLove.ORKFramework.UI.HUDResearchItemListSettings.addComplete;Complete;Show research items that are fully researched.
GamingIsLove.ORKFramework.UI.HUDStatusEffectListSettings.showStatusBonus;Show Status Bonus;"Show the status effect changes of a content with status bonus instead of a combatant's status effects.
E.g. use this option to list status effects added/removed by bonuses from equipment, passive abilities or classes."
GamingIsLove.ORKFramework.UI.HUDStatusEffectListSettings.bonusTotalCombatant;Total Combatant Bonus;"Display the total combatant bonus of a combatant (if a combatant is displayed).
I.e. all status bonuses coming from the combatant's settings, equipment, etc. will be combined.
If disabled (or no combatant is displayed), only shows the bonus from the combatant's settings (or the displayed content's bonus)."
GamingIsLove.ORKFramework.UI.HUDStatusEffectListSettings.bonusDisplay;Bonus Display;"Select which status effects of the status bonus are listed:
- All: Both 'Add' and 'Remove' effects.
- Add: Only effects added by the status bonus.
- Remove: Only effects removed by the status bonus."
GamingIsLove.ORKFramework.UI.HUDStatusEffectListSettings.countLimit;Count Limit;"Define how many status effects will be listed:
- All: All status effects of the combatant.
- One: Only one status effect will be displayed, cycling through the effects over time.
- Defined: A defined number of status effects will be displayed, cycling through the effects over time."
GamingIsLove.ORKFramework.UI.HUDStatusEffectListSettings.maxCount;Max Count;The maximum number of status effects that will be displayed.
GamingIsLove.ORKFramework.UI.HUDStatusEffectListSettings.combineStacked;Combine Stacked;"Stacked status effects will be displayed as one effect.
If disabled, all stacked status effects will be displayed individually."
GamingIsLove.ORKFramework.UI.HUDStatusEffectListSettings.noTimeCycle;No Time Cycle;Ignore the 'HUD Effect Time' cycling through displayed effects and always display the effects starting with the 1st applied status effect.
GamingIsLove.ORKFramework.UI.HUDStatusEffectListSettings.uiKey;UI Key;"Define the key that identifies the used status effect UI setup.
The status effect UI setup with a matching key will be used (or the default setup without a key if no matching key is found)."
GamingIsLove.ORKFramework.UI.HUDStatusEffectListSettings.limitDisplay;Limit Display;"Only display status effects of selected status effect types.
If disabled, all status effects will be displayed."
GamingIsLove.ORKFramework.UI.HUDStatusEffectListSettings.limitEffectType;Status Effect Type;"Select the status effect type that will be displayed.
All status effects of the selected type can be displayed."
GamingIsLove.ORKFramework.UI.HUDStatusEffectListSettings.useSorting;Use Sorting;"Define how the status effects will be sorted when displayed.
If disabled, the status effects are sorted according to their priority and time they where added (i.e. as they are on the combatant)."
GamingIsLove.ORKFramework.UI.HUDStatusValueListSettings.listValues;List Status Values;"Select which status values will be displayed:
- Status Value Type: Display only status values of a defined status value type ('Consumable', 'Normal' or 'Experience').
- Status Type: Display only status values of a defined status type.
- Defined: Display manually defined status values.
- All: Display all status values."
GamingIsLove.ORKFramework.UI.HUDStatusValueListSettings.showStatusBonus;Show Status Bonus;"Show the status value changes of a content with status bonus instead of a combatant's status values.
E.g. use this option to list status value bonuses of equipment, passive abilities or classes."
GamingIsLove.ORKFramework.UI.HUDStatusValueListSettings.bonusTotalCombatant;Total Combatant Bonus;"Display the total combatant bonus of a combatant (if a combatant is displayed).
I.e. all status bonuses coming from the combatant's settings, equipment, etc. will be combined.
If disabled (or no combatant is displayed), only shows the bonus from the combatant's settings (or the displayed content's bonus)."
GamingIsLove.ORKFramework.UI.HUDStatusValueListSettings.onlyWithBonus;Only With Bonus;Only list the status values that have a status bonus.
GamingIsLove.ORKFramework.UI.HUDStatusValueListSettings.listType;Status Value Type;Select the status value type that will be listed.
GamingIsLove.ORKFramework.UI.HUDStatusValueListSettings.listStatusType;Status Type;Select the status type that will be listed.
GamingIsLove.ORKFramework.UI.HUDStatusValueListSettings.definedStatus;Status Value;"Select the status value that will be displayed in this element.
You can also display hidden status values."
GamingIsLove.ORKFramework.UI.HUDStatusValueListSettings.ownStatusValueUI;Own Status Value UI;Don't use the status value's UI setup, using the defined prefab instead.
GamingIsLove.ORKFramework.UI.HUDStatusValueListSettings.uiKey;UI Key;"Define the key that identifies the used status value UI setup.
The UI setup with a matching key will be used (or the default setup without a key if no matching key is found)."
GamingIsLove.ORKFramework.UI.CombatantNavigationBarPoint;Combatant;Displays nearby combatants.
GamingIsLove.ORKFramework.UI.CombatantNavigationBarPoint.keepAtEdge;Keep At Edge;Keep the point at the edge of the navigation bar when it's outside the display range.
GamingIsLove.ORKFramework.UI.CombatantNavigationBarPoint.useObjectContent;Use Object Content;Use the content attached to the game object (e.g. from a 'Scene Object Component').
GamingIsLove.ORKFramework.UI.CombatantNavigationBarPoint.showFaction;Show Faction;"Displays combatant's of a selected faction.
If disabled, you have to define the allied state of combatants that will be displayed."
GamingIsLove.ORKFramework.UI.CombatantNavigationBarPoint.faction;Faction;Select the faction that will be displayed.
GamingIsLove.ORKFramework.UI.CombatantNavigationBarPoint.combatantType;Combatant Type;"Select which combatant's will be displayed.
- Self: Members of the player group (excluding the played combatant, i.e. the leader).
- Ally: Combatant's that are allied to the player.
- Enemy: Combatant's that are enemies of the player.
- All: All combatants."
GamingIsLove.ORKFramework.UI.ORK_HUDTextSettings.noEffectTimeText;No Time Text;Text displayed for remaining time/turns text codes for status effects without time/turn duration.
GamingIsLove.ORKFramework.UI.ORK_HUDTextSettings.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ORK_HUDTextSettings.useContentIcon;Use Content Icon;"Use the icon (texture/sprite) of the content/scene object information.
E.g. uses the HUD's user or the interaction displayed by the HUD."
GamingIsLove.ORKFramework.UI.ORK_HUDTextSettings.useTimeUpdate;Use Time Update;"Automatically update the content in regular intervals.
E.g. enable this to update displayed game time via text code."
GamingIsLove.ORKFramework.UI.ORK_HUDTextSettings.updateEvery;Update Every (s);The time in seconds between updates to the text.
GamingIsLove.ORKFramework.UI.HUDQuestListSettings.allTypes;All Quest Types;"All quest types will be displayed.
If disabled, you have to select the quest types that will be displayed."
GamingIsLove.ORKFramework.UI.HUDQuestListSettings.useSubTypes;Use Sub-Types;The sub-types of the defined quest types will also be used.
GamingIsLove.ORKFramework.UI.HUDQuestListSettings.availableType;Quest Type;Select the quest type that will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestListSettings.limitQuestCount;Limit Quest Count;Limit the number of displayed quests to a defined amount.
GamingIsLove.ORKFramework.UI.HUDQuestListSettings.questCount;Max Quest Count;The maximum number of quests that will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestRewardListSettings.addExperience;Add Experience;Experience rewards will be added to the list.
GamingIsLove.ORKFramework.UI.HUDQuestRewardListSettings.addNormalSV;Add Normal SV;Normal status value rewards will be added to the list.
GamingIsLove.ORKFramework.UI.HUDQuestRewardListSettings.addItems;Add Items;Item rewards will be added to the list.
GamingIsLove.ORKFramework.UI.HUDQuestTaskListSettings.addInactive;Add Inactive;Inactive tasks will be added to the list.
GamingIsLove.ORKFramework.UI.HUDQuestTaskListSettings.addActive;Add Active;Active tasks will be added to the list.
GamingIsLove.ORKFramework.UI.HUDQuestTaskListSettings.addFinished;Add Finished;Finished tasks will be added to the list.
GamingIsLove.ORKFramework.UI.HUDQuestTaskListSettings.addFailed;Add Failed;Failed tasks will be added to the list.
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementListSettings.addFinishedTasks;Add Finished Tasks;Finished task requirements will be added to the list.
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementListSettings.addItems;Add Items;Item requirements will be added to the list.
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementListSettings.addEnemyKills;Add Enemy Kills;Enemy kill requirements will be added to the list.
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementListSettings.addCounts;Add Counts;Count requirements will be added to the list.
GamingIsLove.ORKFramework.UI.HUDQuestRewardTextSettings.showExperience;Show Experience;Experience rewards will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestRewardTextSettings.showNormalSV;Show Normal SV;Normal status value rewards will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestRewardTextSettings.showItems;Show Items;Item rewards will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestRewardTextSettings.useContentIcon;Use Content Icon;Use the icon of the reward.
GamingIsLove.ORKFramework.UI.HUDQuestRewardTextSettings.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestRewardTextSettings.useTimeUpdate;Use Time Update;"Automatically update the content in regular intervals.
E.g. enable this to update displayed game time via text code."
GamingIsLove.ORKFramework.UI.HUDQuestRewardTextSettings.updateEvery;Update Every (s);The time in seconds between updates to the text.
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementTextSettings.showFinishedTasks;Show Finished Tasks;Finished task requirements will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementTextSettings.showItems;Show Items;Item requirements will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementTextSettings.showEnemyKills;Show Enemy Kills;Enemy kill requirements will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementTextSettings.showCounts;Show Counts;Count requirements will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementTextSettings.useContentIcon;Use Content Icon;Use the icon of the task requirement.
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementTextSettings.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementTextSettings.useTimeUpdate;Use Time Update;"Automatically update the content in regular intervals.
E.g. enable this to update displayed game time via text code."
GamingIsLove.ORKFramework.UI.HUDQuestTaskRequirementTextSettings.updateEvery;Update Every (s);The time in seconds between updates to the text.
GamingIsLove.ORKFramework.UI.HUDQuestTaskTextSettings.showInactive;Show Inactive;Inactive quest tasks will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTaskTextSettings.showActive;Show Active;Active quest tasks will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTaskTextSettings.showFinished;Show Finished;Finished quest tasks will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTaskTextSettings.showFailed;Show Failed;Failed quest tasks will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTaskTextSettings.useContentIcon;Use Content Icon;Use the icon of the reward.
GamingIsLove.ORKFramework.UI.HUDQuestTaskTextSettings.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTaskTextSettings.useTimeUpdate;Use Time Update;"Automatically update the content in regular intervals.
E.g. enable this to update displayed game time via text code."
GamingIsLove.ORKFramework.UI.HUDQuestTaskTextSettings.updateEvery;Update Every (s);The time in seconds between updates to the text.
GamingIsLove.ORKFramework.UI.HUDQuestTextSettings.showAvailable;Show Available;Available quests not yet added to the player's quest list will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTextSettings.showInactive;Show Inactive;Inactive quests will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTextSettings.showActive;Show Active;Active quests will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTextSettings.showFinished;Show Finished;Finished quests will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTextSettings.showFailed;Show Failed;Failed quests will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTextSettings.useContentIcon;Use Content Icon;Use the icon of the reward.
GamingIsLove.ORKFramework.UI.HUDQuestTextSettings.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.HUDQuestTextSettings.useTimeUpdate;Use Time Update;"Automatically update the content in regular intervals.
E.g. enable this to update displayed game time via text code."
GamingIsLove.ORKFramework.UI.HUDQuestTextSettings.updateEvery;Update Every (s);The time in seconds between updates to the text.
GamingIsLove.ORKFramework.UI.HUDAIBehaviourSlotInputSettings.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the cursor is over an AI behaviour slot.
GamingIsLove.ORKFramework.UI.HUDAIBehaviourSlotInputSettings.enableDrag;Enable Dragging;"Equipped AI behaviours can be dragged.
Dragging an AI behaviour onto something (e.g. an inventory menu) will unequip it."
GamingIsLove.ORKFramework.UI.HUDAIBehaviourSlotInputSettings.noDropEquip;No Drop Equip;AI behaviours can't be equipped through drag and drop from outside sources (e.g. menu screens).
GamingIsLove.ORKFramework.UI.HUDAIBehaviourSlotInputSettings.unequipOnWorldDrop;Unequip On Drop;Remove the equipped AI behaviour when it's dropped into the game world.
GamingIsLove.ORKFramework.UI.HUDAIBehaviourSlotInputSettings.removeClip;Unequip Clip;"Select the audio clip that will be played when unequipping the AI behaviour slot through dropping.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.UI.HUDAIBehaviourSlotInputSettings.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.UI.HUDAIBehaviourSlotInputSettings.removeVolume;Volume;The volume used to play the unequip clip (between 0 and 1).
GamingIsLove.ORKFramework.UI.HUDAIBehaviourSlotInputSettings.clickUseType;Click Use;"Select what happens when clicking on an equipped AI behaviour slot:
- None: Nothing happens, clicking isn't used.
- Unequip: Unequips the AI behaviour.
- Drag: Starts dragging the AI behaviour."
GamingIsLove.ORKFramework.UI.HUDAIBehaviourSlotInputSettings.clickCount;Click Count;Define the number of clicks needed.
GamingIsLove.ORKFramework.UI.HUDAIBehaviourSlotInputSettings.ownDragNotification;Own Drag Notification;"Overrides the default drag notification settings defined in 'UI > UI Settings'.
If disabled, the default drag notification will be used."
GamingIsLove.ORKFramework.UI.HUDAIRulesetSlotInputSettings.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the cursor is over an AI ruleset slot.
GamingIsLove.ORKFramework.UI.HUDAIRulesetSlotInputSettings.enableDrag;Enable Dragging;"Equipped AI rulesets can be dragged.
Dragging an AI ruleset onto something (e.g. an inventory menu) will unequip it."
GamingIsLove.ORKFramework.UI.HUDAIRulesetSlotInputSettings.noDropEquip;No Drop Equip;AI rulesets can't be equipped through drag and drop from outside sources (e.g. menu screens).
GamingIsLove.ORKFramework.UI.HUDAIRulesetSlotInputSettings.unequipOnWorldDrop;Unequip On Drop;Remove the equipped AI ruleset when it's dropped into the game world.
GamingIsLove.ORKFramework.UI.HUDAIRulesetSlotInputSettings.removeClip;Unequip Clip;"Select the audio clip that will be played when unequipping the AI ruleset slot through dropping.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.UI.HUDAIRulesetSlotInputSettings.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.UI.HUDAIRulesetSlotInputSettings.removeVolume;Volume;The volume used to play the unequip clip (between 0 and 1).
GamingIsLove.ORKFramework.UI.HUDAIRulesetSlotInputSettings.clickUseType;Click Use;"Select what happens when clicking on an equipped AI ruleset slot:
- None: Nothing happens, clicking isn't used.
- Unequip: Unequips the AI ruleset.
- Drag: Starts dragging the AI ruleset."
GamingIsLove.ORKFramework.UI.HUDAIRulesetSlotInputSettings.clickCount;Click Count;Define the number of clicks needed.
GamingIsLove.ORKFramework.UI.HUDAIRulesetSlotInputSettings.ownDragNotification;Own Drag Notification;"Overrides the default drag notification settings defined in 'UI > UI Settings'.
If disabled, the default drag notification will be used."
GamingIsLove.ORKFramework.UI.HUDClassSlotInputSettings.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the cursor is over a class slot.
GamingIsLove.ORKFramework.UI.HUDClassSlotInputSettings.enableDrag;Enable Dragging;"Equipped classes can be dragged.
Dragging a class onto something will unequip it."
GamingIsLove.ORKFramework.UI.HUDClassSlotInputSettings.noDropEquip;No Drop Equip;Classes can't be equipped through drag and drop from outside sources (e.g. menu screens).
GamingIsLove.ORKFramework.UI.HUDClassSlotInputSettings.unequipOnWorldDrop;Unequip On Drop;Remove the equipped class when it's dropped into the game world.
GamingIsLove.ORKFramework.UI.HUDClassSlotInputSettings.removeClip;Unequip Clip;"Select the audio clip that will be played when unequipping the class slot through dropping.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.UI.HUDClassSlotInputSettings.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.UI.HUDClassSlotInputSettings.removeVolume;Volume;The volume used to play the unequip clip (between 0 and 1).
GamingIsLove.ORKFramework.UI.HUDClassSlotInputSettings.clickUseType;Click Use;"Select what happens when clicking on an equipped class slot:
- None: Nothing happens, clicking isn't used.
- Unequip: Unequips the class.
- Drag: Starts dragging the class."
GamingIsLove.ORKFramework.UI.HUDClassSlotInputSettings.clickCount;Click Count;Define the number of clicks needed.
GamingIsLove.ORKFramework.UI.HUDClassSlotInputSettings.ownDragNotification;Own Drag Notification;"Overrides the default drag notification settings defined in 'UI > UI Settings'.
If disabled, the default drag notification will be used."
GamingIsLove.ORKFramework.UI.HUDEquipmentSlotInputSettings.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the cursor is over an equipment slot.
GamingIsLove.ORKFramework.UI.HUDEquipmentSlotInputSettings.enableDrag;Enable Dragging;"Equipped equipment can be dragged.
Dragging an equipment onto something (e.g. an inventory menu) will unequip it."
GamingIsLove.ORKFramework.UI.HUDEquipmentSlotInputSettings.noDropEquip;No Drop Equip;Equipment can't be equipped through drag and drop from outside sources (e.g. menu screens).
GamingIsLove.ORKFramework.UI.HUDEquipmentSlotInputSettings.unequipOnWorldDrop;Unequip On Drop;Remove the equipped equipment when it's dropped into the game world.
GamingIsLove.ORKFramework.UI.HUDEquipmentSlotInputSettings.removeClip;Unequip Clip;"Select the audio clip that will be played when unequipping the equipment slot through dropping.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.UI.HUDEquipmentSlotInputSettings.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.UI.HUDEquipmentSlotInputSettings.removeVolume;Volume;The volume used to play the unequip clip (between 0 and 1).
GamingIsLove.ORKFramework.UI.HUDEquipmentSlotInputSettings.clickUseType;Click Use;"Select what happens when clicking on an equipped equipment slot:
- None: Nothing happens, clicking isn't used.
- Unequip: Unequips the equipment.
- Drag: Starts dragging the equipment."
GamingIsLove.ORKFramework.UI.HUDEquipmentSlotInputSettings.clickCount;Click Count;Define the number of clicks needed.
GamingIsLove.ORKFramework.UI.HUDEquipmentSlotInputSettings.ownDragNotification;Own Drag Notification;"Overrides the default drag notification settings defined in 'UI > UI Settings'.
If disabled, the default drag notification will be used."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the cursor is over a shortcut.
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.enableDrag;Enable Dragging;"Assigned shortcuts can be dragged.
Dragging a shortcut onto something (e.g. a combatant) will use it on the target."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.noOuterAssign;No Outer Assign;Shortcuts can't be assigned through drag and drop from outside sources (e.g. menu screens or other HUDs).
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.innerAssign;Inner Assign;"Select how assigning a shortcut slot from another shortcut slot will be handled:
- None: Shortcuts can't be assigned from the same shortcut HUD element.
- Keep: Both old and new slot will use the shortcut.
- Remove: The old shortcut slot will be removed, the new assigned.
- Swap: The old and new shortcut slot will be swapped, i.e. the old will be at the new slot, the new at the old slot."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.removeOnWorldDrop;Remove On Drop;Remove the assigned shortcut when it's dropped into the game world (i.e. not dropped on a combatant to be used).
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.removeClip;Remove Clip;"Select the audio clip that will be played when removing a shortcut through dropping.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.removeVolume;Volume;The volume used to play the remove clip (between 0 and 1).
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.clickUseType;Click Use;"Select what happens when clicking on an assigned shortcut:
- None: Nothing happens, clicking isn't used.
- Use: Uses the shortcut.
- Assign: Assigns the shortcut to a defined shortcut slot.
- Drag: Starts dragging the shortcut."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.clickCount;Click Count;Define the number of clicks needed to use the shortcut.
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.useGroupTarget;Use Group Target;The shortcut will be used on a group target (if possible).
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.useIndividualTarget;Use Individual Target;The shortcut will be used on an individual target (if possible).
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.useAutoTarget;Use Auto Target;"The shortcut will be used on an automatically selected target.
Abilities and items use their 'Auto Target' settings, the nearest target or a random target in range.
Equipment will be equipped on the combatant of the shortcut slots."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.autoTargetOnly;Auto Target Only;Only use auto target for abilities/items that have 'Use Auto Target' enabled in their settings.
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.useClickUse;Use Click Use;"The shortcut will be used when clicking on it.
For items and abilities this will trigger the target selection if no group/individual/auto target is used or found.
Items/abilities with target 'Self' will be used on self without target selection.
Equipment will be equipped on the user."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.assignSlotSwap;Swap Shortcut;Swap the clicked shortcut with the shortcut of the assigned slot.
GamingIsLove.ORKFramework.UI.HUDShortcutSlotInputSettings.ownDragNotification;Own Drag Notification;"Overrides the default drag notification settings defined in 'UI > UI Settings'.
If disabled, the default drag notification will be used."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotListSettings.noEmptySlots;No Empty Slots;Empty shortcut slots will not be displayed.
GamingIsLove.ORKFramework.UI.HUDShortcutSlotListSettings.listType;List Type;"Select which shortcut slots will be listed:
- Range: A range of slots from a defined list.
- Defined: Defined slots (can show from different lists, as well as group/individual shortcuts)."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotListSettings.rangeIsGroupShortcut;Group Shortcut;"Use the group shortcuts of the combatant's group.
If disabled, the combatant's individual shortcuts will be used."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotListSettings.rangeListIndex;Shortcut List Index;"The index of the shortcut list.
0 is the first list, 1 the second list, etc.
Set to -1 to use the currently active shortcut list."
GamingIsLove.ORKFramework.UI.HUDShortcutSlotListSettings.rangeStartIndex;Slot Start Index;The index of the first slot that will be displayed.
GamingIsLove.ORKFramework.UI.HUDShortcutSlotListSettings.rangeEndIndex;Slot End Index;The index of the last slot that will be displayed.
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDStatusTextType;Actions Per Turn;Displays a combatant's actions per turn (only in 'Turn Based' and 'Phase' type battles).
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDStatusTextType.invertUsedActions;Invert Used Actions;"The used actions per turn will be inverted, i.e. instead of going from 0 to actions per turn, they'll go from actions per turn to 0.
E.g. if a combatant has 2 actions per turn and didn't use any action yet, the used actions per turn will be 2 instead of 0."
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDStatusTextType.noExceedingValues;No Exceeding Value;"The used value can't exceed the available actions per turn (i.e. forced between 0 and max actions per turn).
If disabled, the used value can become negative or higher than the max actions per turn."
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDStatusTextType.useExceedingText;Use Exceeding Text;"Use a different text when the used value exceeds the available actions per turn.
When using previews, this'll ignore the positive/negative preview texts when the previewed used value exceeds the available actions per turn."
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDStatusTextType.format;Format;"Define the format that will be used for the actions per turn (float value).
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDStatusTextType.exceedingText;Exceeding Text;The text that will be displayed when the used value exceeds the available actions per turn.
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDStatusTextType.positivePreviewText;Positive Preview Text;The text that will be displayed for positive preview changes.
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDStatusTextType.negativePreviewText;Negative Preview Text;The text that will be displayed for negative preview changes.
GamingIsLove.ORKFramework.UI.BaseHUDStatusTextType.useTimeUpdate;Use Time Update;"Automatically update the content in regular intervals.
E.g. enable this to update displayed game time via text code."
GamingIsLove.ORKFramework.UI.BaseHUDStatusTextType.updateEvery;Update Every (s);The time in seconds between updates to the text.
GamingIsLove.ORKFramework.UI.ActionTimeHUDStatusTextType;Action Time;Displays a combatant's action time (only in 'Turn Based' and 'Phase' type battles).
GamingIsLove.ORKFramework.UI.ActionTimeHUDStatusTextType.invertTime;Invert Time;The action time will be inverted, counting upwards (from 0 to max time) instead of down (from max time to 0).
GamingIsLove.ORKFramework.UI.ActionTimeHUDStatusTextType.format;Format;"Define the format that will be used for the actions per turn (float value).
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.ActionTimeHUDStatusTextType.percentFormat;Percent Format;"Define the format that will be used for the percent value ().
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.ActionTimeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.CastTimeHUDStatusTextType;Cast Time;"Displays the cast time of a combatant currently casting an action (only while casting).
Can also be used to display the cast time of a shortcut."
GamingIsLove.ORKFramework.UI.CastTimeHUDStatusTextType.isShortcut;Is Shortcut;"Use the cast time of a shortcut instead of a combatant.
E.g. use this option to display the cast time of an action on it's shortcut slot."
GamingIsLove.ORKFramework.UI.CastTimeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the casting action.
GamingIsLove.ORKFramework.UI.CastTimeHUDStatusTextType.invertTime;Invert Time;The cast time will be displayed reversed, i.e. the time will count down instead of up.
GamingIsLove.ORKFramework.UI.CastTimeHUDStatusTextType.timeFormat;Time Format;"Define the format that will be used for the time.
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.CastTimeHUDStatusTextType.percentFormat;Percent Format;"Define the format that will be used for the percent value ().
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.CastTimeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ChanceHUDStatusTextType;Chance;Displays the hit or critical chance of the previewed ability on the combatant. Only used when there's a preview.
GamingIsLove.ORKFramework.UI.ChanceHUDStatusTextType.isCritical;Is Critical;"Show the critical chance.
If disabled, show's the hit chance."
GamingIsLove.ORKFramework.UI.DelayTimeHUDStatusTextType;Delay Time;Displays a combatant's delay time (only while the time is running).
GamingIsLove.ORKFramework.UI.DelayTimeHUDStatusTextType.invertTime;Invert Time;The delay time will be displayed reversed, i.e. the time will count up instead of down.
GamingIsLove.ORKFramework.UI.DelayTimeHUDStatusTextType.timeFormat;Time Format;"Define the format that will be used for the time.
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.DelayTimeHUDStatusTextType.percentFormat;Percent Format;"Define the format that will be used for the percent value ().
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.DelayTimeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.GridMoveRangeHUDStatusTextType;Grid Move Range;Displays a combatant's grid move range (only in grid battles).
GamingIsLove.ORKFramework.UI.GridMoveRangeHUDStatusTextType.format;Format;"Define the format that will be used for the move range (float value).
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.GridMoveRangeHUDStatusTextType.percentFormat;Percent Format;"Define the format that will be used for the percent value ().
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.GridMoveRangeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.GridMoveRangeHUDStatusTextType.positivePreviewText;Positive Preview Text;The text that will be displayed for positive preview changes.
GamingIsLove.ORKFramework.UI.GridMoveRangeHUDStatusTextType.negativePreviewText;Negative Preview Text;The text that will be displayed for negative preview changes.
GamingIsLove.ORKFramework.UI.ReuseTimeHUDStatusTextType;Reuse Time;Displays the reuse time/turns of an ability or item.
GamingIsLove.ORKFramework.UI.ReuseTimeHUDStatusTextType.alwaysDisplay;Always Display;"The reuse time will always be displayed, even if it's currently not running.
If disabled, only displayed while the reuse time/turns is active."
GamingIsLove.ORKFramework.UI.ReuseTimeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the ability/item.
GamingIsLove.ORKFramework.UI.ReuseTimeHUDStatusTextType.invertTime;Invert Time;The reuse time/turns will be displayed reversed, i.e. the time will count up instead of down.
GamingIsLove.ORKFramework.UI.ReuseTimeHUDStatusTextType.timeFormat;Time Format;"Define the format that will be used for the time.
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.ReuseTimeHUDStatusTextType.turnFormat;Turn Format;"Define the format that will be used for turns.
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.ReuseTimeHUDStatusTextType.percentFormat;Percent Format;"Define the format that will be used for the percent value ().
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.ReuseTimeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.TimebarHUDStatusTextType;Timebar;Displays the timebar or used timebar value of a combatant (only in 'Active Time' type battles).
GamingIsLove.ORKFramework.UI.TimebarHUDStatusTextType.usedTimebar;Used Timebar;"The used timebar will be displayed - it's used to display how much of the timebar will be used by already selected actions.
If disabled, the actual timebar will be displayed."
GamingIsLove.ORKFramework.UI.TimebarHUDStatusTextType.timeFormat;Time Format;"Define the format that will be used for the time.
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.TimebarHUDStatusTextType.percentFormat;Percent Format;"Define the format that will be used for the percent value ().
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.TimebarHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ClassHUDStatusTextType;Class;"Displays information of a class or class slot (name, level, etc.).
If the HUD's user is a combatant, uses the first found class of the combatant (order: single-class, first equipped class slot)."
GamingIsLove.ORKFramework.UI.ClassHUDStatusTextType.useSlotIcon;Use Slot Icon;Use the icons of the class slot (if displayed) instead of the class's icons.
GamingIsLove.ORKFramework.UI.ClassHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the class.
GamingIsLove.ORKFramework.UI.ClassHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.CombatantConsoleHUDStatusTextType;Combatant Console;Displays a combatant's console texts. Requires combatant consoles to be enabled in the console settings.
GamingIsLove.ORKFramework.UI.CombatantConsoleHUDStatusTextType.consoleInvert;Invert Console;"The displayed console lines will be inverted, i.e. the newest line is the first line.
If disabled, the newest line is the last line."
GamingIsLove.ORKFramework.UI.CombatantConsoleHUDStatusTextType.limitLines;Limit Lines;"Use a different maximum number of lines the console HUD will display.
Otherwise the maximum lines defined in 'UI > Console Settings & Types' will be used."
GamingIsLove.ORKFramework.UI.CombatantConsoleHUDStatusTextType.maxLines;Maximum Lines;Define the maximum number of lines the console will display.
GamingIsLove.ORKFramework.UI.CombatantConsoleHUDStatusTextType.allConsoleTypes;All Console Types;"Display the text of all console types.
If disabled, you can select the console types that will be displayed."
GamingIsLove.ORKFramework.UI.CombatantConsoleHUDStatusTextType.consoleType;Console Type;Select the console type that will be displayed in this HUD element.
GamingIsLove.ORKFramework.UI.CombatantInformationHUDStatusTextType;Combatant Information;Displays information of a combatant (name, class, level, faction, etc.).
GamingIsLove.ORKFramework.UI.CombatantInformationHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the combatant.
GamingIsLove.ORKFramework.UI.CombatantInformationHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.CombatantTypeHUDStatusTextType;Combatant Type;Displays information of a combatant type or a combatant's combatant type or secondary combatant types.
GamingIsLove.ORKFramework.UI.CombatantTypeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the combatant type.
GamingIsLove.ORKFramework.UI.CombatantTypeHUDStatusTextType.useContentVariables;Use Content Variables;Use variables attached to the shortcut for variable text codes (only for combatants).
GamingIsLove.ORKFramework.UI.CombatantTypeHUDStatusTextType.useSecondaryType;Use Secondary Type;"Use a secondary combatant type of a defined index (e.g. index 0 for the 1st secondary combatant type).
No combatant type will be displayed if no secondary type for the defined index exists.If disabled, uses the main combatant type.
Only used when displaying a combatant."
GamingIsLove.ORKFramework.UI.CombatantTypeHUDStatusTextType.secondaryTypeIndex;Secondary Type Index;"Define the index of the secondary type that will be used.
e.g. index 0 for the 1st secondary combatant type, index 1 for the 2nd secondary combatant type, etc.
No combatant type will be displayed if no secondary type for the defined index exists."
GamingIsLove.ORKFramework.UI.CombatantTypeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.CostHUDStatusTextType;Cost;Displays information of a cost, e.g. price cost, use cost, level upgrade cost, research cost, etc.
GamingIsLove.ORKFramework.UI.CostHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the research item.
GamingIsLove.ORKFramework.UI.CostHUDStatusTextType.text;Text;The text that will be displayed if the cost quantity is lower or equal to the available quantity.
GamingIsLove.ORKFramework.UI.CostHUDStatusTextType.costFailText;Cost Fail Text;The text that will be displayed if the cost quantity exceeds the available quantity.
GamingIsLove.ORKFramework.UI.InventoryContainerHUDStatusTextType;Inventory Container;Displays a combatant's inventory container information.
GamingIsLove.ORKFramework.UI.InventoryContainerHUDStatusTextType.inventoryContainer;Inventory Container;Select the inventory container that will be used.
GamingIsLove.ORKFramework.UI.InventoryContainerHUDStatusTextType.percentFormat;Percent Format;"Define the format that will be used for the percent value ().
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.InventoryContainerHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.InventorySpaceHUDStatusTextType;Inventory Space;Displays the combatant's inventory space (current and maximum).
GamingIsLove.ORKFramework.UI.InventorySpaceHUDStatusTextType.spaceFormat;Space Format;"Define the format that will be used for the space value.
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.InventorySpaceHUDStatusTextType.percentFormat;Percent Format;"Define the format that will be used for the percent value ().
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.InventorySpaceHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ResearchItemHUDStatusTextType;Research Item;Displays a research item's information.
GamingIsLove.ORKFramework.UI.ResearchItemHUDStatusTextType.showUnresearched;Show Unresearched;Show this content if the displayed research item is unresearched.
GamingIsLove.ORKFramework.UI.ResearchItemHUDStatusTextType.showInResearch;Show In Research;Show this content if the displayed research item is in research.
GamingIsLove.ORKFramework.UI.ResearchItemHUDStatusTextType.showResearched;Show Researched;Show this content if the displayed research item is researched.
GamingIsLove.ORKFramework.UI.ResearchItemHUDStatusTextType.showComplete;Show Complete;Show this content if the displayed research item is complete.
GamingIsLove.ORKFramework.UI.ResearchItemHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the research item.
GamingIsLove.ORKFramework.UI.ResearchItemHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ResearchTreeHUDStatusTextType;Research Tree;Displays a research tree's information.
GamingIsLove.ORKFramework.UI.ResearchTreeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the research tree.
GamingIsLove.ORKFramework.UI.ResearchTreeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.HUDStatusTextSettings.type;Status Type;Select which status will be displayed:
GamingIsLove.ORKFramework.UI.AbilityHUDStatusTextType;Ability;Displays information of an ability.
GamingIsLove.ORKFramework.UI.AbilityHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the ability.
GamingIsLove.ORKFramework.UI.AbilityHUDStatusTextType.useContentVariables;Use Content Variables;Use variables attached to the item for variable text codes.
GamingIsLove.ORKFramework.UI.AbilityHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.AbilityTypeHUDStatusTextType;Ability Type;Displays information of an ability type or an ability's ability type or secondary ability types.
GamingIsLove.ORKFramework.UI.AbilityTypeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the ability type.
GamingIsLove.ORKFramework.UI.AbilityTypeHUDStatusTextType.useContentVariables;Use Content Variables;Use variables attached to the shortcut for variable text codes (only abilities).
GamingIsLove.ORKFramework.UI.AbilityTypeHUDStatusTextType.useSecondaryType;Use Secondary Type;"Use a secondary ability type of a defined index (e.g. index 0 for the 1st secondary ability type).
No ability type will be displayed if no secondary type for the defined index exists.If disabled, uses the main ability type.
Only used when displaying the ability type of an ability."
GamingIsLove.ORKFramework.UI.AbilityTypeHUDStatusTextType.secondaryTypeIndex;Secondary Type Index;"Define the index of the secondary type that will be used.
e.g. index 0 for the 1st secondary ability type, index 1 for the 2nd secondary ability type, etc.
No ability type will be displayed if no secondary type for the defined index exists."
GamingIsLove.ORKFramework.UI.AbilityTypeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ActionCostHUDStatusTextType;Action Cost;"Displays the action cost of a shortcut (e.g. ability, item, etc.).
In 'Turn Based' and 'Phase' battles, the action cost refers to the actions per turn.
In 'Active Time' battles, the action cost refers to the timebar cost.
Not used in 'Real Time' battles."
GamingIsLove.ORKFramework.UI.ActionCostHUDStatusTextType.hideZeroCost;Hide Zero Cost;Hide the action cost display when no action cost is used (cost of 0).
GamingIsLove.ORKFramework.UI.ActionCostHUDStatusTextType.useContentVariables;Use Content Variables;Use variables attached to the shortcut for variable text codes (only for items, equipment and abilities).
GamingIsLove.ORKFramework.UI.ActionCostHUDStatusTextType.format;Format;"Define the format that will be used for the actions per turn (float value).
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.ActionCostHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ActionInformationHUDStatusTextType;Action Information;Displays information of a battle action (e.g. actions displayed by 'Battle Action' HUDs).
GamingIsLove.ORKFramework.UI.ActionInformationHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the action.
GamingIsLove.ORKFramework.UI.ActionInformationHUDStatusTextType.useContentVariables;Use Content Variables;Use variables attached to the shortcut for variable text codes (only for items, equipment and abilities).
GamingIsLove.ORKFramework.UI.ActionInformationHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.AIBehaviourHUDStatusTextType;AI Behaviour;Displays an AI behaviour or an AI behaviour slot and it's AI behaviour.
GamingIsLove.ORKFramework.UI.AIBehaviourHUDStatusTextType.useSlotIcon;Use Slot Icon;Use the icon of the slot (if displayed) instead of the AI behaviour's icons.
GamingIsLove.ORKFramework.UI.AIBehaviourHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the equipped AI behaviour or empty content.
GamingIsLove.ORKFramework.UI.AIBehaviourHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.AIRulesetHUDStatusTextType;AI Ruleset;Displays an AI ruleset or an AI ruleset slot and it's AI ruleset.
GamingIsLove.ORKFramework.UI.AIRulesetHUDStatusTextType.useSlotIcon;Use Slot Icon;Use the icons of the slot (if displayed) instead of the AI ruleset's icons.
GamingIsLove.ORKFramework.UI.AIRulesetHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the equipped AI ruleset or empty content.
GamingIsLove.ORKFramework.UI.AIRulesetHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.AITypeHUDStatusTextType;AI Type;Displays information of an AI type or an AI behaviour/ruleset''s AI type or secondary AI types.
GamingIsLove.ORKFramework.UI.AITypeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the AI type.
GamingIsLove.ORKFramework.UI.AITypeHUDStatusTextType.useSecondaryType;Use Secondary Type;"Use a secondary AI type of a defined index (e.g. index 0 for the 1st secondary AI type).
No AI type will be displayed if no secondary type for the defined index exists.If disabled, uses the main AI type.
Only used when displaying the AI type of an AI behaviour/ruleset."
GamingIsLove.ORKFramework.UI.AITypeHUDStatusTextType.secondaryTypeIndex;Secondary Type Index;"Define the index of the secondary type that will be used.
e.g. index 0 for the 1st secondary AI type, index 1 for the 2nd secondary AI type, etc.
No AI type will be displayed if no secondary type for the defined index exists."
GamingIsLove.ORKFramework.UI.AITypeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.CraftingTypeHUDStatusTextType;Crafting Type;Displays information of a crafting type or a crafting recipe's crafting type or secondary crafting types.
GamingIsLove.ORKFramework.UI.CraftingTypeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the crafting type.
GamingIsLove.ORKFramework.UI.CraftingTypeHUDStatusTextType.useSecondaryType;Use Secondary Type;"Use a secondary crafting type of a defined index (e.g. index 0 for the 1st secondary crafting type).
No crafting type will be displayed if no secondary type for the defined index exists.If disabled, uses the main crafting type.
Only used when displaying the crafting type of a crafting recipe."
GamingIsLove.ORKFramework.UI.CraftingTypeHUDStatusTextType.secondaryTypeIndex;Secondary Type Index;"Define the index of the secondary type that will be used.
e.g. index 0 for the 1st secondary crafting type, index 1 for the 2nd secondary crafting type, etc.
No crafting type will be displayed if no secondary type for the defined index exists."
GamingIsLove.ORKFramework.UI.CraftingTypeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.EquipmentHUDStatusTextType;Equipment;Displays an equipment or an equipment slot and it's equipment.
GamingIsLove.ORKFramework.UI.EquipmentHUDStatusTextType.useSlotIcon;Use Slot Icon;Use the icons of the equipment slot (if displayed) instead of the equipment's icons.
GamingIsLove.ORKFramework.UI.EquipmentHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the equipment.
GamingIsLove.ORKFramework.UI.EquipmentHUDStatusTextType.useContentVariables;Use Content Variables;Use variables attached to the equipment for variable text codes.
GamingIsLove.ORKFramework.UI.EquipmentHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.InventoryContainerSlotHUDStatusTextType;Inventory Container Slot;Displays information of an inventory container's slot.
GamingIsLove.ORKFramework.UI.InventoryContainerSlotHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ItemHUDStatusTextType;Item;Displays information of an item.
GamingIsLove.ORKFramework.UI.ItemHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the item.
GamingIsLove.ORKFramework.UI.ItemHUDStatusTextType.useContentVariables;Use Content Variables;Use variables attached to the item for variable text codes.
GamingIsLove.ORKFramework.UI.ItemHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ItemTypeHUDStatusTextType;Item Type;Displays information of an item type or a shortcut's item type or secondary item types.
GamingIsLove.ORKFramework.UI.ItemTypeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the item type.
GamingIsLove.ORKFramework.UI.ItemTypeHUDStatusTextType.useContentVariables;Use Content Variables;Use variables attached to the shortcut for variable text codes (only for items, equipment and abilities).
GamingIsLove.ORKFramework.UI.ItemTypeHUDStatusTextType.useSecondaryType;Use Secondary Type;"Use a secondary item type of a defined index (e.g. index 0 for the 1st secondary item type).
No item type will be displayed if no secondary type for the defined index exists.If disabled, uses the main item type.
Only used when displaying the item type of a shortcut."
GamingIsLove.ORKFramework.UI.ItemTypeHUDStatusTextType.secondaryTypeIndex;Secondary Type Index;"Define the index of the secondary type that will be used.
e.g. index 0 for the 1st secondary item type, index 1 for the 2nd secondary item type, etc.
No item type will be displayed if no secondary type for the defined index exists."
GamingIsLove.ORKFramework.UI.ItemTypeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.LevelPointsHUDStatusTextType;Level Points;"The level points of an ability or equipment.
Only displayed while the ability/equipment can level up."
GamingIsLove.ORKFramework.UI.LevelPointsHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the ability/equipment.
GamingIsLove.ORKFramework.UI.LevelPointsHUDStatusTextType.useContentVariables;Use Content Variables;Use variables attached to the ability/equipment for variable text codes.
GamingIsLove.ORKFramework.UI.LevelPointsHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ShortcutHUDStatusTextType;Shortcut;Displays information of a shortcut (e.g. ability, item, AI behaviour, etc.).
GamingIsLove.ORKFramework.UI.ShortcutHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the shortcut.
GamingIsLove.ORKFramework.UI.ShortcutHUDStatusTextType.useContentVariables;Use Content Variables;Use variables attached to the shortcut for variable text codes (only for items, equipment and abilities).
GamingIsLove.ORKFramework.UI.ShortcutHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.ShortcutSlotHUDStatusTextType;Shortcut Slot;Displays information of a shortcut slot (used this for empty slots to display the slot index).
GamingIsLove.ORKFramework.UI.ShortcutSlotHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.UseCountHUDStatusTextType;Use Count;"The use count of an ability or item.
Only displayed when the ability/item uses use count."
GamingIsLove.ORKFramework.UI.UseCountHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the ability/item.
GamingIsLove.ORKFramework.UI.UseCountHUDStatusTextType.useContentVariables;Use Content Variables;Use variables attached to the ability/item for variable text codes.
GamingIsLove.ORKFramework.UI.UseCountHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType;Attack Modifier Attribute;Displays the value of a combatant's attack modifier attribute.
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the attack modifier attribute.
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType.ignoreBestiary;Ignore Bestiary;Ignore if the combatant's bestiary information is known or not.
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType.useCustomFormat;Use Custom Format;"Use a custom format for the attack modifier attribute values.
If disabled, uses the attack modifier attribute's or the default number format (text display settings)."
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType.valueFormat;Value Format;"Define the format used for the '' text code displaying the current value.
E.g. use 0 to not display decimal values, 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType.changeFormat;Change Format;"Define the format used for the '' text code displaying the change value.
E.g. use 0 to not display decimal values, 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType.previewUseNoChangeValueText;No Change Value Text;Display the 'No Change Value Text' of the attribute to replace the '' text code when displaying a preview that doesn't change this attribute.
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType.previewUseNoChangeChangeText;No Change Change Text;Display the 'No Change Change Text' of the attribute to replace the '' text code when displaying a preview that doesn't change this attribute.
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType.positivePreviewText;Positive Preview Text;The text that will be displayed for positive preview changes.
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType.negativePreviewText;Negative Preview Text;The text that will be displayed for negative preview changes.
GamingIsLove.ORKFramework.UI.AttackModifierAttributeHUDStatusTextType.checkValue;Check Value;"Check the value of the attribute.
Only displays the attribute if it passes the check (e.g. value > 100 to show a weakness)."
GamingIsLove.ORKFramework.UI.AttackModifierHUDStatusTextType;Attack Modifier;Displays content information of an attack modifier.
GamingIsLove.ORKFramework.UI.AttackModifierHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the attack modifier.
GamingIsLove.ORKFramework.UI.AttackModifierHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.BonusAttackModifierAttributeHUDStatusTextType;Bonus Attack Modifier Attribute;Displays an attack modifier attribute bonus (e.g. from an equipment, class or passive ability).
GamingIsLove.ORKFramework.UI.BonusAttackModifierAttributeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the attack modifier attribute.
GamingIsLove.ORKFramework.UI.BonusAttackModifierAttributeHUDStatusTextType.useCustomFormat;Use Custom Format;"Use a custom format for the attack modifier attribute values.
If disabled, uses the attack modifier attribute's or the default number format (text display settings)."
GamingIsLove.ORKFramework.UI.BonusAttackModifierAttributeHUDStatusTextType.valueFormat;Value Format;"Define the format used for the '' text code displaying the current value.
E.g. use 0 to not display decimal values, 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.UI.BonusAttackModifierAttributeHUDStatusTextType.factorFormat;Factor Format;"Define the format used for the '' text code displaying the factor value.
E.g. use 0 to not display decimal values, 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.UI.BonusAttackModifierAttributeHUDStatusTextType.usePositiveText;Use Positive Text;Use a separate text for positive value changes of the bonus.
GamingIsLove.ORKFramework.UI.BonusAttackModifierAttributeHUDStatusTextType.useNegativeText;Use Negative Text;Use a separate text for negative value changes of the bonus.
GamingIsLove.ORKFramework.UI.BonusAttackModifierAttributeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.BonusAttackModifierAttributeHUDStatusTextType.positiveText;Positive Text;The text that will be displayed for positive changes.
GamingIsLove.ORKFramework.UI.BonusAttackModifierAttributeHUDStatusTextType.negativeText;Negative Text;The text that will be displayed for negative changes.
GamingIsLove.ORKFramework.UI.BonusAttackModifierAttributeHUDStatusTextType.checkValue;Check Value;"Check the value of the attribute.
Only displays the attribute if it passes the check (e.g. value > 100 to show a weakness)."
GamingIsLove.ORKFramework.UI.BonusDefenceModifierAttributeHUDStatusTextType;Bonus Defence Modifier Attribute;Displays a defence modifier attribute bonus (e.g. from an equipment, class or passive ability).
GamingIsLove.ORKFramework.UI.BonusDefenceModifierAttributeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the defence modifier attribute.
GamingIsLove.ORKFramework.UI.BonusDefenceModifierAttributeHUDStatusTextType.useCustomFormat;Use Custom Format;"Use a custom format for the defence modifier attribute values.
If disabled, uses the defence modifier attribute's or the default number format (text display settings)."
GamingIsLove.ORKFramework.UI.BonusDefenceModifierAttributeHUDStatusTextType.valueFormat;Value Format;"Define the format used for the '' text code displaying the current value.
E.g. use 0 to not display decimal values, 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.UI.BonusDefenceModifierAttributeHUDStatusTextType.factorFormat;Factor Format;"Define the format used for the '' text code displaying the factor value.
E.g. use 0 to not display decimal values, 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.UI.BonusDefenceModifierAttributeHUDStatusTextType.usePositiveText;Use Positive Text;Use a separate text for positive value changes of the bonus.
GamingIsLove.ORKFramework.UI.BonusDefenceModifierAttributeHUDStatusTextType.useNegativeText;Use Negative Text;Use a separate text for negative value changes of the bonus.
GamingIsLove.ORKFramework.UI.BonusDefenceModifierAttributeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.BonusDefenceModifierAttributeHUDStatusTextType.positiveText;Positive Text;The text that will be displayed for positive changes.
GamingIsLove.ORKFramework.UI.BonusDefenceModifierAttributeHUDStatusTextType.negativeText;Negative Text;The text that will be displayed for negative changes.
GamingIsLove.ORKFramework.UI.BonusDefenceModifierAttributeHUDStatusTextType.checkValue;Check Value;"Check the value of the attribute.
Only displays the attribute if it passes the check (e.g. value > 100 to show a weakness)."
GamingIsLove.ORKFramework.UI.BonusDefenceModifierIDHUDStatusTextType;Bonus Defence Modifier ID;Displays a defence modifier ID bonus change (e.g. from an equipment or status effects).
GamingIsLove.ORKFramework.UI.BonusDefenceModifierIDHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the defence modifier attribute.
GamingIsLove.ORKFramework.UI.BonusDefenceModifierIDHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.BonusStatusValueHUDStatusTextType;Bonus Status Value;Displays a status value bonus (e.g. from an equipment, class or passive ability).
GamingIsLove.ORKFramework.UI.BonusStatusValueHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the status value.
GamingIsLove.ORKFramework.UI.BonusStatusValueHUDStatusTextType.useCustomFormat;Use Custom % Format;"Use a custom format for the percent values (used by percent bonus and positive/negative change modifiers).
If disabled, uses the status value's percent or the default number format (text display settings)."
GamingIsLove.ORKFramework.UI.BonusStatusValueHUDStatusTextType.percentFormat;Percent Format;"Define the format that will be used for the percent value ().
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.BonusStatusValueHUDStatusTextType.usePositiveText;Use Positive Text;Use a separate text for positive value changes of the bonus.
GamingIsLove.ORKFramework.UI.BonusStatusValueHUDStatusTextType.useNegativeText;Use Negative Text;Use a separate text for negative value changes of the bonus.
GamingIsLove.ORKFramework.UI.BonusStatusValueHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.BonusStatusValueHUDStatusTextType.positiveText;Positive Text;The text that will be displayed for positive changes.
GamingIsLove.ORKFramework.UI.BonusStatusValueHUDStatusTextType.negativeText;Negative Text;The text that will be displayed for negative changes.
GamingIsLove.ORKFramework.UI.BonusStatusValueHUDStatusTextType.checkValue;Check Value;"Check the value of the status values.
Only displays the status value if it passes the check."
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType;Defence Modifier Attribute;Displays the value of a combatant's defence modifier attribute.
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the defence modifier attribute.
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType.ignoreBestiary;Ignore Bestiary;Ignore if the combatant's bestiary information is known or not.
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType.useCustomFormat;Use Custom Format;"Use a custom format for the defence modifier attribute values.
If disabled, uses the defence modifier's or the default number format (text display settings)."
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType.valueFormat;Value Format;"Define the format used for the '' text code displaying the current value.
E.g. use 0 to not display decimal values, 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType.changeFormat;Change Format;"Define the format used for the '' text code displaying the change value.
E.g. use 0 to not display decimal values, 0.0 to display 1 decimal, etc."
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType.previewUseNoChangeValueText;No Change Value Text;Display the 'No Change Value Text' of the attribute to replace the '' text code when displaying a preview that doesn't change this attribute.
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType.previewUseNoChangeChangeText;No Change Change Text;Display the 'No Change Change Text' of the attribute to replace the '' text code when displaying a preview that doesn't change this attribute.
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType.positivePreviewText;Positive Preview Text;The text that will be displayed for positive preview changes.
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType.negativePreviewText;Negative Preview Text;The text that will be displayed for negative preview changes.
GamingIsLove.ORKFramework.UI.DefenceModifierAttributeHUDStatusTextType.checkValue;Check Value;"Check the value of the attribute.
Only displays the attribute if it passes the check (e.g. value > 100 to show a weakness)."
GamingIsLove.ORKFramework.UI.DefenceModifierHUDStatusTextType;Defence Modifier;Displays content information of a defence modifier.
GamingIsLove.ORKFramework.UI.DefenceModifierHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the defence modifier.
GamingIsLove.ORKFramework.UI.DefenceModifierHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.DefenceModifierIDHUDStatusTextType;Defence Modifier ID;Displays the a combatant's defence modifier ID.
GamingIsLove.ORKFramework.UI.DefenceModifierIDHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the defence modifier attribute.
GamingIsLove.ORKFramework.UI.DefenceModifierIDHUDStatusTextType.ignoreBestiary;Ignore Bestiary;Ignore if the combatant's bestiary information is known or not.
GamingIsLove.ORKFramework.UI.DefenceModifierIDHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.DefenceModifierIDHUDStatusTextType.previewText;Preview Text;The text that will be displayed for preview changes.
GamingIsLove.ORKFramework.UI.StatusEffectHUDStatusTextType;Status Effect;Displays a status effect.
GamingIsLove.ORKFramework.UI.StatusEffectHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the status effect.
GamingIsLove.ORKFramework.UI.StatusEffectHUDStatusTextType.noTimeText;No Time Text;Text displayed for remaining time/turns text codes for without time/turn duration.
GamingIsLove.ORKFramework.UI.StatusEffectHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType;Status Value;Displays the value of a combatant's status value.
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.useContentIcon;Use Content Icon;Use the icon of the status value.
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.ignoreBestiary;Ignore Bestiary;Ignore if the combatant's bestiary information is known or not.
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.useCustomFormat;Use Custom % Format;"Use a custom format for the percent values.
If disabled, uses the status value's percent or the default number format (text display settings)."
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.percentFormat;Percent Format;"Define the format that will be used for the percent value ().
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.text;Text;The text that will be displayed.
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.positivePreviewText;Positive Preview Text;The text that will be displayed for positive preview changes.
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.negativePreviewText;Negative Preview Text;The text that will be displayed for negative preview changes.
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.previewUseNoChangeValueText;No Change Value Text;Display the 'No Change Value Text' of the status value to replace the '' text code when displaying a preview that doesn't change this status value.
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.previewUseNoChangeChangeText;No Change Change Text;Display the 'No Change Change Text' of the status value to replace the '' and '' text code when displaying a preview that doesn't change this status value.
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.previewOwnMinMaxCurrentText;Own Min/Max Current Text;"Override the default min/max range text (defined in 'UI > Text Display Settings').
The text used to replace the '' text code for previews with a minimum and maximum current value."
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.previewMinMaxCurrentText;Min/Max Current Text;"The text used to replace the '' text code for previews with a minimum and maximum current value.
This is e.g. used for previewing abilities with random changes."
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.previewOwnMinMaxChangeText;Own Min/Max Change Text;"Override the default min/max range text (defined in 'UI > Text Diplay Settings').
The text used to replace the '' and '' text code for previews with a minimum and maximum current value."
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.previewMinMaxChangeText;Min/Max Change Text;"The text used to replace the '' and '' text code for previews with a minimum and maximum change values value.
This is e.g. used for previewing abilities with random changes."
GamingIsLove.ORKFramework.UI.StatusValueHUDStatusTextType.checkValue;Check Value;"Check the value of the status values.
Only displays the status value if it passes the check."
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDValueBarType;Actions Per Turn;Displays a combatant's actions per turn (only in 'Turn Based' and 'Phase' type battles).
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDValueBarType.invertUsedActions;Invert Used Actions;"The used actions per turn will be inverted, i.e. instead of going from 0 to actions per turn, they'll go from actions per turn to 0.
E.g. if a combatant has 2 actions per turn and didn't use any action yet, the used actions per turn will be 2 instead of 0."
GamingIsLove.ORKFramework.UI.ActionsPerTurnHUDValueBarType.useMax;Max Action Bar;"Use the maximum actions per turn as the value bar's maximum value.
If disabled, uses the current actions per turn as the value bar's maximum value."
GamingIsLove.ORKFramework.UI.ActionTimeHUDValueBarType;Action Time;Displays a combatant's action time (only in 'Turn Based' and 'Phase' type battles).
GamingIsLove.ORKFramework.UI.ActionTimeHUDValueBarType.invertTime;Invert Time;The action time will be inverted, counting upwards (from 0 to max time) instead of down (from max time to 0).
GamingIsLove.ORKFramework.UI.CastTimeHUDValueBarType;Cast Time;"Displays the cast time of a combatant currently casting an action (only while casting).
Can also be used to display the cast time of a shortcut."
GamingIsLove.ORKFramework.UI.CastTimeHUDValueBarType.isShortcut;Is Shortcut;"Use the cast time of a shortcut instead of a combatant.
E.g. use this option to display the cast time of an action on it's shortcut slot."
GamingIsLove.ORKFramework.UI.CastTimeHUDValueBarType.invertTime;Invert Time;The cast time will be displayed reversed, i.e. the time will count down instead of up.
GamingIsLove.ORKFramework.UI.CastTimeHUDValueBarType.unusedFilling;Unused Filling;"Select how the bar is filled when no cast time is used:
- Auto: Automatically fills the bar based in the 'Invert Time' setting (inverted: full, otherwise empty).
- Empty: Empty bar.
- Full: Full bar."
GamingIsLove.ORKFramework.UI.ChanceHUDValueBarType;Chance;Displays the hit or critical chance of the previewed ability on the combatant. Only used when there's a preview.
GamingIsLove.ORKFramework.UI.ChanceHUDValueBarType.isCritical;Is Critical;"Show the critical chance.
If disabled, show's the hit chance."
GamingIsLove.ORKFramework.UI.ChanceHUDValueBarType.showNoChance;Show No Chance;"Show the chance text even if no chance is used (e.g. displaying 100 % hit chance).
If disabled, the chance text will only be displayed if the chance is actually used (e.g. hit chance, critical chance)."
GamingIsLove.ORKFramework.UI.DelayTimeHUDValueBarType;Delay Time;Displays a combatant's delay time (only while the time is running).
GamingIsLove.ORKFramework.UI.DelayTimeHUDValueBarType.invertTime;Invert Time;The delay time will be displayed reversed, i.e. the time will count up instead of down.
GamingIsLove.ORKFramework.UI.DelayTimeHUDValueBarType.unusedFilling;Unused Filling;"Select how the bar is filled when no delay time is used:
- Auto: Automatically fills the bar based in the 'Invert Time' setting (inverted: full, otherwise empty).
- Empty: Empty bar.
- Full: Full bar."
GamingIsLove.ORKFramework.UI.DurabilityHUDValueBarType;Durability;The durability of an equipment.
GamingIsLove.ORKFramework.UI.DurabilityHUDValueBarType.invertDurability;Invert Durability;The durability will be displayed reversed, i.e. the durability will count up instead of down.
GamingIsLove.ORKFramework.UI.GridMoveRangeHUDValueBarType;Grid Move Range;Displays a combatant's grid move range (only in grid battles).
GamingIsLove.ORKFramework.UI.InventoryContainerHUDValueBarType;Inventory Container;Displays a combatant's inventory container occupied slots.
GamingIsLove.ORKFramework.UI.InventoryContainerHUDValueBarType.inventoryContainer;Inventory Container;Select the inventory container that will be used.
GamingIsLove.ORKFramework.UI.InventoryContainerHUDValueBarType.invertCount;Invert Count;The inventory container's occupied slots will be displayed reversed, i.e. the slots will count down instead of up.
GamingIsLove.ORKFramework.UI.InventorySpaceHUDValueBarType;Inventory Space;Displays the combatant's inventory space.
GamingIsLove.ORKFramework.UI.InventorySpaceHUDValueBarType.invertSpace;Invert Space;The inventory space will be displayed reversed, i.e. the space will count down instead of up.
GamingIsLove.ORKFramework.UI.LevelPointsHUDValueBarType;Level Points;The level points of an ability or equipment.
GamingIsLove.ORKFramework.UI.ORK_HUDValueBarSettings.type;Value Type;Select which value will be displayed by the value bar:
GamingIsLove.ORKFramework.UI.QuestTaskRequirementHUDValueBarType;Quest Task Requirement;The count of a quest task's requirement.
GamingIsLove.ORKFramework.UI.ResearchCountHUDValueBarType;Research Count;The research count of a research item.
GamingIsLove.ORKFramework.UI.ResearchCountHUDValueBarType.invertProgress;Invert Count;"The research count will be displayed reversed, i.e. the count will count down instead of up.
Only used by items with limited research count."
GamingIsLove.ORKFramework.UI.ResearchProgressHUDValueBarType;Research Progress;The progress of a research item.
GamingIsLove.ORKFramework.UI.ResearchProgressHUDValueBarType.invertProgress;Invert Progress;The progress will be displayed reversed, i.e. the progress will count down instead of up.
GamingIsLove.ORKFramework.UI.ResearchProgressHUDValueBarType.showUnresearched;Show Unresearched;Show this content if the displayed research item is unresearched.
GamingIsLove.ORKFramework.UI.ResearchProgressHUDValueBarType.showInResearch;Show In Research;Show this content if the displayed research item is in research.
GamingIsLove.ORKFramework.UI.ResearchProgressHUDValueBarType.showResearched;Show Researched;Show this content if the displayed research item is researched.
GamingIsLove.ORKFramework.UI.ResearchProgressHUDValueBarType.showComplete;Show Complete;Show this content if the displayed research item is complete.
GamingIsLove.ORKFramework.UI.ReuseTimeHUDValueBarType;Reuse Time;"Displays the reuse time/turns of an ability or item.
Only displayed while the reuse time/turns is active."
GamingIsLove.ORKFramework.UI.ReuseTimeHUDValueBarType.alwaysDisplay;Always Display;"The reuse time will always be displayed, even if it's currently not running.
If disabled, only displayed while the reuse time/turns is active."
GamingIsLove.ORKFramework.UI.ReuseTimeHUDValueBarType.invertTime;Invert Time;The reuse time/turns will be displayed reversed, i.e. the time will count up instead of down.
GamingIsLove.ORKFramework.UI.ReuseTimeHUDValueBarType.unusedFilling;Unused Filling;"Select how the bar is filled when no reuse time is used:
- Auto: Automatically fills the bar based in the 'Invert Time' setting (inverted: full, otherwise empty).
- Empty: Empty bar.
- Full: Full bar."
GamingIsLove.ORKFramework.UI.StatusEffectDurationHUDValueBarType;Status Effect Duration;The duration (remaining time/turns) of a status effect, only shown when the effect uses a duration.
GamingIsLove.ORKFramework.UI.StatusEffectDurationHUDValueBarType.invertDuration;Invert Duration;The duration will be displayed reversed, i.e. the time/turns will count up instead of down.
GamingIsLove.ORKFramework.UI.StatusEffectDurationHUDValueBarType.unusedFilling;Unused Filling;"Select how the bar is filled when no duration is used:
- Auto: Automatically fills the bar based in the 'Invert Duration' setting (inverted: full, otherwise empty).
- Empty: Empty bar.
- Full: Full bar."
GamingIsLove.ORKFramework.UI.StatusValueHUDValueBarType;Status Value;Displays the value of a combatant's status value.
GamingIsLove.ORKFramework.UI.StatusValueHUDValueBarType.ignoreBestiary;Ignore Bestiary;Ignore if the combatant's bestiary information is known or not.
GamingIsLove.ORKFramework.UI.StatusValueHUDValueBarType.limitBarDisplay;Limit Bar Display;"The value range displayed by the bar will be limited.
E.g. display only 0 to 50 % of the value range.
If dislabed, the whole value range will be displayed."
GamingIsLove.ORKFramework.UI.StatusValueHUDValueBarType.barLimitMin;Minimum Limit;The minimum value of the limited bar.
GamingIsLove.ORKFramework.UI.StatusValueHUDValueBarType.barLimitMax;Maximum Limit;The maximum value of the limited bar
GamingIsLove.ORKFramework.UI.StatusValueHUDValueBarType.limitIn;Limit In;The minimum and maximum limit are either defined in percent or absolute values.
GamingIsLove.ORKFramework.UI.StatusValueHUDValueBarType.checkValue;Check Value;"Check the value of the status values.
Only displays the status value if it passes the check."
GamingIsLove.ORKFramework.UI.TimebarHUDValueBarType;Timebar;Displays the timebar or used timebar value of a combatant (only in 'Active Time' type battles).
GamingIsLove.ORKFramework.UI.TimebarHUDValueBarType.usedTimebar;Used Timebar;"The used timebar will be displayed - it's used to display how much of the timebar will be used by already selected actions.
If disabled, the actual timebar will be displayed."
GamingIsLove.ORKFramework.UI.CombatantHUDLimitedDisplayTime.useLimitedTimeDisplay;Use Limited Time Display;"Only display the HUD for a defined time after getting notified by a status change of the combatant.
The other display conditions are still used to determine if the HUD will be displayed."
GamingIsLove.ORKFramework.UI.CombatantHUDLimitedDisplayTime.displayTime;Display Time (s);"The time in seconds the HUD will be displayed after getting notified of a defined status change.
Additional status change notifications will reset the display time."
GamingIsLove.ORKFramework.UI.ObjectHUDSelection.hud;Object HUD;Select the 'Object' type HUD that will be used.
GamingIsLove.ORKFramework.UI.TimebarCombatantSettings.enabled;Enabled;Shows the combatants on the timebar.
GamingIsLove.ORKFramework.UI.TimebarCombatantSettings.hud;HUD;"Select the HUD that will be used to display the combatant on the timebar.
Only 'Combatant' type HUDs are allowed. Using any other HUD or a 'Combatant' type HUD without status elements results in an empty box."
GamingIsLove.ORKFramework.UI.TimebarCombatantSettings.offset;Offset;The offset added to the position of the combatant on the timebar.
GamingIsLove.ORKFramework.UI.AbilityTooltipCheck;Ability;Tooltips from abilities will be displayed.
GamingIsLove.ORKFramework.UI.AbilityTypeTooltipCheck;Ability Type;Tooltips from ability types will be displayed.
GamingIsLove.ORKFramework.UI.AIBehaviourTooltipCheck;AI Behaviour;Tooltips from AI behaviours will be displayed.
GamingIsLove.ORKFramework.UI.AIRulesetTooltipCheck;AI Ruleset;Tooltips from AI rulesets will be displayed.
GamingIsLove.ORKFramework.UI.AITypeTooltipCheck;AI Type;Tooltips from AI types will be displayed.
GamingIsLove.ORKFramework.UI.AreaTooltipCheck;Area;Tooltips from areas will be displayed.
GamingIsLove.ORKFramework.UI.AreaTypeTooltipCheck;Area Type;Tooltips from area types will be displayed.
GamingIsLove.ORKFramework.UI.AttackModifierTooltipCheck;Attack Modifier;Tooltips from attack modifiers will be displayed.
GamingIsLove.ORKFramework.UI.ClassSlotTooltipCheck;Class Slot;Tooltips from class slots will be displayed.
GamingIsLove.ORKFramework.UI.ClassTooltipCheck;Class;Tooltips from classes will be displayed.
GamingIsLove.ORKFramework.UI.CombatantTooltipCheck;Combatant;Tooltips from combatants will be displayed.
GamingIsLove.ORKFramework.UI.CombatantTypeTooltipCheck;Combatant Type;Tooltips from combatant types will be displayed.
GamingIsLove.ORKFramework.UI.ConsoleTypeTooltipCheck;Console Type;Tooltips from console types will be displayed.
GamingIsLove.ORKFramework.UI.CraftingRecipeTooltipCheck;Crafting Recipe;Tooltips from crafting recipes will be displayed.
GamingIsLove.ORKFramework.UI.CraftingTypeTooltipCheck;Crafting Type;Tooltips from crafting types will be displayed.
GamingIsLove.ORKFramework.UI.CurrencyTooltipCheck;Currency;Tooltips from currency will be displayed.
GamingIsLove.ORKFramework.UI.DefenceModifierTooltipCheck;Defence Modifier;Tooltips from defence modifiers will be displayed.
GamingIsLove.ORKFramework.UI.DefendTooltipCheck;Defend;Tooltips from the defend command will be displayed.
GamingIsLove.ORKFramework.UI.EquipmentSlotTooltipCheck;Equipment Slot;Tooltips from equipment slots will be displayed.
GamingIsLove.ORKFramework.UI.EquipmentTooltipCheck;Equipment;Tooltips from equipment will be displayed.
GamingIsLove.ORKFramework.UI.EscapeTooltipCheck;Escape;Tooltips from the escape command will be displayed.
GamingIsLove.ORKFramework.UI.FactionBenefitTooltipCheck;Faction Benefit;Tooltips from faction benefits will be displayed.
GamingIsLove.ORKFramework.UI.FactionTooltipCheck;Faction;Tooltips from factions will be displayed.
GamingIsLove.ORKFramework.UI.GridExamineTooltipCheck;Grid Examine;Tooltips from the grid examine command will be displayed.
GamingIsLove.ORKFramework.UI.GridMoveTooltipCheck;Grid Move;Tooltips from the grid move command will be displayed.
GamingIsLove.ORKFramework.UI.GridOrientationTooltipCheck;Grid Orientation;Tooltips from the grid orientation command will be displayed.
GamingIsLove.ORKFramework.UI.ItemTooltipCheck;Item;Tooltips from items will be displayed.
GamingIsLove.ORKFramework.UI.ItemTypeTooltipCheck;Item Type;Tooltips from item types will be displayed.
GamingIsLove.ORKFramework.UI.LogTooltipCheck;Log;Tooltips from logs will be displayed.
GamingIsLove.ORKFramework.UI.LogTypeTooltipCheck;Log Type;Tooltips from log types will be displayed.
GamingIsLove.ORKFramework.UI.NoneTooltipCheck;End Turn (None Action);Tooltips from the none/end action will be displayed.
GamingIsLove.ORKFramework.UI.OptionCategoryTooltipCheck;Option Category;Tooltips from option categories will be displayed.
GamingIsLove.ORKFramework.UI.QuestTaskTooltipCheck;Quest Task;Tooltips from quest tasks will be displayed.
GamingIsLove.ORKFramework.UI.QuestTooltipCheck;Quest;Tooltips from quests will be displayed.
GamingIsLove.ORKFramework.UI.QuestTypeTooltipCheck;Quest Type;Tooltips from quest types will be displayed.
GamingIsLove.ORKFramework.UI.ResearchItemTooltipCheck;Research Item;Tooltips from research items will be displayed.
GamingIsLove.ORKFramework.UI.ResearchTreeTooltipCheck;Research Tree;Tooltips from research trees will be displayed.
GamingIsLove.ORKFramework.UI.ResearchTypeTooltipCheck;Research Type;Tooltips from research types will be displayed.
GamingIsLove.ORKFramework.UI.ShortcutItemTypeTooltipCheck;Shortcut Item Type;Tooltips from shortcuts (item, equipment, currency, etc.) of a defined item type will be displayed.
GamingIsLove.ORKFramework.UI.ShortcutItemTypeTooltipCheck.itemType;Item Type;Select the item type that will be checked for.
GamingIsLove.ORKFramework.UI.ShortcutItemTypeTooltipCheck.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be checked.
GamingIsLove.ORKFramework.UI.StatusEffectTooltipCheck;Status Effect;Tooltips from status effects will be displayed.
GamingIsLove.ORKFramework.UI.StatusValueTooltipCheck;Status Value;Tooltips from status values will be displayed.
GamingIsLove.ORKFramework.UI.StatusValueUpgradeTooltipCheck;Status Value Upgrade;Tooltips from status value upgrades will be displayed.
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting;Battle Actions;"Displays the battle actions currently registered with the system in the order they're added.
A HUD is created for each individual action, using the action as the HUD user."
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting.showActive;Show Active Actions;"Show actions currently being performed by combatants.
Actions are displayed in the order 'Active > Casting > Scheduled' (or reversed using 'Invert Order'), i.e. in the order they will be used from first used to last used."
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting.showCasting;Show Casting Actions;"Show actions currently being casted by combatants.
Actions are displayed in the order 'Active > Casting > Scheduled' (or reversed using 'Invert Order'), i.e. in the order they will be used from first used to last used."
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting.showScheduled;Show Scheduled Actions;"Show actions that have been selected by combatants and are scheduled for performing.
Actions are displayed in the order 'Active > Casting > Scheduled' (or reversed using 'Invert Order'), i.e. in the order they will be used from first used to last used."
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting.player;Player;Actions of the active player group will be displayed.
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting.ally;Ally;Actions of ally groups will be displayed.
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting.enemy;Enemy;Actions of enemy groups will be displayed.
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting.invertOrder;Invert Order;"Invert the order when displaying the actions.
The last action will be displayed first, the first will be displayed last."
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting.startOffset;Start Index Offset;"Define which action will be the first in the list.
You can use this settings to skip a defined quantity of actions at the start of the list."
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting.limitList;Limit List Length;"Limit the quantity of displayed actions in the list.
If disabled, all actions will be displayed."
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting.listLimit;Maximum Length;The maximum displayed actions in the list.
GamingIsLove.ORKFramework.UI.BattleActionsHUDSetting.addSubActions;Add Sub Actions;"Add actions that are added as sub actions to other actions.
Sub actions can be added using 'Use Battle Action' nodes."
GamingIsLove.ORKFramework.UI.CombatantHUDSetting;Combatant;Displays information about combatants.
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.enableDrop;Enable Drop;"This HUD will receive drag and drop actions.
Dropping a drag (e.g. an ability or item) will use the action on the combatant the HUD belongs to.
'Shortcut' HUD elements don't require this option to be enabled to change shortcuts using drag+drop."
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.onlyLeader;Only Leaders;Only the leaders of the groups will be displayed.
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.player;Player;Members of the active player group will be displayed.
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.playerGroupScope;Player Group Scope;"Select which part of the player group will be displayed:
- Current: Only the player.
- Battle: The members of the player's battle group.
- Group: All members of the player's group (in the order they joined).
- Non Battle: The members not in the player's battle group.
- Battle Reserve: The members in the player group's battle reserve.
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the player's group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.playerOtherGroups;Other Player Groups;Include all player groups (via player 'Group ID') instead of only the active player group.
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.ally;Ally;Members of ally groups will be displayed.
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.enemy;Enemy;Members of enemy groups will be displayed.
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.invertGroup;Invert Order;"Invert the order when displaying the combatants.
The last combatant will be displayed first, the first will be displayed last.
If disabled, the combatants will be displayed in normal order."
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.groupStartOffset;Start Index Offset;"Define which combatant will be the first in the list.
You can use this settings to skip a defined quantity of combatants at the start of the list."
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.groupLimitDisplay;Limit List Length;"Limit the quantity of displayed combatants in the combatant list.
If disabled, all combatants will be displayed."
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.groupMaximumLength;Maximum Length;The maximum displayed combatants in the combatant list.
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.limitedTimeDisplay;Use Limited Time Display;"Only display the HUD for a defined time after getting notified by a status change of the combatant.
The other display conditions are still used to determine if the HUD will be displayed."
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.isTargeted;Is Targeted;The combatant must be a selected target of the player.
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.isSelectedTarget;Is Selected Target;The combatant is currently highlighted/selected by the regular target selection (e.g. via battle menu).
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.isAffectedTarget;Is Affected Target;The combatant is currently highlighted as an affected target by the regular target selection (e.g. via battle menu).
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.isAvailableTarget;Is Available Target;"The combatant is currently available as a target by the regular target selection (e.g. via battle menu).
This is also true when it's the currently selected target."
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.isGroupTarget;Is Group Target;The combatant is currently selected as a group target of the player group.
GamingIsLove.ORKFramework.UI.CombatantHUDSetting.isIndividualTarget;Is Individual Target;The combatant is currently selected as an individual target of the player combatant (i.e. player group leader).
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting;Combatant Object;Displays information about combatant at the position of the combatant's game object.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.enableDrop;Enable Drop;"This HUD will receive drag and drop actions.
Dropping a drag (e.g. an ability or item) will use the action on the combatant the HUD belongs to.
'Shortcut' HUD elements don't require this option to be enabled to change shortcuts using drag+drop."
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.player;Player;Members of the active player group will be displayed.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.ally;Ally;Members of ally groups will be displayed.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.enemy;Enemy;Members of enemy groups will be displayed.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.cursorOver;Cursor Over;The HUD is only displayed when the cursor is over the combatant.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.cursorOverReverse;Reverse Cursor Over;Reverses the cursor over behaviour, i.e. the HUD is only displayed when the cursor is not over the combatant.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.cursorOverUIBlocks;UI Blocks Cursor;If a UI box is between cursor and combatant, it'll be treated as not cursor over.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.cursorOverHUD;Cursor Over HUD;The cursor being within the HUD's UI box also counts as being over the combatant.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.cursorOverCell;Cursor Over Cell;The combatant's cell (during grid battles) will also be counted as the cursor being over the combatant.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.childObject;Child Object;Use a child object of the combatant to position the HUD.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.offset;Offset;Offset added to the HUD position.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.isTargeted;Is Targeted;The combatant must be a selected target of the player.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.isSelectedTarget;Is Selected Target;The combatant is currently highlighted/selected by the regular target selection (e.g. via battle menu).
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.isAffectedTarget;Is Affected Target;The combatant is currently highlighted as an affected target by the regular target selection (e.g. via battle menu).
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.isAvailableTarget;Is Available Target;"The combatant is currently available as a target by the regular target selection (e.g. via battle menu).
This is also true when it's the currently selected target."
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.isGroupTarget;Is Group Target;The combatant is currently selected as a group target of the player group.
GamingIsLove.ORKFramework.UI.CombatantObjectHUDSetting.isIndividualTarget;Is Individual Target;The combatant is currently selected as an idividual target of the player combatant (i.e. player group leader).
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting;Console;Displays the console. Please note that console HUDs use a regular UI box to display content.
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.uiBox;UI Box;"Select the UI box that will be used to display the console.
Unlike other HUDs, the console is displayed using a regular UI box."
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.invert;Invert Console;"The displayed console lines will be inverted, i.e. the newest line is the first line.
If disabled, the newest line is the last line."
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.autoScrollDown;Auto Scroll Down;"Automatically scroll down to new entries when already fully scrolled down.
This will also automatically scroll down when first showing the console."
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.alwaysAutoScrollDown;Always Auto Scroll Down;Automatically scroll down to new entries when the console is updated, regardless of the current scroll position.
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.limitLines;Limit Lines;"Use a different maximum number of lines the console HUD will display.
Otherwise the maximum lines defined in 'UI > Console Settings & Types' will be used."
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.maxLines;Maximum Lines;Define the maximum number of lines the console will display.
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.allConsoleTypes;All Console Types;"Display the text of all console types.
If disabled, you can select the console types that will be displayed."
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.consoleType;Console Type;Select the console type that will be displayed in this HUD.
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.showTabs;Show Tabs;Show the different console types in the tabs of the UI box.
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.enableTypeTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a console type tab.
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.addAllTab;Add All Tab;"Add a combined tab for all selected console types.
If disabled, only the single console types are available."
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.allTabFirst;All Tab First;"The 'All Tab' will be displayed as the first tab.
If disabled, the 'All Tab' will be the last tab."
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.ConsoleHUDSetting.message;Console Content;The content displayed in the console.
GamingIsLove.ORKFramework.UI.LatestTurnHUDSetting;Latest Turn;Displays the combatant that has the latest turn until the next combatant's turn comes up. The HUD will only be displayed in running battles.
GamingIsLove.ORKFramework.UI.LatestTurnHUDSetting.enableDrop;Enable Drop;"This HUD will receive drag and drop actions.
Dropping a drag (e.g. an ability or item) will use the action on the combatant the HUD belongs to.
'Shortcut' HUD elements don't require this option to be enabled to change shortcuts using drag+drop."
GamingIsLove.ORKFramework.UI.LatestTurnHUDSetting.player;Player;Members of the active player group will be displayed.
GamingIsLove.ORKFramework.UI.LatestTurnHUDSetting.ally;Ally;Members of ally groups will be displayed.
GamingIsLove.ORKFramework.UI.LatestTurnHUDSetting.enemy;Enemy;Members of enemy groups will be displayed.
GamingIsLove.ORKFramework.UI.LatestTurnHUDSetting.keepLastMatch;Keep Last Match;"Keep the last combatant that matched the displayed groups.
If disabled, the HUD will be removed when a combatant of a non-displayed group gets the turn."
GamingIsLove.ORKFramework.UI.ObjectHUDSetting;Object;Displays information at the position of a game object.
GamingIsLove.ORKFramework.UI.ObjectHUDSetting.cursorOver;Cursor Over;The HUD is only displayed when the cursor is over the game object.
GamingIsLove.ORKFramework.UI.ObjectHUDSetting.cursorOverReverse;Reverse Cursor Over;Reverses the cursor over behaviour, i.e. the HUD is only displayed when the cursor is not over the game object.
GamingIsLove.ORKFramework.UI.ObjectHUDSetting.cursorOverUIBlocks;UI Blocks Cursor;If a UI box is between cursor and game object, it'll be treated as not cursor over.
GamingIsLove.ORKFramework.UI.ObjectHUDSetting.cursorOverHUD;Cursor Over HUD;The cursor being within the HUD's UI box also counts as being over the game object.
GamingIsLove.ORKFramework.UI.ObjectHUDSetting.childObject;Child Object;Use a child object of the game object to position the HUD.
GamingIsLove.ORKFramework.UI.ObjectHUDSetting.offset;Offset;Offset added to the HUD position.
GamingIsLove.ORKFramework.UI.ObjectHUDSetting.useRangeLimit;Use Range Limit;Only display the HUD if the game object is within a defined range of the player.
GamingIsLove.ORKFramework.UI.ObjectHUDSetting.invertRange;Invert Range Check;Check for the game object being out of range instead of within range.
GamingIsLove.ORKFramework.UI.ObjectHUDSetting.rangeToCamera;Distance To Camera;Check the combatant's distance to the camera instead of the player.
GamingIsLove.ORKFramework.UI.QuestHUDSetting;Quest;Displays a list of quests and their tasks.
GamingIsLove.ORKFramework.UI.TimebarHUDSetting;Timebar;Displays a timebar with individual HUDs for each combatant, moving along the timebar to represent their current timebar value. The HUD will only be displayed in running 'Active Time' battles.
GamingIsLove.ORKFramework.UI.TurnOrderHUDSetting;Turn Order;Displays the turn order of 'Turn Based' battles (i.e. the order in which combatants perform their actions). The HUD will only be displayed in running 'Turn Based' battles.
GamingIsLove.ORKFramework.UI.TurnOrderHUDSetting.enableDrop;Enable Drop;"This HUD will receive drag and drop actions.
Dropping a drag (e.g. an ability or item) will use the action on the combatant the HUD belongs to.
'Shortcut' HUD elements don't require this option to be enabled to change shortcuts using drag+drop."
GamingIsLove.ORKFramework.UI.TurnOrderHUDSetting.allowPreview;Allow Preview;"Takes preview values into account when showing the turn order.
Make sure to allow status previews for non-player combatants in 'UI > Text Display Settings > Status Preview Settings'."
GamingIsLove.ORKFramework.UI.TurnOrderHUDSetting.invertGroup;Invert Order;"Invert the order when displaying the combatants.
The last combatant will be displayed first, the first will be displayed last.
If disabled, the combatants will be displayed in normal order."
GamingIsLove.ORKFramework.UI.TurnOrderHUDSetting.addSelectingCombatant;Add Selecting Combatant;"Add the combatant currently selecting actions.
The selecting combatant will be the first in the list."
GamingIsLove.ORKFramework.UI.TurnOrderHUDSetting.addFinishedCombatants;Add Finished Combatants;"Add combatants that already finished selecting actions.
They'll be added at the start of the list (before the selecting combatant) in the order they performed their turns.
Please note that this isn't use in 'Multi Turns' battles."
GamingIsLove.ORKFramework.UI.TurnOrderHUDSetting.startOffset;Start Index Offset;"Define which combatant will be the first in the list.
You can use this settings to skip a defined quantity of combatants at the start of the list."
GamingIsLove.ORKFramework.UI.TurnOrderHUDSetting.limitTurnOrder;Limit List Length;"Limit the quantity of displayed combatants in the turn order list.
If disabled, all combatants in the turn order will be displayed.
When using 'Multi Turns', the unlimited list will be as long as needed to display each combatant at least once."
GamingIsLove.ORKFramework.UI.TurnOrderHUDSetting.turnOrderLimit;Maximum Length;"The maximum displayed combatants in the turn order.
When using 'Multi Turns', the list will be filled up to this quantity."
GamingIsLove.ORKFramework.UI.AbilityTypeUIInputFilterType;Ability Type;"Filters by the ability type of the input's schematic context content.
Uses a bool value input."
GamingIsLove.ORKFramework.UI.AbilityTypeUIInputFilterType.isSingleFilter;Single Filter;"This filter can only be used alone.
Other filters will be disabled if this filter is enabled and this filter will be disabled if any other is enabled."
GamingIsLove.ORKFramework.UI.AbilityTypeUIInputFilterType.checkUnavailable;Check Unavailable;"The inputs will be checked if this filter is available.
If no input would be available for this filter, the filter will be unavailable (i.e. can't be used)."
GamingIsLove.ORKFramework.UI.AbilityTypeUIInputFilterType.abilityType;Ability Type;Select the ability type that will be checked for.
GamingIsLove.ORKFramework.UI.AbilityTypeUIInputFilterType.useSubTypes;Use Sub-Types;The sub-types of the defined ability type will also be checked.
GamingIsLove.ORKFramework.UI.AbilityTypeUIInputFilterType.isValid;Is Valid;"The content must be of the defined ability type.
If disabled, the content mustn't be of the defined ability type."
GamingIsLove.ORKFramework.UI.AbilityTypeUIInputFilterType.useContentIcon;Use Content Icon;Use the icon of the ability type.
GamingIsLove.ORKFramework.UI.AITypeUIInputFilterType;AI Type;"Filters by the AI type of the input's schematic context content.
Uses a bool value input."
GamingIsLove.ORKFramework.UI.AITypeUIInputFilterType.isSingleFilter;Single Filter;"This filter can only be used alone.
Other filters will be disabled if this filter is enabled and this filter will be disabled if any other is enabled."
GamingIsLove.ORKFramework.UI.AITypeUIInputFilterType.checkUnavailable;Check Unavailable;"The inputs will be checked if this filter is available.
If no input would be available for this filter, the filter will be unavailable (i.e. can't be used)."
GamingIsLove.ORKFramework.UI.AITypeUIInputFilterType.aiType;AI Type;Select the AI type that will be checked for.
GamingIsLove.ORKFramework.UI.AITypeUIInputFilterType.useSubTypes;Use Sub-Types;The sub-types of the defined AI type will also be checked.
GamingIsLove.ORKFramework.UI.AITypeUIInputFilterType.isValid;Is Valid;"The content must be of the defined AI type.
If disabled, the content mustn't be of the defined AI type."
GamingIsLove.ORKFramework.UI.AITypeUIInputFilterType.useContentIcon;Use Content Icon;Use the icon of the AI type.
GamingIsLove.ORKFramework.UI.CombatantStatusUIInputFilterType;Combatant Status;"Filters by the status of the combatant in the input's schematic context content.
Uses a bool value input."
GamingIsLove.ORKFramework.UI.CombatantStatusUIInputFilterType.isSingleFilter;Single Filter;"This filter can only be used alone.
Other filters will be disabled if this filter is enabled and this filter will be disabled if any other is enabled."
GamingIsLove.ORKFramework.UI.CombatantStatusUIInputFilterType.checkUnavailable;Check Unavailable;"The inputs will be checked if this filter is available.
If no input would be available for this filter, the filter will be unavailable (i.e. can't be used)."
GamingIsLove.ORKFramework.UI.CombatantTypeUIInputFilterType;Combatant Type;"Filters by the combatant type of the input's schematic context content.
Uses a bool value input."
GamingIsLove.ORKFramework.UI.CombatantTypeUIInputFilterType.isSingleFilter;Single Filter;"This filter can only be used alone.
Other filters will be disabled if this filter is enabled and this filter will be disabled if any other is enabled."
GamingIsLove.ORKFramework.UI.CombatantTypeUIInputFilterType.checkUnavailable;Check Unavailable;"The inputs will be checked if this filter is available.
If no input would be available for this filter, the filter will be unavailable (i.e. can't be used)."
GamingIsLove.ORKFramework.UI.CombatantTypeUIInputFilterType.combatantType;Combatant Type;Select the combatant type that will be checked for.
GamingIsLove.ORKFramework.UI.CombatantTypeUIInputFilterType.useSubTypes;Use Sub-Types;The sub-types of the defined combatant type will also be checked.
GamingIsLove.ORKFramework.UI.CombatantTypeUIInputFilterType.isValid;Is Valid;"The content must be of the defined combatant type.
If disabled, the content mustn't be of the defined combatant type."
GamingIsLove.ORKFramework.UI.CombatantTypeUIInputFilterType.useContentIcon;Use Content Icon;Use the icon of the combatant type.
GamingIsLove.ORKFramework.UI.CraftingTypeUIInputFilterType;Crafting Type;"Filters by the crafting type of the input's schematic context content.
Uses a bool value input."
GamingIsLove.ORKFramework.UI.CraftingTypeUIInputFilterType.isSingleFilter;Single Filter;"This filter can only be used alone.
Other filters will be disabled if this filter is enabled and this filter will be disabled if any other is enabled."
GamingIsLove.ORKFramework.UI.CraftingTypeUIInputFilterType.checkUnavailable;Check Unavailable;"The inputs will be checked if this filter is available.
If no input would be available for this filter, the filter will be unavailable (i.e. can't be used)."
GamingIsLove.ORKFramework.UI.CraftingTypeUIInputFilterType.craftingType;Crafting Type;Select the crafting type that will be checked for.
GamingIsLove.ORKFramework.UI.CraftingTypeUIInputFilterType.useSubTypes;Use Sub-Types;The sub-types of the defined crafting type will also be checked.
GamingIsLove.ORKFramework.UI.CraftingTypeUIInputFilterType.isValid;Is Valid;"The content must be of the defined crafting type.
If disabled, the content mustn't be of the defined crafting type."
GamingIsLove.ORKFramework.UI.CraftingTypeUIInputFilterType.useContentIcon;Use Content Icon;Use the icon of the crafting type.
GamingIsLove.ORKFramework.UI.ItemTypeUIInputFilterType;Item Type;"Filters by the item type of the input's schematic context content.
Uses a bool value input."
GamingIsLove.ORKFramework.UI.ItemTypeUIInputFilterType.isSingleFilter;Single Filter;"This filter can only be used alone.
Other filters will be disabled if this filter is enabled and this filter will be disabled if any other is enabled."
GamingIsLove.ORKFramework.UI.ItemTypeUIInputFilterType.checkUnavailable;Check Unavailable;"The inputs will be checked if this filter is available.
If no input would be available for this filter, the filter will be unavailable (i.e. can't be used)."
GamingIsLove.ORKFramework.UI.ItemTypeUIInputFilterType.itemType;Item Type;Select the item type that will be checked for.
GamingIsLove.ORKFramework.UI.ItemTypeUIInputFilterType.useSubTypes;Use Sub-Types;The sub-types of the defined item type will also be checked.
GamingIsLove.ORKFramework.UI.ItemTypeUIInputFilterType.isValid;Is Valid;"The content must be of the defined item type.
If disabled, the content mustn't be of the defined item type."
GamingIsLove.ORKFramework.UI.ItemTypeUIInputFilterType.useContentIcon;Use Content Icon;Use the icon of the item type.
GamingIsLove.ORKFramework.UI.QuestTypeUIInputFilterType;Quest Type;"Filters by the quest type of the input's schematic context content.
Uses a bool value input."
GamingIsLove.ORKFramework.UI.QuestTypeUIInputFilterType.isSingleFilter;Single Filter;"This filter can only be used alone.
Other filters will be disabled if this filter is enabled and this filter will be disabled if any other is enabled."
GamingIsLove.ORKFramework.UI.QuestTypeUIInputFilterType.checkUnavailable;Check Unavailable;"The inputs will be checked if this filter is available.
If no input would be available for this filter, the filter will be unavailable (i.e. can't be used)."
GamingIsLove.ORKFramework.UI.QuestTypeUIInputFilterType.questType;Quest Type;Select the quest type that will be checked for.
GamingIsLove.ORKFramework.UI.QuestTypeUIInputFilterType.useSubTypes;Use Sub-Types;The sub-types of the defined quest type will also be checked.
GamingIsLove.ORKFramework.UI.QuestTypeUIInputFilterType.isValid;Is Valid;"The content must be of the defined quest type.
If disabled, the content mustn't be of the defined quest type."
GamingIsLove.ORKFramework.UI.QuestTypeUIInputFilterType.useContentIcon;Use Content Icon;Use the icon of the quest type.
GamingIsLove.ORKFramework.UI.ResearchTypeUIInputFilterType;Research Type;"Filters by the research type of the input's schematic context content.
Uses a bool value input."
GamingIsLove.ORKFramework.UI.ResearchTypeUIInputFilterType.isSingleFilter;Single Filter;"This filter can only be used alone.
Other filters will be disabled if this filter is enabled and this filter will be disabled if any other is enabled."
GamingIsLove.ORKFramework.UI.ResearchTypeUIInputFilterType.checkUnavailable;Check Unavailable;"The inputs will be checked if this filter is available.
If no input would be available for this filter, the filter will be unavailable (i.e. can't be used)."
GamingIsLove.ORKFramework.UI.ResearchTypeUIInputFilterType.researchType;Research Type;Select the research type that will be checked for.
GamingIsLove.ORKFramework.UI.ResearchTypeUIInputFilterType.useSubTypes;Use Sub-Types;The sub-types of the defined research type will also be checked.
GamingIsLove.ORKFramework.UI.ResearchTypeUIInputFilterType.isValid;Is Valid;"The content must be of the defined research type.
If disabled, the content mustn't be of the defined research type."
GamingIsLove.ORKFramework.UI.ResearchTypeUIInputFilterType.useContentIcon;Use Content Icon;Use the icon of the research type.
GamingIsLove.ORKFramework.UI.RandomBattleInputOption`1;Random Battle Chance;Changes the chance for random battles. Used as percent of the chance defined in random battle areas (plus bonuses).
GamingIsLove.ORKFramework.UI.RandomBattleInputOption`1.chanceAsInt;Int Chance;Display the random battle chance as an integer.
GamingIsLove.ORKFramework.UI.RandomBattleInputOption`1.maxRandomBattleChance;Maximum Chance;"The maximum random battle chance that can be set.
The minimum is 0 (i.e. 0 % - no random battles at all).
100 is 100 %, the default random battle chance.
200 is 200 %, double random battle chance."
GamingIsLove.ORKFramework.UI.RandomBattleInputOption`1.valueChange;Value Change;The value that will be added/subtracted from the chance per input.
GamingIsLove.ORKFramework.UI.RandomBattleInputOption`1.formatting;Formatting;"Define how float values will be formatted when using text codes (, , ).
E.g. '0' will display whole numbers (e.g. 5), '0.0' will display 1 decimal (e.g. 2.5), etc."
GamingIsLove.ORKFramework.UI.RememberSelectionsInputOption`1;Remember Selections;"Remember selections in battle menus, menu screens and combatant selections.
Only used if they individually enable remembering selections."
GamingIsLove.ORKFramework.UI.CombatantPage.addTooltip;Add Tooltip;Add the combatant as tooltip content.
GamingIsLove.ORKFramework.UI.CombatantPage.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.CombatantPage.title;Title;The title of the information box.
GamingIsLove.ORKFramework.UI.CombatantPage.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.UI.InformationPage.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.InformationPage.title;Title;The title of the information box.
GamingIsLove.ORKFramework.UI.InformationPage.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.UI.AssignShortcutMenu.useSingleSlot;Use Single Slot;Use a single shortcut slot instead of opening a shortcut menu.
GamingIsLove.ORKFramework.UI.AssignShortcutMenu.remove2ndAssign;Remove on 2nd;Assigning a shortcut a 2nd time with the same action (e.g. item, ability, etc.) will remove the shortcut.
GamingIsLove.ORKFramework.UI.AssignShortcutMenu.uiBox;UI Box;Select the box used to display the shortcut menu.
GamingIsLove.ORKFramework.UI.AssignShortcutMenuItem.useKey;Use Key;"Use an input key to assign to the defined shortcut slot.
The key is used while the assign shortcut menu is opened."
GamingIsLove.ORKFramework.UI.AssignShortcutMenuItem.useAssignedButton;Use Assigned Button;"Use a different button content for already assigned slots.
Allows adding content information using text codes."
GamingIsLove.ORKFramework.UI.ButtonListMenuItem.type;Type;Select the type of this menu item:
GamingIsLove.ORKFramework.UI.ButtonListMenuItem.reqHide;Hide;"The button won't be displayed if the requirement is invalid.
If disabled, the button will only be deactivated."
GamingIsLove.ORKFramework.UI.ButtonListMenuItem.useRequirement;Use Menu Requirement;A defined menu requirement must be valid to display this menu item.
GamingIsLove.ORKFramework.UI.ButtonListMenuItem.requirement;Menu Requirement;Select the menu requirement that must be valid.
GamingIsLove.ORKFramework.UI.CloseGameButtonListItem;Close;Closes this menu screen.
GamingIsLove.ORKFramework.UI.ExitGameButtonListItem;Exit Game;Exits to the start menu or displays the 'Exit Game Question' (defined in 'UI > UI Settings').
GamingIsLove.ORKFramework.UI.ExitGameButtonListItem.showExitQuestion;Show Exit Question;Show the exit game question (defined in 'UI > UI Settings').
GamingIsLove.ORKFramework.UI.ExitGameButtonListItem.quitApplication;Quit Application;Close the application (via 'Application.Quit()') instead of returning to the start menu.
GamingIsLove.ORKFramework.UI.GlobalMachineGameButtonListItem;Global Machine;Calls a global machine.
GamingIsLove.ORKFramework.UI.GlobalMachineGameButtonListItem.globalMachine;Global Machine;"Select the global machine that will be called.
Uses the user as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.UI.LoadButtonListItem;Load;Calls the load menu defined in the save game settings.
GamingIsLove.ORKFramework.UI.LoadButtonListItem.closeScreen;Close Screen;The menu screen is closed before opening the load menu.
GamingIsLove.ORKFramework.UI.LoadSceneButtonListItem;Load Scene;Loads a defined scene.
GamingIsLove.ORKFramework.UI.LoadSceneButtonListItem.ownScreenFade;Own Screen Fade;"Use different screen fade settings when loading the scene.
If disabled, it'll use the default screen fade settings defined in the game settings."
GamingIsLove.ORKFramework.UI.MenuScreenButtonListItem;Menu Screen;Calls a menu screen.
GamingIsLove.ORKFramework.UI.MenuScreenButtonListItem.screen;Menu Screen;Select the menu screen that will be called.
GamingIsLove.ORKFramework.UI.MenuScreenButtonListItem.closeAlreadyOpenedScreen;Close Already Opened;Close the menu screen if it has already been called/opened.
GamingIsLove.ORKFramework.UI.MenuScreenButtonListItem.selectCom;Select Combatant;"Calls the combatant selection menu before calling the menu screen.
If disabled, the player combatant (i.e. the leader of the player group) is selected automatically."
GamingIsLove.ORKFramework.UI.MenuScreenButtonListItem.useCombatantPart;Use Combatant Part;"Use a combatant menu part as the combatant selection.
If no combatant menu part is displayed in the menu screen or it only displays the current combatant, a combatant selection will be used instead."
GamingIsLove.ORKFramework.UI.MenuScreenButtonListItem.ownSelection;Own Com. Selection;"Define a combatant selection that will be used.
If disabled, the default combatant selection (menu user) will be used."
GamingIsLove.ORKFramework.UI.MenuScreenButtonListItem.selection;Combatant Selection;Select the combatant selection that will be used.
GamingIsLove.ORKFramework.UI.OptionsMenuButtonListItem;Options Menu;Calls an options category menu.
GamingIsLove.ORKFramework.UI.OptionsMenuButtonListItem.returnOnClose;Return On Close;Closing the options menu will return to this menu screen.
GamingIsLove.ORKFramework.UI.OptionsMenuButtonListItem.useCustomMenu;Use Custom Menu;"Use a custom options menu.
If disabled, the default options menu defined in 'UI > Option Categories > General Settings' will be used."
GamingIsLove.ORKFramework.UI.SaveButtonListItem;Save;Calls the save menu defined in the save game settings.
GamingIsLove.ORKFramework.UI.SaveButtonListItem.closeScreen;Close Screen;The menu screen is closed before opening the save menu.
GamingIsLove.ORKFramework.UI.SaveButtonListItem.closeAfterSave;Close After Save;"The save point is closed after saving the game.
If disabled, saving the game returns to the save point choice."
GamingIsLove.ORKFramework.UI.SchematicGameButtonListItem;Schematic;Starts a schematic, using the menu user as 'Machine Object' and 'Starting Object'.
GamingIsLove.ORKFramework.UI.SchematicGameButtonListItem.schematic;Schematic;"Select a schematic asset that will be started.
The menu user is available as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.UI.UseGlobalCustomSettingsButtonListItem;Use Global Custom Settings;"Uses defined global custom settings.
Forwards the menus screen's user as user and target to the 'Use' function (no variables or selected data are forwarded)."
GamingIsLove.ORKFramework.UI.UseGlobalCustomSettingsButtonListItem.customSettings;Global Custom Settings;Select the global custom settings that will be used.
GamingIsLove.ORKFramework.UI.UseGlobalCustomSettingsButtonListItem.info;Info;"Define the info text that will be passed to the custom setting's 'Use' function.
This can e.g. be used to perform different tasks in the function based on the passed on value."
GamingIsLove.ORKFramework.UI.BackCraftingListItem;Back;Closes the crafting list menu without doing anything ('Back' button).
GamingIsLove.ORKFramework.UI.BackCraftingListItem.ownContent;Own Button Content;Override the button's default name, description and icon.
GamingIsLove.ORKFramework.UI.CancelCraftingListItem;Cancel;Closes the crafting list menu without doing anything ('Cancel' button).
GamingIsLove.ORKFramework.UI.CancelCraftingListItem.ownContent;Own Button Content;Override the button's default name, description and icon.
GamingIsLove.ORKFramework.UI.ClearCraftingListItem;Clear;Removes all items from the crafting list.
GamingIsLove.ORKFramework.UI.CraftingListMenuItem.type;Button Type;Select the type of the button:
GamingIsLove.ORKFramework.UI.CraftingListMenuItem.useKey;Use Key;Use an input key to call the action of this button (e.g. creating a new item).
GamingIsLove.ORKFramework.UI.CreateCraftingListItem;Create;Uses the items added to the crafting list and tries to create a new item using the available crafting recipes.
GamingIsLove.ORKFramework.UI.ItemsCraftingListItem;Items;Shows all items in the crafting list as individual buttons. Clicking on a button will remove the item from the list.
GamingIsLove.ORKFramework.UI.GroupMenuItem.action;Menu Item;"Select the type of the menu item:
- Change: Change a member of the battle group.
- Remove: Removes a member of the battle group.
- Screen: Call a menu screen with a member of the battle group as user.
- Back: 'Back' button.
- Cancel: 'Cancel' button.
- Schematic: Starts a schematic using a selected member of the battle group.
- Sort: Changes the positions of members of the battle group.
- Transfer: Transfer members between the current group and a different player group (ID).
- Change Reserve: Changes a member of the battle reserve.
- Remove Reserve: Removes a member of the battle reserve.
- None: Does nothing, only displays combatants."
GamingIsLove.ORKFramework.UI.GroupMenuItem.screen;Menu Screen;Select the menu screen that will be called.
GamingIsLove.ORKFramework.UI.GroupMenuItem.useKey;Use Key;"Use an input key to call the action of this menu item (e.g. call a menu screen).
The key is used to use this menu item's action without opening the menu."
GamingIsLove.ORKFramework.UI.GroupMenuItem.key;Call Key;Select the input key to use this menu item.
GamingIsLove.ORKFramework.UI.GroupMenuItem.schematicAsset;Schematic Asset;"Select a schematic asset that will be started when using this menu item.
The schematic starts after selecting a member of the battle group, which will be used as 'Starting Object', while the menu user will be used as 'Machine Object'."
GamingIsLove.ORKFramework.UI.GroupMenuItem.schematicNoSelection;No Selection;"Use the schematic immediately, without selecting a combatant.
If disabled, selecting this action will start the member selection."
GamingIsLove.ORKFramework.UI.GroupMenuItem.schematicCloseScreen;Close Menu Screen;Close the menu screen when starting the schematic.
GamingIsLove.ORKFramework.UI.GroupMenuItem.schematicClearScreen;Clear Screen;The menu screen will be cleared before closing it, i.e. they won't notify other menu screens or schematics that opened the closing screen.
GamingIsLove.ORKFramework.UI.GroupMenuItem.useWholeGroup;Use Whole Group;"Shows all members of the group instead of only the battle group.
Doesn't show empty battle group slots."
GamingIsLove.ORKFramework.UI.GroupMenuItem.showEmptySlots;Show Empty Slots;"Add empty slots up to the group size limit.
Only used if the group has a group size limit."
GamingIsLove.ORKFramework.UI.GroupMenuItem.showHiddenMembers;Show Hidden Members;Include group members that are hidden from the player.
GamingIsLove.ORKFramework.UI.GroupMenuItem.groupID;Group ID;Group ID has to be 0 or greater, values below 0 will be set to 0.
GamingIsLove.ORKFramework.UI.GroupMenuItem.ownContent;Own Button Content;Override the button's default name, description and icon.
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.uiBox;Item Box;"Select the UI box used to display the items, currency and equipment.
If 'Same' box display is selected, this box will also display the item types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The item of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.startFocused;Start Focused;"The item box will be focused when opening the menu screen (if displayed).
If disabled, the type box will be focused (if displayed)."
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.addUnsellable;Add Unsellable (Shop);"Unsellable content will also be listed when exchanging with a shop.
The content still can't be sold to the shop and will be displayed with a disabled button.
If disabled, not sellable content will not be displayed."
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.spaceFormat;Space Format;"Define the format that will be used for the space value (, ) when using the space text codes.
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.percentFormat;Percent Format;"Define the format that will be used for the percent value () when using the space text codes.
E.g.: 0.0 will display one decimal."
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.inventorySource;Inventory Source;"Select the source for the 1st inventory:
- User: The menu screen's user.
- Object: A defined object.
- Item Box: An item box (via 'Box ID')."
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.sourceBoxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.sourceSceneObject;Content Information;Select a scene object that's used as content information (e.g. name) of the item box.
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.showTransferAll;Show Transfer All;"A transfer all button is displayed.
Using this button will transfer all items currently displayed by this item box into the other item box."
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.transferAllFirst;Transfer All First;"The transfer all button will be the first button of the list (after the back button).
If disabled, it will be the last button (before the back button)."
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.useTitle;Show Title;Display a title in the name box of the used item/equipment UI box.
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.useEmptyMessage;Use Empty Message;Display a different message if no items are displayed.
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.emptyMessage;Empty Message Content;The content displayed in the dialogue if no items are displayed.
GamingIsLove.ORKFramework.UI.InventoryExchangeItemBox.useNewContentLayout;Mark New Items;Use a different content layout for new items.
GamingIsLove.ORKFramework.UI.BackManagerMenuItem;Back;Closes this menu screen (uses default 'Back' button content).
GamingIsLove.ORKFramework.UI.BackManagerMenuItem.useCustomButton;Use Custom Button;Use a custom button instead of the default back button.
GamingIsLove.ORKFramework.UI.ChangeTypesManagerMenuItem;Change Types;Changes the available types of other menu parts in this menu screen.
GamingIsLove.ORKFramework.UI.ChangeTypesManagerMenuItem.useOnSelection;Use On Selection;Use the button's action upon selecting/highlighting it (i.e. not accepting the choice).
GamingIsLove.ORKFramework.UI.CloseManagerMenuItem;Close;Closes this menu screen.
GamingIsLove.ORKFramework.UI.DefaultActionManagerMenuItem;Default Action;Changes the default action of other menu parts in this menu screen.
GamingIsLove.ORKFramework.UI.DefaultActionManagerMenuItem.useOnSelection;Use On Selection;Use the button's action upon selecting/highlighting it (i.e. not accepting the choice).
GamingIsLove.ORKFramework.UI.DefaultActionManagerMenuItem.backAfterUse;Back After Use;Return to the manager part after using the action.
GamingIsLove.ORKFramework.UI.GlobalMachineManagerMenuItem;Global Machine;Calls a global machine using the menu user as 'Machine Object' and 'Starting Object'.
GamingIsLove.ORKFramework.UI.GlobalMachineManagerMenuItem.useOnSelection;Use On Selection;Use the button's action upon selecting/highlighting it (i.e. not accepting the choice).
GamingIsLove.ORKFramework.UI.GlobalMachineManagerMenuItem.globalMachine;Global Machine;"Select the global machine that will be called.
Uses the user as 'Machine Object' and 'Starting Object'."
GamingIsLove.ORKFramework.UI.ManagerMenuItem.type;Button Type;Select the type of the button:
GamingIsLove.ORKFramework.UI.ManagerMenuItem.changeItemTypes;Change Item Types;"Change the available item types of other menu parts in this menu screen.
Same as 'Item Types' type."
GamingIsLove.ORKFramework.UI.ManagerMenuItem.itemType;Item Type;Select the item type that will be available.
GamingIsLove.ORKFramework.UI.ManagerMenuItem.changeAbilityTypes;Change Ability Types;"Change the available ability types of other menu parts in this menu screen.
Same as 'Ability Types' type."
GamingIsLove.ORKFramework.UI.ManagerMenuItem.abilityType;Ability Type;Select the ability type that will be available.
GamingIsLove.ORKFramework.UI.ManagerMenuItem.useRequirement;Use Menu Requirement;A defined menu requirement must be valid to display this manager item.
GamingIsLove.ORKFramework.UI.ManagerMenuItem.requirement;Menu Requirement;Select the menu requirement that must be valid.
GamingIsLove.ORKFramework.UI.ManagerMenuItem.requirementHide;Hide;"The button won't be displayed if the requirement is invalid.
If disabled, the button will only be deactivated."
GamingIsLove.ORKFramework.UI.SchematicManagerMenuItem;Schematic;Starts a schematic, using the menu user as 'Machine Object' and 'Starting Object'.
GamingIsLove.ORKFramework.UI.SchematicManagerMenuItem.useOnSelection;Use On Selection;Use the button's action upon selecting/highlighting it (i.e. not accepting the choice).
GamingIsLove.ORKFramework.UI.SchematicManagerMenuItem.schematicAsset;Schematic Asset;Select a schematic asset that will be started.
GamingIsLove.ORKFramework.UI.ShortcutSlotManagerMenuItem;Shortcut Slot;Assigns an item or ability from another menu part in this menu screen to a shortcut slot (selection in that menu part).
GamingIsLove.ORKFramework.UI.ShortcutSlotManagerMenuItem.useOnSelection;Use On Selection;Use the button's action upon selecting/highlighting it (i.e. not accepting the choice).
GamingIsLove.ORKFramework.UI.ShortcutSlotManagerMenuItem.backAfterUse;Back After Use;Return to the manager part after using the action.
GamingIsLove.ORKFramework.UI.ShortcutSlotManagerMenuItem.ownSlotLayout;Own Layout;Use a custom content layout for the assigned slot button.
GamingIsLove.ORKFramework.UI.AssignShortcutMenuAction;Assign Shortcut;Assigns a shortcut to a slot or shows a menu to assign an item/ability/equipment to a shortcut slot of the menu user.
GamingIsLove.ORKFramework.UI.BaseMenuAction.useConditions;Use Conditions;Use conditions to check the menu screen's user or the menu action's content.
GamingIsLove.ORKFramework.UI.BackMenuAction;Back;Closes the sub menu without doing anything (shows 'Back' button).
GamingIsLove.ORKFramework.UI.CancelMenuAction;Cancel;Closes the sub menu without doing anything (shows 'Cancel' button).
GamingIsLove.ORKFramework.UI.CraftingListMenuAction;Crafting List;Adds an item/equipment/currency to the user's crafting list.
GamingIsLove.ORKFramework.UI.DropMenuAction;Drop;Drops an item/equipment into the game world (which will remove it from the inventory).
GamingIsLove.ORKFramework.UI.GiveMenuAction;Give;Gives an item/equipment to another group member (only possible if 'Individual' inventory is used).
GamingIsLove.ORKFramework.UI.GiveMenuAction.useCombatantPart;Use Combatant Part;"Use a combatant menu part as the combatant selection.
If no combatant menu part is displayed in the menu screen or it only displays the current combatant, a combatant selection will be used instead."
GamingIsLove.ORKFramework.UI.GiveMenuAction.ownSelection;Own Com. Selection;"Define a combatant selection that will be used.
If disabled, the default combatant selection (menu user) will be used."
GamingIsLove.ORKFramework.UI.GiveMenuAction.selection;Combatant Selection;Select the combatant selection that will be used.
GamingIsLove.ORKFramework.UI.LevelUpgradeMenuAction;Level Upgrade;Increases the level of abilities/equipment using level upgrade settings or learns an equipment ability.
GamingIsLove.ORKFramework.UI.LevelUpgradeMenuAction.upgradeToMaxLevel;Upgrade To Max Level;"The ability/equipment will upgrade to the highest level possible (depending on upgrade costs).
If disabled, the ability/equipment will upgrade one level.
This is not used when learning an equipment ability."
GamingIsLove.ORKFramework.UI.LevelUpMenuAction;Level Up;"Increases the level of abilities/equipment with level up type 'Spend' (if enough experience is available).
Starts research of abilities if the next level is avaialble and researchable in the combatant's research trees."
GamingIsLove.ORKFramework.UI.MenuActionSetting.type;Menu Action;Select the menu action that will be used:
GamingIsLove.ORKFramework.UI.MergeMenuAction;Merge;"Merges a stack of items/equipment/etc. with an afterwards selected stack.
Use 'Accept' key to merge and 'Cancel' key to cancel out of the merge selection."
GamingIsLove.ORKFramework.UI.MergeMenuAction.highlightInput;Highlight Input;Highlight the merging content's input with a defined color.
GamingIsLove.ORKFramework.UI.MergeMenuAction.highlightColor;Color;Select the color used to highlight the merging content's input.
GamingIsLove.ORKFramework.UI.MergeMenuAction.useMergeQuestion;Use Merge Question;Display a question dialogue before merging.
GamingIsLove.ORKFramework.UI.MoveMenuAction;Move (Inventory Container Slot);"Moves a stack of items/equipment/etc. to an afterwards selected inventory container slot.
Currently only supported by 'Inventory Container' menu parts.
Use 'Accept' key to move and 'Cancel' key to cancel out of the move selection."
GamingIsLove.ORKFramework.UI.MoveMenuAction.highlightInput;Highlight Input;Highlight the moving content's input with a defined color.
GamingIsLove.ORKFramework.UI.MoveMenuAction.highlightColor;Color;Select the color used to highlight the moving content's input.
GamingIsLove.ORKFramework.UI.NoneMenuAction;None;Does nothing.
GamingIsLove.ORKFramework.UI.RemoveMenuAction;Remove;Removes an item/equipment.
GamingIsLove.ORKFramework.UI.SchematicMenuAction;Schematic;Starts a schematic, using the selected item/ability/etc. as (local) selected data with the key 'action'.
GamingIsLove.ORKFramework.UI.SchematicMenuAction.schematic;Schematic;Select a schematic asset that will be started when using this sub menu item.
GamingIsLove.ORKFramework.UI.SellMenuAction;Sell;Sells an item/equipment/etc, the combatant receives currencies and the item is removed from the inventory.
GamingIsLove.ORKFramework.UI.SellMenuAction.currency;Currency;Select the currency the content will be sold for.
GamingIsLove.ORKFramework.UI.SellMenuAction.priceRounding;Price Rounding;"Sell prices are used as whole numbers (integers), using exchange rates and modifiers can result in decimal values (which would be cut off).
Define how the sell prices should be rounded:
- Default: Uses the default rounding defined in 'Game > Game Settings'.
- None: No rounding.
- Ceil: The price will be rounded up (e.g. 14.2 will become 15).
- Floor: The price will be rounded down (e.g. 14.8 will become 14).
- Round: The price will be rounded to the nearest integer (e.g. 14.2 will become 14, 14.8 will become 15)."
GamingIsLove.ORKFramework.UI.SellMenuAction.usePriceModifier;Use Price Modifier;Use a modifier for the sell price.
GamingIsLove.ORKFramework.UI.SellMenuAction.priceModifier;Price Modifier;The sell price modifier that will be used.
GamingIsLove.ORKFramework.UI.SellMenuAction.faction;Sell To Faction;"Select a faction to sell to.
The faction's price modifiers will be used (based on the sympathy/faction benefits).
Select the 'None' faction to not use a faction."
GamingIsLove.ORKFramework.UI.SellMenuAction.setExchangeRate;Set Exchange Rate;"Set the exchange rate for the currency.
If disabled, the current exchange rate of the currency will be used."
GamingIsLove.ORKFramework.UI.SellMenuAction.exchangeRate;Exchange Rate;Define the exchange rate used for the currency.
GamingIsLove.ORKFramework.UI.SellMenuAction.showSellQuestion;Show Sell Question;"Show a question dialogue before selling something.
The question dialogue will be displayed after the quantity selection."
GamingIsLove.ORKFramework.UI.SortMenuAction;Sort;"Sorts the currently displayed items/equipment/etc.
Sorting an inventory container will permanently change the slot assignment to the new sorting."
GamingIsLove.ORKFramework.UI.SplitMenuAction;Split;Splits a stack of items/equipment/etc. into 2 stacks.
GamingIsLove.ORKFramework.UI.ToItemBoxMenuAction;To Item Box;Stores an item/equipment/etc. into an item box (via box ID).
GamingIsLove.ORKFramework.UI.ToItemBoxMenuAction.boxID;Box ID;"Define the box ID that will be used.
Box ID's are defined in the 'Item Collector' of the item box and are used to remember the content of the box."
GamingIsLove.ORKFramework.UI.ToItemBoxMenuAction.useAddType;Use Stack Type;"Items and equipment will be added to the item box according to their inventory stack type (e.g. auto stack).
If disabled, items/equipment will be added as is, i.e. with their defined quantity without grouping them together."
GamingIsLove.ORKFramework.UI.UnequipMenuAction;Unequip;"Unequips an equipment, AI behaviour or AI ruleset (shows 'Unquip' button).
Only used for already equipped things (if they're listed)."
GamingIsLove.ORKFramework.UI.UseMenuAction;Use;Uses an item/ability (shows 'Use' button), equips an equipment (shows 'Equip' button).
GamingIsLove.ORKFramework.UI.UseMenuAction.useCombatantPart;Use Combatant Part;"Use a combatant menu part as the combatant selection.
If no combatant menu part is displayed in the menu screen or it only displays the current combatant, a combatant selection will be used instead."
GamingIsLove.ORKFramework.UI.UseMenuAction.allowUnequipping;Allow Unequipping;"For equipment, AI behaviours or AI rulesets that are already equipped on the combatant, it'll allow unequipping and show the 'Unequip' button.
If disabled, the 'Use' action isn't available for equipped things."
GamingIsLove.ORKFramework.UI.MenuListMenuItem.screen;Menu Screen;Select the menu screen that will be called.
GamingIsLove.ORKFramework.UI.MenuListMenuItem.reqHide;Hide;"The button won't be displayed if the requirements are invalid.
If disabled, the button will only be deactivated."
GamingIsLove.ORKFramework.UI.MenuListMenuItem.useRequirement;Use Menu Requirement;A defined menu requirement must be valid to display this menu item.
GamingIsLove.ORKFramework.UI.MenuListMenuItem.requirement;Menu Requirement;Select the menu requirement that must be valid.
GamingIsLove.ORKFramework.UI.MenuScreen.name;Name;The name of this menu screen.
GamingIsLove.ORKFramework.UI.MenuScreen.rememberSelection;Remember Selection;"Remember the last selections made in the menu screen.
If disabled, the selection highlights the first menu item in the list."
GamingIsLove.ORKFramework.UI.MenuScreen.allClosedResetSelection;All Closed Reset;Reset the selections after closing all open menu screens.
GamingIsLove.ORKFramework.UI.MenuScreen.singleScreen;Single Screen;"This menu screen can only be displayed alone.
All other menu screens will automatically close if this menu screen is opened.
If disabled, this menu screen can be displayed with other menu screens."
GamingIsLove.ORKFramework.UI.MenuScreen.closeOn2nd;2nd Call Closes;"Calling/opening this menu screen when it's already open will close it.
I.e. you can open and close the menu screen with a single button."
GamingIsLove.ORKFramework.UI.MenuScreen.close2ndFocused;Close Only Focused;"This menu screen will only close on a 2nd call when it's focused.
I.e. if you're using another menu screen with this in the background, you'll show this menu screen."
GamingIsLove.ORKFramework.UI.MenuScreen.closeFocusLost;Close Focus Lost;This menu screen will close when losing the focus.
GamingIsLove.ORKFramework.UI.MenuScreen.blockControl;Block Control;The player control is blocked while this menu screen is displayed.
GamingIsLove.ORKFramework.UI.MenuScreen.blockControlMaps;Block Control Maps;The control maps are blocked while this menu screen is displayed.
GamingIsLove.ORKFramework.UI.MenuScreen.pauseNotifications;Pause Notifications;Pause notifications while the menu screen is displayed.
GamingIsLove.ORKFramework.UI.MenuScreen.blockNotifications;Block Notifications;Block adding new notifications while this menu screen is displayed.
GamingIsLove.ORKFramework.UI.MenuScreen.blockFlyingTexts;Block Flying Texts;Block adding new flying texts while this menu screen is displayed.
GamingIsLove.ORKFramework.UI.MenuScreen.pauseGame;Pause Game;The game will be paused while this menu screen is opened.
GamingIsLove.ORKFramework.UI.MenuScreen.pauseTime;Pause Time;The game time (play time) will pause when the game is paused.
GamingIsLove.ORKFramework.UI.MenuScreen.freezePause;Freeze Pause;The game freezes in pause, i.e. animations, movements, etc. will stop.
GamingIsLove.ORKFramework.UI.MenuScreen.setTimeScale;Change Time Scale;"Change the time scale while displaying the menu screen.
This can be used to slow down or speed up the game."
GamingIsLove.ORKFramework.UI.MenuScreen.setMakinomScale;Set Makinom Scale;"Set the Makinom time scale - it's used only for Makinom/ORK related things, like battles, schematics, etc.
If disabled, the Unity time scale will be set, affecting everything in the game."
GamingIsLove.ORKFramework.UI.MenuScreen.timeScale;Time Scale;"Define the time scale that will be used while displaying the menu screen.
A time scale of 1 is normal speed, 0.5 is half speed, 2 is double speed.
A time scale of 0 will freeze time (same as using freeze pause)."
GamingIsLove.ORKFramework.UI.MenuScreen.useKey;Use Call Key;This menu screen can be called directly by an input key.
GamingIsLove.ORKFramework.UI.MenuScreen.useMultiInputID;Use Multi Input ID;"The call key will get input from any input ID.
If the used input ID is used by a combatant of the player group, the menu screen will be opened with that combatant as user.
If no combatant matches the input ID, the menu screen isn't opened.
If disabled, only uses the global input ID."
GamingIsLove.ORKFramework.UI.MenuScreen.allowInMenuCall;Allow In-Menu Call;"Allow calling the menu screen via the call key while another (control blocking) menu screen is opened.
Otherwise, blocked controls will prevent using the call key."
GamingIsLove.ORKFramework.UI.MenuScreen.useRequirement;Use Menu Requirement;A defined menu requirement must be valid to enable calling this menu screen by an input key.
GamingIsLove.ORKFramework.UI.MenuScreen.requirement;Menu Requirement;Select the menu requirement that must be valid.
GamingIsLove.ORKFramework.UI.MenuScreen.useCloseKey;Use Close Key;This menu screen can be closed directly by an input key.
GamingIsLove.ORKFramework.UI.MenuScreen.closeKeyNoReturn;Don't Return;Don't return to previously opened menu screens when closing the screen using the close key.
GamingIsLove.ORKFramework.UI.MenuScreen.closeKeyAll;Close All;Close all currently opened menu screens.
GamingIsLove.ORKFramework.UI.MenuScreen.closeScreensOpeningExcept;Close All Except;"Closes all menu screens except the defined screens (and this screen).
If disabled, the defined screens will be closed."
GamingIsLove.ORKFramework.UI.MenuScreen.closeScreensOpening;Close Screen (Opening);"Select the menu screen that will be closed if this menu screen is opened.
Please note that this doesn't prevent the selected menu screen from being opened again while this screen displayed."
GamingIsLove.ORKFramework.UI.MenuScreen.closeScreensClosingExcept;Close All Except;"Closes all menu screens except the defined screens (and this screen).
If disabled, the defined screens will be closed."
GamingIsLove.ORKFramework.UI.MenuScreen.closeScreensClosing;Close Screen (Closing);Select the menu screen that will be closed if this menu screen is closed.
GamingIsLove.ORKFramework.UI.MenuScreen.otherPlayerGroup;Other Player Group;"Use a player group defined by a group ID.
If disabled, the current active player group will be used."
GamingIsLove.ORKFramework.UI.MenuScreen.groupID;Group ID;The ID of the player group that will be used.
GamingIsLove.ORKFramework.UI.MenuScreen.openMenuUser;Open Menu User;The user of an already opened menu screen is used (if available).
GamingIsLove.ORKFramework.UI.MenuScreen.aliveUser;Alive User;When opening this menu screen and the user is dead, the first alive member of the group will be used.
GamingIsLove.ORKFramework.UI.MenuScreen.noHiddenUser;No Hidden User;When opening this menu screen and the user is a hidden group member, the first not hidden member of the group will be used.
GamingIsLove.ORKFramework.UI.MenuScreen.battleGroupUser;Battle Group User;When opening this menu screen and the user isn't part of the battle group, the first battle group member will be used.
GamingIsLove.ORKFramework.UI.MenuScreen.allowNonPlayer;Allow Non-Player;Non-player combatants can be displayed by this menu screen, e.g. through click on their HUD or custom scripts.
GamingIsLove.ORKFramework.UI.MenuScreen.changeOnlyBattle;Only Battle Group;"Only the battle group is available for changing the combatant.
If disabled, you can browse through the whole player group."
GamingIsLove.ORKFramework.UI.MenuScreen.changeAliveUser;Alive User;Changing the user only allows alive combatants.
GamingIsLove.ORKFramework.UI.MenuScreen.changeNoHiddenUser;No Hidden User;Changing the user only allows non-hidden combatants.
GamingIsLove.ORKFramework.UI.MenuScreen.changeBattleSorted;Change Battle Sorted;Change the group (if the whole group is used) battle sorted, i.e. using the battle members first, followed by the battle reserve and finally the remaining non-battle members.
GamingIsLove.ORKFramework.UI.MenuScreen.allowComChange;Allow User Change;"This screen allows changing the combatant.
If disabled, the combatant of this menu screen is fixed to a previous selection (by default the player combatant, i.e. the leader of the player group)."
GamingIsLove.ORKFramework.UI.MenuScreen.allowPartChange;Allow Part Change;"This screen allows changing the active menu part.
You can only change to controlable menu parts."
GamingIsLove.ORKFramework.UI.MenuScreen.noGeneralBG;No General Background;"This menu screen won't display the general background UIs.
If disabled, the general background will be displayed.
The general background is defined in the general settings."
GamingIsLove.ORKFramework.UI.MenuScreen.ownBG;Own Background;Override the default menu background UI defined in the general settings.
GamingIsLove.ORKFramework.UI.MenuScreen.openSchematicAsset;Open Schematic;"Select a schematic asset that will be started when opening this menu screen.
You can use this to add advanced effects to the menu screen, e.g. adding image effects.
The menu user is used as 'Maschine Object' and 'Starting Object'. If the menu user isn't set, the leader of the player group will be used."
GamingIsLove.ORKFramework.UI.MenuScreen.openWaitForSchematic;Wait (Open);"Wait for the open schematic to finish before showing the menu screen.
The schematic starts after playing the 'Open Clip', changing music and blocking controls/pausing game."
GamingIsLove.ORKFramework.UI.MenuScreen.schematicOnlyWhenOpening;Only When Opening;The open schematic will only be executed if this menu screen is opened on its own, not coming from another menu screen.
GamingIsLove.ORKFramework.UI.MenuScreen.closeSchematicAsset;Close Schematic;"Select a schematic asset that will be started when closing this menu screen.
You can use this to add advanced effects to the menu screen, e.g. removing image effects.
The menu user is used as 'Maschine Object' and 'Starting Object'. If the menu user isn't set, the leader of the player group will be used."
GamingIsLove.ORKFramework.UI.MenuScreen.closeSchematicExecution;Execute Schematic;"Select when the schematic will be executed:
- Before Fading: The schematic starts before fading out the menu screen. Fading will start after the schematic finished.
- While Fading: The schematic starts at the same time as fading out the menu screen.
- After Fading: The schematic starts after fading out the menu screen."
GamingIsLove.ORKFramework.UI.MenuScreen.closeWaitForSchematic;Wait (Close);"Wait for the close schematic to finish before returning to the game/previous menu screen or open the next menu screen.
The schematic starts after closing the screen."
GamingIsLove.ORKFramework.UI.MenuScreen.schematicOnlyWhenClosing;Only When Closing;The close schematic will only be executed if this menu screen is closed without calling another menu screen.
GamingIsLove.ORKFramework.UI.MenuScreen.channel;Sound Channel;"Define the sound channel that will be used.
The default channel is 0."
GamingIsLove.ORKFramework.UI.MenuScreen.openClip;Open Clip;"Select the audio clip that will be played when opening this menu.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.UI.MenuScreen.openVolume;Volume (Open);The volume used to play the open clip (between 0 and 1).
GamingIsLove.ORKFramework.UI.MenuScreen.closeClip;Close Clip;"Select the audio clip that will be played when closing this menu.
Select none to not play an audio clip."
GamingIsLove.ORKFramework.UI.MenuScreen.closeVolume;Volume (Close);The volume used to play the close clip (between 0 and 1).
GamingIsLove.ORKFramework.UI.MenuScreen.failClip;Fail Clip;"Select the audio clip that will be played when this menu can't be opened (due to call requirements).
Select none to not play an audio clip."
GamingIsLove.ORKFramework.UI.MenuScreen.failVolume;Volume (Close);The volume used to play the fail clip (between 0 and 1).
GamingIsLove.ORKFramework.UI.MenuScreen.ownMusic;Own Music;"This menu screen plays a different music clip while opened.
The currently playing clip will resume playing after the menu screen has been closed."
GamingIsLove.ORKFramework.UI.MenuScreen.musicStoreID;Stored ID;Define the ID usted to store the currently playing music.
GamingIsLove.ORKFramework.UI.MenuTargetSelection.keepOpen;Keep Open;"Keep the target selection open until closing it via canceling the selection.
This allows using multiple times without having to open the target selection again.
If disabled, the target selection is closed after one use."
GamingIsLove.ORKFramework.UI.MenuTargetSelection.ownSelection;Own Com. Selection;"Define a combatant selection that will be used.
If disabled, the default combatant selection (menu user) will be used."
GamingIsLove.ORKFramework.UI.MenuTargetSelection.useScreenCombatant;Use Screen Combatant;Automatically use on the current menu user.
GamingIsLove.ORKFramework.UI.MenuTargetSelection.selection;Combatant Selection;Select the combatant selection that will be used.
GamingIsLove.ORKFramework.UI.MenuTypeSettings`2.allTypes;All Types;"All types will be available.
If disabled, you have to select the types that will be available."
GamingIsLove.ORKFramework.UI.MenuTypeSettings`2.showEmptyTypes;Show Empty Types;"Empty types (without any available data) will be displayed (with inactive buttons).
If disabled, only the types with available data will be displayed."
GamingIsLove.ORKFramework.UI.MenuTypeSettings`2.activeEmptyTypes;Active Buttons;Empty type buttons will be displayed using active buttons (i.e. can be used).
GamingIsLove.ORKFramework.UI.MenuTypeSettings`2.mergeSubTypes;Merge Sub Types;"Display all data from sub types of a selected type.
Only the root parent types (or lowest available types) will be displayed."
GamingIsLove.ORKFramework.UI.MenuTypeSettings`2.enableTypeTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a type menu item.
GamingIsLove.ORKFramework.UI.MenuTypeSettings`2.setStartParentType;Set Start Parent Type;"Set a type to be used as start partent type.
Only sub types of the selected parent type will be displayed."
GamingIsLove.ORKFramework.UI.MenuTypeSettings`2.startParentType;Start Parent Type;"Select the type that will be used as start parent type.
Only sub types of the selected parent type will be displayed."
GamingIsLove.ORKFramework.UI.MenuTypeSettings`2.addAllTypeChoice;Add 'All' Type;Add an 'All' type choice for all displayed types, showing all available data.
GamingIsLove.ORKFramework.UI.MenuTypeSettings`2.allTypeChoiceFirst;'All' Type First;The 'All' type choice will be the first choice in the list.
GamingIsLove.ORKFramework.UI.MenuTypeSettings`2.availableType;Available Type;"Select the type that will be available.
Also displays hidden types if added."
GamingIsLove.ORKFramework.UI.MenuTypeSettings`2.useTypeKeys;Use Change Keys;"The type can be changed by input keys.
Not used when types are merged."
GamingIsLove.ORKFramework.UI.AIBehaviourMultiSlotItem;AI Behaviour Slot;Shows a defined AI behaviour slot.
GamingIsLove.ORKFramework.UI.AIBehaviourMultiSlotItem.slotIndex;AI Behaviour Slot Index;Define the index of the AI behaviour slot that will be used.
GamingIsLove.ORKFramework.UI.AIBehaviourMultiSlotItem.showUnavailableSlot;Show Unavailable Slot;"The AI behaviour slot will be displayed even if it's unavailable to the combatant (with inactive buttons).
If disabled, only an AI behaviour slot available to the combatant will be displayed."
GamingIsLove.ORKFramework.UI.AIBehaviourMultiSlotItem.enableEmptySlotTooltip;Empty Slot Tooltip;A tooltip HUD can be displayed for the AI behaviour slot when the mouse position is over an empty AI behaviour slot.
GamingIsLove.ORKFramework.UI.AIRulesetMultiSlotItem;AI Ruleset Slot;Shows a defined AI ruleset slot.
GamingIsLove.ORKFramework.UI.AIRulesetMultiSlotItem.slotIndex;AI Ruleset Slot Index;Define the index of the AI ruleset slot that will be used.
GamingIsLove.ORKFramework.UI.AIRulesetMultiSlotItem.showUnavailableSlot;Show Unavailable Slot;"The AI ruleset slot will be displayed even if it's unavailable to the combatant (with inactive buttons).
If disabled, only an AI ruleset slot available to the combatant will be displayed."
GamingIsLove.ORKFramework.UI.AIRulesetMultiSlotItem.enableEmptySlotTooltip;Empty Slot Tooltip;A tooltip HUD can be displayed for the AI ruleset slot when the mouse position is over an empty AI ruleset slot.
GamingIsLove.ORKFramework.UI.ClassMultiSlotItem;Class Slot;Shows a defined class slot.
GamingIsLove.ORKFramework.UI.ClassMultiSlotItem.classSlot;Class Slot;Select the class slot that will be used.
GamingIsLove.ORKFramework.UI.ClassMultiSlotItem.showUnavailableSlot;Show Unavailable Slot;"The class slot will be displayed even if it's unavailable to the combatant (with inactive buttons).
If disabled, only a class slot available to the combatant will be displayed."
GamingIsLove.ORKFramework.UI.ClassMultiSlotItem.enableEmptySlotTooltip;Empty Slot Tooltip;A tooltip HUD can be displayed for the class slot when the mouse position is over an empty class slot.
GamingIsLove.ORKFramework.UI.ClassMultiSlotItem.allClasses;All Classes;"All classes available to the combatant that can be equipped on the class slot will be displayed.
Not equipable classes will be inactive.
If disabled, only classes that can be equipped on the class slot will be displayed."
GamingIsLove.ORKFramework.UI.EquipmentMultiSlotItem;Equipment Slot;Shows a defined equipment slot.
GamingIsLove.ORKFramework.UI.EquipmentMultiSlotItem.equipmentSlot;Equipment Slot;Select the equipment slot that will be used.
GamingIsLove.ORKFramework.UI.EquipmentMultiSlotItem.showUnavailableSlot;Show Unavailable Slot;"The equipment slot will be displayed even if it's unavailable to the combatant (with inactive buttons).
If disabled, only an equipment slot available to the combatant will be displayed."
GamingIsLove.ORKFramework.UI.EquipmentMultiSlotItem.enableEmptySlotTooltip;Empty Slot Tooltip;A tooltip HUD can be displayed for the equipment slot when the mouse position is over an empty equipment slot.
GamingIsLove.ORKFramework.UI.EquipmentMultiSlotItem.allEquipment;All Equipment;"All equipment in the combatant's inventory will be displayed.
Not equipable equipment will be inactive.
If disabled, only equipment that can be equipped by the combatant will be displayed."
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addAttacks;Add Attacks;The combatant's base attacks will be added to the list.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addCounter;Add Counter;The combatant's counter attack will be added to the list.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addClass;Add Class Ability;The combatant's class ability will be added to the list.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addActive;Add Active Abilities;The combatant's active abilities will be added to the list.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addPassive;Add Passive Abilities;The combatant's passive abilities will be added to the list.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addTemporary;Add Temporary Abilities;"Select if temporary abilities will be included:
- Yes: Temporary abilities will be included.
- No: Temporary abilities will not be included.
- Only: Only temporary abilities will be displayed."
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.ignoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addDefend;Add Defend;The defend command will be added to the list.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.defendAbilityType;Ability Type;Select the ability type the defend command will be listed in.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addEscape;Add Escape;The escape command will be added to the list.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.escapeAbilityType;Ability Type;Select the ability type the escape command will be listed in.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addNone;Add None;The none command will be added to the list (ending turn).
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.noneAbilityType;Ability Type;Select the ability type the none command will be listed in.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addGridMove;Add Grid Move;The grid move command will be added to the list.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.gridMoveAbilityType;Ability Type;Select the ability type the grid move command will be listed in.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addGridOrientation;Add Grid Orientation;The grid orientation command will be added to the list.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.gridOrientationAbilityType;Ability Type;Select the ability type the grid orientation command will be listed in.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addGridExamine;Add Grid Examine;The grid examine command will be added to the list.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.gridExamineAbilityType;Ability Type;Select the ability type the grid examine command will be listed in.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.allTypes;All Types;"All types will be available.
If disabled, you have to select the types that will be available."
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.showEmptyTypes;Show Empty Types;"Empty types (without any available data) will be displayed (with inactive buttons).
If disabled, only the types with available data will be displayed."
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.activeEmptyTypes;Active Buttons;Empty type buttons will be displayed using active buttons (i.e. can be used).
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.mergeSubTypes;Merge Sub Types;"Display all data from sub types of a selected type.
Only the root parent types (or lowest available types) will be displayed."
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.enableTypeTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a type menu item.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.addAllTypeChoice;Add 'All' Type;Add an 'All' type choice for all displayed types, showing all available data.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.allTypeChoiceFirst;'All' Type First;The 'All' type choice will be the first choice in the list.
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.availableItemType;Available Item Type;"Select the item type that will be available.
Also displays hidden types if added."
GamingIsLove.ORKFramework.UI.MultiContentMenuSettings.availableAbilityType;Available Ability Type;"Select the ability type that will be available.
Also displays hidden types if added."
GamingIsLove.ORKFramework.UI.MultiSlotMenuItem.type;Slot Type;Select the type of the slot:
GamingIsLove.ORKFramework.UI.MultiSlotMenuItem.useConditions;Use Conditions;Use conditions to check the menu screen's user.
GamingIsLove.ORKFramework.UI.MultiSlotMenuItem.ownSlotContentLayout;Own Content Layout;Override the slot content layout for this slot.
GamingIsLove.ORKFramework.UI.MultiSlotMenuItem.useEmptyLayout;Use Empty Layout;"Use a separate content layout for empty slots.
If disabled, empty slots will use the slot content layout."
GamingIsLove.ORKFramework.UI.MultiSlotMenuItem.useUnavailableLayout;Use Unavailable Layout;"Use a separate content layout for unavailable slots.
If disabled, unavailable slots will use the slot content layout."
GamingIsLove.ORKFramework.UI.MultiSlotMenuItem.ownTypeContentLayout;Own Content Layout;Override the type content layout for this slot.
GamingIsLove.ORKFramework.UI.MultiSlotMenuItem.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.MultiSlotMenuItem.ownListContentLayout;Own Content Layout;Override the list content layout for this slot.
GamingIsLove.ORKFramework.UI.MultiSlotMenuItem.useNewContentLayout;Mark New Content;Use a different content layout for new content.
GamingIsLove.ORKFramework.UI.ShortcutMultiSlotItem;Shortcut Slot;Shows a defined shortcut slot.
GamingIsLove.ORKFramework.UI.ShortcutMultiSlotItem.showUnavailableSlot;Show Unavailable Slot;"The shortcut slot will be displayed even if it's unavailable to the combatant (with inactive buttons).
If disabled, only a shortcut slot available to the combatant will be displayed.
A shortcut slot is unavailable if the list index exceeds the available lists of the combatant."
GamingIsLove.ORKFramework.UI.ShortcutMultiSlotItem.enableEmptySlotTooltip;Empty Slot Tooltip;A tooltip HUD can be displayed for the shortcut slot when the mouse position is over an empty AI ruleset slot.
GamingIsLove.ORKFramework.UI.MenuPortraitSelection.showUser;Show User;Show a portrait of the menu screen's user instead of a selected button's content.
GamingIsLove.ORKFramework.UI.MenuPortraitSelection.portraitType;Portrait Type;Select the portrait type that will be displayed.
GamingIsLove.ORKFramework.UI.MenuPortraitTypeSelection.showPortrait;Show Portrait;Display the portrait of a selected button's content (if available).
GamingIsLove.ORKFramework.UI.MultiSlotMenuTypeSettings`2.allTypes;All Types;"All types will be available.
If disabled, you have to select the types that will be available."
GamingIsLove.ORKFramework.UI.MultiSlotMenuTypeSettings`2.showEmptyTypes;Show Empty Types;"Empty types (without any available data) will be displayed (with inactive buttons).
If disabled, only the types with available data will be displayed."
GamingIsLove.ORKFramework.UI.MultiSlotMenuTypeSettings`2.activeEmptyTypes;Active Buttons;Empty type buttons will be displayed using active buttons (i.e. can be used).
GamingIsLove.ORKFramework.UI.MultiSlotMenuTypeSettings`2.mergeSubTypes;Merge Sub Types;"Display all data from sub types of a selected type.
Only the root parent types (or lowest available types) will be displayed."
GamingIsLove.ORKFramework.UI.MultiSlotMenuTypeSettings`2.enableTypeTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a type menu item.
GamingIsLove.ORKFramework.UI.MultiSlotMenuTypeSettings`2.setStartParentType;Set Start Parent Type;"Set a type to be used as start partent type.
Only sub types of the selected parent type will be displayed."
GamingIsLove.ORKFramework.UI.MultiSlotMenuTypeSettings`2.startParentType;Start Parent Type;"Select the type that will be used as start parent type.
Only sub types of the selected parent type will be displayed."
GamingIsLove.ORKFramework.UI.MultiSlotMenuTypeSettings`2.addAllTypeChoice;Add 'All' Type;Add an 'All' type choice for all displayed types, showing all available data.
GamingIsLove.ORKFramework.UI.MultiSlotMenuTypeSettings`2.allTypeChoiceFirst;'All' Type First;The 'All' type choice will be the first choice in the list.
GamingIsLove.ORKFramework.UI.MultiSlotMenuTypeSettings`2.availableType;Available Type;"Select the type that will be available.
Also displays hidden types if added."
GamingIsLove.ORKFramework.UI.SubMenu.alwaysOpen;Always Open;"The sub menu is always open when an input with content (e.g. item, equipment, etc.) is selected.
The 'Call Key' is used to focus the sub menu in this case."
GamingIsLove.ORKFramework.UI.SubMenu.key;Call Key;"Select the input key that will call the sub menu.
If the same input key as the 'Accept' key is used, the sub menu will be called instead of using the selected menu item."
GamingIsLove.ORKFramework.UI.SubMenu.uiBox;UI Box;Select the box used to display the sub menu.
GamingIsLove.ORKFramework.UI.SubMenu.atInputPosition;At Input Position;Display the sub menu at the position of the selected input.
GamingIsLove.ORKFramework.UI.SubMenu.inputAnchor;Input Anchor;"Select the corner/edge of the input that will be used.
E.g. middle center of the input."
GamingIsLove.ORKFramework.UI.SubMenu.inputOffset;Input Offset;Offset to the used input position.
GamingIsLove.ORKFramework.UI.SubMenu.onlyForUseable;Only For Useable;"The sub menu will only be available for usable choices.
E.g. the sub menu won't be displayed (and the menu item call keys can't be used) for a not usable ability."
GamingIsLove.ORKFramework.UI.SubMenu.showPreview;Show Preview;Show a status preview of the sub menu's content (e.g. an equipment or ability) while the sub menu is open.
GamingIsLove.ORKFramework.UI.SubMenu.onlyAvailable;Only Available;"Only available menu items will be displayed.
If disabled, all menu items will be displayed, menu items that can't be used will be inactive."
GamingIsLove.ORKFramework.UI.SubMenu.showEmptyMenu;Show Empty Menu;Also show the menu if no menu item is available, e.g. to display an item's description.
GamingIsLove.ORKFramework.UI.SubMenu.blockTooltips;Block Tooltips;Block tooltips while displaying this sub menu.
GamingIsLove.ORKFramework.UI.SubMenu.closeOutOfBoxClick;Close Out Of Box Click;Close the sub menu when clicking outside of the UI box.
GamingIsLove.ORKFramework.UI.SubMenu.blockFocus;Block Focus;"Block the focus while displaying this sub menu.
No other UI box can be selected/clicked while the focus is blocked."
GamingIsLove.ORKFramework.UI.SubMenu.useContentIcon;Use Content Icon;Use the icon of the displayed content.
GamingIsLove.ORKFramework.UI.SubMenuItem.useKey;Use Key;"Use an input key to call the action of this sub menu item (e.g. drop an item).
The key is used to use this menu item's action without opening the sub menu, i.e. the key can be used in the same menu as the sub menu call key."
GamingIsLove.ORKFramework.UI.SubMenuItem.key;Call Key;Select the input key to use this sub menu item.
GamingIsLove.ORKFramework.UI.SubMenuItem.ownContent;Own Button Content;Override the button's default name, description and icon.
GamingIsLove.ORKFramework.UI.GenericDropdownOption`1.value;Value;Define the value that'll be used for this dropdown option.
GamingIsLove.ORKFramework.UI.Option.type;Option Type;Select the type of the option:
GamingIsLove.ORKFramework.UI.OptionsMenu.allCategories;All Options;"All option categories will be available.
If disabled, you have to select the option categories that will be available."
GamingIsLove.ORKFramework.UI.OptionsMenu.enableCategoryTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a category button.
GamingIsLove.ORKFramework.UI.OptionsMenu.availableCategory;Available Categories;Select the categories that will be available.
GamingIsLove.ORKFramework.UI.OptionsMenu.useCategoryKeys;Use Change Keys;The category can be changed by input keys.
GamingIsLove.ORKFramework.UI.OptionsMenu.categoryDisplay;Category Display;"Select how the option categories will be displayed:
- None: The categories won't be displayed, they can be changed using the category change keys.
- UI Box: The categories are displayed in their own UI box.
- Tabs: The categories are displayed as tabs in the list box."
GamingIsLove.ORKFramework.UI.OptionsMenu.display;Display Category>List;"Select the box display mode:
- Same: Categories and option list use the same UI box.
- One: Only one box will be displayed at a time. Categories and option list use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Categories and option list use different UI boxes.
- Sequence: Same as 'Multi', but the option list will only be displayed when an category was selected."
GamingIsLove.ORKFramework.UI.OptionsMenu.uiBox;Category Box;Select the UI box used to display the categories.
GamingIsLove.ORKFramework.UI.OptionsMenu.useCategoryTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.OptionsMenu.categoryTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.OptionsMenu.categoryMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.OptionsMenu.uiBox2;Option List Box;"Select the UI box used to display the option inputs.
If 'Same' box display is selected, this box will also display the options."
GamingIsLove.ORKFramework.UI.OptionsMenu.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over an option input.
GamingIsLove.ORKFramework.UI.OptionsMenu.showDescription;Show Description;Show a description box displaying the selected option's description.
GamingIsLove.ORKFramework.UI.AcceptOptionType;Accept;Accept the changes that where made to options.
GamingIsLove.ORKFramework.UI.AcceptOptionType.close;Close Menu;Accepting closes the options menu.
GamingIsLove.ORKFramework.UI.BaseOptionType.addDescription;Add Description;Add a description to the input.
GamingIsLove.ORKFramework.UI.BaseOptionType.description;Description Content;The description content of this input.
GamingIsLove.ORKFramework.UI.CancelOptionType;Cancel;"Resets the changes that where made to options.
Only resets changes that where not yet accepted."
GamingIsLove.ORKFramework.UI.CancelOptionType.close;Close Menu;Accepting closes the options menu.
GamingIsLove.ORKFramework.UI.InputRebindOptionType;Input Rebind;Starts rebinding of an input key.
GamingIsLove.ORKFramework.UI.InputRebindOptionType.inputKey;Input Key;Select the input key to rebind to a different input.
GamingIsLove.ORKFramework.UI.InputRebindOptionType.highlightInput;Highlight Input Rebind;Highlight the input with a defined color during input rebinding.
GamingIsLove.ORKFramework.UI.InputRebindOptionType.highlightColor;Color;Select the color used to highlight input during rebinding.
GamingIsLove.ORKFramework.UI.OptionsMenuOptionType;Options Menu;Opens another options menu.
GamingIsLove.ORKFramework.UI.OptionsMenuOptionType.close;Close Menu;"Closes the options menu.
Returning from the opened options menu will open the closed options menu again."
GamingIsLove.ORKFramework.UI.ResetInputBindingsOptionType;Reset Input Bindings;A button to reset all input bindings to default (i.e. setup in the editor).
GamingIsLove.ORKFramework.UI.ResetInputBindingsOptionType.close;Close Menu;Closes the options menu.
GamingIsLove.ORKFramework.UI.SchematicButtonOptionType;Schematic Button;A button to start a schematic.
GamingIsLove.ORKFramework.UI.SchematicButtonOptionType.schematic;Schematic;Select a schematic asset that will be started.
GamingIsLove.ORKFramework.UI.SchematicButtonOptionType.close;Close Menu;Closes the options menu.
GamingIsLove.ORKFramework.UI.AntiAliasingDropdownOptionType;Anti Aliasing (Dropdown);Changes the anti aliasing value based on a dropdown selection.
GamingIsLove.ORKFramework.UI.FullScreenModeDropdownOptionType;Full Screen Mode (Dropdown);Changes the application's full screen mode based on a dropdown selection.
GamingIsLove.ORKFramework.UI.FullScreenModeToggleOptionType;Full Screen Mode (Toggle);Changes the application's full screen mode between two modes based on a toggle.
GamingIsLove.ORKFramework.UI.GenericToggleOptionType`1.enabledValue;Enabled Value;Define the value that will be used when the toggle is enabled.
GamingIsLove.ORKFramework.UI.GenericToggleOptionType`1.disabledValue;Disabled Value;Define the value that will be used when the toggle is disabled.
GamingIsLove.ORKFramework.UI.QualityLevelDropdownOptionType;Quality Level (Dropdown);Changes the graphics quality level based on a dropdown selection.
GamingIsLove.ORKFramework.UI.RefreshRateDropdownOptionType;Refresh Rate (Dropdown);"Changes the application's refresh rate based on a dropdown selection.
The available frequencies are determined by 'Screen.resolutions' (see Unity documentation for details)."
GamingIsLove.ORKFramework.UI.ScreenResolutionDropdownOptionType;Screen Resolution (Dropdown);"Changes the application's screen resolution based on a dropdown selection.
The available resolutions are determined by 'Screen.resolutions' (see Unity documentation for details)."
GamingIsLove.ORKFramework.UI.ShadowQualityDropdownOptionType;Shadow Quality (Dropdown);Changes the shadow quality based on a dropdown selection.
GamingIsLove.ORKFramework.UI.ShadowQualityToggleOptionType;Shadow Quality (Toggle);Changes the shadow quality between two values based on a toggle.
GamingIsLove.ORKFramework.UI.ShadowResolutionDropdownOptionType;Shadow Resolution (Dropdown);Changes the shadow resolution based on a dropdown selection.
GamingIsLove.ORKFramework.UI.DifficultyDropdownOptionType;Difficulty (Dropdown);Changes the difficulty based on a dropdown selection.
GamingIsLove.ORKFramework.UI.DifficultyDropdownOptionType.useContentIcon;Use Difficulty Icon;Use the icon of the displayed difficulty as the dropdown option's icon instead of a defined icon.
GamingIsLove.ORKFramework.UI.LanguageDropdownOptionType;Language (Dropdown);Changes the language based on a dropdown selection.
GamingIsLove.ORKFramework.UI.LanguageDropdownOptionType.useContentIcon;Use Language Icon;Use the icon of the displayed language as the dropdown option's icon instead of a defined icon.
GamingIsLove.ORKFramework.UI.RandomBattleChanceOptionType;Random Battle Chance;Changes the chance for random battles. Used as percent of the chance defined in random battle areas (plus bonuses).
GamingIsLove.ORKFramework.UI.RandomBattleChanceOptionType.chanceAsInt;Int Chance;Display the random battle chance as an integer.
GamingIsLove.ORKFramework.UI.RandomBattleChanceOptionType.maxRandomBattleChance;Maximum Chance;"The maximum random battle chance that can be set.
The minimum is 0 (i.e. 0 % - no random battles at all).
100 is 100 %, the default random battle chance.
200 is 200 %, double random battle chance."
GamingIsLove.ORKFramework.UI.RandomBattleChanceOptionType.valueChange;Value Change;The value that will be added/subtracted from the chance per input.
GamingIsLove.ORKFramework.UI.RandomBattleChanceOptionType.formatting;Formatting;"Define how float values will be formatted when using text codes (, , ).
E.g. '0' will display whole numbers (e.g. 5), '0.0' will display 1 decimal (e.g. 2.5), etc."
GamingIsLove.ORKFramework.UI.RememberSelectionsOptionType;Remember Selections;"Remember selections in battle menus, menu screens and combatant selections.
Only used if they individually enable remembering selections."
GamingIsLove.ORKFramework.UI.SaveConfirmationOptionType;Save Confirmation;"Show the save question dialogue to confirm saving.
Only used if using the save question dialogue is enabled."
GamingIsLove.ORKFramework.UI.TextSpeedOptionType;Text Speed;Changes the speed of text typing in UI boxes.
GamingIsLove.ORKFramework.UI.TextSpeedOptionType.minTextSpeed;Minimum Text Speed;"The minimum text speed that can be set.
The text speed defined in UI boxes will be divided by the text speed option.
If the text speed is set to 0, text typing will be deactivated."
GamingIsLove.ORKFramework.UI.TextSpeedOptionType.maxTextSpeed;Maximum Text Speed;"The maximum text speed that can be set.
The text speed defined in UI boxes will be divided by the text speed option.
If the text speed is set to 0, text typing will be deactivated."
GamingIsLove.ORKFramework.UI.BoolVariableOptionType;Bool Variable;Changes a global bool variable.
GamingIsLove.ORKFramework.UI.BoolVariableOptionType.variableKey;Variable Key;Define the key of the variable.
GamingIsLove.ORKFramework.UI.DropdownIntVariableOptionType;Int Variable (Dropdown);"Changes a global int variable based on a dropdown selection.
A dropdown shows a list of options, the selected option's index will be used."
GamingIsLove.ORKFramework.UI.DropdownIntVariableOptionType.variableKey;Variable Key;Define the key of the variable.
GamingIsLove.ORKFramework.UI.FloatVariableOptionType;Float Variable;Changes a global float variable.
GamingIsLove.ORKFramework.UI.FloatVariableOptionType.variableKey;Variable Key;Define the key of the variable.
GamingIsLove.ORKFramework.UI.FloatVariableOptionType.loop;Loop;"Loop the value input.
Decreasing at the minimum value will set to maximum value, increasing at the maximum value will set to minimum value."
GamingIsLove.ORKFramework.UI.FloatVariableOptionType.minValue;Minimum Value;The minimum value (lower limit) of the field.
GamingIsLove.ORKFramework.UI.FloatVariableOptionType.maxValue;Maximum Value;The maximum value (upper limit) of the field.
GamingIsLove.ORKFramework.UI.FloatVariableOptionType.valueChange;Value Change;The value that will be added/subtracted from the field per input.
GamingIsLove.ORKFramework.UI.FloatVariableOptionType.formatting;Formatting;"Define how float values will be formatted when using text codes (, , , , ).
E.g. '0' will display whole numbers (e.g. 5), '0.0' will display 1 decimal (e.g. 2.5), etc."
GamingIsLove.ORKFramework.UI.IntVariableOptionType;Int Variable;Changes a global int variable.
GamingIsLove.ORKFramework.UI.IntVariableOptionType.variableKey;Variable Key;Define the key of the variable.
GamingIsLove.ORKFramework.UI.IntVariableOptionType.loop;Loop;"Loop the value input.
Decreasing at the minimum value will set to maximum value, increasing at the maximum value will set to minimum value."
GamingIsLove.ORKFramework.UI.IntVariableOptionType.minValue;Minimum Value;The minimum value (lower limit) of the field.
GamingIsLove.ORKFramework.UI.IntVariableOptionType.maxValue;Maximum Value;The maximum value (upper limit) of the field.
GamingIsLove.ORKFramework.UI.IntVariableOptionType.valueChange;Value Change;The value that will be added/subtracted from the field per input.
GamingIsLove.ORKFramework.UI.StringVariableOptionType;String Variable;Changes a global string variable.
GamingIsLove.ORKFramework.UI.StringVariableOptionType.variableKey;Variable Key;Define the key of the variable.
GamingIsLove.ORKFramework.UI.GlobalVolumeOptionType;Global Volume;Changes the global volume (0-1).
GamingIsLove.ORKFramework.UI.GlobalVolumeOptionType.valueAsInt;Int Value;"Display the value as an integer, i.e. a value from 0 to 10.
If disabled, the value will be displayed as a float, i.e. 0 to 1."
GamingIsLove.ORKFramework.UI.GlobalVolumeOptionType.loop;Loop;"Loop the value input.
Decreasing at the minimum value will set to maximum value, increasing at the maximum value will set to minimum value."
GamingIsLove.ORKFramework.UI.GlobalVolumeOptionType.formatting;Formatting;"Define how float values will be formatted when using text codes (, , , , ).
E.g. '0' will display whole numbers (e.g. 5), '0.0' will display 1 decimal (e.g. 2.5), etc."
GamingIsLove.ORKFramework.UI.MusicVolumeOptionType;Music Volume;Changes the music volume (0-1).
GamingIsLove.ORKFramework.UI.MusicVolumeOptionType.valueAsInt;Int Value;"Display the value as an integer, i.e. a value from 0 to 10.
If disabled, the value will be displayed as a float, i.e. 0 to 1."
GamingIsLove.ORKFramework.UI.MusicVolumeOptionType.loop;Loop;"Loop the value input.
Decreasing at the minimum value will set to maximum value, increasing at the maximum value will set to minimum value."
GamingIsLove.ORKFramework.UI.MusicVolumeOptionType.useMusicChannel;Use Music Channel;"Change the volume of a music channel.
If disabled, the master music volume (affecting all music channels) will be used."
GamingIsLove.ORKFramework.UI.MusicVolumeOptionType.musicChannel;Music Channel;Define the music channel that will be changed.
GamingIsLove.ORKFramework.UI.MusicVolumeOptionType.formatting;Formatting;"Define how float values will be formatted when using text codes (, , , , ).
E.g. '0' will display whole numbers (e.g. 5), '0.0' will display 1 decimal (e.g. 2.5), etc."
GamingIsLove.ORKFramework.UI.MuteGlobalVolumeOptionType;Mute Global Volume;Mutes or unmutes the global volume.
GamingIsLove.ORKFramework.UI.MuteMusicVolumeOptionType;Mute Music Volume;Mutes or unmutes the music volume.
GamingIsLove.ORKFramework.UI.MuteMusicVolumeOptionType.useMusicChannel;Use Music Channel;"Change the volume of a music channel.
If disabled, the master music volume (affecting all music channels) will be used."
GamingIsLove.ORKFramework.UI.MuteMusicVolumeOptionType.musicChannel;Music Channel;Define the music channel that will be changed.
GamingIsLove.ORKFramework.UI.MuteSoundVolumeOptionType;Mute Sound Volume;Mutes or unmutes the sound volume.
GamingIsLove.ORKFramework.UI.MuteSoundVolumeOptionType.useSoundChannel;Use Sound Channel;"Change the volume of a sound channel.
If disabled, the master sound volume (affecting all sound channels) will be used."
GamingIsLove.ORKFramework.UI.MuteSoundVolumeOptionType.soundChannel;Sound Channel;Define the sound channel that will be changed.
GamingIsLove.ORKFramework.UI.SoundVolumeOptionType;Sound Volume;Changes the sound volume (0-1).
GamingIsLove.ORKFramework.UI.SoundVolumeOptionType.valueAsInt;Int Value;"Display the value as an integer, i.e. a value from 0 to 10.
If disabled, the value will be displayed as a float, i.e. 0 to 1."
GamingIsLove.ORKFramework.UI.SoundVolumeOptionType.loop;Loop;"Loop the value input.
Decreasing at the minimum value will set to maximum value, increasing at the maximum value will set to minimum value."
GamingIsLove.ORKFramework.UI.SoundVolumeOptionType.useSoundChannel;Use Sound Channel;"Change the volume of a sound channel.
If disabled, the master sound volume (affecting all sound channels) will be used."
GamingIsLove.ORKFramework.UI.SoundVolumeOptionType.soundChannel;Sound Channel;Define the sound channel that will be changed.
GamingIsLove.ORKFramework.UI.SoundVolumeOptionType.formatting;Formatting;"Define how float values will be formatted when using text codes (, , , , ).
E.g. '0' will display whole numbers (e.g. 5), '0.0' will display 1 decimal (e.g. 2.5), etc."
GamingIsLove.ORKFramework.UI.CombatantReactionPortrait.type;React To;Select when this reaction portrait will be used:
GamingIsLove.ORKFramework.UI.StatusEffectCombatantReactionPortrait;Status Effect;Shown while a defined status effect is applied.
GamingIsLove.ORKFramework.UI.StatusEffectCombatantReactionPortrait.statusEffect;Status Effect;Select the status effect that must be applied.
GamingIsLove.ORKFramework.UI.BaseCombatantReactionPortrait.portraitType;Portrait Type;Select the portrait type that will be used for this reaction.
GamingIsLove.ORKFramework.UI.StatusValueChangeCombatantReactionPortrait;Status Value Change;Shown for a defined time after a status value change.
GamingIsLove.ORKFramework.UI.StatusValueChangeCombatantReactionPortrait.statusValue;Status Value;Select the status value that needs to be changed.
GamingIsLove.ORKFramework.UI.StatusValueChangeCombatantReactionPortrait.time;Time (s);The time in seconds the portrait will be visible.
GamingIsLove.ORKFramework.UI.PrefabViewBackgroundSettings.prefab;Background Prefab;Select the prefab that will be used as background.
GamingIsLove.ORKFramework.UI.PrefabViewBackgroundSettings.offset;Background Offset;The offset of the background prefab to the spawned prefab.
GamingIsLove.ORKFramework.UI.PrefabViewBackgroundSettings.rotation;Rotation;The rotation the background prefab will be spawned with.
GamingIsLove.ORKFramework.UI.PrefabViewCameraSettings.prefab;Camera Prefab;Select the prefab (with a camera) that will be used for showing prefabs.
GamingIsLove.ORKFramework.UI.PrefabViewCameraSettings.offset;Camera Offset;The offset of the camera to the spawned prefab.
GamingIsLove.ORKFramework.UI.PrefabViewCameraSettings.lookAt;Look At Prefab;The camera looks at the spawned prefab.
GamingIsLove.ORKFramework.UI.PrefabViewCameraSettings.childObject;Child Object;The camera targets a child object of the prefab.
GamingIsLove.ORKFramework.UI.PrefabViewCameraSettings.renderTexture;Render Texture;"Select the render texture that will be used for viewing prefabs.
A copy of the render texture will be created when the texture is being used.
Requires a 'Render Texture' to be used."
GamingIsLove.ORKFramework.UI.PrefabViewPrefabSettings.position;Spawn Position;The position used for spawning prefabs.
GamingIsLove.ORKFramework.UI.PrefabViewPrefabSettings.offset;Spawn Offset;The offset between spawned prefabs.
GamingIsLove.ORKFramework.UI.PrefabViewPrefabSettings.viewLayer;View Layer;"Select the layer the prefabs will be spawned on.
Make sure the camera prefab is able to render this layer."
GamingIsLove.ORKFramework.UI.PrefabViewPrefabSettings.setChildLayers;Set Child Layers;"Set the layers of child objects of the spawned prefab.
This is e.g. needed if the renderer is on one of the prefab's child objects."
GamingIsLove.ORKFramework.UI.PrefabViewPrefabSettings.disableColliders;Disable Colliders;Disable colliders on spawned prefabs.
GamingIsLove.ORKFramework.UI.PrefabViewPrefabSettings.disableMachines;Disable Machines;Disable machine components on spawned prefabs.
GamingIsLove.ORKFramework.UI.PrefabViewPrefabSettings.rigidbodiesKinematic;Set Rigidbodies Kinematic;Set rigidbodies on spawned prefabs to kinematic.
GamingIsLove.ORKFramework.UI.CombatantSelection.name;Name;The name of this combatant selection.
GamingIsLove.ORKFramework.UI.CombatantSelection.uiBox;UI Box;The UI box used to display the combatant coice.
GamingIsLove.ORKFramework.UI.CombatantSelection.onlyBattle;Only Battle Group;Only the battle group is available for selection.
GamingIsLove.ORKFramework.UI.CombatantSelection.onlyAvailable;Only Available;"Only valid targets are displayed.
If disabled, all group members are displayed, the buttons of those who can't be selected are inactive."
GamingIsLove.ORKFramework.UI.CombatantSelection.battleSorted;Battle Sorted;"When not displaying only the battle group, the group members are displayed battle sorted.
I.e. first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.UI.CombatantSelection.showHiddenMembers;Show Hidden Members;Hidden group members will be displayed.
GamingIsLove.ORKFramework.UI.CombatantSelection.rememberSelection;Remember Selection;Remember the last selection.
GamingIsLove.ORKFramework.UI.CombatantSelection.autoAcceptOne;Auto Accept One;If only one combatant is displayed, it'll automatically be used without displaying the combatant selection.
GamingIsLove.ORKFramework.UI.CombatantSelection.ownCombatantChoice;Own Layout;Override the default combatant choice layout (UI > Text Display Settings).
GamingIsLove.ORKFramework.UI.QuantityCall.type;Quantity Type;"Select the type of the quantity determination:
- Default: The default quantity selection setting is used.
- One: 1 item.
- All: All available items.
- Select: Select the quantity using a quantity selection."
GamingIsLove.ORKFramework.UI.QuantityDefault.quantitySelection;Quantity Selection;Select the quantity selection that will be used.
GamingIsLove.ORKFramework.UI.QuantityDefault.minimum;Minimum Quantity;"At least this quantity must be available to call the quantity selection.
If the quantity is below this number, only 1 item will be removed (or dropped, bought, etc.)"
GamingIsLove.ORKFramework.UI.QuantitySelection.name;Name;The name of this quantity selection.
GamingIsLove.ORKFramework.UI.QuantitySelection.uiBox;UI Box;Select the UI box used to display the quantity selection.
GamingIsLove.ORKFramework.UI.QuantitySelection.blockFocus;Block Focus;"Block the focus while displaying this quantity selection.
No other UI box can be selected/clicked while the focus is blocked."
GamingIsLove.ORKFramework.UI.QuantitySelection.showOkButton;Show Ok Button;Show the ok button of the UI box.
GamingIsLove.ORKFramework.UI.QuantitySelection.showCancelButton;Show Cancel Button;Show the cancel button of the UI box.
GamingIsLove.ORKFramework.UI.QuantitySelection.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.QuantitySelection.titleUseContentIcon;Use Content Icon;Use the icon of the displayed content as the title's icon instead of a defined icon.
GamingIsLove.ORKFramework.UI.QuantitySelection.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.QuantitySelection.useContentIcon;Use Content Icon;Use the icon of the displayed content as the message's icon instead of a defined icon.
GamingIsLove.ORKFramework.UI.QuantitySelection.messageHUD;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.UI.QuantitySelection.hideInputForMaxQuantityOne;Hide For Max Quantity 1;Hide the quantity change input if only a maximum quantity of 1 can be selected.
GamingIsLove.ORKFramework.UI.QuantitySelection.useHorizontalChange;Use Horizontal Change;Change the quantity via horizontal input of the used UI box.
GamingIsLove.ORKFramework.UI.QuantitySelection.loopHorizontal;Loop Horizontal;Loop horizontal quantity changes.
GamingIsLove.ORKFramework.UI.QuantitySelection.horizontalChange;Horizontal Change;The value that will be added/subtracted from the field per input.
GamingIsLove.ORKFramework.UI.QuantitySelection.useVerticalChange;Use Vertical Change;Change the quantity via vertical input of the used UI box.
GamingIsLove.ORKFramework.UI.QuantitySelection.loopVertical;Loop Vertical;Loop vertical quantity changes.
GamingIsLove.ORKFramework.UI.QuantitySelection.verticalChange;Vertial Change;The value that will be added/subtracted from the field per input.
GamingIsLove.ORKFramework.UI.ShopBuyCombatantInfo.asDialogue;As Dialogue;"The combatant info will be displayed as a dialogue when accepting a combatant from the list.
The quantity selection starts when accepting the combatant info dialogue.
If disabled, the info will be displayed like a HUD (i.e. without available interaction), accepting a selected combatant will start the quantity selection."
GamingIsLove.ORKFramework.UI.ShopBuyCombatantInfo.uiBox;UI Box;The UI box used to display the info.
GamingIsLove.ORKFramework.UI.ShopBuyCombatantInfo.showPortrait;Show Portrait;Display a portrait of the combatant (if available).
GamingIsLove.ORKFramework.UI.ShopBuyCombatantInfo.portraitType;Portrait Type;Select the portrait type that will be used.
GamingIsLove.ORKFramework.UI.ShopBuySellPart.uiBox;UI Box;Select the UI box used to display the buy/sell choice.
GamingIsLove.ORKFramework.UI.ShopBuySellPart.keepOpen;Keep Open;"The buy/sell box will remain open while the type/list boxes are displayed.
If disabled, the buy/sell box will be closed after selecting buy or sell."
GamingIsLove.ORKFramework.UI.ShopBuySellPart.showOnSelection;Show On Selection;"Buy or sell mode will be shown when selecting (not accepting) the buy or sell button.
If disabled, buy or sell mode are only shown when accepting a button."
GamingIsLove.ORKFramework.UI.ShopBuySellPart.showBackgrounds;Show Backgrounds;"Show the background images in the buy/sell choice.
If disabled, the background images will not be displayed in the buy/sell choice."
GamingIsLove.ORKFramework.UI.ShopBuySellPart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.ShopBuySellPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.ShopDescriptionPart.uiBox;UI Box;Select the UI box used to display the description of a selected choice.
GamingIsLove.ORKFramework.UI.ShopDescriptionPart.always;Always Visible;"The description box will always be visible, even if no description is available.
If disabled, the description box will only be displayed if the selected choice has a description."
GamingIsLove.ORKFramework.UI.ShopDescriptionPart.atInputPosition;At Input Position;Display the UI box at the position of the selected input.
GamingIsLove.ORKFramework.UI.ShopDescriptionPart.inputAnchor;Input Anchor;"Select the corner/edge of the input that will be used.
E.g. middle center of the input."
GamingIsLove.ORKFramework.UI.ShopDescriptionPart.inputOffset;Input Offset;Offset to the used input position.
GamingIsLove.ORKFramework.UI.ShopDescriptionPart.showInBuySell;Show in Buy/Sell Box;Show descriptions in the buy/sell choice.
GamingIsLove.ORKFramework.UI.ShopDescriptionPart.showInType;Show in Type Box;Show descriptions in the type choice.
GamingIsLove.ORKFramework.UI.ShopDescriptionPart.showInList;Show in List Box;Show descriptions in the item list choice.
GamingIsLove.ORKFramework.UI.ShopDescriptionPart.showInCart;Show in Cart Box;Show descriptions in the shopping cart choice.
GamingIsLove.ORKFramework.UI.ShopLayout.name;Name;The name of this shop layout.
GamingIsLove.ORKFramework.UI.ShopLayout.useCloseKey;Use Close Key;The shop can be closed directly by an input key.
GamingIsLove.ORKFramework.UI.ShopLayout.closeKey;Close Input Key;Select the input key used to close the shop.
GamingIsLove.ORKFramework.UI.ShopLayout.buyWithoutItems;Buy Without Items;"Buying items can also be accessed without any items to buy.
If disabled, the 'Buy' button will be disabled when no items can be bought."
GamingIsLove.ORKFramework.UI.ShopLayout.buyAutoClose;Auto Close Buy;"Buying items will automatically be closed when the last item has been bought.
If disabled, the shop will remain in buying mode even if no items are available."
GamingIsLove.ORKFramework.UI.ShopLayout.sellWithoutItems;Sell Without Items;"Selling items can also be accessed without any items to sell.
If disabled, the 'Sell' button will be disabled when no items can be sold."
GamingIsLove.ORKFramework.UI.ShopLayout.sellAutoClose;Auto Close Sell;"Selling items will automatically be closed when the last item has been sold.
If disabled, the shop will remain in selling mode even if no items are available."
GamingIsLove.ORKFramework.UI.ShopLayout.allowComChange;Allow Change;"This shop layout allows changing the combatant.
If disabled, the combatant is fixed to the player combatant (i.e. the leader of the player group).
The selected combatant will be the one who will buy/sell in the shop - if individual inventories are used, this determines who will receive items and who's items can be sold."
GamingIsLove.ORKFramework.UI.ShopLayout.changeOnlyBattle;Only Battle Group;"Only the battle group is available for changing the combatant.
If disabled, you can browse through the whole player group."
GamingIsLove.ORKFramework.UI.ShopLayout.changeBattleSorted;Change Battle Sorted;Change the group (if the whole group is used) battle sorted, i.e. using the battle members first, followed by the battle reserve and finally the remaining non-battle members.
GamingIsLove.ORKFramework.UI.ShopLayout.changeNoHiddenUser;No Hidden User;Changing the user only allows non-hidden combatants.
GamingIsLove.ORKFramework.UI.ShopLayout.ownBG;Own Background;Override the default shop background UI defined in the general settings.
GamingIsLove.ORKFramework.UI.ShopLayout.showName;Show Name;Show the name and icon of the shop.
GamingIsLove.ORKFramework.UI.ShopLayout.showBuySell;Show Buy/Sell;Show a buy/sell choice when opening the shop.
GamingIsLove.ORKFramework.UI.ShopLayout.useSellMode;Use Sell Mode;"Use the shop's sell mode (i.e. you can't buy anything).
If disabled, uses the buy mode (i.e. you can't sell anything)."
GamingIsLove.ORKFramework.UI.ShopLayout.displayList;Display Type>List;"Select the box display mode for item types and the item list (only used when showing types in a UI box):
- Same: Types and items/equipments use the same UI box.
- One: Only one box will be displayed at a time. Types and items/equipments use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and items/equipments use different UI boxes.
- Sequence: Same as 'Multi', but the items/equipments will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.ShopLayout.typeBox;UI Box;Select the UI box used to display the type choice.
GamingIsLove.ORKFramework.UI.ShopLayout.showDesc;Show Description;Show the description of a selected choice.
GamingIsLove.ORKFramework.UI.ShopLayout.showInfo;Show Info;Show general information.
GamingIsLove.ORKFramework.UI.ShopLayout.infoShowOkButton;Show OK Button;"Show the 'Ok' button of the UI box.
When using 'Accept Next Page', this will toggle to the next info page."
GamingIsLove.ORKFramework.UI.ShopLayout.showComInfo;Show User Info;Show information about the user combatant or the whole player group.
GamingIsLove.ORKFramework.UI.ShopLayout.comInfoShowOkButton;Show OK Button;"Show the 'Ok' button of the UI box.
When using 'Accept Next Page', this will toggle to the next combatant page."
GamingIsLove.ORKFramework.UI.ShopLayout.showBuyCombatantInfo;Show Info;Show detailed information about a combatant available to be bought.
GamingIsLove.ORKFramework.UI.ShopLayout.showBuyQuestion;Show Buy Question;"Show a question dialogue before buying something.
The question dialogue will be displayed after the quantity selection."
GamingIsLove.ORKFramework.UI.ShopLayout.showSellQuestion;Show Sell Question;"Show a question dialogue before selling something.
The question dialogue will be displayed after the quantity selection."
GamingIsLove.ORKFramework.UI.ShopListPart.uiBox;UI Box;Select the UI box used to display the item list.
GamingIsLove.ORKFramework.UI.ShopListPart.showPortraits;Show Portraits;Display the portrait of a selected item, equipment, etc. (if available).
GamingIsLove.ORKFramework.UI.ShopListPart.portraitType;Portrait Type;Select the portrait type that will be displayed.
GamingIsLove.ORKFramework.UI.ShopListPart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.ShopListPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.ShopListPart.useNewContentLayout;Mark New Items;Use a different content layout for new items.
GamingIsLove.ORKFramework.UI.ShopListPart.autoSelectItem;Auto Select Item;"Automatically select an item when opening the item list box.
Only used if a back button is shown and selected when opening the item list box."
GamingIsLove.ORKFramework.UI.ShopListPart.enableDrag;Enable Dragging;"Items and equipments can be dragged.
This is only available when buying from the shop."
GamingIsLove.ORKFramework.UI.ShopListPart.enableClick;Enable Click-Drag;"Items and equipments can be click-dragged.
This is only available when buying from the shop."
GamingIsLove.ORKFramework.UI.ShopListPart.clickCount;Click Count;Define the number of clicks needed.
GamingIsLove.ORKFramework.UI.ShopListPart.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a menu item.
GamingIsLove.ORKFramework.UI.ShopListPart.useCombatantLayout;Use Combatant Layout;Use a different content layout for buttons representing combatants.
GamingIsLove.ORKFramework.UI.ShopListPart.ownCombatantChoice;Own Layout;Override the default combatant choice layout (UI > Text Display Settings).
GamingIsLove.ORKFramework.UI.ShopModeButton.type;Button Type;"Select the type of the button:
- Buy: Opens the shop for buying items and equipment.
- Sell: Opens the shop for selling from the inventory to the shop.
- Exit: Closes the shop."
GamingIsLove.ORKFramework.UI.ShopNamePart.uiBox;UI Box;Select the UI box used to display the shop name.
GamingIsLove.ORKFramework.UI.ShopNamePart.inBuySell;In Buy/Sell;Show the name box during the buy/sell selection.
GamingIsLove.ORKFramework.UI.ShopNamePart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.ShopNamePart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.ShopNamePart.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.UI.ShoppingCart.useShoppingCart;Use Shopping Cart;"Use the shopping cart for buying/selling.
Accepting items (after quantity selection, confirmations, etc.) will add them to the shopping cart instead of buying/selling them immediately.
The shopping cart has to be confirmed to buy/sell all items in it."
GamingIsLove.ORKFramework.UI.ShoppingCart.uiBox;UI Box;Select the UI box used to display the shopping cart choice.
GamingIsLove.ORKFramework.UI.ShoppingCart.alwaysDisplay;Always Display;"The shopping cart will be displayed while the type/list boxes are displayed.
If disabled, the shopping cart will only be displayed when using the input key to open/change to it."
GamingIsLove.ORKFramework.UI.ShoppingCart.remove2ndAdd;Remove 2nd Add;"Adding an item to the cart a 2nd time will remove it.
If disabled, items can be added as long as the available quantity (or allowed quantity) isn't exceeded, otherwise the item isn't added (but not removed)."
GamingIsLove.ORKFramework.UI.ShoppingCart.openCartKey;Open Cart Key;"Select the input key used to open or change to the cart.
When using 'Always Display', the key will change focus to the cart's box.
When not using 'Always Display', the key will open the cart box."
GamingIsLove.ORKFramework.UI.ShoppingCart.keyClosesCart;Key Closes Cart;"Using the 'Open Cart Key' while focusing the cart's UI box will close the box.
When using 'Always Display', this'll return to the list box."
GamingIsLove.ORKFramework.UI.ShoppingCart.showPortraits;Show Portraits;Display the portrait of a selected item, equipment, etc. (if available).
GamingIsLove.ORKFramework.UI.ShoppingCart.portraitType;Portrait Type;Select the portrait type that will be displayed.
GamingIsLove.ORKFramework.UI.ShoppingCart.enableDrag;Enable Dragging;Items can be dragged on the list box to remove them from the cart.
GamingIsLove.ORKFramework.UI.ShoppingCart.enableClick;Enable Click-Drag;"Items can be click-dragged.
Clicking on the list box after clicking an item will remove it from the cart."
GamingIsLove.ORKFramework.UI.ShoppingCart.clickCount;Click Count;Define the number of clicks needed.
GamingIsLove.ORKFramework.UI.ShoppingCart.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a menu item.
GamingIsLove.ORKFramework.UI.ShoppingCart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.ShoppingCart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.ShoppingCart.messageHUD;Message Content;"The content displayed in the dialogue.
Using HUD will have the shopping cart's combined costs available to display."
GamingIsLove.ORKFramework.UI.ShoppingCart.useCombatantLayout;Use Combatant Layout;Use a different content layout for buttons representing combatants.
GamingIsLove.ORKFramework.UI.ShoppingCart.ownCombatantChoice;Own Layout;Override the default combatant choice layout (UI > Text Display Settings).
GamingIsLove.ORKFramework.UI.ShoppingCartButton.type;Button Type;"Select the type of the button:
- Confirm: Confirms buying/selling everything in the cart.
- Cancel: Cancels the cart (back to the item list).
- Add All: Adds all items currently listed in the item list (takes input filters into account).
- Remove All: Removes all items from the cart."
GamingIsLove.ORKFramework.UI.ShoppingCartButton.afterItems;After Items;"This button will be added after the items in the cart.
If disabled, the button is added before the items."
GamingIsLove.ORKFramework.UI.ShoppingCartButton.addMaxQuantity;Add Max Quantity;"Add the maximum possible quantity (available/allowed items).
If disabled, a quantity of 1 will be added."
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.useQuantityDetails;Use Quantity Details;"Use quantity selections to display details about a selected content in the shop.The quantity selection will be displayed when selecting (not accepting) an item. Accepting an item will change focus to the quantity selection, allowing quantity input and accepting buying/selling.
You can define separate quantity selections for for items, equipment, abilities, etc."
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.keepFocusedAfter;Keep Focus After;Keep the quantity selection focused after buying/selling.
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.defaultSelection;Default Quantity Selection;"Select the quantity selection that will be used.
You can optionally define quantity selections for individual content below.
If no quantity selection is selection is set up for individual content, the default quantity selection defined here is used."
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.itemSelection;Item Quantity Selection;Select the quantity selection that will be used to display items.
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.equipmentSelection;Equipment Quantity Selection;Select the quantity selection that will be used to display equipment.
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.abilitySelection;Ability Quantity Selection;Select the quantity selection that will be used to display abilities.
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.combatantSelection;Combatant Quantity Selection;Select the quantity selection that will be used to display combatants.
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.classSelection;Class Quantity Selection;Select the quantity selection that will be used to display classes.
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.aiBehaviourSelection;AI Behaviour Quantity Selection;Select the quantity selection that will be used to display AI behaviours.
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.aiRulesetSelection;AI Ruleset Quantity Selection;Select the quantity selection that will be used to display AI rulesets.
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.craftingRecipeSelection;Crafting Recipe Quantity Selection;Select the quantity selection that will be used to display crafting recipes.
GamingIsLove.ORKFramework.UI.ShopQuantityDetails.questSelection;Quest Quantity Selection;Select the quantity selection that will be used to display quests.
GamingIsLove.ORKFramework.UI.ShopTypePart.typeDisplay;Type Display;"Select how the item types will be displayed:
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the item/list box."
GamingIsLove.ORKFramework.UI.ShopTypePart.mergeSubTypes;Merge Sub Types;"Display items from sub types of a selected item type.
Only the root parent types (or lowest available types) will be displayed."
GamingIsLove.ORKFramework.UI.ShopTypePart.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a type menu item.
GamingIsLove.ORKFramework.UI.ShopTypePart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.ShopTypePart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.ShopTypePart.useNewContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.ShopTypePart.autoSelectType;Auto Select Type;"Automatically select a type when opening the type box.
Only used if a back button is shown and selected when opening the type box."
GamingIsLove.ORKFramework.UI.AutoSaveSlotStartMenuOption;Auto Save Slot;Uses an auto save slot, either starting a new game on an empty slot or loading the saved game of the slot.
GamingIsLove.ORKFramework.UI.AutoSaveSlotStartMenuOption.index;Slot Index;"The index of the auto save slot that will be used.
If the index exceeds the number of available auto save slots, the button will not be added."
GamingIsLove.ORKFramework.UI.AutoSaveSlotStartMenuOption.useDeleteKey;Use Delete Key;"A saved slot can be deleted using 'Delete File Settings' defined in 'UI > Save Game Settings'.
Deleting is possible while the button is selected."
GamingIsLove.ORKFramework.UI.AutoSaveSlotStartMenuOption.showNewGameQuestion;Show New Game Question;Show a question dialogue before starting a new game on an empty slot.
GamingIsLove.ORKFramework.UI.AutoSaveSlotStartMenuOption.showLoadGameQuestion;Show Load Game Question;Show a question dialogue before loading the game from a saved slot.
GamingIsLove.ORKFramework.UI.BaseStartMenuOption.usePortrait;Use Portrait;The button displays a portrait when selected.
GamingIsLove.ORKFramework.UI.ContinueStartMenuOption;Continue;Continues from the last save game.
GamingIsLove.ORKFramework.UI.ContinueStartMenuOption.hideInactive;Hide Inactive;"The continue button won't be displayed if continue is not available.
If disabled, the button will be inactive if not available."
GamingIsLove.ORKFramework.UI.ContinueStartMenuOption.autoSelect;Auto Select;The continue option is automatically marked as selected if the game can be continued.
GamingIsLove.ORKFramework.UI.CustomStartMenuOption;Custom;Calls a plugin or uses reflection to use custom functionality.
GamingIsLove.ORKFramework.UI.CustomStartMenuOption.closeStartMenu;Close Start Menu;"Close the start menu - the custom functionality will be used after the start menu was closed.
If disabled, the start menu will stay open, using the custom functionality immediately.
You can open the start menu using 'ORK.StartMenu.menu.Show()' from your custom script."
GamingIsLove.ORKFramework.UI.CustomStartMenuOption.usePlugin;Use Plugin;"The 'Call' function of a plugin will be called.
If disabled, a function of a selected game object's component can be called."
GamingIsLove.ORKFramework.UI.CustomStartMenuOption.plugin;Plugin;Select the plugin that will be called.
GamingIsLove.ORKFramework.UI.CustomStartMenuOption.pluginInfo;Call Information;"The information text that will be passed to the plugin's 'Call' function.
You can use this text to trigger different things in the plugin."
GamingIsLove.ORKFramework.UI.CustomStartMenuOption.isStatic;Is Static;"The called function is a static function of a class.
It doesn't require a component attached to a game object."
GamingIsLove.ORKFramework.UI.ExitStartMenuOption;Exit;Exits the game (i.e. closes the application using 'Application.Quit').
GamingIsLove.ORKFramework.UI.ExitStartMenuOption.showCloseApplicationQuestion;Show Close Application Question;Show a question dialogue before closing the application.
GamingIsLove.ORKFramework.UI.GlobalMachineStartMenuOption;Global Machine;"A global machine is started (without machine/starting object).
Use a 'Call Start Menu' node to open the start menu again (if it's closed)."
GamingIsLove.ORKFramework.UI.GlobalMachineStartMenuOption.closeStartMenu;Close Start Menu;"Close the start menu - the schematic will be used after the start menu was closed.
If disabled, the start menu will stay open, using the schematic immediately.
Use a 'Call Start Menu' node to open the start menu again when closing it."
GamingIsLove.ORKFramework.UI.GlobalMachineStartMenuOption.globalMachine;Global Machine;Select the global machine that will be called.
GamingIsLove.ORKFramework.UI.InformationStartMenuOption;Information;Shows an information dialogue.
GamingIsLove.ORKFramework.UI.LanguageStartMenuOption;Language;Shows a language selection dialogue.
GamingIsLove.ORKFramework.UI.LoadGameStartMenuOption;Load Game;Loads a new game.
GamingIsLove.ORKFramework.UI.LoadGameStartMenuOption.hideInactive;Hide Inactive;"The load button won't be displayed if load game is not available.
If disabled, the button will be inactive if not available."
GamingIsLove.ORKFramework.UI.LoadGameStartMenuOption.autoSelect;Auto Select;The load option is automatically marked as selected if a save game exists.
GamingIsLove.ORKFramework.UI.NewGameStartMenuOption;New Game;Starts a new game.
GamingIsLove.ORKFramework.UI.NewGameStartMenuOption.autoSaveSelection;Auto Save Selection;"An auto save slot selection menu will be shown after selecting the new game option.
The auto save slot choices use the file texts set up in the save game menu."
GamingIsLove.ORKFramework.UI.NewGameStartMenuOption.difficultySelection;Difficulty Selection;"A difficulty selection menu will be shown after selecting the new game option (or auto save slot selection).
The difficulty choice texts use the names and icons of the difficulty settings."
GamingIsLove.ORKFramework.UI.OpenURLStartMenuOption;Open URL;Opens a defined URL using the system's browser.
GamingIsLove.ORKFramework.UI.OpenURLStartMenuOption.closeStartMenu;Close Start Menu;Close the start menu when opening the URL.
GamingIsLove.ORKFramework.UI.OpenURLStartMenuOption.url;URL;"Define the URL that will be opened.
E.g.: https://orkframework.com"
GamingIsLove.ORKFramework.UI.OptionsCategoryStartMenuOption;Options (Category);Displays an options menu for option categories defined in 'UI > Option Categories'.
GamingIsLove.ORKFramework.UI.OptionsCategoryStartMenuOption.useCustomMenu;Use Custom Menu;"Use a custom options menu.
If disabled, the default options menu defined in 'UI > Option Categories > General Settings' will be used."
GamingIsLove.ORKFramework.UI.OptionsStartMenuOption;Options;Shows an option dialogue.
GamingIsLove.ORKFramework.UI.SchematicStartMenuOption;Schematic;"A schematic is started (without machine/starting object).
Use a 'Call Start Menu' node to open the start menu again (if it's closed)."
GamingIsLove.ORKFramework.UI.SchematicStartMenuOption.closeStartMenu;Close Start Menu;"Close the start menu - the schematic will be used after the start menu was closed.
If disabled, the start menu will stay open, using the schematic immediately.
Use a 'Call Start Menu' node to open the start menu again when closing it."
GamingIsLove.ORKFramework.UI.SchematicStartMenuOption.schematicAsset;Schematic Asset;"Select a schematic asset that will be used.
The HUD's user is available as 'Machine Object' and the player as starting object."
GamingIsLove.ORKFramework.UI.SchematicStartMenuOption.updateType;Update Type;Select in which frame update function the machine will be updated.
GamingIsLove.ORKFramework.UI.StartMenuOption.type;Option Type;Select the option that will be used:
GamingIsLove.ORKFramework.UI.AdvancedPriceText.lineSeparation;Line Separation;"Each price cost will be in its own line.
If disabled, a separation text will be used."
GamingIsLove.ORKFramework.UI.AdvancedPriceText.separation;Separation;The text used to separate price costs.
GamingIsLove.ORKFramework.UI.AdvancedPriceText.negativeChange;Negative Change;The text used to display negative changes.
GamingIsLove.ORKFramework.UI.AdvancedPriceText.positiveChange;Positive Change;The text used to display positive changes.
GamingIsLove.ORKFramework.UI.AdvancedPriceText.itemCost;Item Costs;The text used to display item costs.
GamingIsLove.ORKFramework.UI.AdvancedPriceText.equipmentCost;Equipment Costs;The text used to display equipment costs.
GamingIsLove.ORKFramework.UI.AdvancedPriceText.currencyCost;Currency Costs;The text used to display currency costs.
GamingIsLove.ORKFramework.UI.AdvancedPriceText.aiBehaviourCost;AI Behaviour Costs;The text used to display AI behaviour costs.
GamingIsLove.ORKFramework.UI.AdvancedPriceText.aiRulesetCost;AI Ruleset Costs;The text used to display AI ruleset costs.
GamingIsLove.ORKFramework.UI.AdvancedPriceText.craftingRecipeCost;Crafting Recipe Costs;The text used to display crafting recipe costs.
GamingIsLove.ORKFramework.UI.AdvancedPriceText.itemTypeCost;Item Type Costs;The text used to display item type costs (from 'Item Type' item selections).
GamingIsLove.ORKFramework.UI.PriceText.usePriceZeroText;Use Price 0 Text;Use a different text when displaying prices of 0.
GamingIsLove.ORKFramework.UI.PriceText.usePriceOneText;Use Price 1 Text;Use a different text when displaying prices of 1.
GamingIsLove.ORKFramework.UI.PriceText.priceText;Price Text;The price text used to display prices in info texts.
GamingIsLove.ORKFramework.UI.PriceText.priceTextZero;Price Text (0);The price text used to display prices of 0 in info texts.
GamingIsLove.ORKFramework.UI.PriceText.priceTextOne;Price Text (1);The price text used to display prices of 1 in info texts.
GamingIsLove.ORKFramework.UI.QuantityText.useQuantityZeroText;Use Quantity 0 Text;Use a different text when displaying quantities of 0.
GamingIsLove.ORKFramework.UI.QuantityText.useQuantityOneText;Use Quantity 1 Text;Use a different text when displaying quantities of 1.
GamingIsLove.ORKFramework.UI.QuantityText.quantityText;Quantity Text;The quantity text used to display quantities in info texts.
GamingIsLove.ORKFramework.UI.QuantityText.quantityTextZero;Quantity Text (0);The quantity text used to display quantities of 0 in info texts.
GamingIsLove.ORKFramework.UI.QuantityText.quantityTextOne;Quantity Text (1);The quantity text used to display quantities of 1 in info texts.
GamingIsLove.ORKFramework.UI.QuantityTextSettings.ownAIBehaviourText;Own AI Behaviour Text;Use a different quantity text for AI behaviours.
GamingIsLove.ORKFramework.UI.QuantityTextSettings.ownAIRulesetText;Own AI Ruleset Text;Use a different quantity text for AI rulesets.
GamingIsLove.ORKFramework.UI.QuantityTextSettings.ownCraftingRecipeText;Own Crafting Recipe Text;Use a different quantity text for crafting recipes.
GamingIsLove.ORKFramework.UI.QuantityTextSettings.ownCurrencyText;Own Currency Text;Use a different quantity text for currencies.
GamingIsLove.ORKFramework.UI.QuantityTextSettings.ownEquipmentText;Own Equipment Text;Use a different quantity text for equipment.
GamingIsLove.ORKFramework.UI.QuantityTextSettings.ownItemText;Own Item Text;Use a different quantity text for items.
GamingIsLove.ORKFramework.UI.TargetInformationLayout.useTitle;Show Title;Display a title in the title box of the used UI box.
GamingIsLove.ORKFramework.UI.TargetInformationLayout.title;Title;The title of the box.
GamingIsLove.ORKFramework.UI.TargetInformationLayout.content;Target Info Text;"The text used to display target informations when using abilities and items.
Displays status changes that will be caused when using a selected ability or item."
GamingIsLove.ORKFramework.UI.TargetInformationLayout.ownStatusChangeDisplay;Own Status Change Display;Override the default 'Status Change Display' texts defined in 'UI > Text Display Settings'.
GamingIsLove.ORKFramework.UI.ChoiceMessage.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.ChoiceMessage.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.ChoiceMessage.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.ChoiceMessageWithUIKeyHUD.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.ChoiceMessageWithUIKeyHUD.titleUseContentIcon;Use Content Icon;Use the icon of the displayed content as the title's icon instead of a defined icon.
GamingIsLove.ORKFramework.UI.ChoiceMessageWithUIKeyHUD.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.ChoiceMessageWithUIKeyHUD.useContentIcon;Use Content Icon;Use the icon of the displayed content as the message's icon instead of a defined icon.
GamingIsLove.ORKFramework.UI.ChoiceMessageWithUIKeyHUD.messageHUD;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.CombatantChoiceLayout.addTooltip;Add Tooltip;Add the combatant as tooltip content.
GamingIsLove.ORKFramework.UI.CombatantChoiceLayout.useBodyPartLayout;Use Body Part Layout;Use a different layout for body parts of combatants.
GamingIsLove.ORKFramework.UI.CombatantChoiceLayout.useSubListLayout;Use Sub List Layout;Use a different layout when listing combatants in a sub list, e.g. when using a sub menu for 'Body Part Listing' in target menus.
GamingIsLove.ORKFramework.UI.CombatantInformationDisplay.uiBox;UI Box;Select the UI box used to display the combatant information.
GamingIsLove.ORKFramework.UI.CombatantInformationDisplay.scope;Combatant Scope;"Select the scope of the combatant info:
- Current: The currently active combatant.
- Battle: The members of the battle group.
- Group: All members of the group (in the order they joined).
- Non Battle: The members not in the battle group.
- Battle Reserve: The members in the combatant group's battle reserve (same as 'Non Battle' for non-player groups).
- Non Battle Reserve: The members not in the combatant's battle group or battle reserve (same as 'Non Battle' for non-player groups).
- Group Battle Sorted: All members of the group, but first listing battle members, followed by battle reserve and finally the rest of the members."
GamingIsLove.ORKFramework.UI.CombatantInformationDisplay.allowDragSort;Allow Drag Sort;"The group can be sorted by drag and drop controls.
This only sorts the visual representation of the group, not the actual group positions."
GamingIsLove.ORKFramework.UI.CombatantInformationDisplay.selectUser;Select User;The user's input will be selected.
GamingIsLove.ORKFramework.UI.CombatantListInformationDisplay.selectUser;Select User;The user's input will be selected.
GamingIsLove.ORKFramework.UI.ComparisonContent.useContentIcon;Use Content Icon;Use the icon of the displayed content.
GamingIsLove.ORKFramework.UI.ComparisonContent.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.ComparisonContent.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.ComparisonContent.messageHUD;Message Content;The content of the comparison box.
GamingIsLove.ORKFramework.UI.ComparisonContent.showPortraits;Show Portraits;Show portraits of the displayed content.
GamingIsLove.ORKFramework.UI.ComparisonContent.useTitleUnavailable;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.ComparisonContent.titleUnavailable;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.ComparisonContent.messageUnavailable;Message Content;The content of the comparison box.
GamingIsLove.ORKFramework.UI.DescriptionContent.useContentIcon;Use Content Icon;Use the icon of the displayed content.
GamingIsLove.ORKFramework.UI.DescriptionContent.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.DescriptionContent.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.DescriptionContent.useCustomText;Use Custom Content;"Use a custom content to display the description.
You can use text codes to add content of the selected button's content.
If disabled, the description of the selected button will be used."
GamingIsLove.ORKFramework.UI.DescriptionContent.messageHUD;Custom Content;The content of the description box.
GamingIsLove.ORKFramework.UI.DescriptionContent.showPortraits;Show Portraits;Show portraits of the displayed content.
GamingIsLove.ORKFramework.UI.DescriptionContent.useTitleGeneral;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.DescriptionContent.titleGeneral;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.DescriptionContent.useCustomTextGeneral;Use Custom Content;"Use a custom content to display the description.
You can use text codes to add content of the selected button.
If disabled, the description of the selected button will be used."
GamingIsLove.ORKFramework.UI.DescriptionContent.messageGeneral;Custom Content;The content of the description box.
GamingIsLove.ORKFramework.UI.InformationDisplay.uiBox;UI Box;Select the UI box used to display the information.
GamingIsLove.ORKFramework.UI.InformationDisplay.autoUpdate;Auto Update;"Automatically update the text every X seconds.
E.g. use this option when displaying changing values or the game time via text codes."
GamingIsLove.ORKFramework.UI.InformationDisplay.updateEvery;Update Every (s);"The time in seconds between updates to the text.
This is due to the text displaying game time or data text codes."
GamingIsLove.ORKFramework.UI.InformationUpdateSettings.updateByInventory;Update By Inventory;Changes in the player's inventory will update the content.
GamingIsLove.ORKFramework.UI.InformationUpdateSettings.updateByVariables;Update By Variables;Changes in the global game variables will update the content.
GamingIsLove.ORKFramework.UI.InformationUpdateSettings.updateByGroup;Update By Group;Changes in the player group will update the content.
GamingIsLove.ORKFramework.UI.PageKeys.acceptNext;Accept Next Page;The 'Accept' input key (and 'Ok' button) will select the next page.
GamingIsLove.ORKFramework.UI.PageKeys.usePageKeys;Use Change Keys;"The page can be changed by keys.
Changing pages is only possible if more than one page is available."
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart;Ability;"Displays abilities of a combatant.
The abilities can be separated by ability type."
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.limitAllowedUser;Limit Allowed User;Only combatants that have abilities available (based on this part's settings) can be users of this menu screen.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.closeAfter;Close After Use;Close this menu screen after using an ability.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.closeAfterNoReturn;Don't Return;Don't return to previously opened menu screens when closing the screen after using an ability.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.closeAfterAll;Close All;Close all currently opened menu screens.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.targetRange;Target Range;"Select which targets can be used by abilities:
- Combatant: The ability will automatically be used on the menu user.
- Group: Select a target from the menu user's group (supports not spawned combatants).
- All: Select a target from the available targets based on the ability's setup (only supports spawned combatants, e.g. within use range)"
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.animateUse;Animate Use;Using an ability will be animated, i.e. it's battle animations (schematics) will be performed if set up for the current game mode.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.typeDisplay;Type Display;"Select how the ability types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the ability box."
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.onlyCombatantTypes;Only Combatant Types;"Only ability types that are or will be available to the combatant are displayed.
The ability types are available based on the combatant/class ability development settings.
If disabled, all ability types are displayed."
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.display;Display Type>Abilities;"Select the box display mode:
- Same: Types and abilities use the same UI box.
- One: Only one box will be displayed at a time. Types and abilities use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and abilities use different UI boxes.
- Sequence: Same as 'Multi', but the abilities will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.uiBox;Type Box;"Select the UI box used to display the ability types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.uiBox2;Ability Box;"Select the UI box used to display the abilities.
If 'Same' box display is selected, this box will also display the ability types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The ability of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.startFocused;Start Focused;"The ability box will be focused when opening the menu screen (if displayed).
If disabled, the type box will be focused (if displayed)."
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.addAttacks;Add Attacks;The combatant's base attacks will be added to the list.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.addCounter;Add Counter;The combatant's counter attack will be added to the list.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.addClass;Add Class Ability;The combatant's class ability will be added to the list.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.addActive;Add Active Abilities;The combatant's active abilities will be added to the list.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.addPassive;Add Passive Abilities;The combatant's passive abilities will be added to the list.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.addTemporary;Add Temporary Abilities;"Select if temporary abilities will be included:
- Yes: Temporary abilities will be included.
- No: Temporary abilities will not be included.
- Only: Only temporary abilities will be displayed."
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.ignoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.useTitle;Show Title;Display a title in the name box of the used ability UI box.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.useNewContentLayout;Mark New Abilities;Use a different content layout for new abilities.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.usePassiveEnabledContentLayout;Passive Enabled Layout;Use a different content layout for passive abilities that are enabled.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.usePassiveDisabledContentLayout;Passive Disabled Layout;Use a different content layout for passive abilities that are disabled.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.allowLvlChange;Allow Level Change;Enable changing the use level of abilities.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.loopLevels;Loop Levels;The ability level changes will loop, i.e. decreasing from level 1 will select the highest learned level, increasing at the highest level will select level 1.
GamingIsLove.ORKFramework.UI.Parts.AbilityMenuPart.useSubMenu;Use Sub Menu;"A sub menu can be displayed for a selected ability, the sub menu can display different choices (e.g. use, level up, etc.).
The sub menu is called by using an input key, if you use the same key as you've used for the 'Accept' key, the sub menu will be dispalyed instead of using the selected ability."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart;Ability Upgrade;"Displays upgradeable abilities (i.e. using upgrade settings for level ups or equipment abilities that can be learned via upgrades).
The abilities can be separated by ability type."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.typeDisplay;Type Display;"Select how the ability types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the ability box."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.display;Display Type>Abilities;"Select the box display mode (Type to Abilities):
- Same: Types and abilities use the same UI box.
- One: Only one box will be displayed at a time. Types and abilities use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and abilities use different UI boxes.
- Sequence: Same as 'Multi', but the abilities will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.uiBox;Type Box;"Select the UI box used to display the ability types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.displayText;Display Abilities>Upgrade;"Select the box display mode (Abilities to Upgrade):
- Same: Abilities and upgrade infos use the same UI box.
- One: Only one box will be displayed at a time. Abilities and upgrade infos use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Abilities and upgrade infos use different UI boxes.
- Sequence: Same as 'Multi', but the upgrade infos will only be displayed when an ability was selected."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.uiBox2;Ability Box;"Select the UI box used to display the abilities.
If 'Same' box display is selected, this box will also display the ability types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The abilities of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.enableAbilityTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over an ability menu item.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.onlyHasUpgrade;Only Has Upgrade;Only display abilities that have an upgrade available.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.addAttacks;Add Attacks;The combatant's base attacks will be added to the list.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.addCounter;Add Counter;The combatant's counter attack will be added to the list.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.addClass;Add Class Ability;The combatant's class ability will be added to the list.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.addActive;Add Active Abilities;The combatant's active abilities will be added to the list.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.addPassive;Add Passive Abilities;The combatant's passive abilities will be added to the list.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.addTemporary;Add Temporary Abilities;"Select if temporary abilities will be included (can't be upgraded):
- Yes: Temporary abilities will be included.
- No: Temporary abilities will not be included.
- Only: Only temporary abilities will be displayed."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.ignoreAvailability;Ignore Availability;Ignore ability availability settings and use all abilities added to the combatant.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.useTitle;Show Title;Display a title in the name box of the used ability UI box.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.useNewContentLayout;Mark New Abilities;Use a different content layout for new abilities.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.upgradeBoxMode;Upgrade Box Mode;"Select how the upgrade box is used:
- None: Doesn't display the upgrade box, upgrading is done by accepting an ability in the ability box.
- Use: Allows using upgrades.
- Info: Only displays the upgrades's infos (no upgrading possible).
- HUD: Only displays the upgrades's infos, upgrading is done by accepting an ability in the ability box."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.uiBox3;Upgrade Box;"Select the UI box used to display the a selected upgrade's text.
If 'Same' box display is selected, this box will also display the ability.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.closeTypeBox;Close Type Box;Close the type box when displaying the upgrade box.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.upgradeUseTitle;Show Title;Display a title in the name box of the used ability UI box.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.upgradeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.upgradeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.useChoice;Use Choice;"Use a choice to upgrade the ability (or cancel).
If disabled, the 'Ok' and 'Cancel' buttons of the UI box will be used."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.useLevelChangeButtons;Use Level Change;"Add buttons to change the level of the ability to preview the changes.
The upgrade will only be finalized when using the upgrade button or the UI box's ok button.
The upgrade display will start at the current level of the ability."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.upgradeToMaxLevel;Upgrade To Max Level;"The ability will upgrade to the highest level possible (depending on upgrade costs).
If disabled, the ability will upgrade one level."
GamingIsLove.ORKFramework.UI.Parts.AbilityUpgradeMenuPart.levelChangeAllowMaximum;Allow Maximum Level;"Allow changing up to the maximum level, even if the upgrade costs can't be paid.
The upgrade can still only be done for a level the costs can be paid.
If disabled, you can only change to a level the upgrade costs are available for."
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart;AI Behaviour;"Displays the AI behaviours of a combatant.
The AI behaviour slots of a combatant are displayed, AI behaviours can be equipped on each slot."
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.limitAllowedUser;Limit Allowed User;Only combatants that have AI behaviour slots.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.displayType;Display Slot>Type;"Select the box display mode (AI behaviour slot to AI type/behavoiur):
- Same: Slots and types/behaviours use the same UI box.
- One: Only one box will be displayed at a time. Slots and types/behaviours use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Slots and types/behaviours use different UI boxes.
- Sequence: Same as 'Multi', but the types/behaviours will only be displayed when a slot was selected."
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.slotUIBox;Slot Box;"Select the UI box used to display the AI behaviour slots.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The AI behaviour equipped on a slot will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.useSlotTitle;Show Title;Display a title in the name box of the used slot UI box.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.slotTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.slotMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.useEmptyLayout;Use Empty Layout;Use a different content layout for empty slot buttons.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.typeDisplay;Type Display;"Select how the AI types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the AI behaviour box."
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.displayBehaviour;Display Type>Behaviour;"Select the box display mode (AI type to AI behaviour):
- Same: Types and behaviours use the same UI box.
- One: Only one box will be displayed at a time. Types and behaviours use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and behaviours use different UI boxes.
- Sequence: Same as 'Multi', but the behaviours will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.typeUIBox;Type Box;"Select the UI box used to display the AI types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.behaviourUIBox;AI Behaviour Box;"Select the UI box used to display the AI behaviours.
If 'Same' box display is selected, this box will also display the AI types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The AI behaviour of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.addEquipped;Add Equipped;Add the currently equipped AI behaviour.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.highlightEquippedInput;Highlight Equipped Input;Highlight the equipped AI behaviour's input with a defined color.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.equippedHighlightColor;Color;Select the color used to highlight the equipped AI behaviour's input.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.equipBack;Back on Equip;Equipping a class will return to the class slot box.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.unequipBack;Back on Unequip;Unequipping a class will return to the class slot box.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.unequipBeforeBack;Unequip First;"If both 'Back' and 'Unequip' are displayed first or last in the list, the 'Unequip' button will be added before the 'Back' button.
If disabled, the 'Back' button will be before the 'Unequip' button."
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.useTitle;Show Title;Display a title in the name box of the used AI behaviour UI box.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.AIBehaviourMenuPart.useNewContentLayout;Mark New Behaviours;Use a different content layout for new AI behaviours.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart;AI Ruleset;"Displays the AI rulesets of a combatant.
The AI ruleset slots of a combatant are displayed, AI rulesets can be equipped on each slot."
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.limitAllowedUser;Limit Allowed User;Only combatants that have AI ruleset slots.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.displayType;Display Slot>Type;"Select the box display mode (AI ruleset slot to AI type/ruleset):
- Same: Slots and types/rulesets use the same UI box.
- One: Only one box will be displayed at a time. Slots and types/rulesets use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Slots and types/rulesets use different UI boxes.
- Sequence: Same as 'Multi', but the types/rulesets will only be displayed when a slot was selected."
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.slotUIBox;Slot Box;"Select the UI box used to display the AI ruleset slots.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The AI ruleset equipped on a slot will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.useSlotTitle;Show Title;Display a title in the name box of the used slot UI box.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.slotTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.slotMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.useEmptyLayout;Use Empty Layout;Use a different content layout for empty slot buttons.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.typeDisplay;Type Display;"Select how the AI types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the AI ruleset box."
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.displayRuleset;Display Type>Ruleset;"Select the box display mode (AI type to AI ruleset):
- Same: Types and rulesets use the same UI box.
- One: Only one box will be displayed at a time. Types and rulesets use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and rulesets use different UI boxes.
- Sequence: Same as 'Multi', but the rulesets will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.typeUIBox;Type Box;"Select the UI box used to display the AI types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.rulesetUIBox;AI Ruleset Box;"Select the UI box used to display the AI rulesets.
If 'Same' box display is selected, this box will also display the AI types."
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.addEquipped;Add Equipped;Add the currently equipped AI ruleset.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.highlightEquippedInput;Highlight Equipped Input;Highlight the equipped AI ruleset's input with a defined color.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.equippedHighlightColor;Color;Select the color used to highlight the equipped AI ruleset's input.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.equipBack;Back on Equip;Equipping a class will return to the class slot box.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.unequipBack;Back on Unequip;Unequipping a class will return to the class slot box.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.unequipBeforeBack;Unequip First;"If both 'Back' and 'Unequip' are displayed first or last in the list, the 'Unequip' button will be added before the 'Back' button.
If disabled, the 'Back' button will be before the 'Unequip' button."
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.useTitle;Show Title;Display a title in the name box of the used AI ruleset UI box.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.AIRulesetMenuPart.useNewContentLayout;Mark New Behaviours;Use a different content layout for new AI rulesets.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart;Bestiary (Area);Displays bestiary entries separated by areas and area types.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.typeDisplay;Type Display;"Select how the area types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the area box."
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.displayArea;Display Type>Area;"Select the box display mode (Area Type to Area):
- Same: Types and areas use the same UI box.
- One: Only one box will be displayed at a time. Types and areas use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and areas use different UI boxes.
- Sequence: Same as 'Multi', but the areas will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.uiBox;Type Box;"Select the UI box used to display the area types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.displayBestiary;Display Area>Bestiary;"Select the box display mode (Area to Bestiary):
- Same: Areas and bestiary use the same UI box.
- One: Only one box will be displayed at a time. Areas and bestiary use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Areas and bestiary use different UI boxes.
- Sequence: Same as 'Multi', but the bestiary will only be displayed when an area was selected."
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.uiBox2;Area Box;"Select the UI box used to display the areas.
If 'Same' box display is selected, this box will also display the area types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.enableAreaTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over an area menu item.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.useTitleArea;Show Title;Display a title in the name box of the used area UI box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.titleArea;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.areaMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.useNewAreaContentLayout;Mark New Areas;Use a different content layout for areas that have new content.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.displayEntry;Display Bestiary>Entry;"Select the box display mode (Bestiary to Entry):
- Same: Bestiary and entries use the same UI box.
- One: Only one box will be displayed at a time. Bestiary and entries use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Bestiary and entries use different UI boxes.
- Sequence: Same as 'Multi', but the entries will only be displayed when an area was selected."
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.uiBox3;Bestiary Box;"Select the UI box used to display the bestiary list.
If 'Same' box display is selected, this box will also display the areas.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.bestiaryCloseTypeBox;Close Type Box;Close the type box when displaying the bestiary box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.useTitleBestiary;Show Title;Display a title in the name box of the used bestiary UI box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.titleBestiary;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.bestiaryMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.useNewEntryContentLayout;Mark New Entries;Use a different content layout for bestiary entries that have new content.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.uiBox4;Entry Box;"Select the UI box used to display the a selected bestiary entry's information.
If 'Same' box display is selected, this box will also display the bestiary list.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.entryCloseTypeBox;Close Type Box;Close the type box when displaying the entry box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.entryCloseAreaBox;Close Area Box;Close the area box when displaying the entry box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.showOkButton;Show OK Button;"Show the 'Ok' button of the UI box.
When using 'Accept Next Page', this will toggle to the next combatant page."
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.showCancelButton;Show Cancel Button;"Show the 'Cancel' button of the UI box.
This will close the entry box."
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.useEntryNavigationKeys;Use Entry Keys;The bestiary entries can be navigated by input keys.
GamingIsLove.ORKFramework.UI.Parts.BestiaryAreaMenuPart.entryNavigationKeepPage;Keep Page;"Keep the current page of the bestiary entry display.
If disabled, the page display will be reset to the first page."
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart;Bestiary (Type);Displays bestiary entries separated by combatant types.
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.typeDisplay;Type Display;"Select how the combatant types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the bestiary box."
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.display;Display Type>Bestiary;"Select the box display mode (Type to Bestiary):
- Same: Types and bestiary use the same UI box.
- One: Only one box will be displayed at a time. Types and bestiary use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and bestiary use different UI boxes.
- Sequence: Same as 'Multi', but the bestiary will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.uiBox;Type Box;"Select the UI box used to display the combatant types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.displayText;Display Bestiary>Entry;"Select the box display mode (Bestiary to Entry):
- Same: Bestiary and entries use the same UI box.
- One: Only one box will be displayed at a time. Bestiary and entries use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Bestiary and entries use different UI boxes.
- Sequence: Same as 'Multi', but the entries will only be displayed when an area was selected."
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.uiBox2;Bestiary Box;"Select the UI box used to display the bestiary list.
If 'Same' box display is selected, this box will also display the combatant types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.useTitle;Show Title;Display a title in the name box of the used bestiary UI box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.useNewEntryContentLayout;Mark New Entries;Use a different content layout for bestiary entries that have new content.
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.uiBox3;Entry Box;"Select the UI box used to display the a selected bestiary entry's information.
If 'Same' box display is selected, this box will also display the bestiary list.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.closeTypeBox;Close Type Box;Close the type box when displaying the entry box.
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.showOkButton;Show OK Button;"Show the 'Ok' button of the UI box.
When using 'Accept Next Page', this will toggle to the next combatant page."
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.showCancelButton;Show Cancel Button;"Show the 'Cancel' button of the UI box.
This will close the entry box."
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.useEntryNavigationKeys;Use Entry Keys;The bestiary entries can be navigated by input keys.
GamingIsLove.ORKFramework.UI.Parts.BestiaryTypeMenuPart.entryNavigationKeepPage;Keep Page;"Keep the current page of the bestiary entry display.
If disabled, the page display will be reset to the first page."
GamingIsLove.ORKFramework.UI.Parts.ButtonListMenuPart;Button List;Displays list of menu items which can call other menu screens, the save/load menu or exit to the start menu.
GamingIsLove.ORKFramework.UI.Parts.ButtonListMenuPart.close;Close On Select;"The menu screen is closed when selecting a menu item.
If disabled, the menu screen will stay opened if no 'single screen' type is called."
GamingIsLove.ORKFramework.UI.Parts.ButtonListMenuPart.uiBox;UI Box;"Select the UI box used to display the button list.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.ButtonListMenuPart.checkTimeout;Check Timeout (s);The time in seconds between 2 requirement checks for the menu items.
GamingIsLove.ORKFramework.UI.Parts.ButtonListMenuPart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.Parts.ButtonListMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ButtonListMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart;Class (Single);"Displays the classes available to a combatant and highlights the current single-class.
The single-class of the combatant can be changed by selecting a different class."
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart.closeAfter;Close After Use;Close this menu screen after changing the single-class.
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart.closeAfterNoReturn;Don't Return;Don't return to previously opened menu screens when closing the screen after changing the single-class.
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart.closeAfterAll;Close All;Close all currently opened menu screens.
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart.uiBox;UI Box;"Select the UI box used to display the classes.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The item of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart.currentHighlightColor;Current Highlight Color;Select the color used to highlight the current single-class of the combatant.
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a button.
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart.useNewContentLayout;Mark New Classes;Use a different content layout for new classes.
GamingIsLove.ORKFramework.UI.Parts.ClassSingleMenuPart.canRemoveClass;Can Remove Class;"The current class can be removed (i.e. no class is used).
The class can be removed by selecting the current single-class (highlighted input)."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart;Class Slot;"Displays the class slots of a combatant.
The class slots a combatant can access are displayed, classes can be equipped at each class slot."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.limitAllowedUser;Limit Allowed User;Only combatants that have class slots available (based on this part's settings) can be users of this menu screen.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.allTypes;All Class Slots;"All class slots will be displayed.
If disabled, you have to select the class slots that will be displayed."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.showEmptyTypes;Show All Slots;"Class slots not available to the combatant will be displayed (with inactive buttons).
If disabled, only the class slots available to the combatant will be displayed."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.availableType;Class Slot;Select the class slot that will be available.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.uiBox;Class Slot Box;"Select the UI box used to display the class slots.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The class equipped on a slot will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.acceptUnequipsSlot;Accept Unequips;Accepting/clicking on a class slot will unequip the currently equipped class.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used class slot UI box.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.useEmptyLayout;Use Empty Layout;"Use a separate content layout for empty class slots.
If disabled, empty class slots will use the slot content layout."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.useUnavailableLayout;Use Unavailable Layout;"Use a separate content layout for unavailable class slots.
If disabled, unavailable class slots will use the slot content layout."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.enableEmptySlotTooltip;Empty Slot Tooltip;A tooltip HUD can be displayed for the class slot when the mouse position is over an empty class slot.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.showClassBox;Show Class Box;"A class selection box is displayed.
If disabled, no class selection box is displayed."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.display;Display Slot>Class;"Select the box display mode:
- Same: Class slots and classes use the same UI box.
- One: Only one box will be displayed at a time. Class slots and classes use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Class slots and classes use different UI boxes.
- Sequence: Same as 'Multi', but the classes will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.uiBox2;Class Box;"Select the UI box used to display the classes.
If 'Same' box display is selected, this box will also display the class slots.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The class of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.allClasses;All Classes;"All classes available to the combatant that can be equipped on the class slot will be displayed.
Not equipable classes will be inactive.
If disabled, only classes that can be equipped on the class slot will be displayed."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.addEquipped;Add Equipped;"Add the currently equipped class.
The button will be inactive if the slot doesn't allow unequipping."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.highlightEquippedInput;Highlight Equipped Input;Highlight the equipped class's input with a defined color.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.equippedHighlightColor;Color;Select the color used to highlight the equipped class's input.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.equipBack;Back on Equip;Equipping a class will return to the class slot box.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.unequipBack;Back on Unequip;Unequipping a class will return to the class slot box.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.unequipOnlyAllowed;Only If Allowed;The unequip button is only added if unequipping is allowed on the class slot.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.unequipBeforeBack;Unequip First;"If both 'Back' and 'Unequip' are displayed first or last in the list, the 'Unequip' button will be added before the 'Back' button.
If disabled, the 'Back' button will be before the 'Unequip' button."
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.useTitle;Show Title;Display a title in the name box of the used class UI box.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.ClassSlotMenuPart.useNewContentLayout;Mark New Classes;Use a different content layout for new classes.
GamingIsLove.ORKFramework.UI.Parts.CombatantMenuPart;Combatant;Displays status information of the currently active menu combatant or the whole group.
GamingIsLove.ORKFramework.UI.Parts.CombatantMenuPart.showSelectedCombatant;Show Selected Combatant;"Show the menu screen's currently selected combatant from an open combatant selection or another 'Combatant' menu part (displaying multiple combatants) selecting combatants.
When no combatant selection is active, displays the menu's current user."
GamingIsLove.ORKFramework.UI.Parts.CombatantMenuPart.selectMenuUser;Select Menu User;Accepting/clicking on a combatant will set it as this menu screen's current user.
GamingIsLove.ORKFramework.UI.Parts.CombatantMenuPart.useScreenSorting;Use Screen Sorting;Use the current sorting of the menu screen to sort the listed combatants.
GamingIsLove.ORKFramework.UI.Parts.CombatantMenuPart.showOkButton;Show OK Button;"Show the 'Ok' button of the UI box.
When using 'Accept Next Page', this will toggle to the next combatant page."
GamingIsLove.ORKFramework.UI.Parts.CombatantMenuPart.showCancelButton;Show Cancel Button;"Show the 'Cancel' button of the UI box.
This will close this menu screen."
GamingIsLove.ORKFramework.UI.Parts.CombatantMenuPart.unfocusedControl;Unfocused Control;"This menu part can't be focused and the input keys can be used unfocused.
Only used when having more than 1 page."
GamingIsLove.ORKFramework.UI.Parts.CombatantMenuPart.focusLostKeepSelection;Focus Lost Keep Selection;"Losing focus will keep the combatant selection active (if this part is used as a combatant selection).
If disabled, losing focus will be the same as canceling a combatant selection."
GamingIsLove.ORKFramework.UI.Parts.CombatantMenuPart.callKeepSelection;Call Keep Selection;Accepting the selection and calling the menu screen will keep the combatant selection active when returning to this menu screen.
GamingIsLove.ORKFramework.UI.Parts.ComparisonMenuPart;Comparison;"Displays a comparison between current and selected content, mainly for slots and content that will be assigned/equipped.
E.g. the currently equipped equipment and selected equipment of an 'Equipment' menu part."
GamingIsLove.ORKFramework.UI.Parts.ComparisonMenuPart.needed;Needed;Either all or only one content checks must be valid.
GamingIsLove.ORKFramework.UI.Parts.ComparisonMenuPart.uiBox;UI Box;Select the UI box used to display the current content.
GamingIsLove.ORKFramework.UI.Parts.ComparisonMenuPart.always;Always Visible;"The current content box will always be visible, even if no content is available.
If disabled, the current content box will only be displayed if a content is available."
GamingIsLove.ORKFramework.UI.Parts.ComparisonMenuPart.showWithoutComparison;Show Without Comparison;Show the current content box if no comparison is available (i.e. no selected content is available).
GamingIsLove.ORKFramework.UI.Parts.ComparisonMenuPart.uiBox2;UI Box;Select the UI box used to display the selected content.
GamingIsLove.ORKFramework.UI.Parts.ComparisonMenuPart.always2;Always Visible;"The selected content box will always be visible, even if no content is available.
If disabled, the selected content box will only be displayed if a content is available."
GamingIsLove.ORKFramework.UI.Parts.ComparisonMenuPart.showWithoutComparison2;Show Without Comparison;Show the selected content box if no comparison is available (i.e. no current content is available).
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart;Crafting List;"Displays the items, equipment and currency added to a combatant's crafting list.
When using the crafting list for crafting, the first crafting recipe that matches the items added to the list will be used.
Either uses only known crafting recipes or checks all recipes and learns unknown recipes upon successful creation."
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart.closeAfter;Close After Use;Close this menu screen after crafting.
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart.closeAfterNoReturn;Don't Return;Don't return to previously opened menu screens when closing the screen after creating.
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart.closeAfterAll;Close All;Close all currently opened menu screens.
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart.uiBox;UI Box;"Select the UI box used to display the crafting list.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The item of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart.creationType;Creation Type;"Select how new items can be created:
- Exact: The items in the crafting list must match the crafting recipe's ingredients and their quantities.
- Exact Order: The items in the crafting list must match the crafting recipe's ingredients in the same order and quantities the ingredients are defined.
- One: Uses the first crafting recipe possible with the added items.
- Multi: Uses as many crafting recipes as possible with the added items."
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart.consumeUnused;Consume Unused;"Items not used by crafting recipes will be consumed (i.e. they're lost).
If disabled, unused items will be returned to the user's inventory."
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart.onlyKnownRecipes;Only Known Recipes;"Only crafting recipes that are already known will be checked.
If disabled, all crafting recipes will be checked. An unknown recipe will be learned when it was used successfully."
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart.receiveDrops;Receive Drops;Items, equipment and currency can be dropped on the crafting list box to add items to the list.
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.CraftingListMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart;Crafting;"Displays know crafting recipes.
The recipes can be separated by crafting type."
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.typeDisplay;Type Display;"Select how the crafting types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the recipe box."
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.display;Display Type>Recipe;"Select the box display mode (Type to Recipe):
- Same: Types and recipes use the same UI box.
- One: Only one box will be displayed at a time. Types and recipes use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and recipes use different UI boxes.
- Sequence: Same as 'Multi', but the recipes will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.uiBox;Type Box;"Select the UI box used to display the crafting types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.displayText;Display Recipe>Create;"Select the box display mode (Recipe to Create):
- Same: Recipes and create infos use the same UI box.
- One: Only one box will be displayed at a time. Recipes and create infos use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Recipes and create infos use different UI boxes.
- Sequence: Same as 'Multi', but the create infos will only be displayed when a recipe was selected."
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.uiBox2;Recipe Box;"Select the UI box used to display the recipes.
If 'Same' box display is selected, this box will also display the crafting types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The crafting recipe of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.enableRecipeTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a recipe menu item.
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.useTitle;Show Title;Display a title in the name box of the used recipe UI box.
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.useNewContentLayout;Mark New Recipes;Use a different content layout for new crafting recipes.
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.createBoxMode;Create Box Mode;"Select how the create box is used:
- None: Doesn't display the create box, crafting is done by accepting a recipe in the recipe box.
- Use: Allows using crafting recipes.
- Info: Only displays the recipe's infos (no crafting possible).
- HUD: Only displays the recipe's infos, crafting is done by accepting a recipe in the recipe box."
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.uiBox3;Create Box;"Select the UI box used to display the a selected recipe's text.
If 'Same' box display is selected, this box will also display the recipes.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.closeTypeBox;Close Type Box;Close the type box when displaying the create box.
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.useChoice;Use Choice;"Use a choice to create (or leave) the recipe.
If disabled, the 'Ok' and 'Cancel' buttons of the UI box will be used."
GamingIsLove.ORKFramework.UI.Parts.CraftingMenuPart.ownLayout;Own Layout;This crafting menu overrides the default recipe layout setting (defined in the inventory settings) and the recipe's individual layouts.
GamingIsLove.ORKFramework.UI.Parts.DescriptionMenuPart;Description;Displays the description of selected menu items.
GamingIsLove.ORKFramework.UI.Parts.DescriptionMenuPart.uiBox;UI Box;Select the UI box used to display the description of a selected menu item.
GamingIsLove.ORKFramework.UI.Parts.DescriptionMenuPart.always;Always Visible;"The description box will always be visible, even if no description is available.
If disabled, the description box will only be displayed if the selected menu item has a description."
GamingIsLove.ORKFramework.UI.Parts.DescriptionMenuPart.atInputPosition;At Input Position;Display the UI box at the position of the selected input.
GamingIsLove.ORKFramework.UI.Parts.DescriptionMenuPart.inputAnchor;Input Anchor;"Select the corner/edge of the input that will be used.
E.g. middle center of the input."
GamingIsLove.ORKFramework.UI.Parts.DescriptionMenuPart.inputOffset;Input Offset;Offset to the used input position.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart;Equipment;"Displays the equipment of a combatant.
The equipment slots a combatant can access are displayed, equipment can be equipped at each equipment slot."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.limitAllowedUser;Limit Allowed User;Only combatants that have equipment slots available (based on this part's settings) can be users of this menu screen.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.allTypes;All Equipment Slots;"All equipment slots will be displayed.
If disabled, you have to select the equipment slots that will be displayed."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.showEmptyTypes;Show All Slots;"Equipment slots not available to the combatant will be displayed (with inactive buttons).
If disabled, only the equipment slots available to the combatant will be displayed."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.onlyContributing;Only Contributing;"Select if only equipment slots that are contributing to the wearer's status will be displayed:
- Yes: Only equipment slots contributing will be used.
- No: Only equipment slots that are not contributing will be used.
- Ignore: Ignores the equipment slots contribution."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.blockedSlotDisplay;Blocked Slot Display;"Select how equipment slots that are currently blocked (by equipment on other slots) will be displayed:
- Show: They're shown and active like unblocked slots.
- Inactive: They're shown, but inactive.
- Hidden: They're not shown."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.linkedSlotDisplay;Linked Slot Display;"Select how equipment slots that are currently linked to other slots (by multi-slot equipment) will be displayed:
- Show: They're shown and active like unblocked slots.
- Inactive: They're shown, but inactive.
- Hidden: They're not shown."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.availableType;Equipment Slot;Select the equipment slot that will be available.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.uiBox;Equipment Slot Box;"Select the UI box used to display the equipment slots.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The equipment equipped on a slot will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.acceptUnequipsSlot;Accept Unequips;Accepting/clicking on an equipment slot will unequip the currently equipped equipment.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used equipment slot UI box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.useEmptyLayout;Use Empty Layout;"Use a separate content layout for empty equipment slots.
If disabled, empty equipment slots will use the slot content layout."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.useUnavailableLayout;Use Unavailable Layout;"Use a separate content layout for unavailable equipment slots.
If disabled, unavailable equipment slots will use the slot content layout."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.enableEmptySlotTooltip;Empty Slot Tooltip;A tooltip HUD can be displayed for the equipment slot when the mouse position is over an empty equipment slot.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.dropGive;Give On Drop;When dropping or clicking on a combatant, equipment are given to the combatant instead of equipping them on the combatant.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.dropToWorld;Drop To World;Equipment will be dropped into the game world if they aren't dropped on an inventory, combatant or interaction.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.dropRemove;Remove On Drop;"The items will be removed, not dropped.
This prevents spawning item prefabs in your scene."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.showEquipBox;Show Equip Box;"A equipment selection box is displayed.
If disabled, no equipment selection box is displayed, but you can change the equipment by using an inventory menu slot and enabling drag/drop."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.display;Display Slot>Equipment;"Select the box display mode:
- Same: Equipment slots and equipment use the same UI box.
- One: Only one box will be displayed at a time. Equipment slots and equipment use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Equipment slots and equipment use different UI boxes.
- Sequence: Same as 'Multi', but the equipment will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.uiBox2;Equipment Box;"Select the UI box used to display the equipment.
If 'Same' box display is selected, this box will also display the equipment slots.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The equipment of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.allEquipment;All Equipment;"All equipment in the combatant's inventory will be displayed.
Not equipable equipment will be inactive.
If disabled, only equipment that can be equipped by the combatant will be displayed."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.addEquipped;Add Equipped;"Add the currently equipped equipment.
The button will be inactive if the slot doesn't allow unequipping."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.addEquippedGroup;Add Equipped Group;Add equipment currently equipped by the group (on the same equipment slot).
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.highlightEquippedInput;Highlight Equipped Input;"Highlight the equipped equipment's input with a defined color.
Please note that this only highlights the menu user's equipment, not equipment from the group."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.equippedHighlightColor;Color;Select the color used to highlight the equipped equipment's input.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.equipBack;Back on Equip;Equipping an equipment will return to the equipment slot box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.unequipBack;Back on Unequip;Unequipping an equipment will return to the equipment slot box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.unequipOnlyAllowed;Only If Allowed;The unequip button is only added if unequipping is allowed on the equipment slot.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.unequipBeforeBack;Unequip First;"If both 'Back' and 'Unequip' are displayed first or last in the list, the 'Unequip' button will be added before the 'Back' button.
If disabled, the 'Back' button will be before the 'Unequip' button."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.useTitle;Show Title;Display a title in the name box of the used equipment UI box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.messageHUD;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.useNewContentLayout;Mark New Equipment;Use a different content layout for new equipment.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.equipDropGive;Give On Drop;Equipment are given to a combatant, instead of equipping them on the combatant.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.equipDropToWorld;Drop To World;Equipment will be dropped into the game world if they aren't dropped on a equipment slot, combatant or interaction.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.equipDropRemove;Remove On Drop;"The items will be removed, not dropped.
This prevents spawning item prefabs in your scene."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.useSubMenu;Use Sub Menu;"A sub menu can be displayed for a selected equipment, the sub menu can display different choices (e.g. equip, remove, etc.).
The sub menu is called by using an input key, if you use the same key as you've used for the 'Accept' key, the sub menu will be dispalyed instead of equipping the selected equipment."
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.subMenuInSlots;Use In Slot Box;The sub menu is used in the equipment slot box for equipment slots that have equipment equipped.
GamingIsLove.ORKFramework.UI.Parts.EquipmentMenuPart.subMenuInEquipment;Use In Equipment Box;The sub menu is used in the equipment box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart;Equipment (Single Slot);"Displays a list of equipment that can be equipped on a single, defined equipment slot.
The currently equipped equipment can be added and highlighted."
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.limitAllowedUser;Limit Allowed User;Only combatants that have the defined equipment slot available (based on this part's settings) can be users of this menu screen.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.equipmentSlot;Equipment Slot;Select the equipment slot that will be available.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.uiBox;Equipment Box;"Select the UI box used to display the equipment.
If 'Same' box display is selected, this box will also display the equipment slots.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The equipment of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.allEquipment;All Equipment;"All equipment in the combatant's inventory will be displayed.
Unequipable equipment will be inactive.
If disabled, only equipment that can be equipped by the combatant will be displayed."
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.addEquipped;Add Equipped;"Add the currently equipped equipment.
The button will be inactive if the slot doesn't allow unequipping."
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.addEquippedGroup;Add Equipped Group;Add equipment currently equipped by the group (on the same equipment slot).
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.highlightEquippedInput;Highlight Equipped Input;"Highlight the equipped equipment's input with a defined color.
Please note that this only highlights the menu user's equipment, not equipment from the group."
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.equippedHighlightColor;Color;Select the color used to highlight the equipped equipment's input.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.equipBack;Back on Equip;Equipping an equipment will close the menu.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.unequipBack;Back on Unequip;Unequipping an equipment will close the menu.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a button.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.unequipOnlyAllowed;Only If Allowed;The unequip button is only added if unequipping is allowed on the equipment slot.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.unequipBeforeBack;Unequip First;"If both 'Back' and 'Unequip' are displayed first or last in the list, the 'Unequip' button will be added before the 'Back' button.
If disabled, the 'Back' button will be before the 'Unequip' button."
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.useTitle;Show Title;Display a title in the name box of the used equipment UI box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.messageHUD;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.useNewContentLayout;Mark New Equipment;Use a different content layout for new equipment.
GamingIsLove.ORKFramework.UI.Parts.EquipmentSingleSlotMenuPart.useSubMenu;Use Sub Menu;"A sub menu can be displayed for a selected equipment, the sub menu can display different choices (e.g. equip, remove, etc.).
The sub menu is called by using an input key, if you use the same key as you've used for the 'Accept' key, the sub menu will be dispalyed instead of equipping the selected equipment."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart;Equipment Upgrade;"Displays upgradeable equipment (i.e. using upgrade settings for level ups).
The equipment can be separated by item type."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.typeDisplay;Type Display;"Select how the item types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the equipment box."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.display;Display Type>Equipment;"Select the box display mode (Type to Equipment):
- Same: Types and equipment use the same UI box.
- One: Only one box will be displayed at a time. Types and equipment use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and equipment use different UI boxes.
- Sequence: Same as 'Multi', but the equipment will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.uiBox;Type Box;"Select the UI box used to display the item types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.displayText;Display Equipment>Upgrade;"Select the box display mode (Equipment to Upgrade):
- Same: Equipment and upgrade infos use the same UI box.
- One: Only one box will be displayed at a time. Equipment and upgrade infos use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Equipment and upgrade infos use different UI boxes.
- Sequence: Same as 'Multi', but the upgrade infos will only be displayed when a equipment was selected."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.uiBox2;Equipment Box;"Select the UI box used to display the equipment.
If 'Same' box display is selected, this box will also display the item types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The equipment of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.enableEquipmentTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over an equipment menu item.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.onlyHasUpgrade;Only Has Upgrade;Only display equipment that have an upgrade available.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.addInventory;Add Inventory;Add equipment from the user's inventory.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.addEquipped;Add Equipped;Add equipment currently equipped by the user.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.addEquippedGroup;Add Equipped Group;Add equipment currently equipped by the group.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.useTitle;Show Title;Display a title in the name box of the used equipment UI box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.useNewContentLayout;Mark New Equipment;Use a different content layout for new equipment.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.upgradeBoxMode;Upgrade Box Mode;"Select how the upgrade box is used:
- None: Doesn't display the upgrade box, upgrading is done by accepting an equipment in the equipment box.
- Use: Allows using upgrades.
- Info: Only displays the upgrades's infos (no upgrading possible).
- HUD: Only displays the upgrades's infos, upgrading is done by accepting an equipment in the equipment box."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.uiBox3;Upgrade Box;"Select the UI box used to display the a selected upgrade's text.
If 'Same' box display is selected, this box will also display the equipment.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.closeTypeBox;Close Type Box;Close the type box when displaying the upgrade box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.upgradeUseTitle;Show Title;Display a title in the name box of the used equipment UI box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.upgradeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.upgradeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.useChoice;Use Choice;"Use a choice to upgrade the equipment (or cancel).
If disabled, the 'Ok' and 'Cancel' buttons of the UI box will be used."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.useLevelChangeButtons;Use Level Change;"Add buttons to change the level of the equipment to preview the changes.
The upgrade will only be finalized when using the upgrade button or the UI box's ok button.
The upgrade display will start at the current level of the equipment."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.upgradeToMaxLevel;Upgrade To Max Level;"The equipment will upgrade to the highest level possible (depending on upgrade costs).
If disabled, the equipment will upgrade one level."
GamingIsLove.ORKFramework.UI.Parts.EquipmentUpgradeMenuPart.levelChangeAllowMaximum;Allow Maximum Level;"Allow changing up to the maximum level, even if the upgrade costs can't be paid.
The upgrade can still only be done for a level the costs can be paid.
If disabled, you can only change to a level the upgrade costs are available for."
GamingIsLove.ORKFramework.UI.Parts.GroupCombatantMenuPart;Group Combatant;Displays status information of the currently selected combatant of a 'Group' menu part.
GamingIsLove.ORKFramework.UI.Parts.GroupCombatantMenuPart.showOkButton;Show OK Button;"Show the 'Ok' button of the UI box.
When using 'Accept Next Page', this will toggle to the next combatant page."
GamingIsLove.ORKFramework.UI.Parts.GroupCombatantMenuPart.showCancelButton;Show Cancel Button;"Show the 'Cancel' button of the UI box.
This will close this menu screen."
GamingIsLove.ORKFramework.UI.Parts.GroupCombatantMenuPart.unfocusedControl;Unfocused Control;"This menu part can't be focused and the input keys can be used unfocused.
Only used when having more than 1 page."
GamingIsLove.ORKFramework.UI.Parts.GroupCombatantMenuPart.uiBox;UI Box;Select the UI box used to display the combatant information.
GamingIsLove.ORKFramework.UI.Parts.GroupCombatantMenuPart.scope;Combatant Scope;"Select the scope of the combatant info:
- Battle: The currently selected battle group member.
- Non Battle: The currently selected non-battle group member.
- Both: The last selected battle group or non-battle group member."
GamingIsLove.ORKFramework.UI.Parts.GroupCombatantMenuPart.closeIfEmpty;Close If Empty;"Close the UI box when no combatant is displayed.
The box will open again when a combatant is displayed."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart;Group;Displays the player group and allows changing members of the battle group.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.showActionBox;Show Action Box;"An action selection box is displayed.
If disabled, no action selection box is displayed, but you can still use the actions using the defined keys."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.display;Display Action>1st Group;"Select the box display mode (Action to 1st Group):
- Same: Actions and members use the same UI box.
- One: Only one box will be displayed at a time. Actions and members use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Actions and members use different UI boxes.
- Sequence: Same as 'Multi', but the members will only be displayed when an action was selected (or actions after a member was selected)."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.uiBox;Action Box;"Select the UI box used to display the action menu.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.useActionTitle;Show Title;Display a title in the name box of the used action UI box.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.actionTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.actionMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.displayText;Display 1st Group>2nd Group;"Select the box display mode (1st group members to 2nd group members, e.g. battle to non-battle):
- Same: 1st group members and 2nd group members use the same UI box.
- One: Only one box will be displayed at a time. 1st group members and 2nd group members use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. 1st group members and 2nd group members use different UI boxes.
- Sequence: Same as 'Multi', but 2nd group members will only be displayed when a 1st group member was selected."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.uiBox2;1st Group Box;"Select the UI box used to display the 1st group members (e.g. current battle group members).
If 'Same' box display is selected, this box will also display the action menu.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The combatant of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.allowDragSortGroup1;Allow Drag Sort;"The 1st group can be sorted by drag and drop controls.
This changes the actual 1st group positions."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.autoSelectAvailableGroup1;Auto Select Available;"When opening the 1st group box, the button of the first available combatant is selected.
E.g. when allowing empty battle group positions, the first combatant button could be empty. Enabling this setting will select the first combatant in the list when opening the box."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.changeMenuUserGroup1;Change Menu User;"Selecting a combatant in the list will use it as the menu's user.
E.g. enable this option if you want to show additional menu parts (like equipment) for the selected combatant."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.removeSortChangeType;Remove Sort Change;"Select if removing a combatant from the battle group or battle reserve changes the combatant's position in the group sorting:
- None: No Change.
- First: Moved to the front of the group.
- Last: Moved to the back of the group."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.useTitle;Show Title;Display a title in the name box of the used 1st group UI box.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.hideEmptySlot;Hide Empty Slot;"Empty slots will not be displayed.
E.g. enable this to only use drag+drop for changes."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.uiBox3;2nd Group Box;"Select the UI box used to display the the 2nd group members (e.g. non-battle group members).
If 'Same' box display is selected, this box will also display the 1st group members."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.allowDragSortGroup2;Allow Drag Sort;"The 2nd group can be sorted by drag and drop controls.
This changes the actual group positions."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.changeMenuUserGroup2;Change Menu User;"Selecting a combatant in the list will use it as the menu's user.
E.g. enable this option if you want to show additional menu parts (like equipment) for the selected combatant."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.closeTypeBox;Close Action Box;Close the action box when displaying the 2nd group box.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.useTitleGroup2;Show Title;Display a title in the name box of the used 2nd group UI box.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.titleGroup2;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.messageGroup2;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.hideEmptySlot2;Hide Empty Slot;"Empty slots will not be displayed.
E.g. enable this to only use drag+drop for changes."
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.ownCombatantChoice;Own Layout;Override the default combatant choice layout (UI > Text Display Settings).
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.ownGroup2CombatantChoice;Own Group 2 Layout;Use a different combatant choice layout for the 2nd group box.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.highlightSortingInput;Highlight Sorting Input;Highlight the input of the combatant that's being sorted with a defined color.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.sortingHighlightColor;Color;Select the color used to highlight the sorting combatant's input.
GamingIsLove.ORKFramework.UI.Parts.GroupMenuPart.useSortCombatantChoice;Use Sort Layout;"Use a different combatant choice layout when using the 'Sort' action.
The layout will be used on the already selected combatant to highlight it."
GamingIsLove.ORKFramework.UI.Parts.InformationMenuPart;Information;Displays general information, e.g. current game time, current area name, etc.
GamingIsLove.ORKFramework.UI.Parts.InformationMenuPart.showOkButton;Show OK Button;"Show the 'Ok' button of the UI box.
When using 'Accept Next Page', this will toggle to the next info page."
GamingIsLove.ORKFramework.UI.Parts.InformationMenuPart.showCancelButton;Show Cancel Button;"Show the 'Cancel' button of the UI box.
This will close this menu screen."
GamingIsLove.ORKFramework.UI.Parts.InformationMenuPart.unfocusedControl;Unfocused Control;"This menu part can't be focused and the input keys canbe used unfocused.
Only used when having more than 1 page."
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart;Inventory Container (Slots);Displays the slot-based inventory containers of a combatant.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.closeAfter;Close After Use;Close this menu screen after using an item or equipping equipment.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.closeAfterNoReturn;Don't Return;Don't return to previously opened menu screens when closing the screen after using an item or equipping equipment.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.closeAfterAll;Close All;Close all currently opened menu screens.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.targetRange;Target Range;"Select which targets can be used by items:
- Combatant: The item will automatically be used on the menu user.
- Group: Select a target from the menu user's group (supports not spawned combatants).
- All: Select a target from the available targets based on the item's setup (only supports spawned combatants, e.g. within use range)"
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.animateUse;Animate Use;Using an item will be animated, i.e. it's battle animations (schematics) will be performed if set up for the current game mode.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.allTypes;All Inventory Containers;"All inventory containers will be displayed.
If disabled, you have to select the inventory containers that will be displayed."
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.showEmptyTypes;Show All Containers;"Inventory containers not available to the combatant will be displayed (with inactive buttons).
If disabled, only the inventory containers available to the combatant will be displayed.
Inventory containers are not available when they contain no slots."
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.activeEmptyTypes;Active Buttons;Empty inventory containers buttons will be displayed using active buttons (i.e. can be used).
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.availableType;Inventory Container;Select the inventory container that will be available.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.useTypeKeys;Use Change Keys;The inventory container can be changed by input keys.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.typeDisplay;Container Display;"Select how the inventory containers will be displayed:
- None: The containers won't be displayed, they can be changed using the container change keys.
- UI Box: The containers are displayed in their own UI box.
- Tabs: The containers are displayed as tabs in the slot box."
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.display;Box Display;"Select the box display mode:
- Same: Inventory containers and slots use the same UI box.
- One: Only one box will be displayed at a time. Containers and slots use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Containers and slots use different UI boxes.
- Sequence: Same as 'Multi', but the slots will only be displayed when the container was selected."
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.uiBox;Container Box;"Select the UI box used to display the inventory containers.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used container UI box.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.uiBox2;Item Box;"Select the UI box used to display the items, currency and equipment.
If 'Same' box display is selected, this box will also display the item types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The item of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.startFocused;Start Focused;"The item box will be focused when opening the menu screen (if displayed).
If disabled, the type box will be focused (if displayed)."
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.useTitle;Show Title;Display a title in the name box of the used item/equipment UI box.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.useNewContentLayout;Mark New Items;Use a different content layout for new items.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.activeEmptySlot;Active Buttons;Empty slot buttons will be displayed using active buttons (i.e. can be used).
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.emptySlotContent;Empty Slot Content;The content displayed in empty slot buttons.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.dropGive;Give On Drop;Items and equipment are given to a combatant, instead of using them on the combatant.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.dropToWorld;Drop To World;Items and equipment will be dropped into the game world if they aren't dropped on a combatant or interaction.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.dropRemove;Remove On Drop;"The items will be removed, not dropped.
This prevents spawning item prefabs in your scene."
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.dropSplit;Split On Drop;"Split item stacks when dropping them on the item box (coming from the item box).
Not used when dropped on another item."
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.dropSplitHoldKey;Hold Input Key;Splitting on drop is only used if an input key is receiving input when dropping.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.dropSplitKey;Split Input Key;Select the input key that must have input when dropping to split the item stack.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.dropMerge;Merge On Drop;"Dropping an item on the same kind of item will merge it to a single stack (if possible).
Only used when the items come from the same inventory."
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.dropMergeHoldKey;Hold Input Key;Merting on drop is only used if an input key is receiving input when dropping.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.dropMergeKey;Merge Input Key;Select the input key that must have input when dropping to merge the items.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.useMergeQuestion;Use Merge Question;Display a question dialogue before merging.
GamingIsLove.ORKFramework.UI.Parts.InventoryContainerMenuPart.useSubMenu;Use Sub Menu;"A sub menu can be displayed for a selected menu item (item, equipment), the sub menu can display different choices (e.g. use/equip, remove, etc.).
The sub menu is called by using an input key, if you use the same key as you've used for the 'Accept' key, the sub menu will be dispalyed instead of using the selected menu item."
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart;Inventory Exchange;"Displays the two inventories of different sources (e.g. 2 combatants) to exchange or buy/sell content.
The content of the inventories can be separated by item types."
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.typeDisplay;Type Display;"Select how the item types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the item box."
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.tabsBox1;Tabs in Box 1;Item box 1 will show the item type tabs.
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.tabsBox2;Tabs in Box 2;Item box 2 will show the item type tabs.
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.display;Box Display;"Select the box display mode:
- Same: Types and items/equipment use the same UI box.
- One: Only one box will be displayed at a time. Types and items/equipment use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and items/equipment use different UI boxes.
- Sequence: Same as 'Multi', but the items/equipment will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.uiBox;Type Box;"Select the UI box used to display the item types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.showTransferAll;Show Transfer All;"A transfer all button is displayed.
Using this button will transfer all items currently displayed by the defined item box into the other item box."
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.transferFromBox2;From Box 2;"If enabled, the items from item box 2 will be transfered to item box 1.
If disabled, the items from item box 1 will be transfered to item box 2."
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.transferAllFirst;Transfer All First;"The transfer all button will be the first button of the list (after the back button).
If disabled, it will be the last button (before the back button)."
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.useBoxSwitchKey;Use Box Switch Key;Use an input key to switch between item box 1 and 2.
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.dropToWorld;Drop To World;Items will be dropped into the game world if they aren't dropped on a combatant or UI box.
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.dropRemove;Remove On Drop;"The items will be removed, not dropped.
This prevents spawning item prefabs in your scene."
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.showBuyQuestion;Show Buy Question;"Show a question dialogue before buying something.
The question dialogue will be displayed after the quantity selection."
GamingIsLove.ORKFramework.UI.Parts.InventoryExchangeMenuPart.showSellQuestion;Show Sell Question;"Show a question dialogue before selling something.
The question dialogue will be displayed after the quantity selection."
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart;Inventory;"Displays the inventory of a combatant.
The content of the inventory can be separated by item types."
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.closeAfter;Close After Use;Close this menu screen after using an item or equipping equipment.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.closeAfterNoReturn;Don't Return;Don't return to previously opened menu screens when closing the screen after using an item or equipping equipment.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.closeAfterAll;Close All;Close all currently opened menu screens.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.targetRange;Target Range;"Select which targets can be used by items:
- Combatant: The item will automatically be used on the menu user.
- Group: Select a target from the menu user's group (supports not spawned combatants).
- All: Select a target from the available targets based on the item's setup (only supports spawned combatants, e.g. within use range)"
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.animateUse;Animate Use;Using an item will be animated, i.e. it's battle animations (schematics) will be performed if set up for the current game mode.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.typeDisplay;Type Display;"Select how the item types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the item box."
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.display;Box Display;"Select the box display mode:
- Same: Types and items/equipment use the same UI box.
- One: Only one box will be displayed at a time. Types and items/equipment use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and items/equipment use different UI boxes.
- Sequence: Same as 'Multi', but the items/equipment will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.uiBox;Type Box;"Select the UI box used to display the item types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.uiBox2;Item Box;"Select the UI box used to display the items, currency and equipment.
If 'Same' box display is selected, this box will also display the item types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The item of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.startFocused;Start Focused;"The item box will be focused when opening the menu screen (if displayed).
If disabled, the type box will be focused (if displayed)."
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.addUnadded;Add Unadded;"Add content (items, equipment, etc.) of the selected item type that's currently not in the inventory with a quantity of 0 to the list.
I.e. list all possible items, equipment, etc. for the current item type, listing unowned items with a quantity of 0."
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.useTitle;Show Title;Display a title in the name box of the used item/equipment UI box.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.useNewContentLayout;Mark New Items;Use a different content layout for new items.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.dropGive;Give On Drop;Items and equipment are given to a combatant, instead of using them on the combatant.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.dropToWorld;Drop To World;Items and equipment will be dropped into the game world if they aren't dropped on a combatant or interaction.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.dropRemove;Remove On Drop;"The items will be removed, not dropped.
This prevents spawning item prefabs in your scene."
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.dropSplit;Split On Drop;"Split item stacks when dropping them on the item box (coming from the item box).
Not used when dropped on another item."
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.dropSplitHoldKey;Hold Input Key;Splitting on drop is only used if an input key is receiving input when dropping.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.dropSplitKey;Split Input Key;Select the input key that must have input when dropping to split the item stack.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.dropMerge;Merge On Drop;"Dropping an item on the same kind of item will merge it to a single stack (if possible).
Only used when the items come from the same inventory."
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.dropMergeHoldKey;Hold Input Key;Merting on drop is only used if an input key is receiving input when dropping.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.dropMergeKey;Merge Input Key;Select the input key that must have input when dropping to merge the items.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.useMergeQuestion;Use Merge Question;Display a question dialogue before merging.
GamingIsLove.ORKFramework.UI.Parts.InventoryMenuPart.useSubMenu;Use Sub Menu;"A sub menu can be displayed for a selected menu item (item, equipment), the sub menu can display different choices (e.g. use/equip, remove, etc.).
The sub menu is called by using an input key, if you use the same key as you've used for the 'Accept' key, the sub menu will be dispalyed instead of using the selected menu item."
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart;Log;"Displays known logs.
The logs can be separated by log type."
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.typeDisplay;Type Display;"Select how the log types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the log box."
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.display;Display Type>Log;"Select the box display mode (Type to Log):
- Same: Types and logs use the same UI box.
- One: Only one box will be displayed at a time. Types and logs use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and logs use different UI boxes.
- Sequence: Same as 'Multi', but the logs will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.uiBox;Type Box;"Select the UI box used to display the log types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.displayText;Display Log>Text;"Select the box display mode (Log to Text):
- Same: Logs and texts use the same UI box.
- One: Only one box will be displayed at a time. Logs and texts use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Logs and texts use different UI boxes.
- Sequence: Same as 'Multi', but the texts will only be displayed when a log was selected."
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.enableLogTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a log menu item.
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.uiBox2;Log Box;"Select the UI box used to display the logs.
If 'Same' box display is selected, this box will also display the log types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.useTitle;Show Title;Display a title in the name box of the used log UI box.
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.useNewLogsContentLayout;Mark New Logs;Use a different content layout for logs that have new content.
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.uiBox3;Text Box;"Select the UI box used to display the a selected log's text.
If 'Same' box display is selected, this box will also display the logs.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.closeTypeBox;Close Type Box;Close the type box when displaying the text box.
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.useTextTitle;Show Title;Display a title in the name box of the used text UI box.
GamingIsLove.ORKFramework.UI.Parts.LogMenuPart.textTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart;Manager;Allows changing the default actions or displayed types of other menu parts, shortcut slot assignments and other things.
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.uiBox;UI Box;"Select the UI box used to display the manager button list.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.checkTimeout;Check Timeout (s);The time in seconds between 2 requirement checks for the menu items.
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.showSlotInfo;Show Slot Info Box;Show an information box while having a shortcut slot selected.
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.slotInfoUIBox;UI Box;"Select the UI box used to display each individual loot item.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.useSlotTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.slotTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.slotInfoShowTooltip;Show Tooltip;Show a tooltip when the cursor is over a info box.
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.slotInfoShowEmptySlot;Show Empty Slot;Show the info box for empty/unassigned slots.
GamingIsLove.ORKFramework.UI.Parts.ManagerMenuPart.slotInfoShowOtherButtons;Show Other Buttons;Show the info box for other buttons.
GamingIsLove.ORKFramework.UI.Parts.MenuListMenuPart;Menu List;"Displays list of menu screens, allowing switching between them.
E.g. use this as a tab-header for menu switching."
GamingIsLove.ORKFramework.UI.Parts.MenuListMenuPart.uiBox;UI Box;"Select the UI box used to display the button list.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.MenuListMenuPart.isMenu;Is Menu;"The menu list is used as a menu, working similar to the 'Button List' part.
If disabled, the menu list is only used as a display, can't be focused (i.e. also doesn't display as not focused when other menus have the focus) and you can only switch between the menus using the 'Change Keys' or clicking on the buttons.
The initially selected menu screen will be opened automatically (unless used in a 'Single Screen' menu screen)."
GamingIsLove.ORKFramework.UI.Parts.MenuListMenuPart.menuOpenSelected;Open Selected;"Open the selected (not accepted) menu screen.
Works similar to the 'Multi' box menu mode available in other menu screen parts (e.g. inventory type>list box).
Both this and the selected menu screens need to have 'Single Screen' disabled for this to work properly."
GamingIsLove.ORKFramework.UI.Parts.MenuListMenuPart.waitForTransition;Wait For Transition;"Wait for the currently open menu screen to close before calling the next menu screen when changing screens.
If disabled, the next screen is opened immediately while the current screen closes."
GamingIsLove.ORKFramework.UI.Parts.MenuListMenuPart.forwardUserChange;Forward User Change;If this menu screen's user changes it'll forward the user to the currently open menu screen.
GamingIsLove.ORKFramework.UI.Parts.MenuListMenuPart.keyTimeout;Key Timeout (s);The time in seconds that has to pass between 2 key changes (e.g. when using 'Hold' keys).
GamingIsLove.ORKFramework.UI.Parts.MenuListMenuPart.keyHoldTimeout;Key Hold Timeout (s);The time in seconds that has to pass between consecutive key changes when the input is received without a break (e.g. holding a key).
GamingIsLove.ORKFramework.UI.Parts.MenuListMenuPart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.Parts.MenuListMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.MenuListMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.MenuUserMenuPart;Menu User;"Displays status information of the currently active menu combatant.
If the menu screen allows changing the user, displays the group or battle group (depending on the menu screen's user change settings), optionally placing the current user at a fixed index or in the center of the displayed combatants."
GamingIsLove.ORKFramework.UI.Parts.MenuUserMenuPart.useFixedIndex;Use Fixed Index;Place the menu user at a defined index or the center of the displayed combatant list.
GamingIsLove.ORKFramework.UI.Parts.MenuUserMenuPart.menuUserIndex;Menu User Index;"The index at which the menu user will be displayed in the list.
Use -1 to place the user at the center of the list."
GamingIsLove.ORKFramework.UI.Parts.MenuUserMenuPart.limitListLength;Limit List Length;Limit the number of displayed combatants.
GamingIsLove.ORKFramework.UI.Parts.MenuUserMenuPart.maximumLength;Maximum Lenght;The maximum number of displayed combatants.
GamingIsLove.ORKFramework.UI.Parts.MenuUserMenuPart.showOkButton;Show OK Button;"Show the 'Ok' button of the UI box.
When using 'Accept Next Page', this will toggle to the next combatant page."
GamingIsLove.ORKFramework.UI.Parts.MenuUserMenuPart.showCancelButton;Show Cancel Button;"Show the 'Cancel' button of the UI box.
This will close this menu screen."
GamingIsLove.ORKFramework.UI.Parts.MenuUserMenuPart.unfocusedControl;Unfocused Control;"This menu part can't be focused and the input keys can be used unfocused.
Only used when having more than 1 page."
GamingIsLove.ORKFramework.UI.Parts.MenuUserMenuPart.allowClickChange;Allow Click Change;Clicking on a combatant's button will change the current menu user (for all open menu screens).
GamingIsLove.ORKFramework.UI.Parts.MenuUserMenuPart.uiBox;UI Box;"Select the UI box used to display the combatant information.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart;Multi Content;"Displays the inventory, abilities and special actions of a combatant.
The content can be separated by item types and ability types."
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.closeAfter;Close After Use;Close this menu screen after using an item or ability.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.closeAfterNoReturn;Don't Return;Don't return to previously opened menu screens when closing the screen after using.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.closeAfterAll;Close All;Close all currently opened menu screens.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.targetRange;Target Range;"Select which targets can be used by the content:
- Combatant: The item/ability will automatically be used on the menu user.
- Group: Select a target from the menu user's group (supports not spawned combatants).
- All: Select a target from the available targets based on the item's or ability's setup (only supports spawned combatants, e.g. within use range)"
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.animateUse;Animate Use;Using an item/ability will be animated, i.e. it's battle animations (schematics) will be performed if set up for the current game mode.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.typeDisplay;Type Display;"Select how the types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the list box."
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.display;Box Display;"Select the box display mode:
- Same: Types and list use the same UI box.
- One: Only one box will be displayed at a time. Types and list use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and list use different UI boxes.
- Sequence: Same as 'Multi', but the list will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.uiBox;Type Box;"Select the UI box used to display the types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.useTypeKeys;Use Change Keys;"The type can be changed by input keys.
Not used when types are merged."
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.uiBox2;List Box;"Select the UI box used to display the items, currency, equipment, abilities, etc.
If 'Same' box display is selected, this box will also display the types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The item/ability/etc. of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.startFocused;Start Focused;"The list box will be focused when opening the menu screen (if displayed).
If disabled, the type box will be focused (if displayed)."
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.useTitle;Show Title;Display a title in the name box of the used list UI box.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.useNewContentLayout;Mark New Content;Use a different content layout for new content.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.dropGive;Give On Drop;Inventory content is given to a combatant, instead of using them on the combatant.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.dropToWorld;Drop To World;Inventory content will be dropped into the game world if they aren't dropped on a combatant or interaction.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.dropRemove;Remove On Drop;"The inventory content will be removed, not dropped.
This prevents spawning item prefabs in your scene."
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.dropSplit;Split On Drop;"Split item stacks when dropping them on the list box (coming from the list box).
Not used when dropped on another item."
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.dropSplitHoldKey;Hold Input Key;Splitting on drop is only used if an input key is receiving input when dropping.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.dropSplitKey;Split Input Key;Select the input key that must have input when dropping to split the item stack.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.dropMerge;Merge On Drop;"Dropping an item on the same kind of item will merge it to a single stack (if possible).
Only used when the items come from the same inventory."
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.dropMergeHoldKey;Hold Input Key;Merting on drop is only used if an input key is receiving input when dropping.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.dropMergeKey;Merge Input Key;Select the input key that must have input when dropping to merge the items.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.useMergeQuestion;Use Merge Question;Display a question dialogue before merging.
GamingIsLove.ORKFramework.UI.Parts.MultiContentMenuPart.useSubMenu;Use Sub Menu;"A sub menu can be displayed for a selected menu item (item, equipment, ability, etc.), the sub menu can display different choices (e.g. use/equip, remove, etc.).
The sub menu is called by using an input key, if you use the same key as you've used for the 'Accept' key, the sub menu will be dispalyed instead of using the selected menu item."
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart;Multi Slot;"Displays defined equipment slots, class slots, AI behaviour slots, AI ruleset slots and shortcut slots of a combatant.
Selecting a slot shows all content that can be equipped/assigned to it (e.g. equipment for equipment slots, items, abilities, etc. for shortcut slots, etc.)."
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.limitAllowedUser;Limit Allowed User;Only combatants that have at least one of the defined slots (based on this part's settings) can be users of this menu screen.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.displayType;Display Slot>Type;"Select the box display mode (slot to type/list):
- Same: Slots and types/list use the same UI box.
- One: Only one box will be displayed at a time. Slots and types/list use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Slots and types/list use different UI boxes.
- Sequence: Same as 'Multi', but the types/list will only be displayed when a slot was selected."
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.slotUIBox;Slot Box;"Select the UI box used to display the slots.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The content equipped/assigned on a slot will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.useSlotTitle;Show Title;Display a title in the name box of the used slot UI box.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.slotTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.slotMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.useEmptyLayout;Use Empty Layout;Use a different content layout for empty slot buttons.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.useUnavailableLayout;Use Unavailable Layout;"Use a separate content layout for unavailable slots.
If disabled, unavailable slots will use the slot content layout."
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.typeDisplay;Type Display;"Select how the types will be displayed (if available):
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the content box."
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.displayList;Display Type>Content;"Select the box display mode (type to list):
- Same: Types and list use the same UI box.
- One: Only one box will be displayed at a time. Types and list use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and list use different UI boxes.
- Sequence: Same as 'Multi', but the list will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.typeUIBox;Type Box;"Select the UI box used to display the types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.useTypeKeys;Use Change Keys;"The type can be changed by input keys.
Not used when types are merged."
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.listUIBox;List Box;"Select the UI box used to display the list.
If 'Same' box display is selected, this box will also display the types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The content of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.addEquipped;Add Equipped;Add the currently equipped/assigned content.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.highlightEquippedInput;Highlight Equipped Input;Highlight the equipped/assigned content's input with a defined color.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.equippedHighlightColor;Color;Select the color used to highlight the equipped/assigned content's input.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.equipBack;Back on Equip;Equipping something will return to the slot box.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.unequipBack;Back on Unequip;Unequipping something will return to the slot box.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.unequipBeforeBack;Unequip First;"If both 'Back' and 'Unequip' are displayed first or last in the list, the 'Unequip' button will be added before the 'Back' button.
If disabled, the 'Back' button will be before the 'Unequip' button."
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.useTitle;Show Title;Display a title in the name box of the used list UI box.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.useNewContentLayout;Mark New Content;Use a different content layout for new content.
GamingIsLove.ORKFramework.UI.Parts.MultiSlotMenuPart.dragListDropOnCurrentSlot;Drop On Current Slot Only;"Dragged content can only be dropped on the current slot.
This can be used to prevent dragging something on a slot that should be limited to e.g. defined item types."
GamingIsLove.ORKFramework.UI.Parts.OptionsCategoryMenuPart;Options (Category);Displays an options menu for option categories defined in 'UI > Option Categories'.
GamingIsLove.ORKFramework.UI.Parts.OptionsCategoryMenuPart.useCustomMenu;Use Custom Menu;"Use a custom options menu.
If disabled, the default options menu defined in 'UI > Option Categories > General Settings' will be used."
GamingIsLove.ORKFramework.UI.Parts.OptionsMenuPart;Options;Displays list of game options.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart;Quest;"Displays quests added to the player's quest list.
The quests can be separated by quest type."
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.typeDisplay;Type Display;"Select how the quest types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the log box."
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.display;Display Type>Quest;"Select the box display mode (Type to Quest):
- Same: Types and quests use the same UI box.
- One: Only one box will be displayed at a time. Types and quests use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and quests use different UI boxes.
- Sequence: Same as 'Multi', but the quests will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.uiBox;Type Box;"Select the UI box used to display the quest types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.displayText;Display Quest>Info;"Select the box display mode (Quest to Quest Information):
- Same: Quests and quest infos use the same UI box.
- One: Only one box will be displayed at a time. Quests and quest infos use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Quests and quest infos use different UI boxes.
- Sequence: Same as 'Multi', but the quest infos will only be displayed when a quest was selected."
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.uiBox2;Quest Box;"Select the UI box used to display the quests.
If 'Same' box display is selected, this box will also display the quest types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The quest of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.useTitle;Show Title;Display a title in the name box of the used quest UI box.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.useNewQuestContentLayout;Mark New Quests;Use a different content layout for quests that have new content.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.useAvailableLayout;Use Available Layout;Use a different content layout for available quests.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.useInactiveLayout;Use Inactive Layout;Use a different content layout for inactive quests.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.useActiveLayout;Use Active Layout;Use a different content layout for active quests.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.useFinishedLayout;Use Finished Layout;Use a different content layout for finished quests.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.useFailedLayout;Use Failed Layout;Use a different content layout for failed quests.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.uiBox3;Info Box;"Select the UI box used to display the a selected quest's information.
If 'Same' box display is selected, this box will also display the quests."
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.closeTypeBox;Close Type Box;Close the type box when displaying the info box.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.useChoice;Use Activation Choice;"Use a choice to activate/inactivate (or leave) the quest.
If disabled, the quest can't be activated/inactivated in this menu screen."
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.infoAcceptCloses;Accept Closes Info;"Using the 'Ok' button or 'Accept' key will close the info box.
If disabled, they're only used to progress the text to the next page (if available)."
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.infoShowOkButton;Show Ok Button;Show the 'Ok' button of the used UI box.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.infoShowCancelButton;Show Cancel Button;Show the 'Cancel' button of the used UI box.
GamingIsLove.ORKFramework.UI.Parts.QuestMenuPart.ownLayout;Own Layout;This quest menu overrides the default quest layout setting (defined in the game settings) and the quest's individual layouts.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart;Research (List View);Displays research trees, optionally separated by research types.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.limitAllowedUser;Limit Allowed User;Only combatants that have research content available (based on this part's settings) can be users of this menu screen.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.closeAfterStart;Close After Start;Close this menu screen after starting research.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.closeAfterStop;Close After Stop;Close this menu screen after stopping research.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.closeAfterNoReturn;Don't Return;Don't return to previously opened menu screens when closing the screen after use.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.closeAfterAll;Close All;Close all currently opened menu screens.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.typeDisplay;Type Display;"Select how the research types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the research tree box."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.displayTree;Display Type>Tree;"Select the box display mode (Research Type to Research Tree):
- Same: Types and trees use the same UI box.
- One: Only one box will be displayed at a time. Types and trees use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and trees use different UI boxes.
- Sequence: Same as 'Multi', but the trees will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.uiBox;Type Box;"Select the UI box used to display the research types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.treeDisplay;Tree Display;"Select how the research trees will be displayed:
- None: The trees won't be displayed, they can be changed using the tree change keys.
- UI Box: The trees are displayed in their own UI box.
- Merged: The trees are merged together, i.e. no tree separation.
- Tabs: The trees are displayed as tabs in the research item box. Can't be used together with type tabs."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.displayItems;Display Tree>Items;"Select the box display mode (Research Tree to Research Item):
- Same: Trees and items use the same UI box.
- One: Only one box will be displayed at a time. Trees and items use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Trees and items use different UI boxes.
- Sequence: Same as 'Multi', but the items will only be displayed when a tree was selected."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.uiBox2;Research Tree Box;"Select the UI box used to display the research trees.
If 'Same' box display is selected, this box will also display the resarch types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.enableTreeTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a research tree menu item.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useTitleTree;Show Title;Display a title in the name box of the used research tree UI box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.titleTree;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.treeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useNewTreeContentLayout;Mark New Trees;Use a different content layout for trees that have new content.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useTreeKeys;Use Change Keys;"The research trees can be changed by input keys.
Not used when trees are merged."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.displayDetails;Display Item>Details;"Select the box display mode (Research Item to Details):
- Same: Item and details use the same UI box.
- One: Only one box will be displayed at a time. Item and details use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Item and details use different UI boxes.
- Sequence: Same as 'Multi', but the entries will only be displayed when an item was selected."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.uiBox3;Research Item Box;"Select the UI box used to display the research item list.
If 'Same' box display is selected, this box will also display the details.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.itemCloseTypeBox;Close Type Box;Close the type box when displaying the item box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.addResearchable;Researchable;Show research items that can be researched.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.addNotResearchableLimit;Research Limit;Show research items that can't be researched due to the research limit (but with valid costs and requirements).
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.addNotResearchableCosts;Costs Fail;Show research items that can't be researched due to costs (but with valid requirements).
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.addNotResearchableRequirements;Requirements Fail;Show research items that can't be researched due to requirements.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.addInResearch;In Research;Show research items that are currently being researched.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.addComplete;Complete;Show research items that are fully researched.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useTitleItem;Show Title;Display a title in the name box of the used research item UI box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.titleItem;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.itemMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useNewItemContentLayout;Mark New Items;Use a different content layout for items that have new content.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useResearchableLayout;Use Researchable Layout;Use a different content layout for research items that can be researched.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useNotResearchableLimitLayout;Use Research Limit Layout;Use a different content layout for research items that can't be researched due to the research limit.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useNotResearchableCostsLayout;Use Costs Fail Layout;Use a different content layout for research items that can't be researched due to costs.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useNotResearchableRequirementsLayout;Use Requirements Fail Layout;Use a different content layout for research items that can't be researched due to requirements.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useInResearchLayout;Use In Research Layout;Use a different content layout for research items that are currently being researched.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useCompleteLayout;Use Complete Layout;Use a different content layout for research items that are fully researched.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.detailsBoxMode;Details Box Mode;"Select how the details box is used:
- None: Doesn't display the details box, research is started/stopped by accepting a research item in the research item box.
- Use: Shows details of the research item and allows starting/stopping the research.
- Info: Only displays the details of the research item (no starting/stopping possible).
- HUD: Only displays the details of the research item, research is started/stopped by accepting a research item in the research item box."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.uiBox4;Details Box;"Select the UI box used to display details of the a selected research item.
If 'Same' box display is selected, this box will also display the research item list.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.detailsBlockFocus;Block Focus;"Block the focus while displaying the details box.
No other UI box can be selected/clicked while the focus is blocked."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.detailsCloseTypeBox;Close Type Box;Close the type box when displaying the details box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.detailsCloseTreeBox;Close Tree Box;Close the tree box when displaying the details box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.detailsShowAllButtons;Show All Buttons;Show start and cancel button, even if they're not available.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.detailsHideButtonsCompleted;Hide For Completed;The start and cancel buttons will be hidden for completed research items.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.detailsCancelFirst;Cancel First;"The cancel button will be displayed before the start button.
If disabled, the start button will be displayed before the cancel button."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.detailsBackAfterStart;Back After Start;Return to the research item box after starting research.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.useTitleDetails;Show Title;Display a title in the name box of the used details UI box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.titleDetails;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.detailsText;Content;The content that will be displayed.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.showStartResearchButton;Show Start Research Button;"Show the start research button, used to start researching.
If disabled, the start research button will not be displayed and research can't be started."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.showCancelResearchButton;Show Cancel Research Button;"Show the cancel research button, used to cancel researching.
If disabled, the cancel research button will not be displayed and research can't be canceled."
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.showStartQuestion;Show Start Question;Show a question dialogue before starting research of a research item.
GamingIsLove.ORKFramework.UI.Parts.ResearchMenuPart.showCancelQuestion;Show Cancel Question;Show a question dialogue before canceling research of a research item.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart;Research (Tree View);"Displays research trees in a tree view, optionally separated by research types.
Uses 'Research Tree UI' setups of the research tree to display individual, single trees.
Using 'Merged' tree display, uses the menu user's 'Research Tree UI' to display the merged trees."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.limitAllowedUser;Limit Allowed User;Only combatants that have research content available (based on this part's settings) can be users of this menu screen.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.closeAfterStart;Close After Start;Close this menu screen after starting research.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.closeAfterStop;Close After Stop;Close this menu screen after stopping research.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.closeAfterNoReturn;Don't Return;Don't return to previously opened menu screens when closing the screen after use.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.closeAfterAll;Close All;Close all currently opened menu screens.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.typeDisplay;Type Display;"Select how the research types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the research tree box."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.displayTree;Display Type>Tree;"Select the box display mode (Research Type to Research Tree):
- Same: Types and trees use the same UI box.
- One: Only one box will be displayed at a time. Types and trees use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and trees use different UI boxes.
- Sequence: Same as 'Multi', but the trees will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.uiBox;Type Box;"Select the UI box used to display the research types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.treeDisplay;Tree Display;"Select how the research trees will be displayed:
- None: The trees won't be displayed, they can be changed using the tree change keys.
- UI Box: The trees are displayed in their own UI box.
- Merged: The trees are merged together, i.e. no tree separation.
- Tabs: The trees are displayed as tabs in the tree view box. Can't be used together with type tabs."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.displayItems;Display Tree>Items;"Select the box display mode (Research Tree to Research Item):
- Same: Trees and items use the same UI box.
- One: Only one box will be displayed at a time. Trees and items use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Trees and items use different UI boxes.
- Sequence: Same as 'Multi', but the items will only be displayed when a tree was selected."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.uiBox2;Research Tree Box;"Select the UI box used to display the research trees.
If 'Same' box display is selected, this box will also display the resarch types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.enableTreeTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a research tree menu item.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.useTitleTree;Show Title;Display a title in the name box of the used research tree UI box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.titleTree;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.treeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.useNewTreeContentLayout;Mark New Trees;Use a different content layout for trees that have new content.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.useTreeKeys;Use Change Keys;"The research trees can be changed by input keys.
Not used when trees are merged."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.displayDetails;Display Item>Details;"Select the box display mode (Research Item to Details):
- Same: Item and details use the same UI box.
- One: Only one box will be displayed at a time. Item and details use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Item and details use different UI boxes.
- Sequence: Same as 'Multi', but the entries will only be displayed when an item was selected."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.uiBox3;Tree View Box;"Select the UI box used to display the research tree UI.
If 'Same' box display is selected, this box will also display the details.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.itemCloseTypeBox;Close Type Box;Close the type box when displaying the tree view box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.addResearchable;Researchable;Show research items that can be researched.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.addNotResearchableLimit;Research Limit;Show research items that can't be researched due to the research limit (but with valid costs and requirements).
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.addNotResearchableCosts;Costs Fail;Show research items that can't be researched due to costs (but with valid requirements).
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.addNotResearchableRequirements;Requirements Fail;Show research items that can't be researched due to requirements.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.addInResearch;In Research;Show research items that are currently being researched.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.addComplete;Complete;Show research items that are fully researched.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.useTitleItem;Show Title;Display a title in the name box of the used research item UI box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.titleItem;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.itemMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.detailsBoxMode;Details Box Mode;"Select how the details box is used:
- None: Doesn't display the details box, research is started/stopped by accepting a research item in the tree view box.
- Use: Shows details of the research item and allows starting/stopping the research.
- Info: Only displays the details of the research item (no starting/stopping possible).
- HUD: Only displays the details of the research item, research is started/stopped by accepting a research item in the tree view box"
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.uiBox4;Details Box;"Select the UI box used to display details of the a selected research item.
If 'Same' box display is selected, this box will also display the research item list.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.detailsBlockFocus;Block Focus;"Block the focus while displaying the details box.
No other UI box can be selected/clicked while the focus is blocked."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.detailsCloseTypeBox;Close Type Box;Close the type box when displaying the details box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.detailsCloseTreeBox;Close Tree Box;Close the tree box when displaying the details box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.detailsShowAllButtons;Show All Buttons;Show start and cancel button, even if they're not available.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.detailsHideButtonsCompleted;Hide For Completed;The start and cancel buttons will be hidden for completed research items.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.detailsCancelFirst;Cancel First;"The cancel button will be displayed before the start button.
If disabled, the start button will be displayed before the cancel button."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.detailsBackAfterStart;Back After Start;Return to the tree view box after starting research.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.useTitleDetails;Show Title;Display a title in the name box of the used details UI box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.titleDetails;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.detailsText;Content;The content that will be displayed.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.showStartResearchButton;Show Start Research Button;"Show the start research button, used to start researching.
If disabled, the start research button will not be displayed and research can't be started."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.showCancelResearchButton;Show Cancel Research Button;"Show the cancel research button, used to cancel researching.
If disabled, the cancel research button will not be displayed and research can't be canceled."
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.showStartQuestion;Show Start Question;Show a question dialogue before starting research of a research item.
GamingIsLove.ORKFramework.UI.Parts.ResearchTreeViewMenuPart.showCancelQuestion;Show Cancel Question;Show a question dialogue before canceling research of a research item.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart;Single Slot;"Displays a list of content for a defined equipment slot, class slot, AI behaviour slot, AI ruleset slot or shortcut slot of a combatant.
The currently equipped content can be added and highlighted."
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.limitAllowedUser;Limit Allowed User;Only combatants that have the defined slot (based on this part's settings) can be users of this menu screen.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.typeDisplay;Type Display;"Select how the types will be displayed (if available):
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the content box."
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.displayList;Display Type>Content;"Select the box display mode (type to list):
- Same: Types and list use the same UI box.
- One: Only one box will be displayed at a time. Types and list use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and list use different UI boxes.
- Sequence: Same as 'Multi', but the list will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.typeUIBox;Type Box;"Select the UI box used to display the types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.useNewTypeContentLayout;Mark New Types;Use a different content layout for types that have new content.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.useTypeKeys;Use Change Keys;"The type can be changed by input keys.
Not used when types are merged."
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.listUIBox;List Box;"Select the UI box used to display the list.
If 'Same' box display is selected, this box will also display the types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The content of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.addEquipped;Add Equipped;Add the currently equipped/assigned content.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.highlightEquippedInput;Highlight Equipped Input;Highlight the equipped/assigned content's input with a defined color.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.equippedHighlightColor;Color;Select the color used to highlight the equipped/assigned content's input.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.equipBack;Back on Equip;Equipping something will return to the type box or close the menu screen.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.unequipBack;Back on Unequip;Unequipping something will return to the type box or close the menu screen.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.unequipBeforeBack;Unequip First;"If both 'Back' and 'Unequip' are displayed first or last in the list, the 'Unequip' button will be added before the 'Back' button.
If disabled, the 'Back' button will be before the 'Unequip' button."
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.useTitle;Show Title;Display a title in the name box of the used list UI box.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.useNewContentLayout;Mark New Content;Use a different content layout for new content.
GamingIsLove.ORKFramework.UI.Parts.SingleSlotMenuPart.dragListDropOnCurrentSlot;Drop On Current Slot Only;"Dragged content can only be dropped on the current slot.
This can be used to prevent dragging something on a slot that should be limited to e.g. defined item types."
GamingIsLove.ORKFramework.UI.Parts.StatusValueDistributionMenuPart;Status Value Distribution;Displays defined status values and allows distributing points.
GamingIsLove.ORKFramework.UI.Parts.StatusValueDistributionMenuPart.uiBox;UI Box;"The UI box used to display the menu.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.StatusValueDistributionMenuPart.showPortrait;Show Portrait;Show a portrait of the combatant.
GamingIsLove.ORKFramework.UI.Parts.StatusValueDistributionMenuPart.portraitType;Portrait Type;Select the portrait type that will be displayed.
GamingIsLove.ORKFramework.UI.Parts.StatusValueDistributionMenuPart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.Parts.StatusValueDistributionMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.StatusValueDistributionMenuPart.message;Message Content;The content displayed in the dialogue.
GamingIsLove.ORKFramework.UI.Parts.StatusValueDistributionMenuPart.showAcceptQuestion;Show Accept Question;A question dialogue will be displayed when accepting the status distribution.
GamingIsLove.ORKFramework.UI.Parts.StatusValueDistributionMenuPart.acceptClose;Accept Close;"Accepting the status changes will close the menu screen.
If disabled, accept will only confirm the changes and doesn't close the menu screen."
GamingIsLove.ORKFramework.UI.Parts.StatusValueDistributionMenuPart.allowCancel;Allow Cancel;The value input can be canceled using the cancel button.
GamingIsLove.ORKFramework.UI.Parts.StatusValueDistributionMenuPart.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the cursor is over a status value input.
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart;Status Value Upgrade;Displays a combatant's status values and available upgrades.
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.closeAfter;Close After Use;Close this menu screen after upgrading a status value.
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.closeAfterNoReturn;Don't Return;Don't return to previously opened menu screens when closing the screen after upgrading a status value.
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.closeAfterAll;Close All;Close all currently opened menu screens.
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.uiBox;UI Box;"Select the UI box used to display the status values.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.addUpgradeable;Show Upgradeable;Show upgradeable status values (i.e. upgrade available and useable).
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.addNotUpgradeable;Show Not Upgradeable;Show not upgradeable status value (i.e. upgrade available but not useable due to costs, but the learn conditions are valid).
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.addNoUpgradeConditions;Show No Upgrade Cond.;Show status values without available upgrades (i.e. no upgrade available due to learn conditions).
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.addNoUpgrade;Show No Upgrade;Show status values without available upgrades (i.e. no upgrade available at all).
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.hideMaxed;Hide Maxed;"Status values that are at their maximum will hide upgrades.
If disabled, maxed status values will still display upgrades.
A status value is maxed if it's base value equals the maximum value."
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.useTitle;Show Title;Display a title in the name box of the used UI box.
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.enableTooltip;Enable Tooltip;A tooltip HUD can be displayed when the mouse position is over a menu item.
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.useAdvancedLayout;Advanced Layout;Define different content layouts for upgradeable, not upgradeable (due to learn conditions) and no upgrade available.
GamingIsLove.ORKFramework.UI.Parts.StatusValueUpgradeMenuPart.showLearnQuestion;Show Upgrade Question;Show a question dialogue before upgrading a status value.
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart;Teleport;"Displays available teleport locations.
The teleports can be separated by area type."
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.closeAfter;Close After Use;Close this menu screen after using a teleport.
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.closeAfterNoReturn;Don't Return;Don't return to previously opened menu screens when closing the screen after using a teleport.
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.closeAfterAll;Close All;Close all currently opened menu screens.
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.typeDisplay;Type Display;"Select how the area types will be displayed:
- None: The types won't be displayed, they can be changed using the type change keys.
- UI Box: The types are displayed in their own UI box.
- Merged: The types are merged together, i.e. no type separation.
- Tabs: The types are displayed as tabs in the teleport box."
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.display;Display Type>Teleports;"Select the box display mode:
- Same: Types and teleports use the same UI box.
- One: Only one box will be displayed at a time. Types and teleports use different UI boxes.
- Multi: Multiple boxes are displayed at the same time. Types and teleports use different UI boxes.
- Sequence: Same as 'Multi', but the teleports will only be displayed when a type was selected."
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.uiBox;Type Box;"Select the UI box used to display the area types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'."
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.useTypeTitle;Show Title;Display a title in the name box of the used type UI box.
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.typeTitle;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.typeMessage;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.uiBox2;Teleport Box;"Select the UI box used to display the teleports.
If 'Same' box display is selected, this box will also display the area types.
UI box schematics will use the user (combatant) of the menu screen as 'Starting Object'.
The teleport of an input button will be available as selected data via the selected key 'action'."
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.startFocused;Start Focused;"The teleport box will be focused when opening the menu screen (if displayed).
If disabled, the type box will be focused (if displayed)."
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.showUnavailableTeleports;Show Unavailable;"Show teleports that are currently unavailable due to their conditions.
Unavailable teleports are not usable, their choice buttons inactive."
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.useTeleport;Use Teleport;"Use an accepted teleport.
If disabled, using the accept key will not teleport to the location, e.g. use a UI box schematic (accept) to animate teleporting."
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.useTitle;Show Title;Display a title in the name box of the used teleport UI box.
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.title;Title Content;The title content of the box.
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.message;Message Content;The content displayed in the box.
GamingIsLove.ORKFramework.UI.Parts.TeleportMenuPart.useConfirmation;Use Confirmation Dialogue;Use a confirmation dialogue before using a teleport.
GamingIsLove.ORKFramework.Components.BattleArenaSettings.battleComponent;Battle Component;Select a 'Battle' component in the scene.
GamingIsLove.ORKFramework.Components.BattleArenaSettings.setPosition;Set Position;Set the position of the battle using the initiating combatant's position.
GamingIsLove.ORKFramework.Components.BattleArenaSettings.setRotation;Set Rotation;Set the rotation of the battle using the initiating combatant's rotation.
GamingIsLove.ORKFramework.Components.BattleArenaSettings.useNearest;Use Nearest Battle;Use the nearest 'Battle' component.
GamingIsLove.ORKFramework.Components.BattleArenaSettings.nearestRange;Nearest Range;"The range used to check for near 'Battle' components.
Only components within this range (to the initiating combatant) will be used."