September
05
2013

Status effects are used to influence a combatant’s status, like poison or blindness.

They can be used to do various things, like change status values or attack/defence attributes, give bonuses or block certain actions of a combatant. To give a visual feedback, status effects can also spawn prefabs and change animations of a combatant.

For our game we will create some basic status effects:

  • Poison
    Reduces HP over time.
  • Blind
    Reduces the hit chance.
  • Block
    Blocks using attacks, abilities and items.
  • Enchant Fire
    Uses the attack attribute Element sub-attribute Fire for some abilities.
  • Strengthen
    Increases ATK and DEF.
  • Weaken
    Decreases ATK and DEF.
  • Speed Up
    Increases AGI.
  • Speed Down
    Decreases AGI.

Open the ORK Framework editor and navigate to Status > Status Effects. We need eight status effects, so create seven new ones to the already existing one and change the following settings.

Status Effect 0: Poison

  • Name
    Change to Poison.

Effect End Settings

Status effects can end in different ways – with the end of the battle, when the combatant is attacked, after X turns or seconds. You can also add new status effects when a status effect ends.

The poison effect should end with the battle or after 5 turns.

  • End After
    Select Turn.
  • Value Type (End After Turns)
    Select Value.
  • Value (End After Turns)
    Set to 5.
  • Chance (%)
    Set to 100.
  • End With Battle
    Enable this setting.
  • End With Death
    Enable this setting.

Status Condition

Status conditions are used to change status values, either on Cast (when the effect is applied), Turn (every time the combatant chooses a battle action) or Time (ever X seconds).

The HP should decrease by 10 % every turn – add a new condition by clicking on Add Condition.

  • Status Value
    Select HP.
  • Value Type
    Select Value.
  • Value
    Set to 10.
  • Operator
    Select Sub.
    We want the value to be subtracted from the HP.
  • Set In
    Select Percent.
  • Set On
    Select Turn.

That’s it for the poison effect.

Status Effect 1: Blind

To influence hit chances, we can either change the status values we will use in hit chance calculations (DEX), or we change the hit chance directly using a negative bonus – we will use the 2nd approach.

  • Name
    Change to Blind.

Effect End Settings

The blind effect should only end with the battle (or when it’s cured by an ability or item, that’s done in abilities and items).

  • End With Battle
    Enable this setting.
  • End After
    Select None.

Bonus Settings

Status bonuses can influence chances ( like hit or counter chance), movement speed, status values and attack/defence attributes. While you can define a reusable bonus in Status > Status Bonuses, we will use a custom bonus, which is only available in this status effect.

The hit chance should be decreased by 20, we will use a negative hit chance bonus – this will reduce the hit chance of everything that uses hit chance calculations.

  • Custom Bonus
    Enable this setting.

You will now see various bonus settings appear – we only need to change the hit bonus.

  • Hit Bonus
    Set to -20.

That’s it for the blind effect.

Status Effect 2: Block

  • Name
    Change to Block.

Effect Settings

Status effects can do different things to a combatant – like block the combatant from using certain battle actions, stop actions completely or make them attack their allies. Also status effects can use a hit chance calculation to decide if an effect will be applied to a combatant.

The block effect should prevent a combatant from using attacks, abilities or items in battle.

  • Block Attack
    Enable this setting.
  • Block Abilities
    Enable this setting.
  • Block Items
    Enable this setting.

Effect End Settings

End with the battle or after 3 turns (but only with 50 % chance).

  • End With Battle
    Enable this setting.
  • End After
    Select Turn.
  • Turns
    Set to 3.
  • Chance (%)
    Set to 50.

That’s it for the block effect.

Status Effect 3: Enchant Fire

  • Name
    Change to Enchant Fire.

Attribute Settings

Status effects can set attack and defence attributes (learn more about attributes in this how-to). The enabled attack attributes can be used by abilities and items – defence attributes will be used automatically.

The enchant fire effect should set the attack attribute Element to the sub-attribute Fire. Abilities/items that use effect attributes will use this.

  • Element
    Enable this setting.
    Select Fire in the popup field.

Effect End Settings

End with the battle or after 5 turns.

  • End With Battle
    Enable this setting.
  • End After
    Select Turn.
  • Turns
    Set to 5.
  • Chance (%)
    Set to 100.

That’s it for the enchant fire effect.

Status Effect 4: Strengthen

  • Name
    Change to Strengthen.

Effect End Settings

The strengthen effect should end with the battle or after 5 turns.

  • End With Battle
    Enable this setting.
  • End After
    Select Turn.
  • Turns
    Set to 5.
  • Chance (%)
    Set to 100.

Status Condition

We want to increase ATK and DEF by 15 when the effect is applied, so we need two conditions.

1st status condition:

  • Status Value
    Select ATK.
  • Value Type
    Select Value.
  • Value
    Set to 15.
  • Operator
    Select Add.
  • Set In
    Select Value.
  • Set On
    Select Cast.

2nd status condition:

  • Status Value
    Select DEF.
  • Value Type
    Select value.
  • Value
    Set to 15.
  • Operator
    Select Add.
  • Set In
    Select Value.
  • Set On
    Select Cast.

That’s it for the strengthen effect.

Status Effect 5: Weaken

  • Name
    Change to Weaken.

Effect End Settings

The weaken effect should end with the battle or after 5 turns.

  • End With Battle
    Enable this setting.
  • End After
    Select Turn.
  • Turns
    Set to 5.
  • Chance (%)
    Set to 100.

Status Condition

We want to decrease ATK and DEF by 15 when the effect is applied, so we need two conditions.

1st status condition:

  • Status Value
    Select ATK.
  • Value Type
    Select Value.
  • Value
    Set to 15.
  • Operator
    Select Sub.
  • Set In
    Select Value.
  • Set On
    Select Cast.

2nd status condition:

  • Status Value
    Select DEF.
  • Value Type
    Select Value.
  • Value
    Set to 15.
  • Operator
    Select Sub.
  • Set In
    Select Value.
  • Set On
    Select Cast.

That’s it for the weaken effect.

Status Effect 6: Speed Up

The speed up effect should increase AGI and the combatant’s movement speed. The movement speed can be changed using status bonuses.

  • Name
    Change to Speed Up.

Effect End Settings

End with the battle or after 5 turns.

  • End With Battle
    Enable this setting.
  • End After
    Select Turn.
  • Turns
    Set to 5.
  • Chance (%)
    Set to 100.

Status Condition

We want to increase AGI by 15 when the effect is applied, so we need one condition.

  • Status Value
    Select AGI.
  • Value Type
    Select Value.
  • Value
    Set to 15.
  • Operator
    Select Add.
  • Set In
    Select Value.
  • Set On
    Select Cast.

Bonus Settings

The movement speed (walk, run and sprint) should be increased by 1 (world unit per second).

  • Custom Bonus
    Enable this setting.

You will now see various bonus settings appear – we only need to change the speed bonuses.

  • Walk Speed Bonus
    Set to 1.
  • Run Speed Bonus
    Set to 1.
  • Sprint Speed Bonus
    Set to 1.

That’s it for the speed up effect.

Status Effect 7: Speed Down

  • Name
    Change to Speed Down.

Effect End Settings

The speed down effect should end with the battle or after 5 turns.

  • End With Battle
    Enable this setting.
  • End After
    Select Turn.
  • Turns
    Set to 5.
  • Chance (%)
    Set to 100.

Status Condition

We want to decrease AGI by 15 when the effect is applied, so we need one condition.

  • Status Value
    Select AGI.
  • Value Type
    Select Value.
  • Value
    Set to 15.
  • Operator
    Select Sub.
  • Set In
    Select Value.
  • Set On
    Select Cast.

Bonus Settings

The movement speed (walk, run and sprint) should be decreased by 1 (world unit per second).

  • Custom Bonus
    Enable this setting.

You will now see various bonus settings appear – we only need to change the speed bonuses.

  • Walk Speed Bonus
    Set to -1.
  • Run Speed Bonus
    Set to -1.
  • Spring Speed Bonus
    Set to -1.

We’re finished with the status effects – click on Save Settings.

And that’s it for now – the next lesson will cover Formulas.

Tip: Status Effect Types

You can also separate your status effects into different types.

Learn more about status effect types and a use example in this gameplay tutorial.