September
20
2013

Next thing on the list – let’s create some items … refreshing potions, some status effect stuff and books teaching abilities.

In this game tutorial we’ll focus on creating the items and item types we need, to learn more about items in general read this how-to.

Types!

Yes, we start – again – with creating different item types. They are used to separate our items in menus into their different categories – and to keep order. We’ll create the following types:

  • Potions
    For refreshing potions.
  • Scrolls and Books
    For scrolls (use status effects) and books (teach new abilities).
  • Special Items
    For special items like money or quest items (we’ll add them in a later game tutorial).
  • Weapons
    For weapons – equipment is also separated into item types.
    Will be used in a later game tutorial.
  • Armors
    For armors – will be used in a later game tutorial.

Open the ORK Framework editor and navigate to Inventory > Item Types. We need five item types, so add the needed number and change the following settings.

Item Type 0

  • Name
    Change to Potions.

Item Type 1

  • Name
    Change to Scrolls and Books.

Item Type 2

  • Name
    Change to Special Items.

Item Type 3

  • Name
    Change to Weapons.

Item Type 4

  • Name
    Change to Armors.

That’s it for the item types.

Currency settings … money!

ORK Framework uses a multi-currency system. You can have multiple currencies in your game, set up exchange rates and change them in a running game. This feature is optional, if you don’t need multiple currencies, simply don’t create more than one.

Currencies are created in Inventory > Currencies. We’re only going to use one currency in our little game, so let’s change the following settings of the default currency (Gold).

  • Name
    Change to Gold.
  • Description
    Change to You can buy stuff with it..
  • Icon
    Select ShopEvent.psd.
    Can be found in Assets/Gizmos/.
  • Item Type
    Select Special Items.
  • Dropable
    Enable this setting.
    We can drop gold back into the game world.
  • Money Prefab
    Select ItemPrefab.
    Can be found in Assets/Tutorial Resources/Prefabs/Items/.

That’s it for the currency settings.

Creating the items

Like with the abilities – we’ll bother with animating the items later. For now, we’ll create the following items:

  • Potion
    Restores 150 HP.
  • Magic Potion
    Restores 50 MP.
  • Revive Potion
    Revives the dead … spooky!
  • Cure Potion
    Removes all negative status effects.
  • Fire Scroll
    Applies the Enchant Fire status effect.
  • Paralyse Scroll
    Applies the Blind (50 % chance) and Block (25 % chance) status effects.
  • Book of Health
    Teaches the passive ability Health Bonus.
  • Book of Immunity
    Teaches the passive ability Immune.

So, we’ll be adding eight items for now – the rest will follow in later tutorials (quests!). Navigate to Inventory > Items and change the following settings.

Item 0: Potion

The potion will restore 150 HP of a single ally. It should be useable in the field an in battles.

The item should cost 10 Gold and sold back to stores for 50 % of the original price.

  • Name
    Change to Potion.

Item Settings

  • Item Type
    Select Potions.
  • Item Prefab
    Select ItemPrefab.
    Yes, that’s the same as used for our currency – we’ll be using this simple prefab for all items.
  • Dropable
    Enable this setting.
  • Stealable
    Enable this setting.

Price Settings

  • Buy Price
    Set to 10.
    The price is always defined in the base currency – i.e. the first currency in the list (Gold in our case).
  • Sellable
    Enable this setting.
  • Sell Price
    Set to 50.
  • Sell In
    Select Percent.

Use Settings

  • Useable In
    Select Both.
  • Consume
    Enable this setting.
    The item will be removed from the inventory when used.

Target Settings

  • Target Type
    Select Ally.
  • Target Range
    Select Single.

Target Changes

Add a status value change by clicking on Add Value Change.

  • Status Value
    Select HP.
  • Operator
    Select Add.
  • Value Origin
    Select Value.
  • Value
    Set to 150.
  • Ignore Defence Attributes
    Enable all attributes – we don’t want them to interfere with healing.

That’s it for this item.

Item 1: Magic Potion

This item is similar to the Potion, so let’s simply copy it and change some settings.

The magic potion should heal 50 MP and cost 20 Gold, the rest stay’s as it is.

  • Name
    Change to Magic Potion.

Price Settings

  • Buy Price
    Set to 20.

Target Changes

Change the HP status value change to MP.

  • Status Value
    Select MP.
  • Value
    Set to 50.

Item 2: Revive Potion

This item is also similar to the Potion, let’s copy it again and change some settings.

The revive potion will revive a dead target, fully restores HP/MP and cost 100 Gold.

  • Name
    Change to Revive Potion.

Price Settings

  • Buy Price
    Set to 100.

Use Settings

  • Revive Target
    Enable this setting.

Target Settings

  • Is Dead
    Select Yes.
    Only dead combatants can be used as target for this item.

Target Changes

We’ll fully restore the target’s HP – i.e. we’ll set it to use the MaxHP status value.

  • Operator
    Select Set.
  • Value Origin
    Select Status.
  • Status Value (below Operator/Value Origin)
    Select MaxHP.

Now, add another status value change by clicking on Add Value Change.

  • Status Value
    Select MP.
  • Operator
    Select Set.
  • Value Origin
    Select Status.
  • Status Value (below Operator/Value Origin)
    Select MaxMP.
  • Ignore Defence Attributes
    Enable all attributes – we don’t want them to interfere with healing.

That’s it for this status value.

Item 3: Cure Potion

This time, let’s start from scratch again. The cure potion should remove all negative status effects and be useable on a single ally – in battles and in the field.

The item should cost 25 Gold.

  • Name
    Change to Cure Potion.

Item Settings

  • Item Type
    Select Potions.
  • Item Prefab
    Select ItemPrefab.
  • Dropable
    Enable this setting.
  • Stealable
    Enable this setting.

Price Settings

  • Buy Price
    Set to 25.
  • Sellable
    Enable this setting.
  • Sell Price
    Set to 50.
  • Sell In
    Select Percent.

Use Settings

  • Useable In
    Select Both.
  • Consume
    Enable this setting.

Target Settings

  • Target Type
    Select Ally.
  • Target Range
    Select Single.

Target Changes

Add a status effect cast by clicking on Add Status Effect.

  • Effect
    Select Poison.
  • Change
    Select Remove.

Add another status effect.

  • Effect
    Select Blind.
  • Change
    Select Remove.

And another status effect.

  • Effect
    Select Block.
  • Change
    Select Remove.

Another status effect …

  • Effect
    Select Weaken.
  • Change
    Select Remove.

Add the last status effect.

  • Effect
    Select Speed Down.
  • Change
    Select Remove.

That’s it for this item.

Item 4: Fire Scroll

This item will add the Enchant Fire status effect to a combatant. Useable only in battle, on a single ally.

Price: 100

  • Name
    Change to Fire Scroll.

Item Settings

  • Item Type
    Select Scrolls and Books.
  • Item Prefab
    Select ItemPrefab.
  • Dropable
    Enable this setting.
  • Stealable
    Enable this setting.

Price Settings

  • Buy Price
    Set to 100.
  • Sellable
    Enable this setting.
  • Sell Price
    Set to 50.
  • Sell In
    Select Percent.

Use Settings

  • Useable In
    Select Battle.
  • Consume
    Enable this setting.

Target Settings

  • Target Type
    Select Ally.
  • Target Range
    Select Single.

Target Changes

Add a status effect cast by clicking on Add Status Effect.

  • Effect
    Select Enchant Fire.
  • Change
    Select Add.

That’s it for this item.

Item 5: Paralyse Scroll

This item is similar to the Fire Scroll, so let’s copy it and change the some settings.

  • Name
    Change to Paralyse Scroll.

Target Settings

  • Target Type
    Select Enemy.

Target Changes

Change the Enchant Fire status effect to Blind and use a 50 % hit chance.

  • Effect
    Select Blind.
  • Change
    Select Add.
  • Override Hit Chance
    Enable this setting.
    The item should have a different hit chance than the original status effect.
  • Calculate Hit Chance
    Enable this setting.
  • Value Type (Hit Chance)
    Select Value.
  • Value (Hit Chance)
    Set to 50.

Now, add another status effect.

  • Effect
    Select Block.
  • Change
    Select Add.
  • Override Hit Chance
    Enable this setting.
  • Calculate Hit Chance
    Enable this setting.
  • Value Type (Hit Chance)
    Select Value.
  • Value (Hit Chance)
    Set to 25.

That’s it for this item.

Item 6: Book of Health

This item teaches the passive ability Health Bonus. Useable only in the field on a single ally.

Price: 1000

  • Name
    Change to Book of Health.

Item Settings

  • Item Type
    Select Scrolls and Books.
  • Item Prefab
    Select ItemPrefab.
  • Dropable
    Enable this setting.
  • Stealable
    Enable this setting.

Price Settings

  • Buy Price
    Set to 1000.
  • Sellable
    Enable this setting.
  • Sell Price
    Set to 50.
  • Sell In
    Select Percent.

Use Settings

  • Useable In
    Select Field.
  • Consume
    Enable this setting.
  • Item Ability
    Select Learn.
  • Ability
    Select Health Bonus.
  • Ability Level
    Set to 1.

Target Settings

  • Target Type
    Select Ally.
  • Target Range
    Select Single.

That’s it for this item.

Item 7: Book of Immunity

This item is nearly the same as the Book of Health, it just teaches a different ability – so let’s copy it.

And since this is such a useful ability … Price: 5000.

  • Name
    Change to Book of Immunity.

Price Settings

  • Buy Price
    Set to 5000.

Use Settings

  • Ability (Ability Settings – Learn)
    Select Immune.

That’s it for the abilities – click on Save Settings.

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