The status system is the core of each RPG – with ORK Framework, you can create this system however you like, using status values.

There are three kinds of status values:

  • Normal
    Examples: ATK, AGI
  • Consumable
    Examples: HP, MP
  • Experience
    Examples: Exp

Status values are mainly used to calculate something (using formulas), like the damage of an attack, the chance an item is created and other things.

Defining the status values

For our little game we will create the following status values:

  • MaxHP (Normal)
    Defines the maximum HP of a level.
  • HP (Consumable)
    The health of a combatant
  • MaxMP (Normal)
    Defines the maximum MP of a level.
  • MP (Consumable)
    Will be consumed when using abilities.
  • ATK (Normal)
    Used for physical attacks.
  • DEF (Normal)
    Defence against physical attacks.
  • MATK (Normal)
    Used for magical attacks.
  • MDEF (Normal)
    Ddefence against magical attacks.
  • AGI (Normal)
    The agility of a combatant.
  • DEX (Normal)
    The dexterity of a combatant.
  • LUK (Normal)
    The luck of a combatant.
  • EXP (Experience)
    The experience of a combatant – this will cause level ups.

Open the ORK Framework editor and navigate to Status > Status Values. We need 12 status values, so add 11 new ones to the already existing one and change the following settings.

Status value 0

  • Name
    Change to MaxHP.
  • Type
    Select Normal.

Click on Edit Value Range to change the minimum and maximum value of the status value.

  • Minimum
    Set to 0.
  • Maximum
    Set to 9999.

Click on Ok to accept the changes.

Status value 1

  • Name
    Change to HP.
  • Type
    Select Consumable.
  • Max. Status Value
    Select MaxHP (the status value we just created).
  • Death On
    Select On Minimum.
    A combatant will die if it’s HP reaches the minimum defined in the max. status value (i.e. the minimum MaxHP).

Status value 2

  • Name
    Change to MaxMP.
  • Type
    Select Normal.

Click on Edit Value Range.

  • Minimum
    Set to 0.
  • Maximum
    Set to 999.

Click on Ok to accept the changes.

Status value 3

  • Name
    Change to MP.
  • Type
    Select Consumable.
  • Max. Status Value
    Select MaxMP (the status value we just created).

Status value 4

  • Name
    Change to ATK.
  • Type
    Select Normal.

Click on Edit Value Range.

  • Minimum
    Set to 1.
  • Maximum
    Set to 255.

Click on Ok to accept the changes.

Status value 5

  • Name
    Change to DEF.
  • Type
    Select Normal.

Click on Edit Value Range.

  • Minimum
    Set to 1.
  • Maximum
    Set to 255.

Click on Ok to accept the changes.

Status value 6

  • Name
    Change to MATK.
  • Type
    Select Normal.

Click on Edit Value Range.

  • Minimum
    Set to 1.
  • Maximum
    Set to 255.

Click on Ok to accept the changes.

Status value 7

  • Name
    Change to MDEF.
  • Type
    Select Normal.

Click on Edit Value Range.

  • Minimum
    Set to 1.
  • Maximum
    Set to 255.

Click on Ok to accept the changes.

Status value 8

  • Name
    Change to AGI.
  • Type
    Select Normal.

Click on Edit Value Range.

  • Minimum
    Set to 1.
  • Maximum
    Set to 255.

Click on Ok to accept the changes.

Status value 9

  • Name
    Change to DEX.
  • Type
    Select Normal.

Click on Edit Value Range.

  • Minimum
    Set to 1.
  • Maximum
    Set to 255.

Click on Ok to accept the changes.

Status value 10

  • Name
    Change to LUK.
  • Type
    Select Normal.

Click on Edit Value Range.

  • Minimum
    Set to 1.
  • Maximum
    Set to 255.

Click on Ok to accept the changes.

Status value 11

  • Name
    Change to EXP.
  • Type
    Select Experience.

Click on Edit Value Range.

  • Minimum
    Set to 0.
  • Maximum
    Set to 100000.

Click on Ok to accept the changes.

  • Experience Type
    Select Level.
    We want a combatant to automatically level up if the experience exceeds a level’s maximum.
  • From Minimum
    Disable this setting.
    We want the experience to build upon the previous levels – when enabled, the experience would start from the minimum value (e.g. 0) after a level up.
  • Init to Level
    Enable this setting.
    The experience of the combatant will be initialized to the appropriate level.

That’s it for our status values – now we want to set up our player’s start values. There are two ways to do this, either define the values directly on the combatant, or use Status Development, which allows us to define a combatant’s development on different levels. Let’s use status development!

The player’s status development

As said, status developments are used to define status values for multiple levels, you can learn more about them and the available types of development in this how-to.

Navigate to Status > Status Development. Change the following settings of the Default Development (the first status development in the list).

  • Name
    Change to Player Development.

Click on Edit Level Range to change the minimum and maximum level of this status development.

  • Minimum Level
    Set to 1.
  • Maximum Level
    Set to 99.

Click on Ok to accept the changes.

Now we will edit the development of all Normal and Experience status values – the Consumable status value development is defined by their max. status value.

We will use curves to define the values for the different levels. This is done in the curve editor.

gametutorial_8_status_values1

Let’s create the development curves for our status values.

MaxHP

  • Type
    Select Curve.

Click on Edit Curve.

  • Start Value
    Set to 150.
  • End Value
    Set to 9999.
  • Interpolation
    Select Linear.

Click on Generate Curve to create a development curve. Click in Ok to accept the changes.

MaxMP

  • Type
    Select Curve.

Click on Edit Curve.

  • Start Value
    Set to 50.
  • End Value
    Set to 999.
  • Interpolation
    Select Linear.

Click on Generate Curve to create a development curve. Click in Ok to accept the changes.

ATK

  • Type
    Select Curve.

Click on Edit Curve.

  • Start Value
    Set to 15.
  • End Value
    Set to 255.
  • Interpolation
    Select Linear.

Click on Generate Curve to create a development curve. Click in Ok to accept the changes.

DEF

  • Type
    Select Curve.

Click on Edit Curve.

  • Start Value
    Set to 10.
  • End Value
    Set to 200.
  • Interpolation
    Select Linear.

Click on Generate Curve to create a development curve. Click in Ok to accept the changes.

MATK

  • Type
    Select Curve.

Click on Edit Curve.

  • Start Value
    Set to 3.
  • End Value
    Set to 150.
  • Interpolation
    Select Linear.

Click on Generate Curve to create a development curve. Click in Ok to accept the changes.

MDEF

  • Type
    Select Curve.

Click on Edit Curve.

  • Start Value
    Set to 5.
  • End Value
    Set to 180.
  • Interpolation
    Select Linear.

Click on Generate Curve to create a development curve. Click in Ok to accept the changes.

AGI

  • Type
    Select Curve.

Click on Edit Curve.

  • Start Value
    Set to 12.
  • End Value
    Set to 220.
  • Interpolation
    Select Linear.

Click on Generate Curve to create a development curve. Click in Ok to accept the changes.

DEX

  • Type
    Select Curve.

Click on Edit Curve.

  • Start Value
    Set to 20.
  • End Value
    Set to 255.
  • Interpolation
    Select Linear.

Click on Generate Curve to create a development curve. Click in Ok to accept the changes.

LUK

  • Type
    Select Curve.

Click on Edit Curve.

  • Start Value
    Set to 5.
  • End Value
    Set to 175.
  • Interpolation
    Select Linear.

Click on Generate Curve to create a development curve. Click in Ok to accept the changes.

EXP

  • Type
    Select Curve.

Click on Edit Curve.

  • Start Value
    Set to 0.
  • End Value
    Set to 100000.
  • Interpolation
    Select Ease In Quad.
    This way the experience needed to level up will increase with every level.
    Linear curve would result in the same experience needed for every level.

Click on Generate Curve to create a development curve. Click in Ok to accept the changes.

That’s it for creating the status development, now we only need to select it on our player combatant.

Updating the player’s combatant

Navigate to Combatants > Combatants, select our player combatant Brown Pants and change the following settings.

Status Settings > Status Value Settings

  • Start Level
    Set to 5.
  • No Status Development
    Disable this setting.
    We want to use status development.
  • Status Development
    Select Player Development (the status development we just created).

Click on Save Settings to save all of the changes we made.

Now your player will be able to receive experience and level up, the status values will be changed with every level the player gains.

And that’s it for now – the next lesson will cover Attack and Defence Attributes.