A brief overview on where you can find what you’re looking for when accessing ORK Framework’s data.
The ORK class
Everything you need is accessible through the ORK class. It holds references to all data and handlers for an easy and centralized access point.
The data you set up in the ORK Framework editor can be accessed through the various settings – some examples:
The Status Effect settings, a single effect can be accessed through ORK.StatusEffects.Get(int index).
The Item settings, a single item can be accessed through ORK.Items.Get(int index).
The Ability settings, a single ability can be accessed through ORK.Abilities.Get(int index).
As you can see, the data access is straight forward, ORK.X gives access to the settings of X, to access a single instance, you can use ORK.X.Get(int index) – of course, X represents some kind of data, like Combatants, Equipment Parts or Formulas.
The handlers are used to manage some part of a running game – some examples:
- Game Handler: ORK.Game
The Game Handler manages all in-game related data, e.g. the player group, game variables, factions, game time, language, difficulty, etc.
- Player Group: ORK.Game.ActiveGroup
The active player group is the group currently controlled by the player.
The player combatant can be accessed directly through ORK.Game.ActiveGroup.Leader.
- Variable Handler: ORK.Game.Variables
The Variable Handler manages all global game variables.
- Combatant Handler: ORK.Game.Combatants
The Combatant Handler manages all available combatants of a scene.
It offers various functions to get a certain group of combatants, e.g. all enemies of the player currently in battle.
- Save Games: ORK.SaveGame
The Save Game Handler manages saving and loading the game.
The Combatant class
The Combatant class manages the instance of a combatant in the running game.
The different parts (e.g. abilities) are separated into different classes – some examples:
The settings of the combatant (as they’ve been made in the ORK Framework editor).
The Inventory of the combatant or the combatant’s group (depends on whether individual inventories are used).
The Group the combatant is a member of.
The group can be used to access other members of the combatant’s group.
Manages the abilities of the combatant.
Manages battle actions and the combatant’s battle status.
E.g.: combatant.Actions.InAction is true while the combatant is performing an action.
Manages the combatant’s status values, status effects and attack/defence attributes.
You can get direct access to a status value through combatant.Status[int index], where index is the ID of the status value.
Manages the combatant’s equipment.
You can get direct access to an equipment part through combatant.Equipment[int index], where index is the ID of the equipment part.
There are a lot of other things to access through the combatant class, e.g. combatant.Dead is true when the combatant is dead.
The IShortcut interface
The IShortcut interface is used for instances of abilities, items, equipment and other things.
Every ability of a combatant is an AbilityShortcut, every item in the inventory is an ItemShortcut and every equipment (equipped or in the inventory) is an EquipmentShortcut.
The interface offers functions to access certain data (e.g. name, description or icon) of the underlying instance and quick access functions, e.g. to check if it’s useable in a certain situation or to use it on targets.