ORK Framework Logo - RPG Editor for Unity
  • ORK 4 BETA
  • Features
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK

ORK 3 Documentation

  • Getting Started
    • Introduction
    • First Steps
    • Game Starters
    • Components Overview
    • Player/Camera Controls
    • Game Over
    • Support: Sending Test Projects
  • Editor
    • Editor Overview
    • Base/Control Section
    • Game Section
    • UI Section
    • Templates Section
    • Status Section
    • Inventory Section
    • Combatants Section
    • Battles Section
  • Features
    • Animations
    • Areas & Teleports
    • Combatant Triggers
    • Control Maps
    • Difficulties
    • Factions
    • Formations
    • Formula Nodes
    • Logs
    • Loot
    • Move AI
    • Quests
    • Research Trees
    • Schematic Nodes
    • Shortcut Slots
  • Status System
    • Status Values
    • Status Effects
    • Attack/Defence Modifiers
    • Abilities
    • Combatants
    • Classes
    • Status Bonuses
    • Status Conditions
  • Inventory System
    • Inventory System Overview
    • Currencies
    • Items
    • Equipment
    • AI Behaviours/Rulesets
    • Crafting Recipes
    • Shops
  • Battle System
    • Battle Systems
    • Adding Battles to Scenes
    • Calculating Action Results
    • Battle Menus
    • Battle AI
    • Battle AI Nodes
    • Battle Ranges
    • Battle Camera
    • Target Selection
    • Battle Spots
    • Battle Texts
    • Battle End & Loot Dialogues
    • Action Combos
    • Damage Types
    • Cursor Prefab Components
    • Grid Battles
    • Adding Battle Grids to Scenes
    • Battle Grid Highlights
    • Battle Grid Formations
  • UI System
    • UI System Overview
    • Start Menu
    • Option Categories
    • Menu Screens
    • Notifications
    • Combatant Selections
    • Quantity Selections
    • Text Display Settings
    • Cursor Settings
    • Console (In-Game)
    • Menu Requirements
    • HUDs: Content Providers
    • HUDs: Conditions
    • HUDs: Click Actions
    • HUDs: Text Content
    • HUDs: Value Bar Content
    • HUDs: Status Values
    • HUDs: Status Effects
    • HUDs: Attack Modifiers
    • HUDs: Defence Modifiers
    • HUDs: Shortcuts
    • HUDs: Abilities
    • HUDs: Equipment
    • HUDs: Class Slots
    • HUDs: AI Behaviours
    • HUDs: AI Rulesets
    • HUDs: Quests
    • Timebar HUD
  • Scripting
    • Scripting Overview
    • Access Handler
    • Code Extensions
    • Custom Settings
    • Custom Targeting
    • Combatant Scripting
    • Custom Nodes
    • Custom Component Save Data

ORK 3 Tutorials

  • 2D RPG Quickstart
    • START 2D RPG Quickstart
    • 01 Initial Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • END 2D RPG Quickstart
  • 3D RPG Quickstart
    • START 3D RPG Quickstart
    • 01 Initial Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • END 3D RPG Quickstart
  • Status System Setup
    • START Status System Setup
    • 01 Status Values
    • 02 Status Development
    • 03 Attack/Defence Modifiers
    • 04 Status Effects
    • 05 Formulas
    • 06 Ability & Item Types
    • 07 Abilities Part 1: Attacks
    • 08 Abilities Part 2: Support & Sabotage
    • 09 Abilities Part 3: Elemental Magic
    • 10 Items
    • 11 Equipment Part 1: Slots & Slot Set Templates
    • 12 Equipment Part 2: Weapons
    • 12.5 (Optional) Equipment Part 2.5: Weapons
    • 13 Equipment Part 3: Shields, Armor & Accessories
    • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
    • 14 Equipment Part 4: Available Equipment Templates
    • 15 Loot
    • 16 Battle AIs
    • 17 Combatants Part 1: General Settings
    • 18 Combatants Part 2: Players
    • 19 Combatants Part 3: Enemies
    • 20 Combatant Groups
    • END Status System Setup
  • 3D RPG Playground
    • START 3D RPG Playground
    • 01 Player Setup
    • 02 Start Menu
    • 03 First Interaction
    • 04 Music
    • 05 Areas
    • 06 Collecting Items
    • 07 Displaying Equipment
    • 08 Combatant Prefabs, Icons & Portraits
    • 09 Combatant Animations
    • 10 Camera Positions
    • ANIM 01 Battle Start/End Schematics
    • ANIM 02 Use, Cast & Camera
    • ANIM 03 Abilities & Items
    • ANIM 04 Physical Attacks
    • ANIM 05 Special Actions
    • BATTLE 01 Battle Menu
    • BATTLE 02 Prepare for Battle
    • TURN 01 Turn Based Setup
    • TURN 02 Turn Order HUD
    • ATB 01 Active Time Setup
    • ATB 02 Cast Times
    • ATB 03 Timebar HUD
    • BATTLE 03 The First Battle
    • BATTLE 04 Hunting Move AI
    • BATTLE 05 Spawning Combatants
    • 11 Save Games
    • MENU 01 UI Boxes
    • MENU 02 Template HUDs
    • MENU 03 Overview Menu
    • MENU 04 Menu Screens
    • 12 Shop
    • BATTLE 06 Random Battles
    • DUNGEON 01 Enter the Dungeon
    • DUNGEON 02 The Trapdoor
    • DUNGEON 03 Enemies on Level 1 & 2
    • DUNGEON 04 Traps on Level 3
    • DUNGEON 05 Going Deeper
    • 13 Bestiary (+MENU+ANIM)
    • QUEST 01 Hunting Quests (+MENU)
    • QUEST 02 Guard NPC
    • QUEST 03 Forest Ruin Cheese
    • QUEST 04 Witch NPC with Cheese
    • QUEST 05 Quest Mark HUDs
    • 14 Research Trees (+MENU)
    • CRAFT 01 Crafting Materials
    • CRAFT 02 Crafting Recipes
    • CRAFT 03 Crafting Menu
    • CRAFT 04 Crafting Proficiency & Critical Crafting
    • CRAFT 05 Materials Loot
    • 15 Changing Choice Dialogue
    • 16 Follow Me!
    • BATTLE 07 Sequence Loot Dialogue
  • 3D Action RPG
    • START 3D Action RPG
    • 01 Status System Setup
    • 02 Player Setup
    • 03 Player Weapon
    • 04 Player Attacks
    • 05 Enemy: Chomper
    • 06 Chomper Attack
    • 07 Hit & Death
    • 08 HUDs
    • 09 Rolling on the Floor
    • 10 Enemy: Spitter
    • 11 Spit Attack
    • 12 Potion
    • 13 Grenade
    • 14 Item HUD
    • 15 Enemy: Grenadier
    • 16 Grenadier Melee Attacks
    • 17 Grenadier Flamethrower
    • 18 Item Drops
    • END 3D Action RPG
  • 2D Grid Battle RPG
    • START 2D Grid Battle RPG
    • 01 Player Setup
    • 02 Prefab & Music Setup
    • 03 Randomizing Combatants
    • 04 UI Setup
    • 05 Battle Start, End & Phase Schematics
    • 06 Battle System Setup
    • 07 Battle Grid Setup
    • 08 Grid Move
    • 09 Forest Battle Grid
    • 10 Battle AI
    • 11 Ability Ranges
    • 12 Death & Use Schematics
    • 13 Attack Schematic
    • 14 Shoot Schematics
    • 15 Battle Selection Interaction
    • END 2D Grid Battle RPG
  • Schematics
    • Simple Start Schematic
    • Battle Start Schematic
    • Battle End Schematic
    • Moving to Target and Back
    • Animating a Base Attack
    • Animating a Magic Ability
    • Animating Target Selection
    • Grid Movement
    • Open and Close UI Animations
    • Flying Text Mover
  • UI Setups
    • Unity UI: Initial Setup
    • Unity UI: TextMesh Pro Setup
    • Unity UI: UI Box
    • Unity UI: Flying Text
    • Unity UI: Dragging Notification
    • Unity UI: Canvas with Screen Space Camera
    • Unity UI: Interaction HUD
    • Unity UI: Simple Player HUD
    • Unity UI: Quest HUD
    • Unity UI: Battle Actions HUD
    • Unity UI: Shortcuts HUD
    • Unity UI: Currency HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Control HUD
    • Unity UI: Attack Modifiers
    • Unity UI: Defence Modifiers
  • Gameplay Bits
    • 2.5D Setup
    • Body Part Weakpoint
    • Click Attack
    • Combining Input Origins
    • Combining Status Value Flying Texts
    • Fun With Flying Text
    • HUD Effects With Conditional Schematics
    • Inventory Containers
    • Local Multiplayer
    • Multi Interaction Controllers
    • Target Selection Lines
    • World Space HUD
    • World Space Dialogue
View Categories
  • Guide
  • ORK 3
  • ORK 3 Documentation
  • Editor

Status Section

The Status section contains settings related to the status system, e.g. status values, abilities, etc.

Status Types #

The Status Types sub-section defines the status types that are available.

Status types are used to separate status values.

Learn more about status types in this documentation.

Status Values #

The Status Values sub-section defines the status values that are available.

Set up status values like health, MP, strength or experience.

Learn more about status values in this documentation.

Status Developments #

The Status Developments sub-section defines the status developments that are available.

Status developments are used by combatants and classes to define how status values change by level ups.

Learn more about status developments in this documentation.

Attack Modifiers #

The Attack Modifiers sub-section defines the attack modifiers that are available.

Attack modifiers are used to influence status value changes on a percent-basis, they’re assigned to attacks. E.g. Elements like fire or wind are attack modifiers, they’re assigned to an attack’s status value change and use the target’s modifier value. Element would be the attack modifier, Fire or Wind are attributes of that modifier.

The attribute can be assigned to status value changes of abilities or items to influence the value. The target’s attack modifier attribute value impacts the outcome, e.g. 100 will do 100% of the original damage, 200 will do 200% (i.e. double damage), 50 will do 50% damage (i.e. half damage).
0 will completely block the damage, while anything below 0 will actually cause damage to heal (or healing to damage) the target.

Learn more about attack modifiers in this documentation.

Defence Modifiers #

The Defence Modifiers sub-section defines the defence modifiers that are available.

Defence modifiers are used to influence status value changes on a percent-basis, they’re assigned to combatants. E.g. Sizes like small or big are defence modifiers, they’re assigned to a combatant and use an attacker’s modifier value. Size would be the defence modifier, Small or Big are attributes of that modifier.

The attribute is assigned to a combatant, status value changes of abilities or items can use the defence modifiers to influence the value. The attacker/user’s defence modifier attribute value impacts the outcome, e.g. 100 will do 100% of the original damage, 200 will do 200% (i.e. double damage), 50 will do 50% damage (i.e. half damage).
0 will completely block the damage, while anything below 0 will actually cause damage to heal (or healing to damage) the target.

Learn more about defence modifiers in this documentation.

Status Effect Types #

The Status Effect Types sub-section defines the status effect types that are available.

Status effect types are used to separate status effects.

Learn more about status effect types in this documentation.

Status Effects #

The Status Effects sub-section defines the status effects that are available.

Status effects can be used for a wide range of game mechanics – from your standard effects like poison, regeneration or other status value changes, over blocking the use of certain actions to completely custom functionality.

Learn more about status effects in this documentation.

Ability Types #

The Ability Types sub-section defines the ability types that are available.

Ability types are used to separate abilities.

Learn more about ability types in this documentation.

Abilities #

The Abilities sub-section defines the abilitis that are available.

Abilities are actions that can be used to do damage/healing or other status changes, as well as passive bonuses.

Learn more about abilities in this documentation.

Ability Developments #

The Ability Developments sub-section defines the ability developments that are available.

Ability developments are used as templates by combatants and classes to learn abilities at defined levels.

Learn more about ability develoments in this documentation.

Editor
Table of Contents
  • Status Types
  • Status Values
  • Status Developments
  • Attack Modifiers
  • Defence Modifiers
  • Status Effect Types
  • Status Effects
  • Ability Types
  • Abilities
  • Ability Developments
Sitemap
  • ORK 4 BETA
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2 Hub
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK
  • Contact
  • Blog
  • Makinom
  • gamingislove.com
Categories
  • News (73)
  • ORK 2 (137)
    • Tutorial (137)
      • Game tutorial (50)
      • Gameplay (32)
      • How-to (55)
  • Release (156)
Search

© 2015 Gaming is Love e.U.

Disclosure: This site may contain affiliate links, which means I may receive a commission if you click a link and purchase something that I have recommended. While clicking these links won’t cost you any money, they will help me fund my development projects while recommending great assets!