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2D RPG Quickstart

30
  • 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

30
  • 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

24
  • 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

53
  • 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

20
  • 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

17
  • 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

10
  • 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

16
  • 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

13
  • 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
  • Home
  • Guide
  • Tutorials
  • Status System Setup
  • 04 Status Effects
View Categories

04 Status Effects

In this tutorial we’ll set up the status effects for our status system.

Status effects are used for all kinds of status changing afflictions – positive and negative. E.g. poison (damage over time), regeneration (healing over time) or blindness (lower hit chance), but also to just mark a combatant, like a provoke effect making it the primary target (more on that in later battle AI tutorials).

Learn more about status effects in this documentation.

Status Effect Types #

Status effect types can be used (and we’ll use them in this way) to change status effects, e.g. removing all or the newest negative status effect.

Navigate to Status > Status Effect Types, we’ll change the already added Default type and add additional types.

0: Neutral #

  • Name
    Set to Neutral.

1: Positive #

  • Name
    Set to Positive.

2: Negative #

  • Name
    Set to Negative.

Status Effects #

Now it’s time to set up our status effects, navigate to Status > Status Effects, we’ll change the already added Default effect and add additional effects.

0: Poison #

A standard effect, dealing 5% damage over time (each turn).

Content Information #

  • Name
    Set to Poison.
  • Sprite (Icon)
    Select icons_311.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Status Effect Type
    Select Negative.

End Settings #

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

Change Settings > Status Changes #

Click on Add Status Change.

  • Change Type
    Select Status Value.

The Use On Settings define when the status change is used.

  • Use On
    Select Turn Start.

The Status Value settings define how the status value will change.

  • Status Value
    Select Health Points.
  • Change Value
    Select Value > Value.
    Set the value to 5.
  • Operator
    Select Sub.
  • Set In
    Select Percent.

1: Regeneration #

Similar to poison, but regenerates instead (5% each turn, for 10 turns).

Copy the previous status effect (Poison) and change the following settings.

Content Information #

  • Name
    Set to Regeneration.
  • Sprite (Icon)
    Select icons_272.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Status Effect Type
    Select Positive.

End Settings #

  • End After
    Select Turn Start.
  • Duration
    Select Value > Value.
    Set the value to 10.
    The effect ends after 10 turns.
  • End With Battle
    Enable this setting.
  • End On Death
    Enable this setting.

Change Settings > Status Changes > Status Change 0 #

Instead of subtracting, we add 5%.

  • Operator
    Select Add.

2: AGI Down #

Add a new status effect – this one reduces agility by a fix and a percentual amount for 5 turns. We’ll use a status bonus setup instead of status changes this time.

Content Information #

  • Name
    Set to AGI Down.
  • Sprite (Icon)
    Select icons_118.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Status Effect Type
    Select Negative.

End Settings #

  • End After
    Select Turn Start.
  • Duration
    Select Value > Value.
    Set the value to 5.
    The effect ends after 5 turns.
  • End With Battle
    Enable this setting.
  • End On Death
    Enable this setting.

Change Settings > Status Bonuses #

  • Custom Bonus
    Enable this setting.

Change Settings > Status Bonuses > Status Bonuses #

Click on Add Status Bonus.

  • Status Bonus
    Select Status Value.
  • Status Value
    Select Agility.
  • Status Bonus
    Set to -5.

Click on Add Status Bonus again.

  • Status Bonus
    Select Status Value Percent.
  • Status Value
    Select Agility.
  • Percent Percent
    Set to -15.

3: AGI Up #

Copy the previous status effect (AGI Down), this time we’ll increase agility for 5 turns.

Change the following settings.

Content Information #

  • Name
    Set to AGI Up.
  • Sprite (Icon)
    Select icons_99.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Status Effect Type
    Select Positive.

Change Settings > Status Bonuses > Status Bonuses > Status Bonus 0 #

Change the negative value into a positive value.

  • Status Bonus
    Set to 5.

Change Settings > Status Bonuses > Status Bonuses > Status Bonus 1 #

Change the negative value into a positive value.

  • Percent Percent
    Set to 15.

4: ATK Up #

Copy the previous status effect (AGI Up), this time we’ll increase ATK for 5 turns.

Change the following settings.

Content Information #

  • Name
    Set to ATK Up.
  • Sprite (Icon)
    Select icons_235.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Change Settings > Status Bonuses > Status Bonuses > Status Bonus 0 #

Change the used status value.

  • Status Value
    Select Attack.

Change Settings > Status Bonuses > Status Bonuses > Status Bonus 1 #

Change the used status value.

  • Status Value
    Select Attack.

5: DEF Up #

Copy the previous status effect (ATK Up), this time we’ll increase DEF for 5 turns.

Change the following settings.

Content Information #

  • Name
    Set to DEF Up.
  • Sprite (Icon)
    Select icons_237.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Change Settings > Status Bonuses > Status Bonuses > Status Bonus 0 #

Change the used status value.

  • Status Value
    Select Defence.

Change Settings > Status Bonuses > Status Bonuses > Status Bonus 1 #

Change the used status value.

  • Status Value
    Select Defence.

6: Critical Up #

Copy the previous status effect (DEF Up), this time we’ll give a critical chance bonus for 3 turns.

Change the following settings.

Content Information #

  • Name
    Set to Critical Up.
  • Sprite (Icon)
    Select icons_249.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

End Settings #

  • Duration
    Select Value > Value.
    Set the value to 3.

Change Settings > Status Bonuses > Status Value Bonuses > Status Value Bonus 0 #

We’ll change the bonus to a critical chance bonus.

  • Status Bonus
    Select Critical Chance.
  • Critical Bonus
    Set to 20.

Change Settings > Status Bonuses > Status Value Bonuses > Status Value Bonus 1 #

Remove this status bonus.

7: Blind #

Copy the previous status effect (Critical Up), this time we’ll give a negative bonus to hit chance until it’s removed actively.

Change the following settings.

Content Information #

  • Name
    Set to Blind.
  • Sprite (Icon)
    Select icons_106.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Status Effect Type
    Select Negative.

End Settings #

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

Change Settings > Status Bonuses > Status Bonuses > Status Bonus 0 #

  • Status Bonus
    Select Hit Chance.
  • Hit Bonus
    Set to -20.

8: Provoke #

Add a new status effect – this effect is only used as a flag, marking the combatant. It’ll later be used in battle AIs to select the combatant as the primary target.

The effect lasts for 5 turns.

Content Information #

  • Name
    Set to Provoke.
  • Sprite (Icon)
    Select icons_76.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Status Effect Type
    Select Neutral.

End Settings #

  • End After
    Select Turn Start.
  • Duration
    Select Value > Value.
    Set the value to 5.
    The effect ends after 5 turns.
  • End With Battle
    Enable this setting.
  • End On Death
    Enable this setting.

9: Fortress #

Copy the previous effect (Provoke) – this one will set ATK to 1 and DEF to 255 for 3 turns. We’ll use status changes this time.

Change the following settings.

Content Information #

  • Name
    Set to Fortress.
  • Sprite (Icon)
    Select icons_36.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

End Settings #

  • Duration
    Select Value > Value.
    Set the value to 3.
    The effect ends after 3 turns.

Change Settings > Status Changes #

Click on Add Status Change.

  • Change Type
    Select Status Value.
  • Use On
    Select Apply.
  • Status Value
    Select Attack.
  • Change Value
    Select Value > Value.
    Set the value to 1.
  • Operator
    Select Set.
  • Set In
    Select Value.

Copy the status change and change the following settings.

  • Status Value
    Select Defence.
  • Change Value
    Select Value > Value.
    Set the value to 255.

10: Silent #

Add a new status effect – this effect prevents the combatant from using any abilities (base attack or items are still allowed). Like Silent, the effect lasts until it’s actively removed.

Content Information #

  • Name
    Set to Silent.
  • Sprite (Icon)
    Select icons_56.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Status Effect Type
    Select Negative.

Base Settings > Effect States > Ability Use Blocks #

  • Block Abilities
    Enable this setting.

End Settings #

  • End After
    Select None.
  • End With Battle
    Disable this setting.
  • End On Death
    Enable this setting.

Flying Texts #

We’ll also set up flying texts for adding and removing status effects.

Navigate to Battles > Battle Texts and change the following settings.

Flying Text Settings  > Status Effects #

We don’t want flying texts to display for every time a status effect is removed.

  • Show End With Battle
    Disable this setting.
  • Show End On Death
    Disable this setting.

Click on Add Flying Text.

  • Player/Ally/Enemy
    Enable these settings.

Flying Text Settings > Status Effects > Add Flying Text #

  • Show Add
    Enable this setting.
  • Use Content Icon
    Enable this setting.
    The flying text will use the status effect’s icon.
  • Text
    Set to <color=#00FFFFFF><name></color>.
    Displays the name of the status effect in a cyan color.
  • Schematic Asset
    Select the FlyingTextMover schematic.

Flying Text Settings > Status Effects > Remove Flying Text #

  • Show Remove
    Enable this setting.
  • Use Content Icon
    Enable this setting.
    The flying text will use the status effect’s icon.
  • Text
    Set to <color=#FFFF00FF><s><name></s></color>.
    Displays the name of the status effect in a yellow color as a strikethrough text.
  • Schematic Asset
    Select the FlyingTextMover schematic.

Save Changes #

And that’s it for the status effect setup.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Next, we’ll set up formulas.

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Table of Contents
  • Status Effect Types
    • 0: Neutral
    • 1: Positive
    • 2: Negative
  • Status Effects
    • 0: Poison
      • Content Information
      • Base Settings
      • End Settings
      • Change Settings > Status Changes
    • 1: Regeneration
      • Content Information
      • Base Settings
      • End Settings
      • Change Settings > Status Changes > Status Change 0
    • 2: AGI Down
      • Content Information
      • Base Settings
      • End Settings
      • Change Settings > Status Bonuses
      • Change Settings > Status Bonuses > Status Bonuses
    • 3: AGI Up
      • Content Information
      • Base Settings
      • Change Settings > Status Bonuses > Status Bonuses > Status Bonus 0
      • Change Settings > Status Bonuses > Status Bonuses > Status Bonus 1
    • 4: ATK Up
      • Content Information
      • Change Settings > Status Bonuses > Status Bonuses > Status Bonus 0
      • Change Settings > Status Bonuses > Status Bonuses > Status Bonus 1
    • 5: DEF Up
      • Content Information
      • Change Settings > Status Bonuses > Status Bonuses > Status Bonus 0
      • Change Settings > Status Bonuses > Status Bonuses > Status Bonus 1
    • 6: Critical Up
      • Content Information
      • End Settings
      • Change Settings > Status Bonuses > Status Value Bonuses > Status Value Bonus 0
      • Change Settings > Status Bonuses > Status Value Bonuses > Status Value Bonus 1
    • 7: Blind
      • Content Information
      • Base Settings
      • End Settings
      • Change Settings > Status Bonuses > Status Bonuses > Status Bonus 0
    • 8: Provoke
      • Content Information
      • Base Settings
      • End Settings
    • 9: Fortress
      • Content Information
      • End Settings
      • Change Settings > Status Changes
    • 10: Silent
      • Content Information
      • Base Settings
      • Base Settings > Effect States > Ability Use Blocks
      • End Settings
  • Flying Texts
    • Flying Text Settings  > Status Effects
      • Flying Text Settings > Status Effects > Add Flying Text
      • Flying Text Settings > Status Effects > Remove Flying Text
  • Save Changes
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