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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
  • Status System

Classes

Classes are used to give combatants additional status benefits.

Classes are a completely optional feature – a combatant can have a class, but it’s not required.

Using Classes #

There are 2 ways to use classes:

  • single-class (or main class)
  • class slots

Both can be used together, or none at all.

Single-Class #

A combatant can have a single main class – the single-class of the combatant. Combatants can have multiple classes, but can only use one class at a time as their single-class.

The status development of a single-class is added to the base value of status values.

Changing Classes #

The single-class can be changed in-game using schematics (Change Class node) and the Class (Single) menu screen part in menu screens.

Changing the class can forget the old class’s abilities and learn the new class’s abilities, remove old status value bonuses (from status development) and use the new class’s status development, etc.

In short, changing classes can remove the old class’s status changes and use the new class’s status changes, completely switching between classes.

The combatant will remember the class level and experience of each individual class. When switching back to an already known class, the combatant will resume at that class level and experience value. Experience in this case is the Class Level experience type Experience status value.

Class Slots #

Similar to equipment slots and equipment, class slots are used to equip a class. Combatants can have multiple class slots and equip multiple classes at the same time (one per slot).

The status development of equipped classes isn’t added to the base value of a status value – like equipment status bonuses, it’s added to the final value of the status value instead.

Changing Equipped Classes #

Class slots and their classes can be changed using schematics (e.g. Change Class Slot node to change an equiped class) and the Class Slot menu screen part in menu screens.

Unequipping a class will remove all of it’s added benefits, equipping a class can use benefits allowed by the class slot it’s equipped on (see below for details on class slots).

Class Slots #

Classes can be equipped on class slots, you can define as many of them as you need for your system.

Class slots are set up in Combatants > Class Slots.

If a class slot is available to a combatant is decided by either the default class setup (Combatants > Combatants > General Settings) or optionally the combatant’s own class setup. Additional class slots can be added (and removed) to combatants during a running game, e.g. via research trees or schematics.

Class slots are used in Class Slot menu screens to equip a class on them – they’ll show the classes that can be equipped on them.

Equipped Class Contribution #

Class slots define which parts of a class contribute to the combatant equipping it:

  • class ability
  • available equipment
  • attack/defence modifier start values
  • battle menu
  • control maps
  • shortcuts

The other status benefits of a class allow for a more complex contribution, e.g. using factors and level limits.

Status Bonuses #

Using status bonuses of a class can optionally use a factor to calculate how much of the bonus is used. This factor can also be set per status value.

A factor of 1 means full use of the bonus, while 0.5 will only use half of the bonus value or 2 would double the bonus.

E.g. you can use a factor of 1 for maximum HP/MP status values to fully take them into account, while only using half of other status value bonuses.

Status Development #

Using the status development of a class can also use a factor like status bonuses.

Additionally, the status development can optionally be limited to a defined level, e.g. a sub-class only allowing status development only up to half of the main class’s level.

Using a formula will have the class available as selected data via the key action, allowing you to use the class’s level itself using a Selected Data Level node in the formula.

Ability Development #

Using the ability development of a class can be limited to (base) level and class levels.

E.g. a sub-class only adding abilities up to level 10.

UI Settings #

Empty Slot Content #

The empty slot content defines how a class slot displays it’s equipped content when it’s empty.

This is used in menu screens instead of the class that’d otherwise be on the slot.

Unavailable Slot Content #

The unavailable slot content defines how a class slot displays it’s equipped content when it’s unavailable.

This is used in menu screens instead of the class that’d otherwise be on the slot.

Information Overrides #

Class slots can replace the default class slot notifications and console texts.

Classes #

Combatants can change between classes, e.g. switching from a physically attacking warrior to a magically attacking mage class. Changing classes can optionally also remove things like status/ability development of the old class, completely changing the combatant’s status system.

Classes are set up in Combatants > Classes.

Base Settings #

Define some base class settings.

Group Class #

A class can be set to be a group class – i.e. the class is available to all members of a group instead of an individual combatant once it’s added to one of the members.

Class Ability #

Classes can optionally use a class ability – similar to the combatant’s base attack.

Class abilities can e.g. be used in battle menus or menu screens.

Battle Menu #

Classes can optionally use a separate battle menu.

This allows to create battle menus to match a class’s functionality.

Class Slot Settings #

These settings define on which class slot a class can be equipped on. This is only used for equipping a class on class slots, not for single-class use.

You can also define equip conditions and automatically unequip the class if the conditions are no longer valid.

E.g. don’t allow equipping a Mage class when a Warrior class is already equipped.

Schematics Settings #

Classes can automatically use schematics when they’re initialized (when first added to a combatant), added/removed to/from a combatant or when equipped or unequipped on a class slot.

E.g. you can use an equip schematic to spawn an effect prefab or play an animation on the combatant when equipping a class.

The combatant the class belogs to is available in the schematic as Machine Object and Starting Object, the class (instance) as selected data via the key action.

Control Maps #

Classes can add control maps to the combatant’s control maps to match the class’s functionality.

Status Settings #

A combatant can have defined status modifications while being part of a class.

Attack/Defence Modifiers #

Define attack/defence modifier start values – they’ll override the default start values.

A combatant can override the class’s modifier values.

Status Bonuses #

Optionally use a custom bonus setup or add status bonus templates to the class.

Status bonuses can give bonuses to chances, status values, attack/defence modifiers and change status effects.

Learn more about status bonuses in this documentation.

Random Status Bonuses #

Optionally add random status bonuses to an instance of a class (i.e. when a combatant receives the class).

Learn more about random status bonuses in this documentation.

Development #

A class can contribute to the combatant’s development.

Some of these can optionally be removed when changing classes.

Class Levels #

Classes can have their own status development – this allows the class to level up and change the combatant’s status values.

Class level ups use Experience type status values that use the Class Level experience type.

Ability Development #

Set up which ability will be learned at which level, or use ability developments as templates.

Learn more about abilities and ability development in this documentation.

Research Trees #

Add the research trees that are available to the combatant while being part of a class.

Research trees are used to upgrade status values, learn new abilities or create items, equipment, etc.

Learn more about research trees in this documentation.

Menu Ability Types #

Menu screens and battle menus showing empty ability types can optionally be limited to ability types that will be available to the combatant (in this case via it’s class).

You can define ability types that will be available in addition to the types that are found based on the combatant/class ability development and research trees.

Equipment #

A class defines which equipment is available to a combatant. Combatants can optionally override it with their own equipment setup.

Available Equipment Slots #

Defines the equipment slots that are available to the combatant that is part of the class.

Equipment slots can also be changed by other means, e.g. equipment, passive abilities or status effects can make additional equipment slots available or block existing slots.

Available Equipment #

Defines the equipment that is availalable to the combatant that is part of the class.

The equipment isn’t limited to the defined equipment slots, though it can only be equipped when the combatant has the needed slots (e.g. through later addition).

Available Item Types #

You can also define which equipment is available by the equipment’s item type.

Shortcut Settings #

Classes can optionally have their own shortcut lists. This is enabled in Combatants > Combatants > General Settings in the Attacks & Abilities > Shortcut Settings.

Learn more about shortcut slots in this documentation.

UI Settings #

Classes can optionally override the default class shortcut UI, have portraits and override class notification and console texts.

Table of Contents
  • Using Classes
    • Single-Class
      • Changing Classes
    • Class Slots
      • Changing Equipped Classes
  • Class Slots
    • Equipped Class Contribution
      • Status Bonuses
      • Status Development
      • Ability Development
    • UI Settings
      • Empty Slot Content
      • Unavailable Slot Content
      • Information Overrides
  • Classes
    • Base Settings
      • Group Class
      • Class Ability
      • Battle Menu
      • Class Slot Settings
      • Schematics Settings
      • Control Maps
    • Status Settings
      • Attack/Defence Modifiers
      • Status Bonuses
      • Random Status Bonuses
    • Development
      • Class Levels
      • Ability Development
      • Research Trees
      • Menu Ability Types
    • Equipment
      • Available Equipment Slots
      • Available Equipment
      • Available Item Types
    • Shortcut Settings
    • UI Settings
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