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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

Status Bonuses

Use status bonuses to change chances, status values, attack/defence modifiers and status effects of a combatant.

Status Bonuses #

Status bonuses can be added to the following parts of the status system:

  • classes
  • combatants
  • equipment
  • passive abilities
  • status effects

All of them can use status bonus templates (see below) or set up a custom bonus.

Status Bonus Types #

The following types of status bonuses are available:

Attack Modifier #

Add a bonus to an attack modifier.

Attack Modifier Factor #

Change an attack modifier attribute’s factor – the default factor is 1, i.e. using the defined value and bonuses.

E.g. a factor of 0 will give immunity, 0.5 will half the value, 2 will double the value. Factor changes are multiplied by each other, i.e. 1 * factor A * factor B * etc.

Block Chance #

Add a bonus to the combatant’s block chance.

Counter Chance #

Add a bonus to the combatant’s counter attack chance.

Critical Chance #

Add a bonus to the combatant’s critical hit chance.

Currency Steal Chance #

Add a bonus to the combatant’s currency steal chance.

Defence Modifier #

Add a bonus to a defence modifier.

Defence Modifier Factor #

Change the defence modifier attribute’s factor – the default factor is 1, i.e. using the defined value and bonuses.

E.g. a factor of 0 will give immunity, 0.5 will half the value, 2 will double the value. Factor changes are multiplied by each other, i.e. 1 * factor A * factor B * etc.

Escape Chance #

Add a bonus to the combatant’s escape chance.

Experience Factor #

Add a bonus to the combatant’s experience factor.

Grid Move Range #

Add a bonus to the combatant’s grid move range.

Hit Chance #

Add a bonus to the combatant’s hit chance.

Inventory Slot #

Add a bonus to the combatant’s inventory slots.

Item Limit #

Add a bonus to the combatant’s item limit.

Item Steal Chance #

Add a bonus to the combatant’s item steal chance.

Random Battle Factor #

Add a bonus to the random battle factor (player group only).

Run Speed #

Add a bonus to the combatant’s run speed.

Sprint Speed #

Add a bonus to the combatant’s sprint speed.

Status Value #

Add a bonus to a Normal type status value.

Status Value Change Modifier #

Add a bonus to selected status value changes.

The default change modifier is 100 (i.e. 100 %) – adding a bonus to the modifier can influence the changes done to the status value by abilities and items. E.g. reducing use costs of abilities or damage received from all attacks.

The bonus is defined in percent, which is added to the base 100 % modifier. Use positive numbers to increase the status value change and negative numbers to decrease.

E.g. a total bonus of -50 will decrease the change made to the status value by 50 %.

The modifier’s change type can be used to limit a change to positive or negative changes:

  • None
    Not used.
    Use this to disable a modifier instead of removing it, e.g. for a quick test.
  • Negative
    Negative changes (i.e. reducing the status value).
  • Positive
    Positive changes (i.e. increasing the status value).
  • All
    Both negative and positive changes.

Status Value Percent #

Add a percent bonus to a Normal type status value.

Using percent bonuses can optionally use them in multiply mode. The percent bonus is multiplied with other percent bonuses instead of added.

E.g. 50% * 50% = 125% increase instead of 50% + 50% = 100% increase.

-50% * -50% = 75% decrease instead of -50% + -50% = 100% decrease.

Walk Speed #

Add a bonus to the combatant’s walk speed.

Auto Status Effects #

Auto status effects can automatically change status effects on a combatant.

Using the Add change type will automatically add the defined status effect at all times.

Using the Remove change type will grant immunity to the defined status effect.

Attack Status Effects #

Attack status effects can automatically change status effects on a combatant that is targeted by an ability or item.

The attack status effects are applied to the target of an ability/item, using attack effects of the user. Please note that abilities/items need to enable using attack effects in their status changes in order to use them.

E.g. a combatant is enchanted with a poison effect, adding the poison effect to targets of it’s attacks.

Defence Status Effects #

Defence status effects can automatically change status effects on a combatant that attacks another combatant using an ability or item.

The defence status effects are applied to the user of the ability/item, using defence effects of the target. Please note that abilities/items need to enable using defence effects in their status changes in order to use them.

E.g. a poisonous toad being attacked can cause a poison effect on the attacker.

Status Bonus Templates #

Status bonus templates allow reusing defined status bonuses. They’re set up in Templates > Status Bonuses.

The status bonus templates have the same settings as custom status bonuses you can add to classes, combatants, etc. – see above for more details.

Using Templates #

The status bonus setup in other parts of the status system (classes, combatants, equipment, passive abilities and status effects) allow adding status bonus templates to them.

Using the template can optionally be limited by defined conditions. E.g. you can only use a bonus if the game is in a defined difficulty.

Random Status Bonuses #

Random status bonuses can be added to the following parts of the status system:

  • classes
  • combatants
  • equipment
  • passive abilities
  • status effects

The random bonuses are added to the individual instances of those parts whenever a new instance is created. E.g. when a combatant learns a passive ability, a new equipment is added to the inventory or a status effect is cast on a combatant.

You can also add additional random bonuses to content using schematics (Add Random Status Bonus node), e.g. giving a random status bonus via an NPC for weapon improvements.

Add Bonus Range #

The Add Bonus Range defines how the defined random bonuses are added to an instance. Individual bonuses can use a chance to determine if they’re used or not.

The following bonus ranges are available:

  • All
    All bonuses will be added (using chance check).
  • Random
    Randomly selects a defined number of bonuses. If the chance check fails for a bonus, it’s not added.
  • First
    Only adds a number of defined bonuses that are added due to chance checks (checked in order they’re set up).
  • Chance Selection
    Use the bonus’s chance setting to determine which bonus will be used.
    E.g. bonus 0 has 35% chance, bonus 1 has 50% chance, bonus 2 has 15% chance, i.e. bonus 0 is used for 0-35 chance range, bonus 1 for 35-85 and bonus 2 for 85-100.
    – chance check results in 15: bonus 0 is used
    – chance check results in 62: bonus 1 is used
    – chance check results in 90: bonus 2 is used

Random Bonus Types #

Random status bonuses offer the same functionality as regular status bonuses via their status change types, but allow defining a minimum and maximum value.

Attack Modifier #

Add a random bonus to an attack modifier.

Attack Modifier Factor #

Change an attack modifier attribute’s factor – the default factor is 1, i.e. using the defined value and bonuses.

E.g. a factor of 0 will give immunity, 0.5 will half the value, 2 will double the value. Factor changes are multiplied by each other, i.e. 1 * factor A * factor B * etc.

Block Chance #

Add a random bonus to a combatant’s block chance.

Counter Chance #

Add a random bonus to a combatant’s counter chance.

Critical Chance #

Add a random bonus to a combatant’s critical hit chance.

Currency Steal Chance #

Add a random bonus to a combatant’s currency steal chance.

Defence Modifier #

Add a random bonus to a defence modifier.

Defence Modifier Factor #

Change a defence modifier attribute’s factor – the default factor is 1, i.e. using the defined value and bonuses.

E.g. a factor of 0 will give immunity, 0.5 will half the value, 2 will double the value. Factor changes are multiplied by each other, i.e. 1 * factor A * factor B * etc.

Escape Chance #

Add a random bonus to a combatant’s escape chance.

Experience Factor #

Add a random bonus to a combatant’s experience factor.

Grid Move Range #

Add a random bonus to a combatant’s grid move range.

Hit Chance #

Add a random bonus to a combatant’s hit chance.

Inventory Slot #

Add a random bonus to a combatant’s inventory slots.

Item Limit #

Add a random bonus to a combatant’s item limit.

Item Steal Chance #

Add a random bonus to a combatant’s item steal chance.

Random Battle Factor #

Add a random bonus to the random battle factor (player group only).

Random Bonus #

Add a set of random bonuses.

The random bonuses defined here also use an Add Bonus Range setup to determine which of them are added.

Run Speed #

Add a random bonus to a combatant’s run speed.

Sprint Speed #

Add a random bonus to a combatant’s sprint speed.

Status Value #

Add a random bonus to a Normal type status value.

Status Value Change Modifier #

Add a random bonus to selected status value changes.

The default change modifier is 100 (i.e. 100 %) – adding a bonus to the modifier can influence the changes done to the status value by abilities and items. E.g. reducing use costs of abilities or damage received from all attacks.

The bonus is defined in percent, which is added to the base 100 % modifier. Use positive numbers to increase the status value change and negative numbers to decrease.

E.g. a total bonus of -50 will decrease the change made to the status value by 50 %.

The modifier’s change type can be used to limit a change to positive or negative changes:

  • None
    Not used.
    Use this to disable a modifier instead of removing it, e.g. for a quick test.
  • Negative
    Negative changes (i.e. reducing the status value).
  • Positive
    Positive changes (i.e. increasing the status value).
  • All
    Both negative and positive changes.

Status Value Percent #

Add a random percent bonus to a Normal type status value.

Using percent bonuses can optionally use them in multiply mode. The percent bonus is multiplied with other percent bonuses instead of added.

E.g. 50% * 50% = 125% increase instead of 50% + 50% = 100% increase.

-50% * -50% = 75% decrease instead of -50% + -50% = 100% decrease.

Walk Speed #

Add a random bonus to a combatant’s walk speed.

Table of Contents
  • Status Bonuses
    • Status Bonus Types
      • Attack Modifier
      • Attack Modifier Factor
      • Block Chance
      • Counter Chance
      • Critical Chance
      • Currency Steal Chance
      • Defence Modifier
      • Defence Modifier Factor
      • Escape Chance
      • Experience Factor
      • Grid Move Range
      • Hit Chance
      • Inventory Slot
      • Item Limit
      • Item Steal Chance
      • Random Battle Factor
      • Run Speed
      • Sprint Speed
      • Status Value
      • Status Value Change Modifier
      • Status Value Percent
      • Walk Speed
    • Auto Status Effects
    • Attack Status Effects
    • Defence Status Effects
  • Status Bonus Templates
    • Using Templates
  • Random Status Bonuses
    • Add Bonus Range
    • Random Bonus Types
      • Attack Modifier
      • Attack Modifier Factor
      • Block Chance
      • Counter Chance
      • Critical Chance
      • Currency Steal Chance
      • Defence Modifier
      • Defence Modifier Factor
      • Escape Chance
      • Experience Factor
      • Grid Move Range
      • Hit Chance
      • Inventory Slot
      • Item Limit
      • Item Steal Chance
      • Random Battle Factor
      • Random Bonus
      • Run Speed
      • Sprint Speed
      • Status Value
      • Status Value Change Modifier
      • Status Value Percent
      • Walk Speed
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