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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
    • Schematic Nodes
    • Dialogue Importer
    • Variables
    • Selected Data
  • Components
    • Battle Components
    • Combatant Components
    • Control Components
    • Cursor Prefab Components
    • Game Starters
    • Interactable Components
    • Move AI Components
    • Scene Setup Components
  • Editor
    • The ORK 4 Editor
    • Sections & Sub-Sections
    • Node Editor
    • Schematic Editor
    • Asset Sources
    • Unity Overlay Toolbar
  • Section: System
    • System Settings
    • Languages
    • Organizer Types
    • Game States & Conditions
    • General Condition Templates
    • Object Pools
    • Prefab Savers
    • Scene Connections
  • Section: Controls
    • Game Controls
    • Interaction Settings
    • Player Controls
    • Camera Controls
    • Input Keys
    • Control Maps
    • Camera Positions
    • Battle Camera
  • Section: Gameplay
    • Game Settings
    • Formulas
    • Difficulties
    • Shortcut Slots & Settings
    • Custom Settings & Global Custom Settings
    • Global Machines
    • Machine Templates
  • Section: Status
    • Status Values
    • Status Effects
    • Attack Modifiers
    • Defence Modifiers
    • Abilities & Ability Developments
    • Status Developments
    • Research Trees
    • Damage Types
    • Status Bonuses & Templates
    • Status Condition Templates
  • Section: Inventory
    • Inventory Settings
    • Inventory Containers
    • Currencies
    • Items
    • AI Rulesets
    • Crafting Recipes
    • Equipment Slots & Slot Set Templates
    • Equipment & Available Equipment Templates
    • Shops
    • Loot
  • Section: Combatants
    • Combatants
    • Combatant Groups
    • Class Slots
    • Classes
    • Factions & Faction Benefits
    • Animations
    • Move AIs
    • Formations
    • Action Combos
  • Section: Battles
    • Battle Systems
    • Turn Based Battles
    • Active Time Battles
    • Real Time Battles
    • Phase Battles
    • Battle Spots
    • Battle AIs
    • Battle Actions Settings
    • Special Commands Settings
    • Target Settings
    • Target Selection Templates
    • Battle Range Templates
    • Battle Grid Settings
    • Battle Grid Highlights
    • Battle Grid Cell Types
    • Battle Grid Formations
  • Section: Content
    • Content Types
    • Music
    • Sound Templates
    • Areas
    • Teleports
    • Quests & Quest Tasks
    • Logs & Log Texts
    • Object Contents
  • Section: UI
    • UI Settings
    • UI Layers
    • UI Layouts
    • UI Boxes
    • HUDs
    • Notifications
    • Cursor Settings
  • Section: Menus
    • Start Menu
    • Save Game Settings
    • Option Categories
    • Menu Screens
    • Menu Requirements
    • Battle Menus
    • Loot Dialogues
    • Item Collection
    • Combatant Selections
    • Quantity Selections
    • Shop Layouts
  • Section: Texts
    • Text Settings
    • Formatting Settings
    • Flying Texts
    • Use Cost Display
    • Status Preview Display
    • Bonus Display
    • Status Change Display
    • Console Settings & Console Types
    • Text Codes
  • Sections: Editor
    • Editor Settings
    • Backups
    • Variables
    • Plugins
  • Scripting
    • Access Handler
    • Custom Nodes
    • Custom Save Data
    • Custom Component Save Data

ORK 4 Tutorials

  • ORK 4 Unity Quickstart Tutorials (3D)
    • ORK 4 Unity Quickstart 3D
    • 01 Initial ORK 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
    • Quickstart Extended
  • Battle Tutorials
    • Adding Active Time Battles
    • Adding Phase Battles
    • Hit & Miss
    • Critical Hits
    • Cast Time
    • Grid 01: Battle Grid Setup
    • Grid 02: Highlights
    • Grid 03: Cell Types
    • Grid 04: Move Command
    • Grid 05: Scene Grid Setup
    • Grid 06: Battle Ready
    • Grid 07 Use & Affect Ranges
    • Grid 08: Better Camera Control
  • Gameplay Tutorials
    • Multiple Interaction Controllers
    • Player Group Spawn & Follow
    • Spawn Hunting Enemies
    • Gamepad Controls (Unity Input System)
    • Combined Inputs
    • Quests 01: Menu Screen
    • Quests 02: Hunting
    • Quests 03: Collect Potion Materials
    • Quests 04: Collect Equipment Materials
    • Quests 05: Quest Mark HUDs
    • Crafting 01: Menu Screen
    • Crafting 02: Materials & Recipes
    • Crafting 03: Getting Materials
    • Crafting 04: Proficiency & Critical Outcome
    • Shop
    • Inventory Containers
  • Schematics Tutorials
    • UI Animation Schematics
    • Flying Text Animation Schematics
    • HUD Conditional Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Status Value UI Setup
    • Unity UI: Status Effect UI Setup
    • Unity UI: Shortcut UI Setup
    • Unity UI: Dragging Notification
    • Unity UI: Interaction HUD
    • Unity UI: Shortcut HUD
    • Unity UI: Turn Order HUD
    • Unity UI: Cast Time HUD
    • Unity UI: Quest HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Move Range HUD

ORK 4 Extensions

  • Plugins
    • Save Game Compression Plugin
  • Schematic Nodes
    • Footstepper Nodes (Unity)
  • Scripts
    • A* Pathfinding Movement Component (Unity)
    • PolyNav 2D Movement Component (Unity)
    • Cinemachine Camera Control Type (Unity)
    • Rewired Input Key (Unity)
    • Unity Legacy Input Key (Unity)
    • Core GameKit Wrapper (Unity)
    • Pool Boss Wrapper (Unity)
View Categories
  • Guide
  • ORK 4
  • ORK 4 Documentation
  • Features

The Status System

Learn more about ORK’s flexible status system.

ORK’s status system consists of multiple parts that you can configure to your needs. Some are required, some are optional.

Let’s take a look at all parts of the status system and what they’re used for.

Status Values #

Status values are the core of the status system and are required to use.

They define numerical values, e.g. a combatant’s health, attack or experience.

Learn more about status values in this documentation.

Status Development #

Status develoment is an optional feature and defines the status value changes of a combatant when reaching new levels.

You can e.g. create a curve to define the values, use a formula to calculate changes for each level up or keep the same value for all levels.

Learn more about status developments in this documentation.

Status Effects #

Status effects add temporary status changes and are an optional feature.

These effects can e.g. block a combatant from using actions, reduce or increase health over time or give other status bonuses.

Learn more about status effects in this documentation.

Attack Modifiers #

Attack modifiers give attributes to attacks to impact the final status value changes of abilities and items. They are an optional feature.

A classic example are elements you can assign to an attack, e.g. a fire spell.

Modifiers use percent-based damage modification, using an attack value of the attacker/user and a defence value of the target of an ability or item.

Learn more about attack modifiers in this documentation.

Defence Modifiers #

Defence modifiers give attributes to combatants to impact the final status value changes of abilities and items. They are an optional feature.

Examples are size or race of a combatant, e.g. a small mammal enemy.

Modifiers use percent-based damage modification, using an attack value of the attacker/user and a defence value of the target of an ability or item.

Learn more about defence modifiers in this documentation.

Abilities #

Abilities are what’s used to create attacks, skills or magic. They are an optional feature.

Abilities can be active or passive, i.e. useable or just providing status bonuses. Active abilities can also be limited to be used in battles or the field, or be available in both.

Learn more about abilities in this documentation.

Ability Development #

Ability development is used to let a combatant or group learn an ability at a certain level. They are an optional feature.

Learn more about ability development in this documentation.

Research Trees #

Research trees can provide all kinds of status changes and more. They are an optional feature.

They can e.g. increase status values (e.g. maximum health), learn new abilities, get items or even quests. Research can happen instanstly or over time.

Learn more about research trees in this documentation.

Combatants #

Combatants are the container bringing everything together and are a required feature.

A combatant has status values, receives status effects, learns abilities and research trees and everything else that’s part of the status system.

The player and player group members are combatants and so are the enemies or other allied groups. You can also make NPCs into combatants if you want.

Learn more about combatants in this documentation.

Classes #

Classes add more status options to combatants and are an optional feature.

They can add additional status development, abilities and status bonuses to a combatant. A combatant can use a single class or equip them on class slots.

Learn more about classes in this documentation.

Status Bonuses #

Status bonuses can provide fixed or random bonuses to combatants, classes, equipment, passive abilities or status effects.

Bonuses can be given to e.g. status values or attack/defence modifiers, or grant immunity to status effects.

Learn more about status bonuses in this documentation.

Table of Contents
  • Status Values
    • Status Development
  • Status Effects
  • Attack Modifiers
  • Defence Modifiers
  • Abilities
    • Ability Development
  • Research Trees
  • Combatants
  • Classes
  • Status Bonuses
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