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 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
    • This Is Not The End
    • Quickstart Extended
      • Unity UI: Interaction HUD
  • Schematics Tutorials
    • UI Animation Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Interaction 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
  • Section: Inventory

Loot

Loot is used to create loot tables for combatants and can also be used by shops and item collectors.

Loot is found in Inventory > Loot.

Loot defines a set of loot tables, filled with inventory content that can be gained by them.

Loot Setup #

The Use Loot Table setting lets you define which loot table(s) will be used:

  • First
    Uses the first valid loot table (i.e. level/chance/condition checks).
  • All
    Uses all valid loot tables.
  • Random
    Uses a random valid loot table.

Loot Tables #

Loot tables are defind for an optional level check (e.g. level 1-10, below 20 or above 30, etc.) – either the first found or all matching loot tables will be used.

A loot setup defines two loot tables: Table 1 for level 1-10, table 2 for level 11 and higher.

The player kills a level 10 enemy, table 1 is used.

The player kills a level 11 enemy, table 2 is used.

Level Check Settings #

The level check settings define if and which level will be checked. You can check the combatant’s base or class level.

The check itself is a regular value check setup, e.g. using Range Inclusive to check for the level being between 2 defined values (including those values), or Is Less Equal to check for a level being 10 and below, etc.

You can either check the combatant being looted (e.g. dead enemy) or the combatant looting (e.g. the player). Which combatants that are depend on where the loot table is used. E.g. used for a combatant’s loot (i.e. the battle gains the player will get) it’ll use the killed combatant’s (looted) or the player (looting). When used in other parts, e.g. Item Collector components it usually uses the player.

Chance #

Optionally use a chance check to determine if the loot table will be used at all.

Individual items added to the loot table have their own chance check (only used if the loot table is used based on level check, chance and conditions).

Conditions #

A loot table being available can depend on defined conditions.

E.g. checking the combatant’s status, variables or game states.

Set After Drop #

Optionally change variables when a loot table was used.

E.g. use this to have a special loot drop only appear once by changing a variable that’s also used as a condition.

Loot Settings #

Add the content the loot table will contain. Loot tables can drop:

  • currencies
  • items
  • equipment
  • crafting recipes
  • AI rulesets
  • combatants
  • loot based on content type

Individual items can use a chance check to determine if they’re dropped or not.

Additionally, loot can also be replaced by content of another loot setup. This can either happen automatically (i.e. if the player already has the content in inventory) or based on defined conditions.

The loot table can also either drop all of the defined items or a random one of the items. If using a random drop, if the item’s chance fails, nothing will be dropped.

Using Loot #

Loot can be used for more than just item drops from enemies.

Item Collectors #

Item Collector components used as item boxes can optionally use loot to fill the box.

This’ll use the player’s level for the level range checks.

Combatants #

Combatants can use loot to fill their start inventory and define their battle drops when they’re killed by the player.

This’ll use the combatant itself for the level range checks.

Schematics #

Schematics can use loot for different purposes, e.g. adding additional battle gains (Add Loot node), adding new content to a stored shop (Add To Shop node) or storing loot in selected data (Select Loot node).

Shops #

Shops can use loot to define their stock.

Table of Contents
  • Loot Setup
    • Loot Tables
      • Level Check Settings
      • Chance
      • Conditions
      • Set After Drop
      • Loot Settings
  • Using Loot
    • Item Collectors
    • Combatants
    • Schematics
    • Shops
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!