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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
    • Schematic Nodes
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    • Variables
    • Selected Data
  • Components
    • Battle Components
    • Combatant Components
    • Control Components
    • Cursor Prefab Components
    • Game Starters
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    • 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
  • Section: Status

Status Values

Set up status values like health, MP, strength or experience.

Status values are found in Status > Status Values.

Status values are the core of ORK’s status system – they’re used to define things like health, strength, experience or other numerical values like proficiency in a skill or any other custom system. They’re long values, i.e. whole numbers. You can use Number Formatting options to display them in a different way (e.g. displaying a value of 69 as 6.9 instead).

Status values can use content types to organize them. You’ll mainly use them to filter status values in the editor and display status values in HUDs based on their content type. This e.g. allows to easily add new status values to HUDs by simply adding them to the group you want to display them with.

Status Value Types #

There are 3 status value types available – Normal, Consumable and Experience.

Normal #

Normal type status values are used for most use cases, e.g. maximum health, strength or agility – values that remain somewhat static, e.g. only increasing on level ups or via upgrades or bonuses.

You can optionally use a formula to create a Combined Value – this’ll calculate the value of the status value through the defined formula and can use e.g. other status values. Using the status value itself in the formula allows using the actual (uncalculated) value of the status value, e.g. coming from equipment bonuses and other sources.

Consumable #

Consumable type status values are used for things like health or magic points, basically anything that can be consumed by actions or changed by damage and healing.

They use Normal type status values to define their maximum value, so to increase the maximum value, you need to increase their maximum status value’s value (e.g. in the status development or via bonuses).

Consumable type status values can automatically cause the death of a combatant by either reaching their minimum or maximum value, e.g. a combatant should usually die if their health reaches 0.

They can also use other Consumable type status values as barriers, consuming negative changes for them. E.g. a shield status value can be used to take damage instead of health as long as it has a remaining value.

Experience #

Experience type status values, as the name suggests, are used for anything experience-related. Beside regular experience, this can also be used to create spendable points to e.g. learn new abilities or upgrade them.

They can automatically increase a combatant’s level or class level when reaching their maximum value (of the current level).

Upon level up, experience status values can restart from their minimum value (e.g. 0) or keep growing from their current value.

Changing Status Values #

Status values can be changed in different ways:

  • abilities
  • items
  • equipment
  • status effects
  • schematics
  • etc.

There is a difference between changing a Normal and Consumable or Experience type status values. For Consumable and Experience, changes are straightforward, simply changing their value.

For Normal type status values the change made by an active ability or an item is permanent, e.g. an item increasing maximum health by 10 will stay that way. However, changes made via bonuses from passive abilities, equipment or status effects only remain as long as they’re available, e.g. an equipment increasing maximum health by 10% will revert back (removing the 10%) when it’s unequipped.

Change Schematics #

Status values can use schematics when receiving value changes. This allows implementing custom systems or reactions to status value changes.

You can limit this to only happen under defined conditions, to specific value changes or from certain change sources. E.g. have a combatant show an autoclose dialogue saying ‘ouch’ when they receive health damage from abilities.

In the schematic, the combatant who caused the change (if available) will be used as Machine Object, the combatant who’s status value was changed will be used as Starting Object. The change value is available as a local long and double variable via the variable key change, the old value as oldValue and the new value as newValue.

Combatants can optionally add or replace this with custom schematics.

Flying Texts #

Status changes can display flying texts for damage (negative) and refresh (positive), as well as for blocking changes.

You can set up different flying texts for player, ally (i.e. non-player group members that are not enemies) and enemy combatants. E.g. display red damage numbers for the player and white for the enemy.

Attack modifier attributes can optionally override the text color of the flying texts, e.g. having a Water element attack display blue damage numbers.

UI #

You usually want to display the status values in a UI in some form, e.g. in a HUD or status menu.

Status values can also be set to be hidden from the player, i.e. they’ll not show up in any status value listings in the UI, though you can still display them when directly using a status value instead of displaying a list.

Count To Value #

You can optionally have status changes count to the new value over time instead of directly setting the new value.

This can either only work as a displayed value, while the real value is already changed – or operate on the real value.

E.g. having the real health value change over time could be used to allow combatants to still heal after a fatal hit, as death will only be caused when the value reaches 0 (or their defined minmum value).

Status Value UI #

Displaying a list of status values usually uses a UI setup of a status value, this is called Status Value UI.

The actual setup depends on the used UI module, e.g. in Unity the Unity UI module will use a prefab for this. See this tutorial for example setups.

Information Overrides #

A status value can optionally override default UI and information content, e.g. number formatting, how bonuses are displayed or console texts.

Combatants and Status Values #

Combatants are vessels for the status system, i.e. the status values are bound to them.

Here are some things to consider in the relation between combatants and status values.

Start Values #

The start values define how a newly created combatant’s status values will be initialized. They can be defined in multiple locations.

  • Status Value
    The status value itself defines a start value that’ll be used if no other start value is defined for it.
    Best used for status values that are usually the same for most combatants.
  • Combatant
    The combatant’s settings can add start values for defined status values, this’ll overrule the status value’s default start value.
    Best used for when you need to define specific values for a combatant.
  • Status Development
    The (optional) status development of the combatant defines the start values of the status values that are added to it. This’ll overrule the combatant’s start values and the status value’s default start value.
    Best used to create a reusable setup that can be used by multiple combatants, or if you need to define status values for multiple levels, e.g. when a combatant can level up (usually the player) or an enemy can be encountered at different levels.

You can combine the different ways, having some status values defined via status development, some for the individual combatant and the rest using default start values.

Tip! Make sure your health (or whatever other status value is capable of causing death) is using a start value above it’s minimum value.

Creating a combatant with 0 health means it’s instantly dead, e.g. preventing battles from starting.

Rewards #

Combatants can give the player Experience and Normal type status value rewards when they’re defeated in a battle. They’re added in the combatant’s Status Settings > Experience Reward and Status Settings > Normal Status Value Reward settings.

Experience rewards increase the used experience’s value and cause level ups (if the status value is used for that). Normal rewards permanently increase the Normal type status value.

Each individual reward can optionally use a chance to determine if it’s used or not.

Setup Examples #

Here are some examples for setting up different kinds of status values.

These examples will only focus on the value setup, i.e. it’ll not cover anything of the UI setup.

Max HP #

This is the maximum health of a combatant. This setup example will cap it at 9999.

  • Type
    Select Normal.

Click on Edit Value Range to set up the min/max value this status value can have.

  • Minimum Value
    Set to 0.
  • Maximum Value
    Set to 9999.

Click on Ok to accept the value range change.

  • Start Value
    Set to 1 (or whatever other value you want to use as default max HP).
  • Set In
    Select Value.
    The start value is defined as value.

HP #

This is the actual health of a combatant – it’ll use the Max HP as it’s maximum value.

  • Type
    Select Consumable.
  • Max Status Value
    Select Max HP (i.e. the maximum health status value you set up).
  • Death On
    Select On Minimum.
  • Animate Damage
    Enable this setting.
    This’ll automatically play damage animations when the combatant receives negative changes to this status value.
  • Start Value
    Set to 100.
  • Set In
    Select Percent.
    The value is defined in percent of it’s maximum value, using 100% means it’s at full health.

Max MP #

This is the maximum magic points of a combatant. This setup example will cap it at 999.

The setup is basically the same as for the maximum health, just with a different maximum value.

  • Type
    Select Normal.

Click on Edit Value Range to set up the min/max value this status value can have.

  • Minimum Value
    Set to 0.
  • Maximum Value
    Set to 999.

Click on Ok to accept the value range change.

  • Start Value
    Set to 1.
  • Set In
    Select Value.

MP #

This is the actual magic points of a combatant – it’ll use the Max MP as it’s maximum value.

This setup is similar to the health, but it doesn’t kill the combatant at it’s minimum value (though you can set it up to do so, if you want).

  • Type
    Select Consumable.
  • Max Status Value
    Select Max MP (i.e. the maximum magic points status value you set up).
  • Death On
    Select None.
  • Animate Damage
    Disable this setting.
  • Start Value
    Set to 100.
  • Set In
    Select Percent.

ATK/DEF/etc. #

This is a general setup for any kind of Normal type status value, e.g. for an attack, defence, strength, agility, etc. value.

For this setup, it’s using a 1-255 value range.

  • Type
    Select Normal.

Click on Edit Value Range to set up the min/max value this status value can have.

  • Minimum Value
    Set to 1.
  • Maximum Value
    Set to 255.

Click on Ok to accept the value range change.

  • Start Value
    Set to 1.
  • Set In
    Select Value.

Don’t forget that you can copy complete status values, so you don’t have to set each one from scratch. In a status system, Normal type status values will often operate within the same value range, so just copy the first one and change what’s needed (e.g. name and other content information).

EXP #

This is the experience points of a combatant and causes level ups.

  • Type
    Select Experience.

You can limit the experience’s value range, or leave it at the default, which uses the maximum integer value (2147483647).

  • Minimum Value
    Set to 0.
  • Maximum Value
    Set to 100000.

Click on Ok to accept the value range change.

  • Experience Type
    Select Level.
  • From Minimum
    Enable this setting.
    The experience will restart from 0 for each level for this setup.
  • Start Value
    Set to 0.
  • Set In
    Select Value.

AP (spendable experience) #

This is a setup for something like ability points or any similar kind of spendable experience. It doesn’t cause level up, but can either be used to ‘purchase’ upgrades (e.g. abilities and ability levels, status values, equipment levels, etc.), or automatically level up abilities and equipment of a combatant (depeding on the ability/equipment’s level up settings).

  • Type
    Select Experience.

Like with the regular level up causing experience, you can limit the value if needed.

  • Minimum Value
    Set to 0.
  • Maximum Value
    Set to 100.

Click on Ok to accept the value range change.

  • Experience Type
    Select None.
  • Max Value Type
    Select Max Value.
  • From Minimum
    Disable this setting.
  • Init To Level
    Enable this setting.
    A newly created combatant will receive the AP appropriate for it’s level.
  • Start Value
    Set to 0.
  • Set In
    Select Value.

Table of Contents
  • Status Value Types
    • Normal
    • Consumable
    • Experience
  • Changing Status Values
  • Change Schematics
  • Flying Texts
  • UI
    • Count To Value
    • Status Value UI
    • Information Overrides
  • Combatants and Status Values
    • Start Values
    • Rewards
  • Setup Examples
    • Max HP
    • HP
    • Max MP
    • MP
    • ATK/DEF/etc.
    • EXP
    • AP (spendable experience)
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