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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
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  • Editor
    • The ORK 4 Editor
    • Sections & Sub-Sections
    • Node Editor
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  • Section: System
    • System Settings
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    • Organizer Types
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  • Section: Controls
    • Game Controls
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    • Battle Camera
  • Section: Gameplay
    • Game Settings
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    • Custom Settings & Global Custom Settings
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    • 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
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    • Currencies
    • Items
    • AI Rulesets
    • Crafting Recipes
    • Equipment Slots & Slot Set Templates
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    • Shops
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  • Section: Combatants
    • Combatants
    • Combatant Groups
    • Class Slots
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    • Animations
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    • Formations
    • Action Combos
  • Section: Battles
    • Battle Systems
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    • Active Time Battles
    • Real Time Battles
    • Phase Battles
    • Battle Spots
    • Battle AIs
    • Battle Actions Settings
    • Special Commands Settings
    • Target Settings
    • Target Selection Templates
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    • Battle Grid Settings
    • Battle Grid Highlights
    • Battle Grid Cell Types
    • Battle Grid Formations
  • Section: Content
    • Content Types
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  • Section: UI
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  • Section: Menus
    • Start Menu
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    • Option Categories
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    • Menu Requirements
    • Battle Menus
    • Loot Dialogues
    • Item Collection
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  • Section: Texts
    • Text Settings
    • Formatting Settings
    • Flying Texts
    • Use Cost Display
    • Status Preview Display
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    • Text Codes
  • Sections: Editor
    • Editor Settings
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    • Access Handler
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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
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    • Unity UI: Initial Setup
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ORK 4 Extensions

  • Plugins
    • Save Game Compression Plugin
  • Schematic Nodes
    • Footstepper Nodes (Unity)
  • Scripts
    • A* Pathfinding Movement Component (Unity)
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    • Core GameKit Wrapper (Unity)
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View Categories
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  • ORK 4 Unity Quickstart Tutorials (3D)

23 Caster Setup

In this tutorial we’ll set up the 2nd player combatant.

The caster will use a different status development than the fighter, focusing on magic.

We’ll set up:

  • caster’s status development
  • caster combatant
  • update start game schematic (joining the caster to the player group)

Let’s get to it.

Status Development #

Open the ORK editor, navigate to Status > Status Developments and add a new status development.

Development Settings #

  • Name
    Set to: Caster

Level Range #

Like the fighter, the caster’s level range is 1-10.

Click on the Edit Level Range button to change them.

  • Minimum Value
    Set to 1.
  • Maximum Value
    Set to 10.

Click on Ok to accept the changes.

Value Development #

We’ll use quick curve generation again as we did for most of the fighter’s value developments. If you want to generate detailed curves instead, click on Edit Curve to open the curve editor.

Click on Set Default to add all Normal and Experience type status values with a base setup.

Status Value 0: Max HP #

  • Development Type
    Select: Curve
  • Start Value
    Set to: 50
  • End Value
    Set to: 250
  • Interpolation
    Select: Linear

Click on Generate Quick Curve to create the curve.

Status Value 1: Max MP #

  • Development Type
    Select: Curve
  • Start Value
    Set to: 70
  • End Value
    Set to: 300
  • Interpolation
    Select: Linear

Click on Generate Quick Curve to create the curve.

Status Value 2: EXP #

  • Development Type
    Select: Curve
  • Start Value
    Set to: 0
  • End Value
    Set to: 100
  • Interpolation
    Select: Linear

Click on Generate Quick Curve to create the curve.

Status Value 3: ATK #

  • Development Type
    Select: None
    We don’t change the caster’s ATK on level ups.
  • Start Value
    Set to: 5

Status Value 4: DEF #

  • Development Type
    Select: None
  • Start Value
    Set to: 8

Status Value 5: MATK #

  • Development Type
    Select: Curve
  • Start Value
    Set to: 15
  • End Value
    Set to: 100
  • Interpolation
    Select: Quadratic > Quadratic In
    This gives us a slower increase at the early levels.

Click on Generate Quick Curve to create the curve.

Status Value 6: MDEF #

  • Development Type
    Select: Curve
  • Start Value
    Set to: 15
  • End Value
    Set to: 50
  • Interpolation
    Select: Linear

Click on Generate Quick Curve to create the curve.

Status Value 7: AGI #

  • Development Type
    Select: Curve
  • Start Value
    Set to: 7
  • End Value
    Set to: 30
  • Interpolation
    Select: Linear

Click on Generate Quick Curve to create the curve.

Status Value 8: DEX #

  • Development Type
    Select: Curve
  • Start Value
    Set to: 10
  • End Value
    Set to: 40
  • Interpolation
    Select: Linear

Click on Generate Quick Curve to create the curve.

Caster Combatant #

Navigate to Combatants > Combatants and add a new combatant.

Content Information #

  • Name
    Set to: Caster

Base Settings > Prefab Settings #

  • Prefab
    Select: Wizard

UI Settings > Portraits #

Click on Add Portrait Set and click on Add Portrait in the newly added Portrait Set 0.

  • Organizer Type
    Select: Portrait
  • Sprite
    Select: portrait_wizard

Status Settings > Status Value Settings #

We’ll use the status development we just set up.

  • Has Status Development
    Enable
  • Status Development
    Select: Caster

Attacks & Abilities > Ability Development #

We’ll add all 4 elemental spells and support magic.

I’ll set them up to be learned at different levels (with a few abilities being available at level 1), but feel free to learn them all at level 1 to test them out.

Click on Add Ability.

  • Learn At Level
    Set to: 1
  • Ability
    Select: Fire

Click on Add Ability again.

  • Learn At Level
    Set to: 1
  • Ability
    Select: Water

Click on Add Ability again.

  • Learn At Level
    Set to: 1
  • Ability
    Select: Heal

Click on Add Ability again.

  • Learn At Level
    Set to: 2
  • Ability
    Select: Earth

Click on Add Ability again.

  • Learn At Level
    Set to: 3
  • Ability
    Select: Boost

Click on Add Ability again.

  • Learn At Level
    Set to: 4
  • Ability
    Select: Wind

Click on Add Ability again.

  • Learn At Level
    Set to: 5
  • Ability
    Select: Protect

Inventory & Equipment > Available Equipment #

The caster can’t equip the Sword or Axe.

  • Available Equipment
    Select: Custom

Available Equipment Slots #

  • All Equipment Slots
    Enable

Available Equipment #

The caster can’t equip the sword or axe.

  • Exclude Equipment
    Enable

Click on Add Equipment.

  • Equipment
    Select: Sword

Click on Add Equipment.

  • Equipment
    Select: Axe

Inventory & Equipment > Start Equipment #

The caster will have a Staff equipped at the start.

Click on Add Start Equipment.

  • Start Level
    Set to: 1
  • Maximum Level
    Set to: 10

Click on Add Equipment Slot.

  • Equipment Slot
    Select: Weapon
  • Equipment
    Select: Staff

Animations & Movement > Animations #

We’ll add the Battle Movement animations as animations for battle.

Click on Add Animations (Battle).

  • Animations
    Select: Battle Movement

Save Changes #

That’s it for the settings, save the changes using the Save Settings button at the bottom of the editor.

Start Game Schematic #

Open the schematic editor and open the StartGame schematic.

You can open a schematic by either double clicking on it’s asset or open it via the +-button in the upper left corner of the schematic editor.

Join Group #

Copy the first Join Group node and put it between it and the Spawn Player node.

You can change connections between nodes by dragging them from their slot to the node you want. Or, when copying a node to the clipboard and pasting it while having a node selected, it’ll be added like any new node with connections.

Change the following setting.

  • Combatant
    Select: Caster

Click on Save Schematic to save the changes.

Testing #

Hit play and start a battle.

https://orkframework.com/wp-content/uploads/ork4_tutorials_unity_quickstart_3d__caster.mp4

BOOM!

You now have 2 player combatants available. The caster can cast magic attack and support spells!

 

Next, we’ll add new enemies to fight in the dungeon.

Table of Contents
  • Status Development
    • Development Settings
      • Level Range
    • Value Development
      • Status Value 0: Max HP
      • Status Value 1: Max MP
      • Status Value 2: EXP
      • Status Value 3: ATK
      • Status Value 4: DEF
      • Status Value 5: MATK
      • Status Value 6: MDEF
      • Status Value 7: AGI
      • Status Value 8: DEX
  • Caster Combatant
    • Content Information
    • Base Settings > Prefab Settings
    • UI Settings > Portraits
    • Status Settings > Status Value Settings
    • Attacks & Abilities > Ability Development
    • Inventory & Equipment > Available Equipment
      • Available Equipment Slots
      • Available Equipment
    • Inventory & Equipment > Start Equipment
    • Animations & Movement > Animations
  • Save Changes
  • Start Game Schematic
    • Join Group
  • Testing
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