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.
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.


