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2D RPG Quickstart

  • START 2D RPG Quickstart
  • 01 Initial 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
  • END 2D RPG Quickstart

3D RPG Quickstart

  • START 3D RPG Quickstart
  • 01 Initial 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
  • END 3D RPG Quickstart

Status System Setup

  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Canvas with Screen Space Camera
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 2D RPG Quickstart
  • 07 Status Values

07 Status Values

Table of Contents
  • 0: Max HP
    • Content Information
    • Status Value Settings
      • Value Range
      • Start Value Settings
  • 1: HP
    • Content Information
    • Status Value Settings
      • Start Value Settings
      • Consumable Settings
    • UI Settings
      • Count To Value
    • Flying Text Settings
      • Refresh
      • Damage
  • 2: Max MP
    • Content Information
    • Status Value Settings
      • Value Range
      • Start Value Settings
  • 3: MP
    • Content Information
    • Status Value Settings
      • Start Value Settings
      • Consumable Settings
    • UI Settings
      • Count To Value
  • 4: Experience
    • Content Information
    • Status Value Settings
      • Value Range
      • Start Value Settings
      • Experience Settings
  • 5: ATK
    • Content Information
    • Status Value Settings
      • Value Range
      • Start Value Settings
  • 6: DEF
    • Content Information
    • Status Value Settings
      • Value Range
      • Start Value Settings
  • 7: MATK
    • Content Information
  • 8: MDEF
    • Content Information
  • Save Changes

In this tutorial we’ll start with the set up the status system for our game.

We’ll create a very simple status system with HP, MP, experience, attack, defende and magical attack/defence stats. We’ll also use elements (via attack modifiers, we’ll set them up later with our elemental attacks) and a few status effects (e.g. poison). For a more detailed and complex status system, check out the status system setup tutorial series, which is also used as the base for other tutorial series.

We’ll start in this tutorial with setting up the status values.

Status values are the basis of a status system and handle things like health, defence and other numerical values. There are 3 types of status values available:

  • Normal
    Regular stats, e.g. max health, attack or defence.
  • Consumable
    Stats that are consumed, e.g. health, MP or stamina.
    They use a Normal status value as their maximum value.
  • Experience
    Can be used to increase the level or as spendable points.

Don’t confuse the status value type with status types – the status types are custom types you can set up. They’re an optional feature to group status values together, e.g. for UI displays. We’ll not use them in this tutorial series. Learn more about status values and see a detailed explanation about the status value types in this documentation.

Open the Makinom editor and navigate to Status > Status Values. You’ll see that there are already a bunch of them set up in a new project – we’ll use all of them and add two more.

Most of the status values are already set up the way we need them, but I’ll go over their most important settings anyway. We’ll also set up flying texts for the HP status value to get notified of the changes.

0: Max HP #

This status value manages the maximum health a combatant can have.

Content Information #

  • Name
    Set to: Max HP

Status Value Settings #

  • Type
    Set to Normal.

Value Range #

The Value Range defines the upper and lower limit the status value can reach. The default setup should have it limited from 0 to 9999, which is fine for our setup.

If you want to change the value range, click on the Edit Value Range button.

  • Minimum Value
    Set to 0.
  • Maximum Value
    Set to 9999 (or the maximum value you want.
    The maximum possible value is 2147483647 (maximum integer value).

Click on Ok to accept the changes.

Start Value Settings #

When the status value isn’t set by a status development or a combatant directly, this’ll be the default value it’ll have.

  • Start Value
    Set to 1.
    This’ll make sure a combatant doesn’t start dead and has at least 1 HP.

1: HP #

This is the actual health of a combatant. When it reaches 0, the combatant dies.

Content Information #

  • Name
    Set to: HP

Status Value Settings #

  • Type
    Set to Consumable.

Start Value Settings #

The health starts with 100% of the max HP.

  • Start Value
    Set to 100.
  • Set In
    Select Percent.

Consumable Settings #

  • Max Status Value
    Select Max HP.
  • Forward Positive Changes
    Enable this setting.
    If the max HP increases, so will the HP.
  • Death On
    Select On Minimum.
    The combatant dies when it reaches 0 (minimum value).
  • Animate Damage
    Enable this setting.
    Negative changes (i.e. damage) will cause the damage animation to be played.
    We don’t use damage animations in this tutorial series, but we’ll still learn about them.

UI Settings #

We’ll animate changes to the health.

Count To Value #

These settings are used to count to a new value instead of setting it immediately. This usually only affects the displayed value, not the actual value (but can be used like that as well).

  • Count To Value
    Enable this setting.
  • Interpolation
    Select Quadratic > Quadratic In + Out.
  • Time
    Set to 0.5.
  • Smooth Value Bars
    Enable this setting.

Flying Text Settings #

Click on Add Flying Text.

  • Player/Ally/Enemy
    Enable these settings.
    The flying texts will be displayed by player, ally and enemy combatants.
    You can use these settings to set up different flying texts e.g. for player and enemy.

Refresh #

This is used to display positive changes, i.e. healing.

  • Show Flying Text
    Enable this setting.
  • Text (Content)
    Set to: <color=#00FF00FF><value></color>
    This’ll display the value in a green color.
    If you want to use a different color, you can add color text codes via the text code buttons above the text field (More > Text > Color).
  • UI Prefab
    You don’t need to set up the flying text prefab here.
    Not having a prefab defined here will fall back to the default flying text prefab we already set up (UI > UI Settings).
  • Schematic Asset
    Select the FlyingTextMover schematic.

We’ll also let the combatant’s game object flash green using the Flash Settings.

  • Use Flash
    Enable this setting.
  • Flash Children
    Enable this setting.
    Child objects of the combatant will also flash – e.g. our player’s sprite is on a child object.
  • Time
    Set to 0.5.
  • Interpolation
    Select Linear.
  • Fade Alpha/Red/Green/Blue
    Enable these settings.
  • Start Color
    Set to white with full alpha (A=1 or A=255, depending on the color picker).
  • End Color
    Set to a green color with full alpha.

Damage #

This is used to display negative changes, i.e. damage.

  • Ignore 0 Damage
    Enable this setting.
    A damage of 0 will not display a flying text.
  • Show Flying Text
    Enable this setting.
  • Text (Content)
    Set to: <value>
    This’ll display the value the flying text prefab’s text color (i.e. white).
  • Schematic Asset
    Select the FlyingTextMover schematic.

We’ll also let the combatant’s game object flash red using the Flash Settings.

  • Use Flash
    Enable this setting.
  • Flash Children
    Enable this setting.
  • Time
    Set to 0.5.
  • Interpolation
    Select Linear.
  • Fade Alpha/Red/Green/Blue
    Enable these settings.
  • Start Color
    Set to white with full alpha (A=1 or A=255, depending on the color picker).
  • End Color
    Set to a red color with full alpha.

2: Max MP #

This status value manages the maximum MP a combatant can have.

Content Information #

  • Name
    Set to: Max MP

Status Value Settings #

  • Type
    Set to Normal.

Value Range #

The default setup should have it limited from 0 to 999, which is fine for our setup.

Click on the Edit Value Range button to change them.

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

Click on Ok to accept the changes.

Start Value Settings #

  • Start Value
    Set to 1.

3: MP #

This is the actual MP of a combatant.

Content Information #

  • Name
    Set to: MP

Status Value Settings #

  • Type
    Set to Consumable.

Start Value Settings #

  • Start Value
    Set to 100.
  • Set In
    Select Percent.

Consumable Settings #

  • Max Status Value
    Select Max MP.
  • Death On
    Select None.
    MP doesn’t kill the combatant.
  • Animate Damage
    Disable this setting.
    Negative changes don’t play a damage animation.

UI Settings #

We’ll only count to new values, but don’t use flying texts.

Count To Value #

  • Count To Value
    Enable this setting.
  • Interpolation
    Select Quadratic > Quadratic In + Out.
  • Time
    Set to 0.5.
  • Smooth Value Bars
    Enable this setting.

4: Experience #

This status value manages the experience of a combatant and levels up when reaching the current level’s maximum.

Content Information #

  • Name
    Set to: EXP

Status Value Settings #

  • Type
    Set to Experience.

Value Range #

This should default to using the maximum integer value.

Click on the Edit Value Range button.

  • Minimum Value
    Set to 0.
  • Maximum Value
    Set to 2147483647.

Click on Ok to accept the changes.

Start Value Settings #

  • Start Value
    Set to 0.

Experience Settings #

  • Experience Type
    Select Level.
    This’ll level up the combatant.
  • From Minimum
    Enable this setting.
    The experience will restart from 0 each level.

5: ATK #

This status value represents the combatant’s attack power and is used for physical damage calculations.

Content Information #

  • Name
    Set to: ATK

Status Value Settings #

  • Type
    Set to Normal.

Value Range #

This should default to 1-255.

Click on the Edit Value Range button to change them.

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

Click on Ok to accept the changes.

Start Value Settings #

  • Start Value
    Set to 1.

6: DEF #

This status value represents the combatant’s defence and is used for physical damage calculations.

Content Information #

  • Name
    Set to: DEF

Status Value Settings #

  • Type
    Set to Normal.

Value Range #

This should default to 1-255.

Click on the Edit Value Range button to change them.

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

Click on Ok to accept the changes.

Start Value Settings #

  • Start Value
    Set to 1.

7: MATK #

This status value represents the combatant’s magic power and is used for magical damage calculations.

This is the first new status value we add – and it works the same as the previous one.

Copy the DEF status value and change the following settings.

Content Information #

  • Name
    Set to: MATK

8: MDEF #

This status value represents the combatant’s magic defence and is used for magical damage calculations.

Copy the MATK status value and change the following settings.

Content Information #

  • Name
    Set to: MDEF

Save Changes #

And that’s it for the status value setup.

Save the changes using the Save Settings button at the bottom of the editor.

 

Next, we’ll set up status effects.

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Updated on March 6, 2023
Table of Contents
  • 0: Max HP
    • Content Information
    • Status Value Settings
      • Value Range
      • Start Value Settings
  • 1: HP
    • Content Information
    • Status Value Settings
      • Start Value Settings
      • Consumable Settings
    • UI Settings
      • Count To Value
    • Flying Text Settings
      • Refresh
      • Damage
  • 2: Max MP
    • Content Information
    • Status Value Settings
      • Value Range
      • Start Value Settings
  • 3: MP
    • Content Information
    • Status Value Settings
      • Start Value Settings
      • Consumable Settings
    • UI Settings
      • Count To Value
  • 4: Experience
    • Content Information
    • Status Value Settings
      • Value Range
      • Start Value Settings
      • Experience Settings
  • 5: ATK
    • Content Information
    • Status Value Settings
      • Value Range
      • Start Value Settings
  • 6: DEF
    • Content Information
    • Status Value Settings
      • Value Range
      • Start Value Settings
  • 7: MATK
    • Content Information
  • 8: MDEF
    • Content Information
  • Save Changes
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