01 Status Values

In this tutorial we’ll set up the status values for our status system.

Status values are the basis of a status system and handle things like health, defence and other numerical values. Learn more about status values in this documentation. We’ll not use status types for this setup.

Navigate to Status > Status Values – you’ll see that a few default status values are already added. We’ll just change the settings as we need them and add additional status values (via the Add button above the listed status values).

0: Maximum Health Points #

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

Change the following settings.

Content Information #

Using Name and Short Name allows us to define long and short names, we can use them in other parts of the framework to represent the status value’s information.

  • Name
    Set to Maximum Health Points.
  • Short Name
    Set to MaxHP.

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 to 0 to 9999, and while this’d be fine for our player combatants, we usually want enemies that can take a bit more of a beating, so we’ll increase the maximum value.

Click on the Edit Value Range button to change them.

  • Minimum Value
    Set to 0.
  • Maximum Value
    Set to 2147483647.
    This is the maximum integer value possible.

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: Health Points #

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

Change the following settings.

Content Information #

  • Name
    Set to Health Points.
  • Short 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 Maximum Health Points.
  • 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.

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
    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.
    Instead, not having a prefab defined will fall back to the default flying text prefab (UI > UI Settings).
  • Schematic Asset
    Select the FlyingTextMover schematic.
    Don’t have it? See this tutorial to set it up.

We’ll also let the HUD of a combatant flash.

  • Use HUD Flash
    Enable this setting.
  • Time
    Set to 0.5.
  • Interpolation
    Select Linear.
  • Fade Alpha/Red/Blue/Green
    Enable these settings.
  • Start Color
    Set to white with full alpha.
  • End Color
    Set to a green color with full alpha.

Critical Refresh #

This is used to display critical positive changes, i.e. a critical hit when healing.

  • Critical Refresh
    Enable this setting.
  • Show Flying Text
    Enable this setting.
  • Text
    Set to <color=#00FF00FF><b>CRIT <value>!</b></color>.
  • Schematic Asset
    Select the FlyingTextMover schematic.

We’ll also let the HUD of a combatant flash.

  • Use HUD Flash
    Enable this setting.
  • Time
    Set to 0.5.
  • Interpolation
    Select Linear.
  • Fade Alpha/Red/Blue/Green
    Enable these settings.
  • Start Color
    Set to white with full alpha.
  • 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
    Set to <color=#FF0000FF><value></color>.
    This’ll display the value in a red color.
  • Schematic Asset
    Select the FlyingTextMover schematic.

We’ll also let the HUD of a combatant flash.

  • Use HUD Flash
    Enable this setting.
  • Time
    Set to 0.5.
  • Interpolation
    Select Linear.
  • Fade Alpha/Red/Blue/Green
    Enable these settings.
  • Start Color
    Set to white with full alpha.
  • End Color
    Set to a red color with full alpha.

Critical Damage #

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

  • Ignore 0 Damage
    Enable this setting.
  • Critical Damage
    Enable this setting.
  • Show Flying Text
    Enable this setting.
  • Text
    Set to <color=#FF0000FF><b>CRIT <value>!</b></color>.
    This’ll display the value in a red color.
  • Schematic Asset
    Select the FlyingTextMover schematic.

We’ll also let the HUD of a combatant flash.

  • Use HUD Flash
    Enable this setting.
  • Time
    Set to 0.5.
  • Interpolation
    Select Linear.
  • Fade Alpha/Red/Blue/Green
    Enable these settings.
  • Start Color
    Set to white with full alpha.
  • End Color
    Set to a red color with full alpha.

2: Maximum Magic Points #

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

Change the following settings.

Content Information #

  • Name
    Set to Maximum Magic Points.
  • Short Name
    Set to MaxMP.

Status Value Settings #

  • Type
    Set to Normal.

Value Range #

Click on the Edit Value Range button to change them.

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

Click on Ok to accept the changes.

Start Value Settings #

  • Start Value
    Set to 1.

3: Magic Points #

This is the actual MP of a combatant.

Change the following settings.

Content Information #

  • Name
    Set to Magic Points.
  • Short 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 Maximum Magic Points.
  • Death On
    Select None.
    MP doesn’t kill the combatant.
  • Animate Damage
    Disable this setting.

UI Settings #

We’ll animate changes to the MP.

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.

Flying Text Settings #

We’ll just display a flying text for regaining MP.

Click on Add Flying Text.

  • Player/Ally/Enemy
    Enable these settings.

Refresh #

  • Show Flying Text
    Enable this setting.
  • Text
    Set to <color=#0000FFFF><value></color>.
    This’ll display the value in a blue color.
  • Schematic Asset
    Select the FlyingTextMover schematic.

4: Experience #

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

Change the following settings.

Content Information #

  • Name
    Set to Experience.
  • Short Name
    Set to EXP.

Status Value Settings #

  • Type
    Set to Experience.

Value Range #

Click on the Edit Value Range button to change them.

  • 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: Weapon Damage #

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

Change the following settings.

Content Information #

  • Name
    Set to Weapon Damage.
  • Short Name
    Set to WPN.

Status Value Settings #

  • Type
    Set to Normal.

Value Range #

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.

The rest of the status values will follow this status value’s settings, i.e. Normal type, 1-255 value range, 1 start value. It’s easiest to just copy this status value and change the name and short name.

6: Attack #

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

Copy the previous status value (Weapon Damage) and change the following settings.

Content Information #

  • Name
    Set to Attack.
  • Short Name
    Set to ATK.

7: Defence #

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

Copy the previous status value (Attack) and change the following settings.

Content Information #

  • Name
    Set to Defence.
  • Short Name
    Set to DEF.

8: Magic Attack #

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

Copy the previous status value (Defence) and change the following settings.

Content Information #

  • Name
    Set to Magic Attack.
  • Short Name
    Set to MATK.

9: Magic Defence #

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

Copy the previous status value (Magic Attack) and change the following settings.

Content Information #

  • Name
    Set to Magic Defence.
  • Short Name
    Set to MDEF.

10: Agility #

This status value represents the combatant’s agility and is used for hit chance and battle turn/time calculations (e.g. turn order or timebar, depending on the used battle system).

Copy the previous status value (Magic Defence) and change the following settings.

Content Information #

  • Name
    Set to Agility.
  • Short Name
    Set to AGI.

11: Dexterity #

This status value represents the combatant’s dexterity and is used for hit chance calculations.

Copy the previous status value (Agility) and change the following settings.

Content Information #

  • Name
    Set to Dexterity.
  • Short Name
    Set to DEX.

12: Luck #

This status value represents the combatant’s luck and is used for critical hit chance calculations.

Copy the previous status value (Dexterity) and change the following settings.

Content Information #

  • Name
    Set to Luck.
  • Short Name
    Set to LUK.

Miss Flying Texts #

We’ll also set up a flying text for missing a target (due to hit chance).

Navigate to Battles > Battle Texts and change the following settings.

Flying Text Settings  > Miss #

Click on Add Flying Text.

  • Player/Ally/Enemy
    Enable these settings.
  • Text
    Set to Miss.
  • Schematic Asset
    Select the FlyingTextMover schematic.

Save Changes #

And that’s it for the status value setup – that wasn’t too hard.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Next, we’ll set up status developments using the status values.