ORK Framework Logo - RPG Editor for Unity
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK

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: 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
  • Status System Setup
  • 03 Attack/Defence Modifiers

03 Attack/Defence Modifiers

Table of Contents
  • Attack Modifiers
    • Content Information
    • Modifier Settings
      • Immunity Flying Text
    • Attribute 0
    • Attribute 1
    • Attribute 2
    • Attribute 3
    • Attribute 4
    • Attribute 5
    • Attribute 6
  • Defence Modifiers
    • Content Information
    • Attribute 0
    • Attribute 1
    • Attribute 2
    • Attribute 3
  • Status Bonus Templates
    • 0: Small Weapons
      • Base Settings
      • Defence Modifier Bonuses
    • 1: Medium Weapons
      • Base Settings
      • Defence Modifier Bonuses
    • 2: Large Weapons
      • Base Settings
      • Defence Modifier Bonuses
    • 3: Gigantic Weapons
      • Base Settings
      • Defence Modifier Bonuses
  • Save Changes

In this tutorial we’ll set up the attack and defence modifiers that’ll impact damage results.

Modifiers are used by damage calculations (when they’re set up to use them) and allow giving attributes to attacks and combatants, e.g. a fire-elemental attack or a small combatant. Learn more about attack/defence modifiers in this documentation.

For our status system we’ll use 1 attack modifier for elemental attacks and 1 defence modifier for combatant sizes (having an impact on weapons). We’ll also set up status bonus templates that we’ll later use for our weapons.

Attack Modifiers #

The attack modifier we’ll use in our status system is Element – giving elemental attributes to attacks.

Navigate to Status > Attack Modifiers and change the settings of the already added Default setup.

Content Information #

  • Name
    Set to Element.

Modifier Settings #

We don’t really need to change anything here – the default setup is usually ready to go. We’ll set up an immunity flying text, which is displayed when a combatant is completely immune to an attribute (i.e. the attribute value being 0).

Immunity Flying Text #

Click on Add Flying Text.

  • Player/Ally/Enemy
    Enable these settings.
  • Text
    Set to <color=#FF00FFFF>Immune</color>.
    This’ll display the text in a pink color.
  • Schematic Asset
    Select the FlyingTextMover schematic.

Now we just need to set up the attributes – this is basically just defining their names, as the rest of the setup can be used as is (i.e. start value being 100, doing normal damage).

Attribute 0 #

  • Name
    Set to None.

Attribute 1 #

  • Name
    Set to Fire.

Attribute 2 #

  • Name
    Set to Water.

Attribute 3 #

  • Name
    Set to Earth.

Attribute 4 #

  • Name
    Set to Wind.

Attribute 5 #

  • Name
    Set to Light.

Attribute 6 #

  • Name
    Set to Dark.

Defence Modifiers #

The defence modifier we’ll use in our status system is Size – giving a size attribute to combatants. Weapons will give positive or negative bonuses to impact damage based on which weapon is used on which combatant, e.g. daggers doing more damage on small enemies and less damage on bigger enemies.

Navigate to Status > Defence Modifiers and change the settings of the already added Default setup.

Content Information #

  • Name
    Set to Size.

Attribute 0 #

  • Name
    Set to Small.

Attribute 1 #

  • Name
    Set to Medium.

Attribute 2 #

  • Name
    Set to Large.

Attribute 3 #

  • Name
    Set to Gigantic.

Status Bonus Templates #

We’ll use our Size defence modifier in our weapons (equipment) to change the attribute values of the combatant (having a weapon equipped). We’ll set up reusable templates that we’ll later use in the equipment setup. Learn more about status bonus templates in this documentation.

Keep in mind that defence modifiers, while using the target’s attribute (e.g. a small or large sized target), use the attacker’s attribute value. So, a combatant with a small weapon (e.g. a dagger) will do bonus damage on small targets, but less damage on large or gigantic targets.

Navigate to Templates > Status Bonuses, we’ll change the Default template and add additional templates.

0: Small Weapons #

Good against small sizes, bad against larger sizes.

Base Settings #

  • Name
    Set to Small Weapons.

Defence Modifier Bonuses #

Click on Add Defence Modifier Bonus.

  • Defence Modifier
    Select Size.
  • Attribute
    Select Small.
  • Attribute Bonus
    Set to 25.

Copy the modifier bonus and change the following settings.

  • Attribute
    Select Large.
  • Attribute Bonus
    Set to -25.

Copy the modifier bonus and change the following settings.

  • Attribute
    Select Gigantic.
  • Attribute Bonus
    Set to -50.

1: Medium Weapons #

Normal against the medium and large sizes, bad against small and gigantic.

Base Settings #

  • Name
    Set to Medium Weapons.

Defence Modifier Bonuses #

Click on Add Defence Modifier Bonus.

  • Defence Modifier
    Select Size.
  • Attribute
    Select Small.
  • Attribute Bonus
    Set to -25.

Copy the modifier bonus and change the following settings.

  • Attribute
    Select Gigantic.
  • Attribute Bonus
    Set to -25.

2: Large Weapons #

Good against the larger sizes, bad against smaller sizes.

Base Settings #

  • Name
    Set to Large Weapons.

Defence Modifier Bonuses #

Click on Add Defence Modifier Bonus.

  • Defence Modifier
    Select Size.
  • Attribute
    Select Small.
  • Attribute Bonus
    Set to -25.

Copy the modifier bonus and change the following settings.

  • Attribute
    Select Large.
  • Attribute Bonus
    Set to 25.

3: Gigantic Weapons #

Good against gigantic, bad against small.

Base Settings #

  • Name
    Set to Gigantic Weapons.

Defence Modifier Bonuses #

Click on Add Defence Modifier Bonus.

  • Defence Modifier
    Select Size.
  • Attribute
    Select Small.
  • Attribute Bonus
    Set to -50.

Copy the modifier bonus and change the following settings.

  • Attribute
    Select Medium.
  • Attribute Bonus
    Set to -25.

Copy the modifier bonus and change the following settings.

  • Attribute
    Select Gigantic.
  • Attribute Bonus
    Set to 25.

Save Changes #

And that’s it for the modifier setup.

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

Next, we’ll set up status effects.

Share This Article :
  • Facebook
  • Twitter
  • LinkedIn
  • Pinterest
Updated on May 1, 2022
Table of Contents
  • Attack Modifiers
    • Content Information
    • Modifier Settings
      • Immunity Flying Text
    • Attribute 0
    • Attribute 1
    • Attribute 2
    • Attribute 3
    • Attribute 4
    • Attribute 5
    • Attribute 6
  • Defence Modifiers
    • Content Information
    • Attribute 0
    • Attribute 1
    • Attribute 2
    • Attribute 3
  • Status Bonus Templates
    • 0: Small Weapons
      • Base Settings
      • Defence Modifier Bonuses
    • 1: Medium Weapons
      • Base Settings
      • Defence Modifier Bonuses
    • 2: Large Weapons
      • Base Settings
      • Defence Modifier Bonuses
    • 3: Gigantic Weapons
      • Base Settings
      • Defence Modifier Bonuses
  • Save Changes
Sitemap
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2 Hub
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK
  • Contact
  • Blog
  • Makinom
  • gamingislove.com
Categories
  • News (59)
  • ORK 2 (137)
    • Tutorial (137)
      • Game tutorial (50)
      • Gameplay (32)
      • How-to (55)
  • Release (129)
Search

© 2015 Gaming is Love e.U.

Disclosure: This site may contain affiliate links, which means I may receive a commission if you click a link and purchase something that I have recommended. While clicking these links won’t cost you any money, they will help me fund my development projects while recommending great assets!