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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
  • 08 Abilities Part 2: Support & Sabotage

08 Abilities Part 2: Support & Sabotage

Table of Contents
  • 7: Drain
    • Content Information
    • Ability Settings
    • Target Selection Settings
    • Target Settings > Target Changes
  • 8: Steal
    • Content Information
    • Ability Settings
    • Use Settings > Battle Settings > Steal Settings
    • Target Selection Settings
  • 9: Heal
    • Content Information
    • Ability Settings
    • Use Settings > Critical Chance
    • Target Selection Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes
    • Target Settings > Target Critical Changes
    • Level 2
      • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Level 3
      • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • 10: Cure
    • Content Information
    • Ability Settings
    • Target Selection Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes
  • 11: Regeneration
    • Content Information
    • Ability Settings
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 12: Faster
    • Content Information
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 13: Slower
    • Content Information
    • Ability Settings
    • Target Selection Settings
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 14: Shut Up!
    • Content Information
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 15: Keen Eye
    • Content Information
    • Target Selection Settings
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 16: Meditate
    • Content Information
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 17: Look At Me!
    • Content Information
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 18: Defensive Mode
    • Content Information
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 19: Fortify
    • Content Information
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 20: Study
    • Content Information
    • Ability Settings
    • Use Settings
    • User Settings > Use Costs > Override Action Costs
      • Timebar Cost
      • Turn Action Cost
      • Phase Action Cost
    • Target Selection Settings
  • Save Changes

In this tutorial we’ll set up the support and sabotage abilities of our status system.

Continuing from the previous ability tutorial (setting up attack abilities), we’ll now set up the supportive and sabotaging abilities.

Navigate to Status > Abilities, we’ll add additional abilities. For now we’ll only set up the abilities and their status changes – we’ll handle animating them (using schematics) later.

7: Drain #

This is the ability drains MP from a target, increasing the user’s MP by the same amount. It’s used as the base attack for a wizard combatant.

We’ll start with a new ability from scratch.

Content Information #

  • Name
    Set to Drain.
  • Description
    Set to Drains MP from the target..
  • Sprite (Icon)
    Select icons_269.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ability Settings #

  • Ability Type
    Select Sabotage.
  • Useable In
    Select Battle.

Target Selection Settings #

  • Target Type
    Select Enemy.
  • Target Range
    Select Single.

Target Settings > Target Changes #

We’ll draing 10% of the user’s MaxMP.

Click on Add Target Change.

Click on Add Status Change.

  • Change Type
    Select Status Value.
  • Status Value
    Select Magic Points.
  • Operator
    Select Sub.
  • Change Value
    Select Combatant > Status Value.
    Select Maximum Magic Points.
  • Game Object
    Select User.
    The MP damage is based on the user’s MaxMP.
  • Efficiency
    Select Value > Value.
    Set the value to 0.1.
    This’ll use 10% off the user’s MaxMP.

The user should absorb 100% of the MP damage done to the target.

  • Absorb Damage
    Enable this setting.
  • Only Positive
    Enable this setting.
  • Percent
    Set to 100.

We don’t use modifiers for this attack.

8: Steal #

This ability will steal an item from the target.

We’ll start with a new ability from scratch again.

Content Information #

  • Name
    Set to Steal.
  • Description
    Set to Steals an item from the target..
  • Sprite (Icon)
    Select icons_98.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ability Settings #

  • Ability Type
    Select Sabotage.
  • Useable In
    Select Battle.

Use Settings > Battle Settings > Steal Settings #

We’ll use the Critical Chance formula for the steal chance and add a 50% bonus to it. The item that will be stolen is defined by the individual combatants.

  • Steal Item
    Enable this setting.
  • Steal Chance
    Select Value > Formula.
    Select Critical Chance formula.
  • Chance Bonus
    Set to 50.
  • From Inventory
    Enable this setting.
    We’ll use a fixed item setup for enemy combatants (will be set up later), which will overrule this setting.
    When an enemy uses the ability, it’ll steal a random stealable item from the player’s inventory and remove it.

Target Selection Settings #

  • Target Type
    Select Enemy.
  • Target Range
    Select Single.

9: Heal #

This ability will heal the target’s health and consume MP. It’ll have 3 levels, each healing more.

We’ll start with a new ability from scratch once more.

Content Information #

  • Name
    Set to Heal <level>.
    The <level> text code will be replaced by the ability’s level.
  • Description
    Set to Restores the target’s health..
  • Sprite (Icon)
    Select icons_270.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ability Settings #

  • Ability Type
    Select Support.
  • Useable In
    Select Both.
    We can also heal in the field.

Use Settings > Critical Chance #

While magic always hits, it can still do critical damage (or healing in this case).

  • Critical Chance
    Enable this setting.
  • Critical Chance (%)
    Select Value > Formula.
    Select Critical Chance formula.

Target Selection Settings #

  • Target Type
    Select Ally.
  • Target Range
    Select Single.

User Settings > Use Cost > Status Changes #

Using the ability costs 8 MP.

Click on Add Status Change.

  • Change Type
    Select Status Value.
  • Status Value
    Select Magic Points.
  • Operator
    Select Sub.
  • Change Value
    Select Value > Value.
    Set the value to 8.

Target Settings > Target Changes #

We don’t have a healing formula (but you can set one up if you want). We’ll instead use the user’s MATK directly, controlling the healing via the Efficiency.

Click on Add Target Change.

Click on Add Status Change.

  • Change Type
    Select Status Value.
  • Status Value
    Select Health Points.
  • Operator
    Select Add.
  • Change Value
    Select Combatant > Status Value.
    Select Magic Attack.
  • Game Object
    Select User.
  • Efficiency
    Select Value > Value.
    Set the value to 20.

Healing doesn’t use modifiers.

Target Settings > Target Critical Changes #

We’ll use the regular Target Changes with our critical damage multiplier formula.

  • Use Regular Changes
    Enable this setting.
  • Damage Multiplier
    Select Value > Formula.
    Select Critical Damage Multiplier formula.

Level 2 #

Scroll back up to the Level Settings – this is where you can add, copy and remove levels of an ability.

We’ll copy level 1 and adjust it’s settings, so click on Copy Level while the 1 button is selected.

All we need to do is adjust the Efficiency of the target changes.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

  • Efficiency
    Select Value > Value.
    Set the value to 40.

Level 3 #

And once more – scroll back up to the Level Settings, copy level 2 and adjust it’s settings.

Click on Copy Level while the 2 button is selected.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

  • Efficiency
    Select Value > Value.
    Set the value to 80.

10: Cure #

This ability will cure the last added negative status effect and consume MP.

We’ll start with a new ability from scratch.

Content Information #

  • Name
    Set to Cure.
  • Description
    Set to Cures the latest negative status effect..
  • Sprite (Icon)
    Select icons_280.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ability Settings #

  • Ability Type
    Select Support.
  • Useable In
    Select Both.

Target Selection Settings #

  • Target Type
    Select Ally.
  • Target Range
    Select Single.

User Settings > Use Cost > Status Changes #

Using the ability costs 6 MP.

Click on Add Status Change.

  • Change Type
    Select Status Value.
  • Status Value
    Select Magic Points.
  • Operator
    Select Sub.
  • Change Value
    Select Value > Value.
    Set the value to 6.

Target Settings > Target Changes #

Click on Add Target Change.

Click on Add Status Change.

  • Change Type
    Select Status Effect.
  • Change
    Select Remove.
  • Use Effect Type
    Enable this setting.
  • Status Effect Type
    Select Negative.
  • Remove Type
    Select Last.
    This’ll remove the last negative effect that was added.

11: Regeneration #

This ability will add the regeneration effect to the target and consume MP.

Copy the previous ability (Cure) and change the following settings.

Content Information #

  • Name
    Set to Regeneration.
  • Description
    Set to Regenerates health over time..
  • Sprite (Icon)
    Select icons_272.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ability Settings #

  • Useable In
    Select Battle.

User Settings > Use Cost > Status Changes > Status Change 0 #

Using the ability costs 5 MP.

  • Change Value
    Select Value > Value.
    Set the value to 5.

Target Settings > Target Changes > Status Changes > Status Change 0 #

  • Change
    Select Add.
  • Use Effect Type
    Disable this setting.
  • Status Effect
    Select Regeneration.

12: Faster #

This ability will add the AGI up effect to the target and consume MP.

Copy the previous ability (Regeneration) and change the following settings.

Content Information #

  • Name
    Set to Faster.
  • Description
    Set to Increases the target’s agility..
  • Sprite (Icon)
    Select icons_99.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Target Settings > Target Changes > Status Changes > Status Change 0 #

  • Status Effect
    Select AGI Up.

13: Slower #

This ability will add the AGI down effect to the target and consume MP.

Copy the previous ability (Faster) and change the following settings.

Content Information #

  • Name
    Set to Slower.
  • Description
    Set to Decreases the target’s agility..
  • Sprite (Icon)
    Select icons_118.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ability Settings #

  • Ability Type
    Select Sabotage.

Target Selection Settings #

We target the enemy instead.

  • Target Type
    Select Enemy.

Target Settings > Target Changes > Status Changes > Status Change 0 #

  • Status Effect
    Select AGI Down.

14: Shut Up! #

This ability will add the silent effect to the target and consume MP.

Copy the previous ability (Slower) and change the following settings.

Content Information #

  • Name
    Set to Shut Up!.
  • Description
    Set to Silences the target..
  • Sprite (Icon)
    Select icons_56.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Target Settings > Target Changes > Status Changes > Status Change 0 #

  • Status Effect
    Select Silent.

15: Keen Eye #

This ability will add the critical up effect to the user and consume MP.

Copy the Faster ability and change the following settings.

Content Information #

  • Name
    Set to Keen Eye.
  • Description
    Set to Increases critical hit chance..
  • Sprite (Icon)
    Select icons_249.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Target Selection Settings #

This ability will target the user itself.

  • Target Type
    Select Self.

User Settings > Use Cost > Status Changes > Status Change 0 #

This ability costs 10 MP.

  • Change Value
    Select Value > Value.
    Set the value to 10.

Target Settings > Target Changes > Status Changes > Status Change 0 #

  • Status Effect
    Select Critical Up.

16: Meditate #

This ability will add the ATK up and DEF up effects to the user and consume MP. Additionally, it’ll regenerate 5% health.

Copy the Keen Eye ability and change the following settings.

Content Information #

  • Name
    Set to Meditate.
  • Description
    Set to Improves physical state..
  • Sprite (Icon)
    Select icons_244.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

User Settings > Use Cost > Status Changes > Status Change 0 #

This ability costs 3 MP.

  • Change Value
    Select Value > Value.
    Set the value to 3.

Target Settings > Target Changes > Status Changes > Status Change 0 #

  • Status Effect
    Select ATK Up.

Copy Status Change 0 and change the following settings.

  • Status Effect
    Select DEF Up.

Click on Add Status Change to add Status Change 2.

  • Change Type
    Select Status Value.
  • Status Value
    Select Health Points.
  • Operator
    Select Add.
  • Change Value
    Select Value > Value.
    Set the value to 5.
  • Change In
    Select Percent.

17: Look At Me! #

This ability will add provoke effect to the user and consume MP.

Copy the Keen Eye ability and change the following settings.

Content Information #

  • Name
    Set to Look At Me.
  • Description
    Set to Provokes enemies, baiting them..
  • Sprite (Icon)
    Select icons_76.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

User Settings > Use Cost > Status Changes > Status Change 0 #

This ability doesn’t cost any MP, so we’ll remove the use cost.

Click on Remove to remove Status Change 0.

Target Settings > Target Changes > Status Changes > Status Change 0 #

  • Status Effect
    Select Provoke.

18: Defensive Mode #

This ability will add the DEF up effect to the user and consume MP.

Once again, copy the Keen Eye ability and change the following settings.

Content Information #

  • Name
    Set to Defensive Mode.
  • Description
    Set to Improves defence..
  • Sprite (Icon)
    Select icons_237.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

User Settings > Use Cost > Status Changes > Status Change 0 #

This ability costs 1 MP.

  • Change Value
    Select Value > Value.
    Set the value to 1.

Target Settings > Target Changes > Status Changes > Status Change 0 #

  • Status Effect
    Select DEF Up.

19: Fortify #

This ability will add the fortress effect to the user and consume MP.

Copy the Defensive Mode ability and change the following settings.

Content Information #

  • Name
    Set to Fortify.
  • Description
    Set to Full defence, no offence..
  • Sprite (Icon)
    Select icons_36.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

User Settings > Use Cost > Status Changes > Status Change 0 #

This ability costs 1 MP.

  • Change Value
    Select Value > Value.
    Set the value to 10.

Target Settings > Target Changes > Status Changes > Status Change 0 #

  • Status Effect
    Select Fortress.

20: Study #

This is the ability will show information about a target (will be handled in the schematic animating it). It costs no MP and will not end the combatant’s turn.

We’ll start with a new ability from scratch this time.

Content Information #

  • Name
    Set to Study.
  • Description
    Set to Takes a good look at the target..
  • Sprite (Icon)
    Select icons_147.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ability Settings #

  • Ability Type
    Select Support.
  • Useable In
    Select Battle.

Use Settings #

  • Scan Target
    Enable this setting.
    The ability will learn all status information about the target (bestiary).

User Settings > Use Costs > Override Action Costs #

We’ll set up not ending the user’s turn for active time, turn based and phase battles. So, regardless which battle system we’ll use, this’ll work for all of them.

In real time battles ending a turn doesn’t really have any impact, so there’s no settings for that.

  • Own Timebar Cost
    Enable this setting.
  • Own Turn Action Cost
    Enable this setting.
  • Own Phase Action Cost
    Enable this setting.

Timebar Cost #

This handles how much of the timebar an action will consume in active time battles.

  • End Turn
    Disable this setting.
  • Timebar Use
    Select Value > Value.
    Set the value to 0.

Turn Action Cost #

Action costs in turn based battles handle how many actions a combatant can use in a turn.

  • Action Cost
    Select Value > Value.
    Set the value to 0.

Phase Action Cost #

Action costs in phase battles handle how many actions a combatant can use in a turn.

  • Action Cost
    Select Value > Value.
    Set the value to 0.

Target Selection Settings #

  • Target Type
    Select Enemy.
  • Target Range
    Select Single.

No additional settings, the rest will e handled in the schematic animating the ability.

Save Changes #

And that’s it for the support and sabotage abilities setup.

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

Next, we’ll continue setting up abilities – elemental magic abilities.

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Updated on September 7, 2022
Table of Contents
  • 7: Drain
    • Content Information
    • Ability Settings
    • Target Selection Settings
    • Target Settings > Target Changes
  • 8: Steal
    • Content Information
    • Ability Settings
    • Use Settings > Battle Settings > Steal Settings
    • Target Selection Settings
  • 9: Heal
    • Content Information
    • Ability Settings
    • Use Settings > Critical Chance
    • Target Selection Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes
    • Target Settings > Target Critical Changes
    • Level 2
      • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Level 3
      • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • 10: Cure
    • Content Information
    • Ability Settings
    • Target Selection Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes
  • 11: Regeneration
    • Content Information
    • Ability Settings
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 12: Faster
    • Content Information
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 13: Slower
    • Content Information
    • Ability Settings
    • Target Selection Settings
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 14: Shut Up!
    • Content Information
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 15: Keen Eye
    • Content Information
    • Target Selection Settings
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 16: Meditate
    • Content Information
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 17: Look At Me!
    • Content Information
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 18: Defensive Mode
    • Content Information
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 19: Fortify
    • Content Information
    • User Settings > Use Cost > Status Changes > Status Change 0
    • Target Settings > Target Changes > Status Changes > Status Change 0
  • 20: Study
    • Content Information
    • Ability Settings
    • Use Settings
    • User Settings > Use Costs > Override Action Costs
      • Timebar Cost
      • Turn Action Cost
      • Phase Action Cost
    • Target Selection Settings
  • Save Changes
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