Status effects are used to influence a combatant’s status, like poison or blindness.
They can be used to do various things, like change status values or attack/defence attributes, give bonuses or block certain actions of a combatant. To give a visual feedback, status effects can also spawn prefabs and change animations of a combatant.
For our game we will create some basic status effects:
- Poison
Reduces HP over time. - Blind
Reduces the hit chance. - Block
Blocks using attacks, abilities and items. - Enchant Fire
Uses the attack attribute Element sub-attribute Fire for some abilities. - Strengthen
Increases ATK and DEF. - Weaken
Decreases ATK and DEF. - Speed Up
Increases AGI. - Speed Down
Decreases AGI.
Open the ORK Framework editor and navigate to Status > Status Effects. We need eight status effects, so create seven new ones to the already existing one and change the following settings.
Status Effect 0: Poison
- Name
Change to Poison.
Effect End Settings
Status effects can end in different ways – with the end of the battle, when the combatant is attacked, after X turns or seconds. You can also add new status effects when a status effect ends.
The poison effect should end with the battle or after 5 turns.
- End After
Select Turn Start. - Value Type (Turns/Time Duration)
Select Value. - Value (Turns/Time Duration)
Set to 5. - Chance (%)
Set to 100. - End With Battle
Enable this setting. - End With Death
Enable this setting.
Status Condition
Status conditions are used to change status values, either on Cast (when the effect is applied), Turn (every time the combatant chooses a battle action) or Time (ever X seconds).
The HP should decrease by 10 % every turn – add a new condition by clicking on Add Condition.
- Status Value
Select HP. - Value Type (Change Value)
Select Value. - Value (Change Value)
Set to 10. - Operator
Select Sub.
We want the value to be subtracted from the HP. - Set In
Select Percent. - Set On
Select Turn Start.
That’s it for the poison effect.
Status Effect 1: Blind
To influence hit chances, we can either change the status values we will use in hit chance calculations (DEX), or we change the hit chance directly using a negative bonus – we will use the 2nd approach.
- Name
Change to Blind.
Effect End Settings
The blind effect should only end with the battle (or when it’s cured by an ability or item, that’s done in abilities and items).
- End With Battle
Enable this setting. - End After
Select None.
Bonus Settings
Status bonuses can influence chances ( like hit or counter chance), movement speed, status values and attack/defence attributes. While you can define a reusable bonus in Status > Status Bonuses, we will use a custom bonus, which is only available in this status effect.
The hit chance should be decreased by 20, we will use a negative hit chance bonus – this will reduce the hit chance of everything that uses hit chance calculations.
- Custom Bonus
Enable this setting.
You will now see various bonus settings appear – we only need to change the hit bonus.
- Hit Bonus
Set to -20.
That’s it for the blind effect.
Status Effect 2: Block
- Name
Change to Block.
Effect Settings
Status effects can do different things to a combatant – like block the combatant from using certain battle actions, stop actions completely or make them attack their allies. Also status effects can use a hit chance calculation to decide if an effect will be applied to a combatant.
The block effect should prevent a combatant from using attacks, abilities or items in battle.
- Block Attack
Enable this setting. - Block Abilities
Enable this setting. - Block Items
Enable this setting.
Effect End Settings
End with the battle or after 3 turns (but only with 50 % chance).
- End After
Select Turn Start. - Value Type (Turns/Time Duration)
Select Value. - Value (Turns/Time Duration)
Set to 3. - Chance (%)
Set to 50. - End With Battle
Enable this setting.
That’s it for the block effect.
Status Effect 3: Enchant Fire
- Name
Change to Enchant Fire.
Attribute Settings
Status effects can set attack and defence attributes (learn more about attributes in this how-to). The defined attack attributes can be used by abilities and items – defence attributes will be used automatically.
The enchant fire effect should set the attack attribute Element to the sub-attribute Fire. Abilities/items that use effect attributes will use this.
Click on Add Attack Attribute to add an attack attribute.
- Attack Attribute
Select Element. - Sub-Attribute
Select Fire.
Effect End Settings
End with the battle or after 5 turns.
- End After
Select Turn Start. - Value Type (Turns/Time Duration)
Select Value. - Value (Turns/Time Duration)
Set to 5. - Chance (%)
Set to 100. - End With Battle
Enable this setting.
That’s it for the enchant fire effect.
Status Effect 4: Strengthen
- Name
Change to Strengthen.
Effect End Settings
The strengthen effect should end with the battle or after 5 turns.
- End After
Select Turn Start. - Value Type (Turns/Time Duration)
Select Value. - Value (Turns/Time Duration)
Set to 5. - Chance (%)
Set to 100. - End With Battle
Enable this setting.
Status Condition
We want to increase ATK and DEF by 15 when the effect is applied, so we need two conditions.
1st status condition:
- Status Value
Select ATK. - Value Type (Change Value)
Select Value. - Value (Change Value)
Set to 15. - Operator
Select Add. - Set In
Select Value. - Set On
Select Apply.
2nd status condition:
- Status Value
Select DEF. - Value Type (Change Value)
Select Value. - Value (Change Value)
Set to 15. - Operator
Select Add. - Set In
Select Value. - Set On
Select Apply.
That’s it for the strengthen effect.
Status Effect 5: Weaken
- Name
Change to Weaken.
Effect End Settings
The weaken effect should end with the battle or after 5 turns.
- End After
Select Turn Start. - Value Type (Turns/Time Duration)
Select Value. - Value (Turns/Time Duration)
Set to 5. - Chance (%)
Set to 100. - End With Battle
Enable this setting.
Status Condition
We want to decrease ATK and DEF by 15 when the effect is applied, so we need two conditions.
1st status condition:
- Status Value
Select ATK. - Value Type (Change Value)
Select Value. - Value (Change Value)
Set to 15. - Operator
Select Sub. - Set In
Select Value. - Set On
Select Apply.
2nd status condition:
- Status Value
Select DEF. - Value Type (Change Value)
Select Value. - Value (Change Value)
Set to 15. - Operator
Select Sub. - Set In
Select Value. - Set On
Select Apply.
That’s it for the weaken effect.
Status Effect 6: Speed Up
The speed up effect should increase AGI and the combatant’s movement speed. The movement speed can be changed using status bonuses.
- Name
Change to Speed Up.
Effect End Settings
End with the battle or after 5 turns.
- End After
Select Turn Start. - Value Type (Turns/Time Duration)
Select Value. - Value (Turns/Time Duration)
Set to 5. - Chance (%)
Set to 100. - End With Battle
Enable this setting.
Status Condition
We want to increase AGI by 15 when the effect is applied, so we need one condition.
- Status Value
Select AGI. - Value Type (Change Value)
Select Value. - Value (Change Value)
Set to 15. - Operator
Select Add. - Set In
Select Value. - Set On
Select Apply.
Bonus Settings
The movement speed (walk, run and sprint) should be increased by 1 (world unit per second).
- Custom Bonus
Enable this setting.
You will now see various bonus settings appear – we only need to change the speed bonuses.
- Walk Speed Bonus
Set to 1. - Run Speed Bonus
Set to 1. - Sprint Speed Bonus
Set to 1.
That’s it for the speed up effect.
Status Effect 7: Speed Down
- Name
Change to Speed Down.
Effect End Settings
The speed down effect should end with the battle or after 5 turns.
- End After
Select Turn Start. - Value Type (Turns/Time Duration)
Select Value. - Value (Turns/Time Duration)
Set to 5. - Chance (%)
Set to 100. - End With Battle
Enable this setting.
Status Condition
We want to decrease AGI by 15 when the effect is applied, so we need one condition.
- Status Value
Select AGI. - Value Type (Change Value)
Select Value. - Value (Change Value)
Set to 15. - Operator
Select Sub. - Set In
Select Value. - Set On
Select Apply.
Bonus Settings
The movement speed (walk, run and sprint) should be decreased by 1 (world unit per second).
- Custom Bonus
Enable this setting.
You will now see various bonus settings appear – we only need to change the speed bonuses.
- Walk Speed Bonus
Set to -1. - Run Speed Bonus
Set to -1. - Spring Speed Bonus
Set to -1.
We’re finished with the status effects – click on Save Settings.
And that’s it for now – the next lesson will cover Formulas.
Tip: Status Effect Types
You can also separate your status effects into different types.
Learn more about status effect types and a use example in this gameplay tutorial.