Now that we have our status system and formulas, it’s time to use them in active (attacks, spells) and passive (status bonuses) abilities.
In this game tutorial we’ll focus on creating the abilities and ability types we need, to learn more about abilities in general read this how-to.
Separate it into types!
The ability types are used to separate our abilities in menus into their different categories – and to keep order. We’ll create the following ability types:
- Attacks
For physical attacks – mostly the base attacks of the combatants. - Magic
For magical attacks. - Support
For support spells like heal. - Sabotage
For spells to sabotage the enemy (apply negative status effects). - Passive
For passive abilities that give status bonuses.
Open the ORK Framework editor and navigate to Status > Ability Types. We need five ability types, so add the needed number and change the following settings.
Ability Type 0
- Name
Change to Attacks.
Ability Type 1
- Name
Change to Magic.
Ability Type 2
- Name
Change to Support.
Ability Type 3
- Name
Change to Sabotage.
Ability Type 4
- Name
Change to Passive.
That’s it for the ability types.
Abilities for the people
Abilities are animated in battles using battle events – we don’t bother with this for now and only set up the abilities we’re going to use. We’ll deal with the animations later.
We will create a range of different attacks, spells and passive abilities:
- Attack
A basic physical attack, with critical hit. - Mug Attack
Same as attack, but with a 50 % chance to steal an item from the target. - Fire
A fire elemental magic attack. - Water
A water elemental magic attack. - Poison
A weak magic attack that also applies the Poison status effect to the target. - Small Heal
Heals a small amount of HP. - Boost
A support spell that applies Strengthen and Speed Up status effects to the target. - Lessen
A sabotage spell that applies Weaken and Speed Down status effects to the target. - Health Bonus
A passive ability that gives a bonus of 500 to MaxHP. - Immune
A passive ability that gives immunity to negative status effects.
That’s 10 abilities – navigate to Status > Abilities. Since some abilities do nearly the same as others, we will make use of the Copy button here and there – so add the abilities when needed. Change the following settings.
Ability 0: Attack
This ability will be used as the base attack for all combatants. It has a hit chance and a critical hit chance.
The ability is only available in battles and targets a single enemy.
- Name
Change to Attack.
Base Settings
- Ability Type
Select Attacks. - Useable In
Select Battle.
Target Settings
- Target Type
Select Enemy. - Target Range
Select Single.
Ability Settings
- Counterable
Enable this settings.
Since this is a base attack, we want the target to be able to counter the attack. - Hit Chance
Enable this setting. - Value Type (Hit Chance)
Select Formula.
We want to use a formula to calculate the hit chance. - Formula (Hit Chance)
Select Hit Chance. - Critical Hit
Enable this setting.
The attack can perform a critical hit – critical status change settings will become available. - Value Type (Critical Chance)
Select Formula. - Formula (Critical Chance)
Select LUK Chance.
Target Changes
We define the changes to the target’s status values and status effects when performing a normal hit here. You can add multiple target changes and even have them affect only enemies or allies of the user – e.g. creating an ability that damages enemies and heals allies. For our attack ability, we only need to damage enemies.
Add a target change by clicking on Add Target Change and add a status value change by clicking on Add Value Change in the newly added settings.
- Status Value
Select HP. - Operator
Select Sub. - Value Origin
Select Formula. - Formula
Select Physical Damage. - Use Attribute Changes
Enable this setting.
We want this ability to use attack/defence attributes to modify the final status changes. - Use Effect Attributes
Select Replace.
We want to use the attack attributes added by status effects – like the Enchant Fire effect we created.
Using Replace will only replace already defined attack attributes of this status change.
Click on Add Attack Attribute to add an attack attribute to the status changes.
- Attack Attribute
Select Element. - Sub-Attribute
Select Normal.
Click on Add Attack Attribute again to add another attack attribute to the status changes.
- Attack Attribute
Select Attack Type. - Sub-Attribute
Select Cut.
Target Critical Changes
We define the changes to the target’s status values and status effects when performing a critical hit here.
Like before, click on Add Target Change to add a target change and add a status value change by clicking on Add Value Change.
- Status Value
Select HP. - Operator
Select Sub. - Value Origin
Select Formula. - Formula
Select Physical Damage 5. - Use Attribute Changes
Enable this setting. - Use Effect Attributes
Select Replace.
Click on Add Attack Attribute to add an attack attribute to the status changes.
- Attack Attribute
Select Element. - Sub-Attribute
Select Normal.
Click on Add Attack Attribute again to add another attack attribute to the status changes.
- Attack Attribute
Select Attack Type. - Sub-Attribute
Select Cut.
That’s it for this ability.
Ability 1: Mug Attack
This ability will be used as a special attack and as an attack for a weapon. It’s basically the same as Attack, but can also steal items from the target (50 % chance).
To make things easier, simply Copy the Attack ability and change the following settings.
- Name
Change to Mug Attack.
Steal Settings
- Steal Item
Enable this setting. - Value Type (Steal Chance)
Select Value. - Value (Steal Chance)
Set to 50.
That’s it for this ability.
Ability 2: Fire
This ability is a magic spell, so no hit chance and no critical hit. It’s only available in battles and targets a single enemy.
Using the ability should cost 5 MP.
- Name
Change to Fire.
Base Settings
- Ability Type
Select Magic. - Useable In
Select Battle.
Target Settings
- Target Type
Select Enemy. - Target Range
Select Single.
Use Costs
The use costs define what it will cost the user of the ability to use it. There are also User Changes available, but unlike those settings, the Use Costs are also displayed in the menu’s choice for the ability.
Add a status value change by clicking on Add Value Change.
- Status Value
Select MP. - Show Notification
Disable this setting.
We don’t want to display the changes for the use costs. - Operator
Select Sub. - Value Origin
Select Value. - Value
Set to 5. - Use Attribute Changes
Disable this setting.
Use costs shouldn’t be changed by attack/defence attributes.
Target Changes
Add a target change by clicking on Add Target Change and add a status value change by clicking on Add Value Change in the newly added settings.
- Status Value
Select HP. - Operator
Select Sub. - Value Origin
Select Formula. - Formula
Select Magical Damage 5. - Use Attribute Changes
Enable this setting.
Click on Add Attack Attribute to add an attack attribute to the status changes.
- Attack Attribute
Select Element. - Sub-Attribute
Select Fire.
Click on Add Attack Attribute again to add another attack attribute to the status changes.
- Attack Attribute
Select Attack Type. - Sub-Attribute
Select Burn.
That’s it for this ability.
Ability 3: Water
This ability is basically the same as Fire, it only uses different attack attributes.
To make things easier, simply Copy the Fire ability and change the following settings.
- Name
Change to Water.
Target Changes
Change the attack attributes of the status value change for HP.
Change Attack Attribute 0 to Water element.
- Sub-Attribute
Select Water.
Change Attack Attribute 1 to Explosion type.
- Sub-Attribute
Select Explosion.
It will be some kind of watery explosion…
That’s it for this ability.
Ability 4: Poison
This ability is similar to the Fire and Water abilities – we only ignore all attributes, use a different formula and add a status effect to the target.
Copy the Water ability and change the following settings.
- Name
Change to Poison.
Use Costs
The ability should cost a little bit more MP when used …
- Value
Set to 10.
Target Changes
Change the attack attributes of the status value change for HP.
- Formula
Select Magical Damage.
Remove the two Attack Attribute settings, as this ability doesn’t have any attack attribute. We still keep using attribute changes, as the damage should still be taking defence attributes into consideration.
Now click on Add Status Effect.
- Effect
Select Poison. - Change
Select Add.
That’s it for this ability.
Ability 5: Small Heal
This ability is a support spell and heals the target’s HP. It’s available in both the field and battles and targets a single ally.
Using the ability should cost 2 MP.
- Name
Change to Small Heal.
Base Settings
- Ability Type
Select Support. - Useable In
Select Both.
Target Settings
- Target Type
Select Ally. - Target Range
Select Single.
Use Costs
The use costs define what it will cost the user of the ability to use it. There are also User Changes available, but unlike those settings, the Use Costs are also displayed in the menu’s choice for the ability.
Add a status value change by clicking on Add Value Change.
- Status Value
Select MP. - Show Notification
Disable this setting. - Operator
Select Sub. - Value Origin
Select Value. - Value
Set to 2. - Use Attribute Changes
Disable this setting.
Target Changes
Add a target change by clicking on Add Target Change and add a status value change by clicking on Add Value Change in the newly added settings.
- Status Value
Select HP. - Operator
Select Add. - Value Origin
Select Formula. - Formula
Select Small Heal. - Use Attribute Changes
Disable this setting.
Healing shouldn’t be changed by attack/defence attributes.
That’s it for this ability.
Ability 6: Boost
This ability is a support spell and adds some positive status effects to the target. It’s only available in battles and targets a single ally.
Using the ability should cost 12 MP.
- Name
Change to Boost.
Base Settings
- Ability Type
Select Support. - Useable In
Select Battle.
Target Settings
- Target Type
Select Ally. - Target Range
Select Single.
Use Costs
Add a status value change by clicking on Add Value Change.
- Status Value
Select MP. - Show Notification
Disable this setting. - Operator
Select Sub. - Value Origin
Select Value. - Value
Set to 12. - Use Attribute Changes
Disable this setting.
Target Changes
Add a target change by clicking on Add Target Change and add a status effect by clicking on Add Status Effect.
- Effect
Select Strengthen. - Change
Select Add.
Add another status effect.
- Effect
Select Speed Up. - Change
Select Add.
That’s it for this ability.
Ability 7: Lessen
This ability is a sabotage spell and adds some negative status effects to the target. It’s only available in battles and targets a single enemy.
Using the ability should cost 15 MP.
- Name
Change to Lessen.
Base Settings
- Ability Type
Select Sabotage. - Useable In
Select Battle.
Target Settings
- Target Type
Select Enemy. - Target Range
Select Single.
Use Costs
Add a status value change by clicking on Add Value Change.
- Status Value
Select MP. - Show Notification
Disable this setting. - Operator
Select Sub. - Value Origin
Select Value. - Value
Set to 15. - Use Attribute Changes
Disable this setting.
Target Changes
Add a target change by clicking on Add Target Change and add a status effect by clicking on Add Status Effect.
- Effect
Select Weaken. - Change
Select Add.
Add another status effect.
- Effect
Select Speed Down. - Change
Select Add.
That’s it for this ability.
Ability 8: Health Bonus
This ability is a passive ability, it’ll give a bonus to MaxHP.
- Name
Change to Health Bonus.
Base Settings
- Ability Type
Select Passive. - Useable In
Select None.
This is a passive ability, so it can’t be used at all.
Bonus Settings
We’ve used custom bonuses before – this time we create a new status bonus. Navigate to Status > Status Bonuses and change the first status bonus in the list.
- Name
Change to MaxHP +500.
Now, click on Add Status Value Bonus to add a new bonus to a status value.
- Status Value
Select MaxHP. - Status Bonus
Set to 500.
That’s it for the status bonus – we now have a reuseable status bonus and can use it wherever needed. Let’s get back to the ability we just created.
Click on Add Bonus Setting in the Bonus Settings of the ability.
- Status Bonus
Select MaxHP +500 – the status bonus we just created.
That’s it for this ability.
Ability 9: Immune
This ability is a passive ability and will make a combatant immune to all negative status effects.
- Name
Change to Immune.
Base Settings
- Ability Type
Select Passive. - Useable In
Select None.
Status Effect Settings
Add a status effect by clicking on Add Status Effect.
- Effect
Select Poison. - Change
Select Remove.
Add another status effect.
- Effect
Select Blind. - Change
Select Remove.
And another.
- Effect
Select Block. - Change
Select Remove.
Again …
- Effect
Select Weaken. - Change
Select Remove.
Last one …
- Effect
Select Speed Down. - Change
Select Remove.
That’s it for the abilities – click on Save Settings.
And that’s it for now – the next lesson will cover Items.