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.