We don’t want our hero to run around naked and fight with his fists – let’s create some fancy things to wear!
In this game tutorial we’ll focus on creating the weapons, armors and equipment parts we need, to learn more about equipment in general read this how-to.
Where to put it – equipment parts
Equipment parts define where we can equip weapons and armors. We’ll create the following parts:
- Helmet
- Right Hand
- Left Hand
- Armor
- Accessory
Open the ORK Framework editor and navigate to Inventory > Equipment Parts. We need five equpment parts, so add the needed number and change the following settings.
Equipment Part 0
- Name
Change to Helmet.
Equipment Part 1
- Name
Change to Right Hand.
Equipment Part 2
- Name
Change to Left Hand.
Equipment Part 3
- Name
Change to Armor.
Equipment Part 4
- Name
Change to Accessory.
That’s it for the equipment parts.
Creating the weapons
We’ll create the following weapons:
- Short Sword
A simple and not that effective short sword. - Fire Sword
The same as the short sword, but it also applies Enchant Fire. - Long Sword
A big and effective sword, equipped on left and right hand at the same time. - Mug Knife
A simple knife that uses Mug Attack.
Navigate to Inventory > Weapons and change the following settings.
Weapon 0: Short Sword
The short sword will be equipped on the Left Hand and give a bonus of ATK+15.
- Name
Change to Short Sword.
Item Settings
- Item Type
Select Weapons. - Dropable
Enable this setting. - Stealable
Enable this setting.
Prefab Settings
- Item Prefab
Select ItemPrefab.
This prefab is used by item collectors to spawn the item in a scene.
Can be found in Assets/Tutorial Resources/Prefabs/Items/. - Viewer Prefab
Select ShortSwordPrefab.
This prefab is used by equipment viewers to display the current equipment of a combatant.
Can be found in Assets/Tutorial Resources/Prefabs/Weapons/.
Price Settings
- Value Type (Buy Price)
Select Value. - Value (Buy Price)
Set to 350. - Sellable
Enable this setting. - Value Type (Sell Price)
Select Value. - Value (Sell Price)
Set to 50. - Sell In
Select Percent.
Equipment Settings > Equipment Part Set 0
This setting define on which equipment parts the weapon can be equipped, and if it blocks any other parts.
- Equip Type
Select Single.
This setting define if the equipment is equipped on a single equipment part, or on multiple at once. - Equipable on
Enable Right Hand.
Bonus Settings
- Custom Bonus
Enable this setting.
Add a new status value bonus by clicking on Add Status Value Bonus.
- Status Value
Select ATK. - Status Bonus
Set to 15.
That’s it for this weapon.
Weapon 1: Fire Sword
This weapon is almost identical to the short sword, but it also applies the Enchant Fire status effect and is a little bit more expensive.
So, let’s just copy the short sword and change the following settings.
- Name
Change to Fire Sword.
Prefab Settings
- Viewer Prefab
Select FireSwordPrefab.
Price Settings
- Value (Buy Price)
Set to 700.
Auto Status Effects
Click on Add Status Effect.
- Effect
Select Enchant Fire. - Change
Select Add.
That’s it for this weapon.
Weapon 2: Long Sword
This weapon is also very similar to the short sword, let’s copy the short sword again and change the following settings.
- Name
Change to Long Sword.
Prefab Settings
- Viewer Prefab
Select LongSwordPrefab.
Price Settings
- Value (Buy Price)
Set to 1200.
Equipment Settings > Equipment Part Set 0
This sword is a 2handed sword, so it’s equipped on left and right hand at the same time – we do this by selecting one part in Equipable on and the other in Block Part.
- Equip Type
Select Single. - Equipable on
Enable Right Hand. - Block Part
Enable Left Hand.
Bonus Settings
Let’s make it stronger, give some defence bonus but slow the combatant down a bit. Change the ATK bonus first.
- Status Bonus
Set to 45.
Now add another status value bonus by clicking on Add Status Value Bonus.
- Status Value
Select DEF. - Status Bonus
Set to 15.
Click on Add Status Value Bonus again.
- Status Value
Select AGI. - Status Bonus
Set to -5.
That’s it for this weapon.
Weapon 3: Mug Knife
Again, let’s copy the short sword.
- Name
Change to Mug Knife.
Attack Settings
This weapon will use it’s own attack and counter attack – Mug Attack.
- Override Attack
Enable this setting. - Ability
Select Mug Attack. - Own Counter
Enable this setting. - Ability
Select Mug Attack.
Prefab Settings
- Viewer Prefab
Select None.
This weapon shouldn’t be displayed by equipment viewers.
Price Settings
- Value (Buy Price)
Set to 2500.
Bonus Settings
This is a very special weapon, because it uses the Mug Attack, but it’s also very weak, so let’s change the ATK bonus.
- Status Bonus
Set to 5.
And that’s it for the weapons.
Creating the armors
We’ll create the following armors:
- Cap
A simple helmet. - Leather Helmet
A better helmet. - Wooden Shield
A simple shield. - Round Shield
A slightly better shield. - Jacket
A nice jacket, but a weak armor. - Leather Vest
A better armor, but still nice … - Fire Amulet
Applies Enchant Fire and reduces the damage the wearer will take from Fire attacks. - Health Pendant
MaxHP +500 and allows using Small Heal. - Strength Pendant
Gives ATK a bonus of 20 %. - Mammoth Token
Changes the wearers Race to Mammal and Size to Gigantic.
Navigate to Inventory > Armors and change the following settings.
Armor 0: Cap
The cap is a weak armor, will be equipped on Helmet and give a bonus of DEF+3.
- Name
Change to Cap.
Item Settings
- Item Type
Select Armors. - Dropable
Enable this setting. - Stealable
Enable this setting.
Prefab Settings
- Item Prefab
Select ItemPrefab. - Viewer Prefab
Select Helmet.
Can be found in Assets/Tutorial Resources/Prefabs/Armors/.
Price Settings
- Value Type (Buy Price)
Select Value. - Value (Buy Price)
Set to 150. - Sellable
Enable this setting. - Value Type (Sell Price)
Select Value. - Value (Sell Price)
Set to 50. - Sell In
Select Percent.
Equipment Settings > Equipment Part Set 0
This setting define on which equipment parts the weapon can be equipped, and if it blocks any other parts.
- Equip Type
Select Single.
This setting define if the equipment is equipped on a single equipment part, or on multiple at once. - Equipable on
Enable Helmet.
Bonus Settings
- Custom Bonus
Enable this setting.
Add a new status value bonus by clicking on Add Status Value Bonus.
- Status Value
Select DEF. - Status Bonus
Set to 3.
That’s it for this armor.
Armor 1: Leather Helmet
The leather helmet is simply a better cap, so let’s copy it and change some settings.
- Name
Change to Leather Helmet.
Price Settings
- Value (Buy Price)
Set to 250.
Bonus Settings
Change the DEF bonus settings.
- Status Bonus
Set to 13.
Add another status value bonus by clicking on Add Status Value Bonus.
- Status Value
Select MDEF. - Status Bonus
Set to 5.
That’s it for this armor.
Armor 2: Wooden Shield
This armor is similar to the leather helmet, let’s copy it and change the following settings.
- Name
Change to Wooden Shield.
Prefab Settings
- Viewer Prefab
Select None.
We don’t want this armor to be displayed by equipment viewers.
Price Settings
- Value (Buy Price)
Set to 215.
Equipment Settings > Equipment Part Set 0
The shield is equipped on the Left Hand equipment part.
- Equipable on
Enable Left Hand.
Disable all other equipment parts.
Bonus Settings
Change the DEF bonus settings.
- Status Bonus
Set to 10.
Change the MDEF bonus settings.
- Status Bonus
Set to 8.
That’s it for this armor.
Armor 3: Round Shield
A better shield, so let’s copy the wooden shield.
- Name
Change to Round Shield.
Price Settings
- Value (Buy Price)
Set to 325.
Bonus Settings
Change the DEF bonus settings.
- Status Bonus
Set to 18.
Change the MDEF bonus settings.
- Status Bonus
Set to 12.
That’s it for this armor.
Armor 4: Jacket
This armor is similar to the others, let’s copy the round shield.
- Name
Change to Jacket.
Price Settings
- Value (Buy Price)
Set to 300.
Equipment Settings > Equipment Part Set 0
The jacket is equipped on the Armor equipment part.
- Equipable on
Enable Armor.
Disable all other equipment parts.
Bonus Settings
Change the DEF bonus settings.
- Status Bonus
Set to 13.
Change the MDEF bonus settings.
- Status Bonus
Set to 3.
That’s it for this armor.
Armor 5: Leather Vest
A better armor, so let’s copy the jacket.
- Name
Change to Leather Vest.
Price Settings
- Value (Buy Price)
Set to 625.
Bonus Settings
Change the DEF bonus settings.
- Status Bonus
Set to 25.
Change the MDEF bonus settings.
- Status Bonus
Set to 15.
That’s it for this armor.
Armor 6: Fire Amulet
Now, we’re coming to a different kind of equipment, so let’s start from scratch.
We will create an armor equipped on Accessory, that’ll apply Enchant Fire on the wearer and reduces it’s Fire attack attribute (element) by 50 (which means the wearer will take less damage from fire attacks).
- Name
Change to Fire Amulet.
Item Settings
- Item Type
Select Armors. - Dropable
Enable this setting. - Stealable
Enable this setting.
Prefab Settings
- Item Prefab
Select ItemPrefab.
Price Settings
- Value Type (Buy Price)
Select Value. - Value (Buy Price)
Set to 500. - Sellable
Enable this setting. - Value Type (Sell Price)
Select Value. - Value (Sell Price)
Set to 50. - Sell In
Select Percent.
Equip Requirements
The fire amulet should only be equipable, if the wearer’s MaxMP is greater than 150.
- Auto Unequip
Enable this setting.
The equipment will automatically be unequipped if the wearer doesn’t match the requirements any longer.
Now, add a new status requirement by clicking on Add Status Requirement.
- Status Needed
Select Status Value. - Selection
Select MaxMP. - Check In
Select Value. - Check Type
Select Is Greater. - Value Type (Check Value)
Select Value. - Value (Check Value)
Set to 150.
Equipment Settings > Equipment Part Set 0
- Equip Type
Select Single. - Equipable on
Enable Accessory.
Bonus Settings
This time we wont use a custom bonus, but create a new status bonus that’ll be reuseable later.
Click on Add Bonus Setting to add a status bonus selection to this armor. You’ll notice the two buttons beside the Status Bonus selection field. Click on the + button to create a new status bonus – the newly created status bonus will automatically be selected. Now, click on the Edit button to change the settings of the new status bonus (this will automatically navigate the ORK Framework editor to Status > Status Bonuses).
- Name
Change to Fire -50 (Element).
Click on Add Attack Attribute Bonus.
- Attack Attribute
Select Element. - Fire
Set to -50.
That’s it for the new status bonus, navigate back to Inventory > Armor and continue editing the fire amulet. The new status bonus should already be selected in the Status Bonus field.
Auto Status Effects
Click on Add Status Effect.
- Effect
Select Enchant Fire. - Change
Select Add.
That’s it for this armor.
Armor 7: Health Pendant
The health pendant will give MaxHP +500 and allow using the Small Heal ability. Copy the fire amulet and change the following settings.
- Name
Change to Health Pendant.
Price Settings
- Value (Buy Price)
Set to 1200.
Equip Requirements
We don’t use equip requirements for this armor.
- Auto Unequip
Disable this setting.
Remove the status requirement by clicking on it’s Remove button.
Bonus Settings
Since we already have a status bonus that gives MaxHP +500, we can simply change the already added bonus setting.
- Status Bonus
Select MaxHP +500.
Auto Status Effects
Remove the added status effect.
Equipment Abilities
The wearer should be able to use Small Heal while wearing this armor, so click on Add Ability to add it.
- Ability
Select Small Heal.
That’s it for this armor.
Armor 8: Strength Pendant
The strength pendant will give ATK +20 %. Copy the health pendant and change the following settings.
- Name
Change to Strength Pendant.
Price Settings
- Value (Buy Price)
Set to 350.
Bonus Settings
Remove the bonus setting, we’re using a custom bonus again.
- Custom Bonus
Enable this setting.
Add a status value bonus by clicking on Add Status Value Bonus.
- Status Value
Select ATK. - Percent Bonus
Set to 20.
This will give the ATK of the wearer a bonus of 20 %.
Equipment Abilities
Remove the added equipment ability.
That’s it for this armor.
Armor 9: Mammoth Token
The mammoth token will change the wearer’s defence attributes to Mammal (race) and Gigantic (size). Copy the strength pendant and change the following settings.
- Name
Change to Mammoth Token.
Price Settings
- Value (Buy Price)
Set to 2000.
Set Defence Attributes
- Race
Enable this defence attribute and select Mammal. - Size
Enable this defence attribute and select Gigantic.
Bonus Settings
This armor doesn’t give any bonus.
- Custom Bonus
Disable this setting.
That’s it for creating the armors. Click on Save Settings.
And that’s it for now – this concludes our system creation and we’re almost ready to progress further and start getting into the battle system. But before we get to that, we’ll take a look at our player again – the next lesson will cover a little bit about classes, ability development and other things.