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.