This time we’ll set up a basic class and take a look at our player again.

With all the new stuff we did since we last checked with our player, it’s time to set up more things on our player combatant and make him ready for battle.

The basic class

First we’ll create a class to allow the player to equip all of the equipment we created earlier. You can learn more about classes in general in this how-to. Open the ORK Framework editor and navigate to Combatants > Classes, we’ll edit the first class in the list (Default Class).

  • Name
    Change to Player Class.

Equipment Parts

Click on Select All to enable all equipment parts in the list. You can also add them manually, but since we want the player to be able to equip everything we can use the quicker way.

Changing the equipment parts of a class will also change the list of available weapons and armors.

Weapons

Again, click on Select All to enable all weapons in the list.

Armors

And again, click on Select All.

That’s it for the class – now we have a simple class that enables our player to equip all equipment we created previously. Keep in mind that you always need to enable new equipment parts, weapons and armors in a class to allow a combatant to wear them.

Revisiting the player combatant

Now it’s time to return to our player and set up some basic settings and his ability development. We could also add ability development to the class, but this would also make the abilities available to every other combatant that will be a member of this class. So let’s keep it individually on the player for now. Navigate to Combatants > Combatants and select Brown Pants.

Base Settings > Prefab Settings

  • Box Radius
    Set to 1.
    The box radius is used by various distance checks to calculate the distance between two combatants.
    Normally, the distance would be measured from the center of a combatant to the center of the other combatant – the box radius of each combatant will reduce the distance by the defined length.
    This is useful for things like running toward the target of an attack and other distance checks (e.g. attack range).

Status Settings

  • Class
    Select Player Class.

Attacks & Abilities > Attack Settings

This settings define the combatant’s base and counter attacks. It may be called Attack settings, but you can also use other abilities as a combatant’s base attack, e.g. a healing ability if you are creating a purely supportive combatant. A combatant has at least one base attack – if you add multiple abilities, you can use them to create attack combos.

  • Ability (Base Attack)
    Select Attack.
  • Ability (Counter Attack)
    Select Attack.

Attacks & Abilities > Ability Development

Now let’s teach our player some tricks. We’ll use level based ability development, so he will learn a new ability when reaching a defined level.

Click on Add Ability to add an ability to learn.

  • Learn at Level
    Set to 1.
  • Ability
    Select Small Heal.

Add another ability by clicking on Add Ability.

  • Learn at Level
    Set to 2.
  • Ability
    Select Fire.

And another one.

  • Learn at Level
    Set to 4.
  • Ability
    Select Poison.

Next one.

  • Learn at Level
    Set to 6.
  • Ability
    Select Water.

Nearly there …

  • Learn at Level
    Set to 8.
  • Ability
    Select Boost.

Last one!

  • Learn at Level
    Set to 10.
  • Ability
    Select Lessen.

Inventory & Equipment > Start Inventory

The start inventory will be added to a combatant upon creation – in case of our player, that will be the things he owns when he starts fresh into the game world. You can also add the items to a combatant’s inventory using the event system.

The start money can be added per currency. ORK Framework uses a multi-currency system, you can create and manage currencies in Inventory > Currencies. By default, we have a single currency named Gold.

  • Gold
    Set to 500.

Click on Add Item to add an item to the start inventory.

  • Type
    Select Item.
    As you can see, you can also add weapons, armors and money here.
    The weapons and armors will be only added to the inventory, but you can set up the start equipment (which will be equipped automatically) in another setting.
  • Item
    Select Potion.
  • Value Type (Quantity)
    Select Value.
  • Value (Quantity)
    Set to 10.

Add another item by clicking on Add Item.

  • Type
    Select Item.
  • Item
    Select Magic Potion.
  • Value Type (Quantity)
    Select Value.
  • Value (Quantity)
    Set to 5.

One more item.

  • Type
    Select Item.
  • Item
    Select Cure Potion.
  • Value Type (Quantity)
    Select Value.
  • Value (Quantity)
    Set to 2.

Inventory & Equipment > Start Equipment

Let’s define the start equipment for our player. This equipment will automatically be equipped on the player when he is created (i.e. joins the player group). If a weapon or armor can’t be equipped due to some status requirements (e.g. minimum level) or because the player’s class can’t equip it, it wont be equipped (and also not added to the inventory).

Click on Add Start Equipment to add a new start equipment. The start equipment depends on the start level of the combatant (which can be altered wherever a combatant is added to the game), so you always the define the start equipment for a certain level range.

  • Start Level
    Set to 1.
  • Maximum Level
    Set to 10.

This start equipment will be equipped when the player starts with a level between 1 and 10. Now, let’s equip a simple sword for the beginning – change the following settings in the Right Hand equipment part.

  • Type
    Select Weapon.
  • Equipment
    Select Short Sword.

We’re done for now – click on Save Settings.

And that’s it for now – the next lesson will start a whole new topic … Battles.