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
Enable this setting.
We want to use the attack attributes added by status effects – like the Enchant Fire effect we created.
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.
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I've updated the tutorial, in this setup you'll use Replace to replace attack attributes defined in the status change with attributes from status effects (e.g. the fire enchanting to replace the normal element).
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I'm on 17 now. It'd definitely been interesting, your ORK system so far has been the first I've looked at where it makes me feel like i can actually produce this. Minus the art and sound. That's going to be a bit more of an issue cost wise.
A second question though if you've got the time. When it comes to items, quests and codex/bestiary entries. Does your system have a way to import from say a spread sheet or something similar?
I'm just thinking that to enter hundreds of items one by one would be enough to make people pull out hair and then give up for months at a time lol.
You have full access to ORK's settings and can change them via scripts, i.e. as long as you call your scripts while the ORK editor is open, you can save those changes.
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I remember reading about a bestiary but I haven't gotten that far in the tutorial yet. Not sure if it'd work for what I want or just be part of it.
The bestiary can collect information about combatants, it's introduced in game tutorial #49.
Finally, you can also use ORK's quest system, for something like this, though I'd say it's best used just for quests :)
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