In my project there is a number of non-combat skills that are supposed to be used by the player on the environment in a non-contextual way, pretty much exactly how it works in Fallout 1 and 2. A player finds a locked door that is obstructing his progress. A player clicks on a lockpick skill in a skillbar and then clicks on a door, an animation is played and if the level in a relevant skill is high enough, the door is unlocked.
I'm experiencing problems implementing this with ORK.
The easiest way to do this would be to use Show Dialogue step and implement a skill check there. This option doesn't work for me: the player needs to figure out what skill should be used on what object without the game helping him or her. Show Dialogue would streamline the process way too much.
It doesn't seem like ORK has a direct way of solving this problem. I thought maybe I would designate a door as a combatant, create some sort of "lockpick hitpoints" stat and "lockpick attack" ability so the door would be opened by reducing it's hitpoints, but that seems overcomplicated and ineloquent.
I love ORK and I would prefer doing the entire project using just this framework, but I'm open to the idea of buying Makinom if I have to. Can I implement something like this using Makinom? Or am I missing something and a system like the one I need can be done just by creatively using ORK?
Edited--
If you tap on the skillbar and that sets a variable that has a value of 0 to 1--and tapping on the lock checks the value to see it's one and checks that the lock pick skill is high enough-- then the door opens and the value of the variable goes back to 0 so you'd have to tap it again if you want to use it on a different door would something like that accomplish what you want in ORK.
Maybe someone more used to Makinom can help you.