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ORK 3 Documentation

  • Getting Started
    • Introduction
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  • Editor
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  • Status System
    • Status Values
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    • Abilities
    • Combatants
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  • Inventory System
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    • AI Behaviours/Rulesets
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  • Battle System
    • Battle Systems
    • Adding Battles to Scenes
    • Calculating Action Results
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  • UI System
    • UI System Overview
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    • HUDs: Attack Modifiers
    • HUDs: Defence Modifiers
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    • HUDs: Abilities
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ORK 3 Tutorials

  • 2D RPG Quickstart
    • START 2D RPG Quickstart
    • 01 Initial Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • END 2D RPG Quickstart
  • 3D RPG Quickstart
    • START 3D RPG Quickstart
    • 01 Initial Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • END 3D RPG Quickstart
  • Status System Setup
    • START Status System Setup
    • 01 Status Values
    • 02 Status Development
    • 03 Attack/Defence Modifiers
    • 04 Status Effects
    • 05 Formulas
    • 06 Ability & Item Types
    • 07 Abilities Part 1: Attacks
    • 08 Abilities Part 2: Support & Sabotage
    • 09 Abilities Part 3: Elemental Magic
    • 10 Items
    • 11 Equipment Part 1: Slots & Slot Set Templates
    • 12 Equipment Part 2: Weapons
    • 12.5 (Optional) Equipment Part 2.5: Weapons
    • 13 Equipment Part 3: Shields, Armor & Accessories
    • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
    • 14 Equipment Part 4: Available Equipment Templates
    • 15 Loot
    • 16 Battle AIs
    • 17 Combatants Part 1: General Settings
    • 18 Combatants Part 2: Players
    • 19 Combatants Part 3: Enemies
    • 20 Combatant Groups
    • END Status System Setup
  • 3D RPG Playground
    • START 3D RPG Playground
    • 01 Player Setup
    • 02 Start Menu
    • 03 First Interaction
    • 04 Music
    • 05 Areas
    • 06 Collecting Items
    • 07 Displaying Equipment
    • 08 Combatant Prefabs, Icons & Portraits
    • 09 Combatant Animations
    • 10 Camera Positions
    • ANIM 01 Battle Start/End Schematics
    • ANIM 02 Use, Cast & Camera
    • ANIM 03 Abilities & Items
    • ANIM 04 Physical Attacks
    • ANIM 05 Special Actions
    • BATTLE 01 Battle Menu
    • BATTLE 02 Prepare for Battle
    • TURN 01 Turn Based Setup
    • TURN 02 Turn Order HUD
    • ATB 01 Active Time Setup
    • ATB 02 Cast Times
    • ATB 03 Timebar HUD
    • BATTLE 03 The First Battle
    • BATTLE 04 Hunting Move AI
    • BATTLE 05 Spawning Combatants
    • 11 Save Games
    • MENU 01 UI Boxes
    • MENU 02 Template HUDs
    • MENU 03 Overview Menu
    • MENU 04 Menu Screens
    • 12 Shop
    • BATTLE 06 Random Battles
    • DUNGEON 01 Enter the Dungeon
    • DUNGEON 02 The Trapdoor
    • DUNGEON 03 Enemies on Level 1 & 2
    • DUNGEON 04 Traps on Level 3
    • DUNGEON 05 Going Deeper
    • 13 Bestiary (+MENU+ANIM)
    • QUEST 01 Hunting Quests (+MENU)
    • QUEST 02 Guard NPC
    • QUEST 03 Forest Ruin Cheese
    • QUEST 04 Witch NPC with Cheese
    • QUEST 05 Quest Mark HUDs
    • 14 Research Trees (+MENU)
    • CRAFT 01 Crafting Materials
    • CRAFT 02 Crafting Recipes
    • CRAFT 03 Crafting Menu
    • CRAFT 04 Crafting Proficiency & Critical Crafting
    • CRAFT 05 Materials Loot
    • 15 Changing Choice Dialogue
    • 16 Follow Me!
    • BATTLE 07 Sequence Loot Dialogue
  • 3D Action RPG
    • START 3D Action RPG
    • 01 Status System Setup
    • 02 Player Setup
    • 03 Player Weapon
    • 04 Player Attacks
    • 05 Enemy: Chomper
    • 06 Chomper Attack
    • 07 Hit & Death
    • 08 HUDs
    • 09 Rolling on the Floor
    • 10 Enemy: Spitter
    • 11 Spit Attack
    • 12 Potion
    • 13 Grenade
    • 14 Item HUD
    • 15 Enemy: Grenadier
    • 16 Grenadier Melee Attacks
    • 17 Grenadier Flamethrower
    • 18 Item Drops
    • END 3D Action RPG
  • 2D Grid Battle RPG
    • START 2D Grid Battle RPG
    • 01 Player Setup
    • 02 Prefab & Music Setup
    • 03 Randomizing Combatants
    • 04 UI Setup
    • 05 Battle Start, End & Phase Schematics
    • 06 Battle System Setup
    • 07 Battle Grid Setup
    • 08 Grid Move
    • 09 Forest Battle Grid
    • 10 Battle AI
    • 11 Ability Ranges
    • 12 Death & Use Schematics
    • 13 Attack Schematic
    • 14 Shoot Schematics
    • 15 Battle Selection Interaction
    • END 2D Grid Battle RPG
  • Schematics
    • Simple Start Schematic
    • Battle Start Schematic
    • Battle End Schematic
    • Moving to Target and Back
    • Animating a Base Attack
    • Animating a Magic Ability
    • Animating Target Selection
    • Grid Movement
    • Open and Close UI Animations
    • Flying Text Mover
  • UI Setups
    • Unity UI: Initial Setup
    • Unity UI: TextMesh Pro Setup
    • Unity UI: UI Box
    • Unity UI: Flying Text
    • Unity UI: Dragging Notification
    • Unity UI: Canvas with Screen Space Camera
    • Unity UI: Interaction HUD
    • Unity UI: Simple Player HUD
    • Unity UI: Quest HUD
    • Unity UI: Battle Actions HUD
    • Unity UI: Shortcuts HUD
    • Unity UI: Currency HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Control HUD
    • Unity UI: Attack Modifiers
    • Unity UI: Defence Modifiers
  • Gameplay Bits
    • 2.5D Setup
    • Body Part Weakpoint
    • Click Attack
    • Combining Input Origins
    • Combining Status Value Flying Texts
    • Fun With Flying Text
    • HUD Effects With Conditional Schematics
    • Inventory Containers
    • Local Multiplayer
    • Multi Interaction Controllers
    • Target Selection Lines
    • World Space HUD
    • World Space Dialogue
View Categories
  • Guide
  • ORK 3
  • ORK 3 Tutorials
  • 2D RPG Quickstart

22 Magic Abilities

In this tutorial we’ll set up more abilities.

We’ll add magic attack spells and support abilities

We’ll set up:

  • fire, water, earth and wind magic
  • healing magic
  • attack boosting magic (boost effect)
  • defence boosting magic (protect effect)

Let’s get to it.

Fire #

This magic spell is similar to the Fire Attack ability, but does magical damage, consumes more MP and is animated with a different schematic.

Open the Makinom editor, navigate to Status > Abilities and copy the Fire Attack ability.

Content Information #

  • Name
    Set to: Fire
  • Description
    Set to: Fire elemental magic spell
  • Sprite (Icon)
    Select icons_263.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ability Settings #

The ability is a spell, not a skill.

  • Ability Type
    Select Spells.

User Settings > Use Cost > Status Changes #

Using the ability costs 5 MP.

  • Change Value
    Select Value > Value.
    Set the value to 5.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

We’ll change the used formula and also increase the damage by changing the efficiency of the status change.

The attack modifier attribute is already correctly set to Fire.

  • Change Value
    Select Value > Formula.
    Select the Magical Damage formula.
  • Efficiency
    Select Value > Value.
    Set the value to 2.

Battle Animation > Battle Animation 0 #

We change the schematic, replace the used prefab and the audio clip.

  • Schematic Asset
    Select the Use schematic.

Resource Overrides #

We’ll change the prefab.

  • Time (Auto Destroy After Time)
    Set to 1.1.
  • Prefab
    Select the Flame prefab.
    You can find it in Assets/Tutorial Assets/Prefabs/Effects/.

Just like replacing prefabs of the schematic, we can use different audio clips when they’re defined in the Settings node.

Click on Add Audio Clip Override.

  • Audio Clip
    Select the Fire3 audio clip.
    You can find it in Assets/Tutorial Assets/Ninja.Adventure/Sounds/Game/

Water #

Copy the Fire ability and change the following settings.

Content Information #

  • Name
    Set to: Water
  • Description
    Set to: Water elemental magic spell
  • Sprite (Icon)
    Select icons_357.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

We’ll change the element to water.

  • Attribute
    Select Water.

Battle Animation > Battle Animation 0 > Resource Overrides #

We’ll change the prefab and audio clip.

  • Prefab
    Select the Water prefab.
  • Audio Clip
    Select the Explosion3 audio clip.

Earth #

Copy the Water ability and change the following settings.

Content Information #

  • Name
    Set to: Earth
  • Description
    Set to: Earth elemental magic spell
  • Sprite (Icon)
    Select icons_255.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

We’ll change the element to earth.

  • Attribute
    Select Earth.

Battle Animation > Battle Animation 0 > Resource Overrides #

We’ll change the prefab and audio clip.

  • Prefab
    Select the Earth prefab.
  • Audio Clip
    Select the Explosion2 audio clip.

Wind #

Copy the Earth ability and change the following settings.

Content Information #

  • Name
    Set to: Wind
  • Description
    Set to: Wind elemental magic spell
  • Sprite (Icon)
    Select icons_363.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

We’ll change the element to wind.

  • Attribute
    Select Wind.

Battle Animation > Battle Animation 0 > Resource Overrides #

We’ll change the prefab and audio clip.

  • Prefab
    Select the Wind prefab.
  • Audio Clip
    Select the Hit7 audio clip.

Heal #

Our first support magic will heal the target’s HP – i.e. we also change it to target allies instead of enemies.

Copy the Wind ability and change the following settings.

Content Information #

  • Name
    Set to: Heal
  • Description
    Set to: Restores some HP
  • Sprite (Icon)
    Select icons_270.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ability Settings #

This is a support ability, and we’ll also allow using it outside battles.

  • Ability Type
    Select Support.
  • Useable In
    Select Both.

Target Selection Settings #

We want to target a single ally.

  • Target Selection Type
    Select Default Ally > Ally Single.

User Settings > Use Cost > Status Changes #

Using the ability costs 8 MP.

  • Change Value
    Select Value > Value.
    Set the value to 8.

Target Settings > Target Changes > Target Change 0 #

The target shouldn’t play the Hit sound type as we’ve set it up for our attacks.

  • Use Sound Type
    Disable this setting.

Status Change 0 #

We’ll heal HP based on the MATK of the user and don’t use an attack modifier.

  • Operator
    Select Add.
  • Change Value
    Select Combatant > Status Value.
  • Status Value (Change Value)
    Select MATK.
  • Efficiency
    Select Value > Value.
    Set the value to 5.
  • Use Modifier Changes
    Disable this setting.

Battle Animation > Battle Animation 0 > Resource Overrides #

We’ll change the prefab and remove the audio clip override.

  • Time (Auto Destroy After Time)
    Set to 0.55.
  • Prefab
    Select the SmokeGreen prefab.

Remove the Audio Clip Override 0.

Boost #

This support ability will add the Boost status effect instead of healing the ally.

Copy the Heal ability and change the following settings.

Content Information #

  • Name
    Set to: Boost
  • Description
    Set to: Increases ATK and MATK
  • Sprite (Icon)
    Select icons_242.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ability Settings #

The ability should only be useable in battle.

  • Useable In
    Select Battle.

User Settings > Use Cost > Status Changes #

Using the ability costs 10 MP.

  • Change Value
    Select Value > Value.
    Set the value to 10.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

We’ll ad a status effect instead of healing HP.

  • Change Type
    Select Status Effect.
  • Change
    Select Add.
  • Status Effect
    Select Boost.

Battle Animation > Battle Animation 0 > Resource Overrides #

  • Time (Auto Destroy After Time)
    Set to 1.1.
  • Prefab
    Select the ShieldYellow prefab.

Protect #

We’ll add the Protect status effect.

Copy the Boost ability and change the following settings.

Content Information #

  • Name
    Set to: Protect
  • Description
    Set to: Increases DEF and MDEF
  • Sprite (Icon)
    Select icons_244.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

We’ll change the used status effect.

  • Status Effect
    Select Protect.

Battle Animation > Battle Animation 0 > Resource Overrides #

  • Prefab
    Select the ShieldBlue prefab.

Save Changes #

And that’s it!

Save the changes using the Save Settings button at the bottom of the editor.

 

Next, we’ll add the 2nd player combatant – the caster.

Table of Contents
  • Fire
    • Content Information
    • Ability Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
      • Resource Overrides
  • Water
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0 > Resource Overrides
  • Earth
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0 > Resource Overrides
  • Wind
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0 > Resource Overrides
  • Heal
    • Content Information
    • Ability Settings
    • Target Selection Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0
      • Status Change 0
    • Battle Animation > Battle Animation 0 > Resource Overrides
  • Boost
    • Content Information
    • Ability Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0 > Resource Overrides
  • Protect
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0 > Resource Overrides
  • Save Changes
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