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  • Getting Started
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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
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View Categories
  • Guide
  • ORK 3
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  • 2D RPG Quickstart

24 More Enemies

In this tutorial we’ll add new enemies and random battles for the deep forest.

We’ll set up:

  • 4 enemies (bandit, dwarf, dwarf knight and vampire)
  • combatant groups
  • random battles in the deep forest

Let’s get to it!

Bandit #

The bandit is a level 5 enemy and uses the Stun Attack as an ability. It’ll also have a small weakness against all elements.

Navigate to Combatants > Combatants and add a new combatant.

Content Information #

  • Name
    Set to: Bandit

Base Settings > Prefab Settings #

  • Prefab
    Select the Bandit prefab.
    You can find it in Assets/Tutorial Assets/Prefabs/Combatants/Enemies/.

Status Settings #

  • Start Level
    Set to 5.

Status Value Settings > Status Values #

Click on Set Default to add all Normal type status values with a default start value.

I’ll just list the status values and their start value here – i.e. you need to change the Start Value setting for each of the Initial Status Value settings.

  • Max HP
    Set to 75.
  • Max MP
    Set to 10.
  • ATK
    Set to 25.
  • DEF
    Set to 10.
  • MATK
    Set to 1.
  • MDEF
    Set to 1.

Status Value Settings > Experience Reward #

Click on Add Experience Reward.

  • Status Value
    Select EXP.
  • Reward Value
    Select Value > Value.
    Set the value to 8.

Modifier Settings > Attack Modifier Start Values #

Click on Set All to add all attack modifier attributes with their default start values.

I’ll just list the attributes and their start value here – i.e. you need to change the Start Value setting for each of the Attack Modifier Start Value settings.

  • Fire
    Set to 125.
  • Water
    Set to 125.
  • Earth
    Set to 125.
  • Wind
    Set to 125.

Attacks & Abilities > Ability Development #

Click on Add Ability.

  • Ability
    Select Stun Attack.

Inventory & Equipment > Loot Settings #

We’ll add the Random Weapon loot in addition to the default loot defined in the general settings.

  • Loot Origin
    Select Loot.

Click on Add Loot.

  • Loot
    Select Random Weapon.

Dwarf #

The dwarf will use the Boost and Protect abilities.

Copy the Bandit combatant and change the following settings.

Content Information #

  • Name
    Set to: Dwarf

Base Settings > Prefab Settings #

  • Prefab
    Select the Dwarf prefab.

Status Settings #

  • Start Level
    Set to 6.

Status Value Settings > Status Values #

I’ll just list the status values and their start value here – i.e. you need to change the Start Value setting for each of the Initial Status Value settings.

  • Max HP
    Set to 65.
  • Max MP
    Set to 30.
  • ATK
    Set to 18.
  • DEF
    Set to 15.
  • MATK
    Set to 1.
  • MDEF
    Set to 12.

Status Value Settings > Experience Reward #

  • Reward Value
    Select Value > Value.
    Set the value to 7.

Modifier Settings > Attack Modifier Start Values #

I’ll just list the attributes and their start value here – i.e. you need to change the Start Value setting for each of the Attack Modifier Start Value settings.

  • Fire
    Set to 75.
  • Water
    Set to 150.
  • Earth
    Set to 0.
  • Wind
    Set to 125.

Attacks & Abilities > Ability Development #

The dwarf will use Boost and Protect.

Learn Ability 0 #

  • Ability
    Select Boost.

Learn Ability 1 #

Click on Add Ability.

  • Ability
    Select Protect.

Inventory & Equipment > Loot Settings #

Instead of a random weapon, we’ll give a Random Armor.

  • Loot
    Select Random Armor.

Battle Settings > Battle AI #

We’ll replace the default battle AI (25% chance to use an ability) with a 50% ability setup.

  • Replace Default
    Enable this setting.

Click on Add Battle AI.

  • Battle AI
    Select Random Ability 50%.

Dwarf Knight #

The dwarf knight will use elemental attacks (fire and water).

Copy the Dwarf combatant and change the following settings.

Content Information #

  • Name
    Set to: Dwarf Knight

Base Settings > Prefab Settings #

  • Prefab
    Select the DwarfKnight prefab.

Status Settings #

  • Start Level
    Set to 8.

Status Value Settings > Status Values #

I’ll just list the status values and their start value here – i.e. you need to change the Start Value setting for each of the Initial Status Value settings.

  • Max HP
    Set to 95.
  • Max MP
    Set to 10.
  • ATK
    Set to 28.
  • DEF
    Set to 30.
  • MATK
    Set to 1.
  • MDEF
    Set to 15.

Status Value Settings > Experience Reward #

  • Reward Value
    Select Value > Value.
    Set the value to 12.

Modifier Settings > Attack Modifier Start Values #

I’ll just list the attributes and their start value here – i.e. you need to change the Start Value setting for each of the Attack Modifier Start Value settings.

  • Fire
    Set to 150.
  • Water
    Set to 75.
  • Earth
    Set to -25.
    I.e. earth attacks will heal the combatant.
  • Wind
    Set to 150.

Attacks & Abilities > Ability Development #

The dwarf will use Water Attack and Earth Attack.

Learn Ability 0 #

  • Ability
    Select Water Attack.

Learn Ability 1 #

  • Ability
    Select Earth Attack.

Inventory & Equipment > Loot Settings #

We’ll give a Random Weapon.

  • Loot
    Select Random Weapon.

Vampire #

The vampire will use elemental magic.

Copy the Dwarf Knight combatant and change the following settings.

Content Information #

  • Name
    Set to: Vampire

Base Settings > Prefab Settings #

  • Prefab
    Select the Vampire prefab.

Status Settings #

  • Start Level
    Set to 10.

Status Value Settings > Status Values #

I’ll just list the status values and their start value here – i.e. you need to change the Start Value setting for each of the Initial Status Value settings.

  • Max HP
    Set to 80.
  • Max MP
    Set to 100.
  • ATK
    Set to 5.
  • DEF
    Set to 6.
  • MATK
    Set to 20.
  • MDEF
    Set to 25.

Status Value Settings > Experience Reward #

  • Reward Value
    Select Value > Value.
    Set the value to 15.

Modifier Settings > Attack Modifier Start Values #

The vampire is weak to fire but strong against the rest.

I’ll just list the attributes and their start value here – i.e. you need to change the Start Value setting for each of the Attack Modifier Start Value settings.

  • Fire
    Set to 200.
  • Water
    Set to 50.
  • Earth
    Set to 50.
  • Wind
    Set to 50.

Attacks & Abilities > Ability Development #

The vampire uses Water, Earth and Wind magic.

Learn Ability 0 #

  • Ability
    Select Water.

Learn Ability 1 #

  • Ability
    Select Earth.

Learn Ability 2 #

Click on Add Ability.

  • Ability
    Select Wind.

Inventory & Equipment > Loot Settings #

We’ll give a Random Accessory.

  • Loot
    Select Random Accessory.

Battle Settings > Battle AI #

We increase the ability use to 75%.

  • Battle AI
    Select Random Ability 75%.

Combatant Groups #

We’ll add a few more combatant groups – mushrooms with bandits, mushrooms with more bandits, and 2 dwarfs.

Navigate to Combatants > Combatant Groups and copy the Mushroom x2 group.

Mushrooms x2 + Bandit #

We already have the group set up with 2 (random) mushrooms, so all we need to do is add another combatant.

  • Name
    Set to: Mushroom x2 + Bandit

Combatants #

Click on Add Combatant and change the newly added Combatant 2.

  • Combatant
    Select Bandit.

Mushrooms x2 + Bandit x2 #

Copy the Mushroom x2 + Bandit group, we’ll add another bandit.

  • Name
    Set to: Mushroom x2 + Bandit x2

Combatants #

Copy the Combatant 2 settings.

The newly added Combatant 3 will already have the Bandit selected.

Dwarf x2 #

Add a new combatant group.

  • Name
    Set to: Dwarf x2

Combatants #

We’ll change the already added first combatant (Combatant o).

  • Combatant
    Select Dwarf.

Click on Add Combatant to add another combatant

  • Combatant
    Select Dwarf Knight.

Save Changes #

And that’s it for the editor!

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

Battle Scene Variable #

Open the Deep Forest scene (Asset/Scenes/), we’ll add random battles with our new combatants and groups. First, we’ll set the battle scene that’ll be loaded.

Create a new empty game object using the scene hierarchy’s context menu: Create Empty

Change the newly created game object’s name to Set Battle Scene.

Variable Changer #

Add a Variable Changer component to the game object using the component menu.

Variable Change Settings #

We’ll set the battleScene string variable to the scene name we want our battles to take place in.

Click on Add Variable.

  • Change Type
    Select Variable.
  • Variable Key
    Set to: battleScene
  • String Type
    Select Value > Value.
  • Variable Origin
    Select Global.
  • Type
    Select String.
  • Operator
    Select Set.
  • String Value
    Set to: Battle Deep Forest

Start Settings #

Click on Autostart to automatically set the variable when entering the scene.

That’s it for the variable changer – now, each time we enter this scene, the battle scene used by the battle start schematic will automatically be set to the Battle Deep Forest scene.

Adding Random Battles #

Next, we’ll set up the Random Battle Area.

Use the scene hierarchy’s context menu: ORK Framework > Battle > Random Battle Area (2D)

Transform #

We’ll position it at the center of the scene.

  • Position
    Set to X=0, Y=0, Z=0.

Random Battle Area #

We’ll add a bunch of individual combatants and groups – the total of their chances should be 100 %.

Random Battle Settings #

We’ll use a higher chance than in the regular Forest scene.

  • Battle Chance
    Set to 20.
  • Check Interval
    Set to 0.5.
  • Minimum Move Distance
    Set to 0.1.
  • Minimum Distance
    Set to 3.
  • Maximum Distance
    Set to 10.

Combatant Settings #

We’ll begin with editing the already added Combatant 0.

  • Chance
    Set to 30.
  • Faction
    Select Enemies.
  • Use Group
    Disable this setting.
  • Combatant
    Select Bandit.

Copy the Combatant 0 setup and change the following settings.

  • Chance
    Set to 20.
  • Combatant
    Select Dwarf.

Copy the Combatant 1 setup and change the following settings.

  • Chance
    Set to 15.
  • Combatant
    Select Dwarf Knight.

Copy the Combatant 2 setup and change the following settings.

  • Chance
    Set to 10.
  • Combatant
    Select Vampire.

Copy the Combatant 3 setup and change the following settings.

  • Use Group
    Enable this setting.
  • Combatant Group
    Select Mushroom x2 + Bandit.

Copy the Combatant 4 setup and change the following settings.

  • Chance
    Set to 5.
  • Combatant Group
    Select Mushroom x2 + Bandit x2.

Copy the Combatant 4 setup and change the following settings.

  • Chance
    Set to 10.
  • Combatant Group
    Select Dwarf x2.

That sums up to 100 percent.

Box Collider 2D #

And finally, we’ll adjust the size of the box collider to wrap around the whole scene, basically the same as the camera border.

  • Size
    Set to X=40, Y=30.

That’s it for the random battle setup.

Save the changes you’ve made in the scene.

Testing #

Hit play in the Deep Forest scene (or any other scene and run there) and start a battle.

And it’s working – the enemies are tough for our poor level 1 players, though.

This finishes the battle-related setup of this tutorial series.

 

Next, we’ll start setting up menus.

Table of Contents
  • Bandit
    • Content Information
    • Base Settings > Prefab Settings
    • Status Settings
      • Status Value Settings > Status Values
      • Status Value Settings > Experience Reward
      • Modifier Settings > Attack Modifier Start Values
    • Attacks & Abilities > Ability Development
    • Inventory & Equipment > Loot Settings
  • Dwarf
    • Content Information
    • Base Settings > Prefab Settings
    • Status Settings
      • Status Value Settings > Status Values
      • Status Value Settings > Experience Reward
      • Modifier Settings > Attack Modifier Start Values
    • Attacks & Abilities > Ability Development
      • Learn Ability 0
      • Learn Ability 1
    • Inventory & Equipment > Loot Settings
    • Battle Settings > Battle AI
  • Dwarf Knight
    • Content Information
    • Base Settings > Prefab Settings
    • Status Settings
      • Status Value Settings > Status Values
      • Status Value Settings > Experience Reward
      • Modifier Settings > Attack Modifier Start Values
    • Attacks & Abilities > Ability Development
      • Learn Ability 0
      • Learn Ability 1
    • Inventory & Equipment > Loot Settings
  • Vampire
    • Content Information
    • Base Settings > Prefab Settings
    • Status Settings
      • Status Value Settings > Status Values
      • Status Value Settings > Experience Reward
      • Modifier Settings > Attack Modifier Start Values
    • Attacks & Abilities > Ability Development
      • Learn Ability 0
      • Learn Ability 1
      • Learn Ability 2
    • Inventory & Equipment > Loot Settings
    • Battle Settings > Battle AI
  • Combatant Groups
    • Mushrooms x2 + Bandit
      • Combatants
    • Mushrooms x2 + Bandit x2
      • Combatants
    • Dwarf x2
      • Combatants
  • Save Changes
  • Battle Scene Variable
    • Variable Changer
      • Variable Change Settings
      • Start Settings
  • Adding Random Battles
    • Transform
    • Random Battle Area
      • Random Battle Settings
      • Combatant Settings
    • Box Collider 2D
  • Testing
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