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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
  • 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: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest 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

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 2D Grid Battle RPG
  • 08 Grid Move

08 Grid Move

Table of Contents
  • Grid Move Schematic
    • Check Grid Path Length
    • Store Grid Path
    • Change Position
    • Set Grid Cell Combatant
    • Check Grid Path Length
    • Grid Cell Event
    • Grid Cell Event
    • Wait
  • Move Range Formula
    • Formula Settings
    • Status Value
    • Value
    • Value
    • Math Function
  • Battle Grid Settings
    • Move Command
      • Default Battle Animation
  • Save Changes

In this tutorial we’ll set up the grid move command.

The grid move command lets a combatant move on the battle grid – players can select the cell to move to, AI controlled combatants handle this via the battle AI. Both use the same schematic to actually handle the movement. The move range on the grid will be based on the combatant’s agility (using a formula).

We’ll set up:

  • grid move schematic
  • move range formula
  • move command (battle grid settings)

Let’s get to it!

Grid Move Schematic #

Like other battle actions, we’ll animate the grid move using a schematic. The grid move action provides the path from the user’s current position to the target position, we’ll simply go through this path cell by cell, moving from cell to cell.

Navigate to Schematics and start working on a new schematic.

Check Grid Path Length #

Add Node > Battle > Grid Path > Check Grid Path Length

We’ll first check if there even is a grid path, i.e. if it’s length is greater than 0.

  • Check Type
    Select Is Greater.
  • Check Value
    Select Value > Value.
    Set the value to 0.

Store Grid Path #

Add Node > Battle > Grid Path > Store Grid Path

This node is used to store a cell from the path into selected data – you can either store the whole path, the next or last cell.

We’ll store the next cell on the path and also remove the cell from the path, so that we can later continue with the next cell after this one.

  • Data Key
    Set to cell.
  • Data Origin
    Select Local.
  • Change Type
    Select Set.
  • Cell Selection
    Select Next.
  • Remove Cell
    Enable this setting.

Change Position #

Add Node > Movement > Movement > Change Position

We’ll now move the user (Machine Object) to the stored cell.

  • Object (Moving Object)
    Select Machine Object.
  • Move Component
    Select Combatant Movement Component.
    This’ll use the movement component we’ve set up for our combatant, i.e. the Default one using Rigidbody2D for movement.
  • To Object
    Enable this setting.
  • Object
    Select Selected Data.
  • Data Key
    Set to cell.
  • Data Origin
    Select Local.

We’ll move to the cell instead of setting directly to the position.

  • Move
    Enable this setting.
  • Wait
    Enable this setting.
    We wait for the movement to finish before continuing.
  • Face Direction
    Enable this setting.
    We’ll rotate into the direction we move into (so that our directional animations are correct).
  • Rotate Component
    Select Transform.
  • Rotate Function
    Select Set.
    Directly sets the rotation.
  • Is 2D Look At
    Enable this setting.
    2D looking rotations are a bit different than 3D, this option makes sure it’s correct.
  • Move By Speed
    Disable this setting.
    We’ll interpolate to the new position.
  • Time
    Select Value > Value.
    Set the value to 0.25.

Set Grid Cell Combatant #

Add Node > Battle > Grid > Set Grid Cell Combatant

We’ll register combatant on the cell we just moved to – this’ll update the combatant’s cell highlight.

  • Object (Combatant Settings)
    Select Machine Object.
  • Set As
    Select Move.
    This’ll register the combatant as moving on the cell.
    In case another combatant is already on the cell, it’ll not replace it.
  • Object (Grid Cell Settings)
    Select Selected Data.
  • Data Key
    Set to cell.
  • Data Origin
    Select Local.

Check Grid Path Length #

Copy the first Check Grid Path Lengt node.

We’re done with our move to the next cell, so we’ll check if we finished the path.

Grid Cell Event #

Add Node > Battle > Grid Cell Event > Grid Cell Event

We don’t use grid cell events in our tutorial, but it’s always good to have them included in your grid move in case you later add them.

Grid cell events allow to perform certain things when a combatant moves over or moves to a cell, or starts/ends their turn on a cell. E.g. you can change status effects, use schematics or an ability on the combatant.

This node is connected to the Success slot of the previous Check Grid Path Length node, i.e. we still have some of the path left to go.

The Next slot of this node is connected back to the Store Grid Path node.

  • Start Type
    Select Move Over.
    We’re continuing on the path, i.e. we move over this cell.
  • Wait
    Enable this setting.
  • Object (Cell Object)
    Select Selected Data.
  • Data Key
    Set to cell.
  • Data Origin
    Select Local.
  • Object (Combatant)
    Select Machine Object.

Grid Cell Event #

Copy the previous Grid Cell Event.

This node is connected to the Failed slot of the previous Check Grid Path Length node, i.e. we’re done with our move.

  • Start Type
    Select Move To.
    We’re done with the path, i.e. we move to this cell.

Wait #

Add Node > Base > Wait

We’ll wait for a short time, just to slow things down a bit.

  • Time
    Select Value > Value.
    Set the value to 0.5.

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as GridMove.

Move Range Formula #

Next, we’ll set up a formula to calculate the grid move range of a combatant.

It’ll be a simple formula – we divide the combatant’s agility by 8 and add a base move range of 4 to it (and round the result).

Navigate to Game > Formulas and add a new formula.

Formula Settings #

We’ll limit the move range t0 20 (cells), we handle this via the maximum value of the formula.

  • Name
    Set to Move Range.
  • Use Maximum Value
    Enable this setting.
  • Maximum Value
    Select Value > Value.
    Set the value to 20.

Status Value #

Add Node > Combatant > Status Value

We add the agility of the user.

  • StatusValue
    Select Agility.

Value #

Add Node > Value > Value

We now divide by 8.

  • Operator
    Select Divide.
  • Value
    Select Value > Value.
    Set the value to 8.

Value #

Add Node > Value > Value

Add 4 for our base move range.

  • Operator
    Select Add.
  • Value
    Select Value > Value.
    Set the value to 4.

Math Function #

Add Node > Base > Math Function

This node is used to use a defined math function on the formula’s result.

We’ll use it to round the current value, e.g. 5.4 will become 5, 5.6 will become 6.

  • Math Function
    Select Round.

Battle Grid Settings #

We’re now ready to set up the actual grid move command.

Navigate to Battles > Battle Grid Settings.

Move Command #

  • Use Only Once
    Enable this setting.
  • Player (Use Only Once)
    Disable this setting.
    Player combatants can use grid movement as long as they have move range left.
    Keep the others enabled, i.e. enemies can only move once.
  • Allow Cancel
    Enable this setting.
  • Use Shortest Path
    Enable this setting.
  • Move Over Allies
    Enable this setting.
    Combatants can move over the cells that are occupied by their allies.
  • Default Move Range
    Select Value > Formula.
    Select the Move Range formula we just set up.
  • Camera Control Target
    Enable this setting.
    The camera will target the selected cell during the grid move cell selection.

Default Battle Animation #

This is where we set up our grid move schematic – combatants can optionally override the default animation.

Click on Add Battle Animation.

  • Schematic Asset
    Select the GridMove schematic.

Save Changes #

And that’s it for the grid move command.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

 

Next, we’ll set up a battle grid in the forest battle scene.

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Updated on October 20, 2022
Table of Contents
  • Grid Move Schematic
    • Check Grid Path Length
    • Store Grid Path
    • Change Position
    • Set Grid Cell Combatant
    • Check Grid Path Length
    • Grid Cell Event
    • Grid Cell Event
    • Wait
  • Move Range Formula
    • Formula Settings
    • Status Value
    • Value
    • Value
    • Math Function
  • Battle Grid Settings
    • Move Command
      • Default Battle Animation
  • Save Changes
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