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2D RPG Quickstart

30
  • 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

30
  • 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

24
  • 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

53
  • 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

20
  • 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

17
  • 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

10
  • 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

16
  • 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

13
  • 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
  • Home
  • Guide
  • Tutorials
  • 2D Grid Battle RPG
  • 11 Ability Ranges
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11 Ability Ranges

In this tutorial we’ll set up use ranges and affect ranges for the abilities.

We’ve already set up the default use range (in Battles > Battle System > General Settings) using the Range 1 battle range template, i.e. directly neighboring cells.

This use range is already enough for most of our abilities, and we’ll also stick with it for all of our items – i.e. items can only be used on the user itself and combatants right beside the user. However, we’ll update our ranged abilities to use the Range 5 battle range template.

We’ll also add a new battle range template for all bow/shooting abilities – they’ll have a larger range, but can only be used in a forward cone.

Additionally, we’ll add an affect range (using Range 1 template) to most of the elemental magic abilities and also change them to target a grid cell (via None target range) instead of a combatant.

Since we’ll use the same setup for multiple abilities, we’ll create new target selection templates that’ll use the use range and affect range settings we want.

We’ll also set up the equipment prefabs that’ll be used by our equipment viewers.

Let’s get to it.

Shoot Battle Range Template #

Open the Makinom editor, navigate to Templates > Battle Range Templates and add a new template.

  • Name
    Set to: Shoot Range

Grid Shape #

  • Shape Type
    Select Mask.
    This allows us to set up which cells are used in a cell mask.
  • Range (Cells)
    Set to 8.
  • Local Space
    Enable this setting.
    The grid shape will rotate with the combatant using it, e.g. our archer’s rotation on the grid will determine which enemies can be shot.

Grid Mask #

The grid mask determines the cells that will be used.

Click on Create Mask to create the actual grid mask based on the Range setting. When you cange the range, you need to recreate the mask.

You’ll get a rather large, empty grid mask. You can select and deselect cells by clicking on them.

I’m sorry, but you’ll now have to do a lot of clicking to create a cone from the center (green cell) to the front. It should look like this:

Line of Sight #

We’ll also use line of sight.

  • Use Line of Sight
    Enable this setting.
  • LOS Blocked Cells
    Enable this setting.
  • LOS Allied Combatants
    Disable this setting.
  • LOS Enemy Combatants
    Disable this setting.

Target Selection Templates #

Navigate to Templates > Target Selection Templates and add a new template.

Enemy Single Range 5 #

First, we’ll set up a target selection to target a single enemy with a use range of 5.

  • Name
    Set to: Enemy Single Range 5

Target Settings #

  • Target Type
    Select Enemy.
  • Target Range
    Select Single.

Use Range Setting #

  • Own Use Range
    Enable this setting.

Click on Add Range.

  • Range Type
    Select Template.
  • Template
    Select Range 5.

Enemy Single Shoot Range #

Copy the Enemy Single Range 5 template, this time we’ll use the Shoot Range.

  • Name
    Set to: Enemy Single Shoot Range

Use Range Setting > Range 0 #

  • Template
    Select Shoot Range.

Enemy Group Shoot Range #

Copy the Enemy Single Shoot Range template, we also need a Group version for the Round Shot ability.

  • Name
    Set to: Enemy Group Shoot Range

Target Settings #

  • Target Range
    Select Group.

Enemy Cell Affect Range #

Copy the Enemy Single Range 5 template, we’ll set up another version that targets a cell instead of a combatant and uses an affect range to get targets.

  • Name
    Set to: Enemy Cell Affect Range

Target Selection Settings > Target Settings #

  • Target Range
    Select None.
  • Select Target Cell
    Enable this setting.

Affect Range Setting #

The affect range will use combatants around the actual target (in our case, the selected cell) as targets.

  • Affect Range
    Select Execution.
    The affected targets are selected when the action starts executing.

Click on Add Range.

  • Range Type
    Select Template.
  • Template
    Select Range 1.

Ally Single Range 5 #

The last template will be for targeting single allies – copy the Enemy Single Range 5 template and change the target type.

  • Name
    Set to: Ally Single Range 5

Target Settings #

  • Target Type
    Select Ally.

Updating Abilities #

Navigate to Status > Abilities.

Updating Ally Single Range 5 #

The use range setup is the same for all abilities.

We’ll update:

  • heal
  • cure
  • regeneration
  • faster

Also, keep in mind that heal has 3 levels (although we probably don’t use them in this tutorial).

Target Selection Settings #

  • Target Selection Type
    Select Template.
  • Template
    Select Ally Single Range 5.

Updating Enemy Single Range 5 #

The use range setup is the same for all abilities.

We’ll update:

  • drain
  • slower
  • shut up!
  • study
  • light

Also, keep in mind that light has 3 levels (although we probably don’t use them in this tutorial).

Target Selection Settings #

  • Target Selection Type
    Select Template.
  • Template
    Select Enemy Single Range 5.

Updating Shoot Abilities #

We’ll update:

  • shoot
  • double shot
  • round shot

Target Selection Settings #

  • Target Selection Type
    Select Template.
  • Template
    Shoot, Double Shot: Select Enemy Single Shoot Range.
    Round Shot: Select Enemy Group Shoot Range.

Updating Cell Affect Range #

Again, the setup is the same for all abilities.

We’ll update:

  • fire
  • water
  • quake
  • wind
  • dark
  • electro

Again, keep in mind that the elemental magic abilities have 3 levels.

Target Selection Settings #

  • Target Selection Type
    Select Template.
  • Template
    Select Enemy Cell Affect Range.

Equipment Prefabs #

Since we’re already dealing with repeating setups on different things, we’ll also add the prefabs for our equipment that’ll be used by the Equipment Viewer component we already set up.

Navigate to Inventory > Equipment.

We’ll update all daggers, swords, axes, hammers, bows and saves. The setup is the same for all, just with different prefabs.

You can find the prefabs in Assets/Tutorial Assets/Prefabs/Weapons/.

Item Settings > Prefab Settings #

  • Viewer Prefab
    Daggers: Select Dagger.
    Swords: Select Sword.
    Axes: Select Axe.
    Hammers: Select Hammer.
    Bows: Select Bow.
    Staves: Select Staff.

Save Changes #

And that’s it for the ability range and equipment setup.

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

Testing #

Hit play in the Forest Battle 1 scene – place a ranger, wizard and cleric for this test.

E.g. using the wizard, you can use the Fire ability, which highlights it’s use range and the affect range around the selected cell.

 

Next, we’ll start animating our actions with schematics.

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Table of Contents
  • Shoot Battle Range Template
    • Grid Shape
      • Grid Mask
      • Line of Sight
  • Target Selection Templates
    • Enemy Single Range 5
      • Target Settings
      • Use Range Setting
    • Enemy Single Shoot Range
      • Use Range Setting > Range 0
    • Enemy Group Shoot Range
      • Target Settings
    • Enemy Cell Affect Range
      • Target Selection Settings > Target Settings
      • Affect Range Setting
    • Ally Single Range 5
      • Target Settings
  • Updating Abilities
    • Updating Ally Single Range 5
      • Target Selection Settings
    • Updating Enemy Single Range 5
      • Target Selection Settings
    • Updating Shoot Abilities
      • Target Selection Settings
    • Updating Cell Affect Range
      • Target Selection Settings
  • Equipment Prefabs
    • Item Settings > Prefab Settings
  • Save Changes
  • Testing
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