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.

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.

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

Let’s get to it.

Updating Abilities #

Navigate to Status > Abilities.

Updating Use Range #

The use range setup is the same for all abilities.

We’ll update:

  • shoot
  • double shot
  • round shot
  • drain
  • heal
  • cure
  • regeneration
  • faster
  • slower
  • shut up!
  • study
  • fire
  • water
  • quake
  • wind
  • light
  • dark
  • electro

Also, keep in mind that heal and the elemental magic abilities have 3 levels (although we probably don’t use them in this tutorial).

Target Selection Settings > Use Range #

  • Own Use Range
    Enable this setting.

Click on Add Range.

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

Updating Cell Targeting and Affect Range #

Again, the setup is the same for all abilities.

We’ll update:

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

Target Selection Settings #

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

Target Selection Settings > Affect Range #

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.

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.