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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
  • 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: 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
  • 12 Death & Use Schematics

12 Death & Use Schematics

Table of Contents
  • Death Schematic
    • Combatant Animation
    • Wait
    • Calculate Action
  • Use Schematic
    • Settings
      • Prefabs
      • Audio Clips
    • Combatant Animation
    • Wait
    • Play Sound
    • Spawn Prefab
    • Wait
    • Calculate Action
    • Wait
    • Combatant Animation
  • Death Battle Animation
    • Battle Settings > Default Battle Animations > Death Animation
  • Items
    • Potion, High Potion, Super Potion
    • Magic Potion
    • Revive Potion, Cure Potion, Antidote, Eye Drops, Cough Drops
  • Abilities
    • Drain
    • Heal (Level 1-3), Regeneration
    • Steal, Cure, Shut Up!, Look At Me!
    • Faster, Keen Eye, Meditate, Defensive Mode, Fortify
    • Slower
    • Fire (Level 1-3)
    • Water (Level 1-3)
    • Quake (Level 1-3)
    • Wind (Level 1-3)
    • Light (Level 1-3)
    • Dark (Level 1-3)
    • Electro (Level 1-3)
  • Save Changes
  • Testing

In this tutorial we’ll set up schematics to animate battle actions.

We’ll start with the schematics for animating a combatant’s death and using something. Since we only have a single use animation for our combatants, we’ll use the same schematic for using items and (most) abilities.

We’ll set up:

  • death schematic
  • use schematic
  • death battle animation
  • item/ability battle animations

Let’s get to it.

Death Schematic #

This one will be pretty simple, we play the Death animation and wait for a second.

Navigate to Schematics and start workgin on a new schematic.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

We’ll play the Death animation.

If you remember, this’ll set a bool parameter in the animator controller and keep playing this animation until we stop it (or use the revive animation). So, we don’t need to wait or store any duration here.

  • Object
    Select Machine Object.
  • Animation Type
    Select Death.

Wait #

Add Node > Base > Wait

We just wait for a second to let the death of the combatant be visible before the battle continues.

  • Time
    Select Value > Value.
    Set the value to 1.

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

Each action needs to be calculated, even death.

No further settings needed.

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

Use Schematic #

We’ll play the Use animation, play an audio clip and spawn a prefab.

Similar to the Death animation, the Use animation will play until we stop it, i.e. we need to stop it at the end of the schematic.

Create a new schematic.

Settings #

We’ll add a prefab and audio clip to the schematic – we’ll define default prefab and audio clip, but some items/abilities will replace them with their own using the asset override settings.

Prefabs #

Click on Add Prefab Resource.

  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 0.55.
  • Prefab
    Select Smoke.

Audio Clips #

Click on Add Audio Clip Resource.

  • Audio Clip
    Select Magic2.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

We’ll play the Use animation. Again, no waiting.

  • Object
    Select Machine Object.
  • Animation Type
    Select Use.

Wait #

Add Node > Base > Wait

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

Play Sound #

Add Node > Audio > Audio > Play Sound

Play the audio clip on the target (the Starting Object of the schematic).

  • Object (Play On)
    Select Starting Object.
  • Audio Clip
    Select 0: Magic2.
  • Play One Shot
    Enable this setting.

Spawn Prefab #

Add Node > Game Object > Prefab > Spawn Prefab

We’ll spawn the prefab on the target (Starting Object).

  • Prefab
    Select Prefab 0.
  • Target Type
    Select Object.
  • Object (Target Object)
    Select Starting Object.

Wait #

Copy the previous Wait node.

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

We now calculate the outcome of the action.

No further settings needed.

Wait #

Copy the previous Wait node.

Combatant Animation #

Copy the previous Combatant Animation node.

We’ll now stop playing the Use animation.

  • Stop
    Enable this setting.

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

Death Battle Animation #

We’ll now use the schematics to set up the battle animations of our actions. Special actions like death are set up in the general settings of combatants.

Navigate to Combatants > Combatants > General Settings.

Battle Settings > Default Battle Animations > Death Animation #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Death schematic.

Items #

We’ll continue with the items.

Navigate to Inventory > Items, we’ll set up the battle animations for all useable items.

Many of them share the same setup, so I’ll just list them here with their setup. The setup is in the Battle Animation settings of the items.

Potion, High Potion, Super Potion #

These items use a green smoke prefab.

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 0.55.
  • Prefab
    Select SmokeGreen.

Magic Potion #

This item uses a blue smoke prefab.

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 0.55.
  • Prefab
    Select SmokeBlue.

Revive Potion, Cure Potion, Antidote, Eye Drops, Cough Drops #

These items use the default prefab.

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

Abilities #

Navigate to Status > Abilities, we’ll now do the same for the abilities.

Again, many of them share the same setup, so I’ll just list them here with their setup. The setup is in the Battle Animation settings of the abilities.

The elemental magic abilities (starting with Fire) will all have their unique prefabs and also replace the audio clip. Also, keep in mind that Heal and the elemental magic abilities have level 1-3.

Drain #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 1.1.
  • Prefab
    Select Drain.

We’ll replace the audio clip.

  • Set Audio Clips
    Enable this setting.
  • Audio Clip
    Select Hit2.

Heal (Level 1-3), Regeneration #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 0.55.
  • Prefab
    Select SmokeGreen.

Steal, Cure, Shut Up!, Look At Me! #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

Faster, Keen Eye, Meditate, Defensive Mode, Fortify #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 1.1.
  • Prefab
    Select ShieldYellow.

Slower #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 1.1.
  • Prefab
    Select ShieldBlue.

Fire (Level 1-3) #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 1.1.
  • Prefab
    Select Flame.

We’ll replace the audio clip.

  • Set Audio Clips
    Enable this setting.
  • Audio Clip
    Select Fire3.

Water (Level 1-3) #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 1.1.
  • Prefab
    Select Water.
    Make sure to use the prefab from Assets/Tutorial Assets/Prefabs/Effects/.

We’ll replace the audio clip.

  • Set Audio Clips
    Enable this setting.
  • Audio Clip
    Select Explosion3.

Quake (Level 1-3) #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 1.1.
  • Prefab
    Select Earth.

We’ll replace the audio clip.

  • Set Audio Clips
    Enable this setting.
  • Audio Clip
    Select Explosion2.

Wind (Level 1-3) #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 1.1.
  • Prefab
    Select Wind.

We’ll replace the audio clip.

  • Set Audio Clips
    Enable this setting.
  • Audio Clip
    Select Hit7.

Light (Level 1-3) #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 1.1.
  • Prefab
    Select Light.

We’ll replace the audio clip.

  • Set Audio Clips
    Enable this setting.
  • Audio Clip
    Select Spirit.

Dark (Level 1-3) #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 1.1.
  • Prefab
    Select Dark.

We’ll replace the audio clip.

  • Set Audio Clips
    Enable this setting.
  • Audio Clip
    Select Explosion4.

Electro (Level 1-3) #

Click on Add Battle Animation.

  • Schematic Asset
    Select the Use schematic.

We’ll replace the prefab.

  • Set Prefabs
    Enable this setting.
  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 1.1.
  • Prefab
    Select Electro.

We’ll replace the audio clip.

  • Set Audio Clips
    Enable this setting.
  • Audio Clip
    Select Strange.

Save Changes #

And that’s it for the ability and item animations!

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 and use some items or abilities that we’ve just animated.

Great – seems to be working.

 

Next, we’ll continue with the attack animations.

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Updated on February 10, 2022
Table of Contents
  • Death Schematic
    • Combatant Animation
    • Wait
    • Calculate Action
  • Use Schematic
    • Settings
      • Prefabs
      • Audio Clips
    • Combatant Animation
    • Wait
    • Play Sound
    • Spawn Prefab
    • Wait
    • Calculate Action
    • Wait
    • Combatant Animation
  • Death Battle Animation
    • Battle Settings > Default Battle Animations > Death Animation
  • Items
    • Potion, High Potion, Super Potion
    • Magic Potion
    • Revive Potion, Cure Potion, Antidote, Eye Drops, Cough Drops
  • Abilities
    • Drain
    • Heal (Level 1-3), Regeneration
    • Steal, Cure, Shut Up!, Look At Me!
    • Faster, Keen Eye, Meditate, Defensive Mode, Fortify
    • Slower
    • Fire (Level 1-3)
    • Water (Level 1-3)
    • Quake (Level 1-3)
    • Wind (Level 1-3)
    • Light (Level 1-3)
    • Dark (Level 1-3)
    • Electro (Level 1-3)
  • Save Changes
  • Testing
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