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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 RPG Quickstart
  • 10 Fighter Setup

10 Fighter Setup

Table of Contents
  • Status Development
    • Development Settings
      • Level Range
    • Value Development
      • Status Value 0: Max HP
      • Status Value 1: Max MP
      • Status Value 2: EXP
      • Status Value 3: ATK
      • Status Value 4: DEF
      • Status Value 5: MATK
      • Status Value 6: MDEF
  • Combatants General Settings
    • Attacks & Abilities
      • Default Base Attack
      • Default Counter Attack
  • Fighter Combatant
    • Status Settings
      • Status Value Settings
  • Save Changes

In this tutorial we’ll continue setting up our player’s combatant – the fighter.

The player will use a status development to level up – we’ll just go for a simple system with status curves and a maximum level of 10.

We’ll set up:

  • fighter’s status development
  • default base attack
  • fighter combatant

Let’s get to it.

Status Development #

Status developments are used to define how a combatant’s status values change upon leveling up. They’re optional, but required when a combatant should be able to level up. Learn more about status development in this documentation.

Open the Makinom editor and navigate to Status > Status Developments, we’ll change the Default status development.

Development Settings #

  • Name
    Set to: Fighter

Level Range #

The Level Range defines the minimum and maximum level of the status development, and by this the maximum level a combatant using it can reach. As mentioned above, our level range should be 1 to 10.

Click on the Edit Level Range button to change them.

  • Minimum Value
    Set to 1.
  • Maximum Value
    Set to 10.

Click on Ok to accept the changes.

Value Development #

Status developments can define values for Normal and Experience type status values for the defined level range. There are different ways to define how a status value changes, we’ll mostly use a Curve of defined values.

Click on Set Default to add all Normal and Experience type status values with a base setup.

Status Value 0: Max HP #

  • Development Type
    Select Curve.

Click on Edit Curve to open the curve dialogue.

  • Start Value (Min. Level)
    Set to 100.
  • End Value (Max. Level)
    Set to 500.
  • Interpolation
    Select Linear.

Click on Generate Curve to create the curve. Due to the high maximum value of the status value (9999), you’ll only see a small curve at the bottom of the window – enable Bar Highest Value Display to use the curve’s highest value as maximum for the display instead.

Click on Confirm to accept the curve.

Status Value 1: Max MP #

  • Development Type
    Select Curve.

Click on Edit Curve to open the curve dialogue.

  • Start Value (Min. Level)
    Set to 10.
  • End Value (Max. Level)
    Set to 50.
  • Interpolation
    Select Linear.

Click on Generate Curve to create the curve.

Click on Confirm to accept the curve.

Status Value 2: EXP #

  • Development Type
    Select Curve.

Click on Edit Curve to open the curve dialogue.

  • Start Value (Min. Level)
    Set to 0.
  • End Value (Max. Level)
    Set to 100.
  • Interpolation
    Select Linear.

Click on Generate Curve to create the curve.

Click on Confirm to accept the curve.

Status Value 3: ATK #

  • Development Type
    Select Curve.

Click on Edit Curve to open the curve dialogue.

  • Start Value (Min. Level)
    Set to 10.
  • End Value (Max. Level)
    Set to 100.
  • Interpolation
    Select Quadratic > Quadratic In.
    This gives us a slower increase at the early levels.

Click on Generate Curve to create the curve.

Click on Confirm to accept the curve.

Status Value 4: DEF #

  • Development Type
    Select Curve.

Click on Edit Curve to open the curve dialogue.

  • Start Value (Min. Level)
    Set to 15.
  • End Value (Max. Level)
    Set to 50.
  • Interpolation
    Select Linear.

Click on Generate Curve to create the curve.

Click on Confirm to accept the curve.

Status Value 5: MATK #

  • Development Type
    Select None.
    We don’t change the fighter’s MATK on level ups.
  • Start Value
    Set to 5.

Status Value 6: MDEF #

  • Development Type
    Select None.
  • Start Value
    Set to 10.

Combatants General Settings #

Next, we’ll set up the base attack for all combatants.

Navigate to Combatants > Combatants > General Settings.

Attacks & Abilities #

The general settings define the default attacks for all combatants – individual combatants can override them with their own attacks.

Equipment can also override a combatant’s attacks, e.g. a bow using a different ability than a sword.

Default Base Attack #

The base attack is the regular ability the combatant will use for the Attack command (e.g. in battle menus). It doesn’t have to be an attack, it can e.g. also be a healing ability to target allies.

  • Ability
    Select Attack.

Default Counter Attack #

Counter attacks can be used to counter when attacked – abilities that can be countered need to enable this in their Use Settings. Countering is chance-baed.

We don’t use them in this tutorial series, though, but it’s still a good idea to set up the default counter attack.

  • Ability
    Select Attack.

Fighter Combatant #

And finally, we’ll update our player’s combatant. We’ve already set up the prefab and the general settings (which cover e.g. the base attack), but we still need to use our status development.

Navigate to Combatants > Combatants and select the Fighter combatant.

Status Settings #

The status settings contain all status-related settings of the combatant.

Beside setting a status development and individual status values (that might not be covered by a status development), you can also add status bonuses, set attack/defence modifier start values, add classes and more.

We’ll just use the status development we just set up.

Status Value Settings #

  • Has Status Development
    Enable this setting.
  • Status Development
    Select Fighter.

Save Changes #

And that’s it for now.

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

 

Next, we’ll set up a simple battle AI and two enemy combatants.

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Updated on March 6, 2023
Table of Contents
  • Status Development
    • Development Settings
      • Level Range
    • Value Development
      • Status Value 0: Max HP
      • Status Value 1: Max MP
      • Status Value 2: EXP
      • Status Value 3: ATK
      • Status Value 4: DEF
      • Status Value 5: MATK
      • Status Value 6: MDEF
  • Combatants General Settings
    • Attacks & Abilities
      • Default Base Attack
      • Default Counter Attack
  • Fighter Combatant
    • Status Settings
      • Status Value Settings
  • Save Changes
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