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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
  • 14 Random Battles

14 Random Battles

Table of Contents
  • Battle Scene Variable
    • Variable Changer
      • Variable Change Settings
      • Start Settings
  • Adding Random Battles
    • Transform
    • Random Battle Area
      • Random Battle Settings
      • Combatant Settings
    • Box Collider 2D
  • Testing

In this tutorial we’ll add random battles to our game.

For now, we’ll only add them to the Forest scene (Assets/Scenes/), so open it.

We’ll do two things:

  • set the battle scene variable
  • add a random battle area

Let’s get to it.

Battle Scene Variable #

Create a new empty game object using the scene hierarchy’s context menu: Create Empty

Change the newly created game object’s name to Set Battle Scene.

Variable Changer #

Add a Variable Changer component to the game object using the component menu.

Variable changers are used to change, well, variables – without having to go through a schematic. They can e.g. be started automatically when loading the scene (which we’ll do), when entering a trigger or started by interacting with them.

Variable Change Settings #

We’ll set the battleScene string variable to the scene name we want our battles to take place in.

Click on Add Variable.

  • Change Type
    Select Variable.
    We’ll directly change a variable instead of using a template.
  • Variable Key
    Set to: battleScene
  • String Type
    Select Value > Value.
    I.e. the variable key is defined directly as a value, this is the standard way for variable keys, which you’ll use in 99.9% of the use cases.
  • Variable Origin
    Select Global.
  • Type
    Select String.
  • Operator
    Select Set.
  • String Value
    Set to: Battle Forest
    You might notice that the string value fields automatically have all scene names available for selection (at least of the scenes added to the Unity build settings).

Start Settings #

These settings define how the variable change is started – we’ll use the Auto setting’s Start start type (i.e. the machine will start when the level was loaded or the game object was instantiated).

Components like the Variable Changer have quick-setup buttons available, the Autostart button will handle the setup for us.

Click on Autostart.

That’s it for the variable changer – now, each time we enter this scene, the battle scene used by the battle start schematic will automatically be set to the Battle Forest scene.

Adding Random Battles #

Next, we’ll set up the Random Battle Area. This component will start battles while the player moves within it’s trigger.

We can use the scene hierarchy’s context menu to create a ready-to-use setup for us: ORK Framework > Battle > Random Battle Area (2D)

This’ll create a new game object with a Random Battle Area component and a Box Collider 2D used as trigger.

Let’s adjust it to our needs.

Transform #

We’ll position it at the center of the scene.

  • Position
    Set to X=0, Y=0, Z=0.

Random Battle Area #

Now, let’s set up how often a random battle happens and which enemies can appear.

Random Battle Settings #

The Random Chance Settings in combination with the distance settings determine how often a battle happens. We’ll keep the default settings for battle chance and check interval.

  • Battle Chance
    Set to 10.
    There’s a 10% chance to start a battle when checked.
    Seems pretty high on it’s own.
  • Check Interval
    Set to 0.5.
    The time between performing 2 checks.
    I.e. there are 2 checks per second possible.

We can control how often a battle starts via the distance settings.

  • Minimum Move Distance
    Set to 0.1.
    The player needs to move at least 0.1 world units between checks.
  • Minimum Distance
    Set to 5.
    The next battle can start after the player has moved at least 5 world units.
  • Maximum Distance
    Set to 15.
    A battle will start without check if the player moved for 15 (or more) world units since the last battle.

Combatant Settings #

We’ll add multiple combatants/groups that will be used for random battles. Which one is used is determined by a chance check – each combatant/group we add defines the chance it has to occur.

The total of all chances should be 100 to have a full range of possible enemies. However, you can also define less or more – less would mean that if no enemy was found, no battle occurs. More, well, all exceeding the maximum chance (100 for all chance checks, can be changed in Game > Game Settings) would never occur. You can see the total chance of all added combatants/groups at the top of the component’s settings.

Let’s get to it. We’ll begin with editing the already added Combatant 0.

  • Chance
    Set to 50.
  • Faction
    Select Enemies.
  • Use Group
    Disable this setting.
  • Combatant
    Select Blue Mushroom.

Copy the Combatant 0 setup and change the following settings.

  • Chance
    Set to 30.
  • Combatant
    Select Red Mushroom.

Copy the Combatant 1 setup and change the following settings.

  • Chance
    Set to 20.
  • Use Group
    Enable this setting.
  • Combatant Group
    Select Mushroom x2.

That sums up to 100 percent – 50% chance to fight a blue mushroom, 30% chance to fight a red mushroom, 20% chance to fight 2 random mushrooms.

Box Collider 2D #

And finally, we’ll adjust the size of the box collider to wrap around the whole scene, basically the same as the camera border.

  • Size
    Set to X=40, Y=30.

That’s it for the random battle setup.

Save the changes you’ve made in the scene.

Testing #

It’s finally time to fight! Hit play right in the Forest scene (since we earlier set up our game starter), or open the Town scene and go to the forest from there.

Everything seems to be working, we zoom into the battle and can attack the enemy (and get attacked or poisoned back).

Since our player doesn’t have any abilities (beside the base attack), the Ability battle menu option currently has nothing to display – also, there are no items in the player’s inventory, so the Item battle menu option is grayed out.

However, the actions appear to be happening at the same time. This is due to them not yet being animated, so they’re over in an instant.

 

So, next, we’ll start animating our actions.

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Updated on March 8, 2023
Table of Contents
  • Battle Scene Variable
    • Variable Changer
      • Variable Change Settings
      • Start Settings
  • Adding Random Battles
    • Transform
    • Random Battle Area
      • Random Battle Settings
      • Combatant Settings
    • Box Collider 2D
  • Testing
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