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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
  • 21 Loot, Start Equipment & Viewers

21 Loot, Start Equipment & Viewers

Table of Contents
  • Loot
    • Random Weapon
      • Loot Table 0
    • Random Armor
      • Loot Table 0
    • Random Accessory
      • Loot Table 0
  • Player Equipment
    • Inventory & Equipment > Available Equipment
      • Available Equipment Slots
      • Available Equipment
      • Available Item Types
    • Inventory & Equipment > Start Equipment
  • Save Changes
  • Equipment Viewer
    • Equipment Viewer Settings
    • Display Conditions
  • Testing

In this tutorial we’ll continue our equipment setup.

With all equipment for this game set up, we’ll now add a loot table to get it dropped by enemies, set up the player’s start equipment and add an Equipment Viewer to the player’s prefab.

We’ll set up:

  • loot
  • available and start equipment for the player
  • equipment viewer on the combatant prefab

Let’s get to it!

Loot #

We’ll add more loot to get random equipment from harder enemies (we’ll add them later).

We’ve already set up loot before, so let’s jump right into it.

Open the Makinom editor, navigate to Combatants > Loot and add a new loot setup.

Random Weapon #

We’ll give a random weapon, but this time we’ll use a different setup.

  • Name
    Set to: Random Weapon

Loot Table 0 #

Click on Add Loot Table.

  • Get Random
    Enable this setting.
  • Use Chance Selection
    Enable this setting.
    Instead of selecting an item randomly and using it’s chance check, this’ll calculate a chance and check the added items one after the other, adding their chance.
    E.g. random chance is 30:
    First item has 5% chance and fails.
    2nd item has 15% chance – 5+15=20, still fails.
    3rd item has 20% chance – 20+20=40, success!

Click on Add Item.

  • Type
    Select Equipment.
  • Equipment
    Select Sword.
  • Quantity
    Select Value > Value.
    Set the value to 1.
  • Chance
    Select Value > Value.
    Set the value to 15.

Copy the Sword item.

  • Equipment
    Select Axe.
  • Chance
    Set the value to 10.

Copy the Axe item.

  • Equipment
    Select Staff.
  • Chance
    Set the value to 5.

Random Armor #

We’ll give a random armor.

Add a new loot setup.

  • Name
    Set to: Random Armor

Loot Table 0 #

Click on Add Loot Table.

  • Get Random
    Enable this setting.
  • Use Chance Selection
    Enable this setting.

Click on Add Item.

  • Type
    Select Equipment.
  • Equipment
    Select Leather Armor.
  • Quantity
    Select Value > Value.
    Set the value to 1.
  • Chance
    Select Value > Value.
    Set the value to 15.

Copy the Leather Armor item.

  • Equipment
    Select Cloth Vest.
  • Chance
    Set the value to 10.

Random Accessory #

We’ll give a random accessory.

Add a new loot setup.

  • Name
    Set to: Random Accessory

Loot Table 0 #

Click on Add Loot Table.

  • Get Random
    Enable this setting.
  • Use Chance Selection
    Enable this setting.

Click on Add Item.

  • Type
    Select Equipment.
  • Equipment
    Select Poison Charm.
  • Quantity
    Select Value > Value.
    Set the value to 1.
  • Chance
    Select Value > Value.
    Set the value to 5.

Copy the Poison Charm item.

  • Equipment
    Select Stun Charm.

Copy the Stun Charm item.

  • Equipment
    Select Elemental Brooch.

Player Equipment #

We’ll set up which equipment the player can equip and the start equipment.

Navigate to Combatants > Combatants and select the Fighter combatant.

Inventory & Equipment > Available Equipment #

By default, combatants will have all equipment slots and can equip all equipment – we’ll change that for our player.

  • Available Equipment
    Select Custom.

Available Equipment Slots #

Defines the equipment slots that are available to the combatant (at the start – they can be added and removed during the game, e.g. by bonuses from other equipment, status effects or via schematics).

  • All Equipment Slots
    Enable this setting.
    The combatant will have all slots.

Available Equipment #

We’ll allow all equipment except the Staff.

  • Exclude Equipment
    Enable this setting.
    The equipment defined here will be excluded from the combatant, i.e. it can’t be equipped.

Click on Add Equipment.

  • Equipment
    Select Staff.

Available Item Types #

You can also allow/exclude equipment by it’s item type.

In larger projects with many different equipment, it’s recommended to use this method for an easier setup. E.g. using different sub item types to organize your equipment, using different types for swords, axes, staves or light and heavy armor.

Inventory & Equipment > Start Equipment #

We’ll now set up the start equipment of the player – we’ll just have a sword equipped.

Start equipment can be set up for different level ranges via the Start Level and Maximum Level settings. E.g. when enemy combatants with status development can spawn with different levels in your game, you might want them to give different equipment based on that.

Click on Add Start Equipment.

  • Start Level
    Set to 1.
  • Maximum Level
    Set to 10.

Click on Add Equipment Slot.

  • Equipment Slot
    Select Weapon.
  • Equipment
    Select Sword.

Save Changes #

That’s it for the editor setup.

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

Equipment Viewer #

We’ll now add an Equipment Viewer component to our player’s prefab.

If you remember, all our (player) combatant prefabs are variants of a base prefab, so we only need to make changes to the base prefab.

Open the CombatantBase prefab for editing, you can find it in Assets/Tutorial Assets/Prefabs/Combatants/. The structure is like this:

Select the CombatantBase > Mount > Weapon child object – that’s where the weapon will be displayed.

Add an Equipment Viewer component using the component menu.

Equipment Viewer Settings #

  • Equipment Slot
    Select Weapon.

Display Conditions #

We’re using the bool variable showWeapon stored in a combatant’s object variables to show the weapon during attacks.

For this, we need to set up a display condition checking that variable.

Click on Add Condition.

  • Condition Type
    Select Variable.

Click on Add Variable.

  • Condition Type
    Select Variable.
  • Variable Key
    Set to: showWeapon
  • Variable Origin
    Select Object.
    We’ll use the combatant’s variables.
  • Game Object
    Select User.
    This’ll use the combatant.
  • Is Valid
    Enable this setting.
    The check needs to be valid.
  • Type
    Select Bool.

And that’s it for the prefab – save the changes and close editing the prefab.

Testing #

Hit play and start a battle.

The weapon is displayed when the player attacks – and we’re doing more damage due to the ATK bonus of the sword.

The positioning of the weapon could be a bit better, feel free to adjust that either in the combatant’s prefab or using the equipment’s prefab settings (there’s a Position Offset setting for that).

 

Next, we’ll add magic and support abilities that’ll be used by our 2nd player and harder enemies.

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Updated on March 8, 2023
Table of Contents
  • Loot
    • Random Weapon
      • Loot Table 0
    • Random Armor
      • Loot Table 0
    • Random Accessory
      • Loot Table 0
  • Player Equipment
    • Inventory & Equipment > Available Equipment
      • Available Equipment Slots
      • Available Equipment
      • Available Item Types
    • Inventory & Equipment > Start Equipment
  • Save Changes
  • Equipment Viewer
    • Equipment Viewer Settings
    • Display Conditions
  • Testing
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