In this tutorial we’ll set up more abilities.
We’ll add magic attack spells and support abilities
We’ll set up:
- fire, water, earth and wind magic
- healing magic
- attack boosting magic (boost effect)
- defence boosting magic (protect effect)
Let’s get to it.
Fire #
This magic spell is similar to the Fire Attack ability, but does magical damage, consumes more MP and is animated with a different schematic.
Open the Makinom editor, navigate to Status > Abilities and copy the Fire Attack ability.
Content Information #
- Name
Set to: Fire - Description
Set to: Fire elemental magic spell - Sprite (Icon)
Select icons_263.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ability Settings #
The ability is a spell, not a skill.
- Ability Type
Select Spells.
User Settings > Use Cost > Status Changes #
Using the ability costs 5 MP.
- Change Value
Select Value > Value.
Set the value to 5.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
We’ll change the used formula and also increase the damage by changing the efficiency of the status change.
The attack modifier attribute is already correctly set to Fire.
- Change Value
Select Value > Formula.
Select the Magical Damage formula. - Efficiency
Select Value > Value.
Set the value to 2.
Battle Animation > Battle Animation 0 #
We change the schematic, replace the used prefab and the audio clip.
- Schematic Asset
Select the Use schematic.
Resource Overrides #
We’ll change the prefab.
- Time (Auto Destroy After Time)
Set to 1.1. - Prefab
Select the Flame prefab.
You can find it in Assets/Tutorial Assets/Prefabs/Effects/.
Just like replacing prefabs of the schematic, we can use different audio clips when they’re defined in the Settings node.
Click on Add Audio Clip Override.
- Audio Clip
Select the Fire3 audio clip.
You can find it in Assets/Tutorial Assets/Ninja.Adventure/Sounds/Game/
Water #
Copy the Fire ability and change the following settings.
Content Information #
- Name
Set to: Water - Description
Set to: Water elemental magic spell - Sprite (Icon)
Select icons_357.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
We’ll change the element to water.
- Attribute
Select Water.
Battle Animation > Battle Animation 0 > Resource Overrides #
We’ll change the prefab and audio clip.
- Prefab
Select the Water prefab. - Audio Clip
Select the Explosion3 audio clip.
Earth #
Copy the Water ability and change the following settings.
Content Information #
- Name
Set to: Earth - Description
Set to: Earth elemental magic spell - Sprite (Icon)
Select icons_255.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
We’ll change the element to earth.
- Attribute
Select Earth.
Battle Animation > Battle Animation 0 > Resource Overrides #
We’ll change the prefab and audio clip.
- Prefab
Select the Earth prefab. - Audio Clip
Select the Explosion2 audio clip.
Wind #
Copy the Earth ability and change the following settings.
Content Information #
- Name
Set to: Wind - Description
Set to: Wind elemental magic spell - Sprite (Icon)
Select icons_363.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
We’ll change the element to wind.
- Attribute
Select Wind.
Battle Animation > Battle Animation 0 > Resource Overrides #
We’ll change the prefab and audio clip.
- Prefab
Select the Wind prefab. - Audio Clip
Select the Hit7 audio clip.
Heal #
Our first support magic will heal the target’s HP – i.e. we also change it to target allies instead of enemies.
Copy the Wind ability and change the following settings.
Content Information #
- Name
Set to: Heal - Description
Set to: Restores some HP - Sprite (Icon)
Select icons_270.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ability Settings #
This is a support ability, and we’ll also allow using it outside battles.
- Ability Type
Select Support. - Useable In
Select Both.
Target Selection Settings #
We want to target a single ally.
- Target Selection Type
Select Default Ally > Ally Single.
User Settings > Use Cost > Status Changes #
Using the ability costs 8 MP.
- Change Value
Select Value > Value.
Set the value to 8.
Target Settings > Target Changes > Target Change 0 #
The target shouldn’t play the Hit sound type as we’ve set it up for our attacks.
- Use Sound Type
Disable this setting.
Status Change 0 #
We’ll heal HP based on the MATK of the user and don’t use an attack modifier.
- Operator
Select Add. - Change Value
Select Combatant > Status Value. - Status Value (Change Value)
Select MATK. - Efficiency
Select Value > Value.
Set the value to 5. - Use Modifier Changes
Disable this setting.
Battle Animation > Battle Animation 0 > Resource Overrides #
We’ll change the prefab and remove the audio clip override.
- Time (Auto Destroy After Time)
Set to 0.55. - Prefab
Select the SmokeGreen prefab.
Remove the Audio Clip Override 0.
Boost #
This support ability will add the Boost status effect instead of healing the ally.
Copy the Heal ability and change the following settings.
Content Information #
- Name
Set to: Boost - Description
Set to: Increases ATK and MATK - Sprite (Icon)
Select icons_242.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Ability Settings #
The ability should only be useable in battle.
- Useable In
Select Battle.
User Settings > Use Cost > Status Changes #
Using the ability costs 10 MP.
- Change Value
Select Value > Value.
Set the value to 10.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
We’ll ad a status effect instead of healing HP.
- Change Type
Select Status Effect. - Change
Select Add. - Status Effect
Select Boost.
Battle Animation > Battle Animation 0 > Resource Overrides #
- Time (Auto Destroy After Time)
Set to 1.1. - Prefab
Select the ShieldYellow prefab.
Protect #
We’ll add the Protect status effect.
Copy the Boost ability and change the following settings.
Content Information #
- Name
Set to: Protect - Description
Set to: Increases DEF and MDEF - Sprite (Icon)
Select icons_244.
Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
We’ll change the used status effect.
- Status Effect
Select Protect.
Battle Animation > Battle Animation 0 > Resource Overrides #
- Prefab
Select the ShieldBlue prefab.
Save Changes #
And that’s it!
Save the changes using the Save Settings button at the bottom of the editor.
Next, we’ll add the 2nd player combatant – the caster.