In this tutorial we’ll add new enemies and random battles for the deep forest.
We’ll set up:
- 4 enemies (bandit, dwarf, dwarf knight and vampire)
- combatant groups
- random battles in the deep forest
Let’s get to it!
Bandit #
The bandit is a level 5 enemy and uses the Stun Attack as an ability. It’ll also have a small weakness against all elements.
Navigate to Combatants > Combatants and add a new combatant.
Content Information #
- Name
Set to: Bandit
Base Settings > Prefab Settings #
- Prefab
Select the Bandit prefab.
You can find it in Assets/Tutorial Assets/Prefabs/Combatants/Enemies/.
Status Settings #
- Start Level
Set to 5.
Status Value Settings > Status Values #
Click on Set Default to add all Normal type status values with a default start value.
I’ll just list the status values and their start value here – i.e. you need to change the Start Value setting for each of the Initial Status Value settings.
- Max HP
Set to 75. - Max MP
Set to 10. - ATK
Set to 25. - DEF
Set to 10. - MATK
Set to 1. - MDEF
Set to 1.
Status Value Settings > Experience Reward #
Click on Add Experience Reward.
- Status Value
Select EXP. - Reward Value
Select Value > Value.
Set the value to 8.
Modifier Settings > Attack Modifier Start Values #
Click on Set All to add all attack modifier attributes with their default start values.
I’ll just list the attributes and their start value here – i.e. you need to change the Start Value setting for each of the Attack Modifier Start Value settings.
- Fire
Set to 125. - Water
Set to 125. - Earth
Set to 125. - Wind
Set to 125.
Attacks & Abilities > Ability Development #
Click on Add Ability.
- Ability
Select Stun Attack.
Inventory & Equipment > Loot Settings #
We’ll add the Random Weapon loot in addition to the default loot defined in the general settings.
- Loot Origin
Select Loot.
Click on Add Loot.
- Loot
Select Random Weapon.
Dwarf #
The dwarf will use the Boost and Protect abilities.
Copy the Bandit combatant and change the following settings.
Content Information #
- Name
Set to: Dwarf
Base Settings > Prefab Settings #
- Prefab
Select the Dwarf prefab.
Status Settings #
- Start Level
Set to 6.
Status Value Settings > Status Values #
I’ll just list the status values and their start value here – i.e. you need to change the Start Value setting for each of the Initial Status Value settings.
- Max HP
Set to 65. - Max MP
Set to 30. - ATK
Set to 18. - DEF
Set to 15. - MATK
Set to 1. - MDEF
Set to 12.
Status Value Settings > Experience Reward #
- Reward Value
Select Value > Value.
Set the value to 7.
Modifier Settings > Attack Modifier Start Values #
I’ll just list the attributes and their start value here – i.e. you need to change the Start Value setting for each of the Attack Modifier Start Value settings.
- Fire
Set to 75. - Water
Set to 150. - Earth
Set to 0. - Wind
Set to 125.
Attacks & Abilities > Ability Development #
The dwarf will use Boost and Protect.
Learn Ability 0 #
- Ability
Select Boost.
Learn Ability 1 #
Click on Add Ability.
- Ability
Select Protect.
Inventory & Equipment > Loot Settings #
Instead of a random weapon, we’ll give a Random Armor.
- Loot
Select Random Armor.
Battle Settings > Battle AI #
We’ll replace the default battle AI (25% chance to use an ability) with a 50% ability setup.
- Replace Default
Enable this setting.
Click on Add Battle AI.
- Battle AI
Select Random Ability 50%.
Dwarf Knight #
The dwarf knight will use elemental attacks (fire and water).
Copy the Dwarf combatant and change the following settings.
Content Information #
- Name
Set to: Dwarf Knight
Base Settings > Prefab Settings #
- Prefab
Select the DwarfKnight prefab.
Status Settings #
- Start Level
Set to 8.
Status Value Settings > Status Values #
I’ll just list the status values and their start value here – i.e. you need to change the Start Value setting for each of the Initial Status Value settings.
- Max HP
Set to 95. - Max MP
Set to 10. - ATK
Set to 28. - DEF
Set to 30. - MATK
Set to 1. - MDEF
Set to 15.
Status Value Settings > Experience Reward #
- Reward Value
Select Value > Value.
Set the value to 12.
Modifier Settings > Attack Modifier Start Values #
I’ll just list the attributes and their start value here – i.e. you need to change the Start Value setting for each of the Attack Modifier Start Value settings.
- Fire
Set to 150. - Water
Set to 75. - Earth
Set to -25.
I.e. earth attacks will heal the combatant. - Wind
Set to 150.
Attacks & Abilities > Ability Development #
The dwarf will use Water Attack and Earth Attack.
Learn Ability 0 #
- Ability
Select Water Attack.
Learn Ability 1 #
- Ability
Select Earth Attack.
Inventory & Equipment > Loot Settings #
We’ll give a Random Weapon.
- Loot
Select Random Weapon.
Vampire #
The vampire will use elemental magic.
Copy the Dwarf Knight combatant and change the following settings.
Content Information #
- Name
Set to: Vampire
Base Settings > Prefab Settings #
- Prefab
Select the Vampire prefab.
Status Settings #
- Start Level
Set to 10.
Status Value Settings > Status Values #
I’ll just list the status values and their start value here – i.e. you need to change the Start Value setting for each of the Initial Status Value settings.
- Max HP
Set to 80. - Max MP
Set to 100. - ATK
Set to 5. - DEF
Set to 6. - MATK
Set to 20. - MDEF
Set to 25.
Status Value Settings > Experience Reward #
- Reward Value
Select Value > Value.
Set the value to 15.
Modifier Settings > Attack Modifier Start Values #
The vampire is weak to fire but strong against the rest.
I’ll just list the attributes and their start value here – i.e. you need to change the Start Value setting for each of the Attack Modifier Start Value settings.
- Fire
Set to 200. - Water
Set to 50. - Earth
Set to 50. - Wind
Set to 50.
Attacks & Abilities > Ability Development #
The vampire uses Water, Earth and Wind magic.
Learn Ability 0 #
- Ability
Select Water.
Learn Ability 1 #
- Ability
Select Earth.
Learn Ability 2 #
Click on Add Ability.
- Ability
Select Wind.
Inventory & Equipment > Loot Settings #
We’ll give a Random Accessory.
- Loot
Select Random Accessory.
Battle Settings > Battle AI #
We increase the ability use to 75%.
- Battle AI
Select Random Ability 75%.
Combatant Groups #
We’ll add a few more combatant groups – mushrooms with bandits, mushrooms with more bandits, and 2 dwarfs.
Navigate to Combatants > Combatant Groups and copy the Mushroom x2 group.
Mushrooms x2 + Bandit #
We already have the group set up with 2 (random) mushrooms, so all we need to do is add another combatant.
- Name
Set to: Mushroom x2 + Bandit
Combatants #
Click on Add Combatant and change the newly added Combatant 2.
- Combatant
Select Bandit.
Mushrooms x2 + Bandit x2 #
Copy the Mushroom x2 + Bandit group, we’ll add another bandit.
- Name
Set to: Mushroom x2 + Bandit x2
Combatants #
Copy the Combatant 2 settings.
The newly added Combatant 3 will already have the Bandit selected.
Dwarf x2 #
Add a new combatant group.
- Name
Set to: Dwarf x2
Combatants #
We’ll change the already added first combatant (Combatant o).
- Combatant
Select Dwarf.
Click on Add Combatant to add another combatant
- Combatant
Select Dwarf Knight.
Save Changes #
And that’s it for the editor!
Save the changes using the Save Settings button at the bottom of the editor.
Battle Scene Variable #
Open the Deep Forest scene (Asset/Scenes/), we’ll add random battles with our new combatants and groups. First, we’ll set the battle scene that’ll be loaded.
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 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. - Variable Key
Set to: battleScene - String Type
Select Value > Value. - Variable Origin
Select Global. - Type
Select String. - Operator
Select Set. - String Value
Set to: Battle Deep Forest
Start Settings #
Click on Autostart to automatically set the variable when entering the scene.
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 Deep Forest scene.
Adding Random Battles #
Next, we’ll set up the Random Battle Area.
Use the scene hierarchy’s context menu: ORK Framework > Battle > Random Battle Area (2D)
Transform #
We’ll position it at the center of the scene.
- Position
Set to X=0, Y=0, Z=0.
Random Battle Area #
We’ll add a bunch of individual combatants and groups – the total of their chances should be 100 %.
Random Battle Settings #
We’ll use a higher chance than in the regular Forest scene.
- Battle Chance
Set to 20. - Check Interval
Set to 0.5. - Minimum Move Distance
Set to 0.1. - Minimum Distance
Set to 3. - Maximum Distance
Set to 10.
Combatant Settings #
We’ll begin with editing the already added Combatant 0.
- Chance
Set to 30. - Faction
Select Enemies. - Use Group
Disable this setting. - Combatant
Select Bandit.
Copy the Combatant 0 setup and change the following settings.
- Chance
Set to 20. - Combatant
Select Dwarf.
Copy the Combatant 1 setup and change the following settings.
- Chance
Set to 15. - Combatant
Select Dwarf Knight.
Copy the Combatant 2 setup and change the following settings.
- Chance
Set to 10. - Combatant
Select Vampire.
Copy the Combatant 3 setup and change the following settings.
- Use Group
Enable this setting. - Combatant Group
Select Mushroom x2 + Bandit.
Copy the Combatant 4 setup and change the following settings.
- Chance
Set to 5. - Combatant Group
Select Mushroom x2 + Bandit x2.
Copy the Combatant 4 setup and change the following settings.
- Chance
Set to 10. - Combatant Group
Select Dwarf x2.
That sums up to 100 percent.
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 #
Hit play in the Deep Forest scene (or any other scene and run there) and start a battle.
And it’s working – the enemies are tough for our poor level 1 players, though.
This finishes the battle-related setup of this tutorial series.
Next, we’ll start setting up menus.