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2D RPG Quickstart

30
  • 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

30
  • 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

24
  • 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

53
  • 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

20
  • 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

17
  • 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

10
  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Animating Target Selection
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

16
  • 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: Battle Actions 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

13
  • 2.5D Setup
  • Body Part Weakpoint
  • Click Attack
  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Local Multiplayer
  • Multi Interaction Controllers
  • Target Selection Lines
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 3D Action RPG
  • 09 Rolling on the Floor
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09 Rolling on the Floor

In this tutorial we’ll set up the player’s roll ability.

The roll ability will simply roll on the floor, e.g. to use it as an evasive maneuver. Rolling will cost stamina and also grants damage immunity for a short time.

We’ll set up:

  • the roll schematic
  • the damage immunity (status effect)
  • the roll ability
  • update Ellen (adding the ability)
  • update the control map

Let’s roll!

Roll Schematic #

First, we’ll set up the schematic animating the roll. It’s pretty simple, we’ll play a sound and an animation.

Navigate to Schematics and start working on a new schematic.

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

This node will calculate the outcome of the action – i.e. it’ll consume the use costs (stamina) and add the damage immunity effect.

No further settings needed in this node.

Play Sound #

Add Node > Audio > Audio > Play Sound

We’ll play a selected audio clip.

  • Object (Play On)
    Select Machine Object.
  • Audio Clip Asset
    Select footstep06.
  • Play One Shot
    Enable this setting.
  • Set Pitch
    Enable this setting.
  • Random Pitch
    Enable this setting.
  • Pitch
    Set to 0.4.
  • Pitch 2
    Set to 0.6.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

We’ll play the Roll animation type and wait for most of it.

  • Object
    Select Machine Object.
  • Animation Type
    Select Roll.
  • Wait
    Enable this setting.
  • Normalized Time (Wait)
    Set to 0.7.

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as EllenRoll.

Damage Immunity Status Effect #

Status effects can block changes to status values – we’ll block negative changes to HP for a second.

Navigate to Status > Status Effects and add a new status effect.

  • Name
    Set to Damage Immunity.

End Settings #

The effect will end after a second.

  • End After
    Select Time.
  • Duration
    Select Value > Value.
    Set the value to 1.

Change Settings > Status Changes #

We’ll block negative changes to HP.

Click on Add Status Change.

  • Change Type
    Select Block Status Value.
  • Status Value
    Select HP.
  • Change Block
    Select Negative.

That’s it for the effect’s setup.

Roll Ability #

The roll ability will cost 20 stamina, is just used on the user itself and doesn’t have any target changes – instead, it’ll use a user change to add the damage immunity effect. It’s also not cancelable (like the attacks).

Navigate to Status > Abilities and add a new ability.

  • Name
    Set to Roll.

Ability Settings #

  • Ability Type
    Select Default.
  • Useable In
    Select Both.

Target Selection Settings #

We’ll use the Self default target selection (see target selection templates for more details on this topic).

  • Target Selection Type
    Select Default Self.

User Settings > Use Costs #

We’ll set up the stamina cost.

  • Auto Consume
    Select Always.

Status Changes #

Click on Add Status Change.

  • Change Type
    Select Status Value.
  • Status Value
    Select Stamina.
  • Operator
    Select Sub.
  • Change Value
    Select Value > Value.
    Set the value to 20.

Battle Animation #

Click on Add Battle Animation.

  • Schematic Asset
    Select EllenRoll.

User Settings > User Changes #

We’ll add the damage immunity effect.

Click on Add Status Change.

  • Change Type
    Select Status Effect.
  • Change
    Select Add.
  • Status Effect
    Select Damage Immunity.

Updating Ellen #

We need to add the ability to Ellen.

Navigate to Combatants > Combatants and select Ellen.

Attacks & Abilities > Ability Development #

To be able to use an ability, a combatant needs to know it.

We add the Roll ability to be learned at level 1, so we have it available at the start of the game.

Click on Add Ability.

  • Learn at Level
    Set to 1.
  • Ability
    Select Roll.

Updating the Control Map #

All that’s left to do is add the roll ability to the control map.

Navigate to Base/Control > Control Maps and select the Default control map.

Control Key 1 #

Click on Add Control Key.

Input Settings #

  • Input Key
    Select Roll.

Action Settings #

  • Type
    Select Action.
  • Action Type
    Select Ability.
  • Ability
    Select Roll.

Conditions #

  • During Target Selection
    Disable this setting.

Save Changes #

And that’s it!

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Testing #

Hit play and roll around!

Our player controls aren’t blocked, so we can even change the direction of the roll (in case you don’t want that, enable the Block Player Control setting in the schematic’s Settings node).

Since our player is moved using root motion in the animator, the movement is handled by the rolling animation – our player control input just changes the direction, but since the roll animation is playing, the animator doesn’t play the movement animations.

You can also change the direction of the attacks, since the player control isn’t blocked there as well.

If you time it right, you can use the roll to avoid getting damaged.

 

Next, we’ll add a new enemy, the spitter!

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Table of Contents
  • Roll Schematic
    • Calculate Action
    • Play Sound
    • Combatant Animation
  • Damage Immunity Status Effect
    • End Settings
    • Change Settings > Status Changes
  • Roll Ability
    • Ability Settings
    • Target Selection Settings
    • User Settings > Use Costs
      • Status Changes
    • Battle Animation
    • User Settings > User Changes
  • Updating Ellen
    • Attacks & Abilities > Ability Development
  • Updating the Control Map
    • Control Key 1
      • Input Settings
      • Action Settings
      • Conditions
  • Save Changes
  • Testing
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