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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: 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
  • 3D Action RPG
  • 09 Rolling on the Floor

09 Rolling on the Floor

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

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.

We’ll set up:

  • the roll schematic
  • 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.

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.

Roll Ability #

The roll ability will cost 20 stamina, is just used on the user itself and doesn’t have any target changes. 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 #

  • Target Type
    Select Self.
    The ability is used on the user without any target selection.

User Settings > Use Costs #

  • 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.

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.

 

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

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Updated on February 11, 2022
Table of Contents
  • Roll Schematic
    • Play Sound
    • Combatant Animation
  • Roll Ability
    • Ability Settings
    • Target Selection Settings
    • User Settings > Use Costs
      • Status Changes
    • Battle Animation
  • 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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