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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
  • 12 Potion

12 Potion

Table of Contents
  • Potion Schematic
    • Settings
      • Prefabs
    • Spawn Prefab
    • Play Sound
    • Combatant Animation
    • Wait
    • Calculate Action
    • Wait
  • Potion Item
    • Item Settings
    • Use Settings
      • Battle Settings > Reuse Settings
    • Target Selection Settings
    • Target Settings > Target Changes
    • Battle Animation
  • Updating the Control Map
    • Control Key 2
      • Input Settings
      • Action Settings
      • Conditions
  • Updating Ellen
    • Inventory & Equipment > Start Inventory
  • Save Changes
  • Testing

In this tutorial we’ll set up a healing potion for the player.

This time we’re setting up an item – it’ll heal 50 HP when used.

We’ll set up:

  • potion schematic
  • potion item
  • update the control map
  • add some potions to the player’s start inventory

Let’s get to it!

Potion Schematic #

Using the potion will be pretty simple, we’ll spawn a particle effect prefab, play an animation, wait and calculate the item’s outcome.

Navigate to Schematics and start working on a new schematic.

Settings #

We’ll block the player controls while using the potion, i.e. the movement input doesn’t rotate the combatant’s game object (it wouldn’t move in any case, since we’re using root motion for that).

  • Block Player Control
    Enable this setting.

Prefabs #

We also add the particle effect prefab.

Click on Add Prefab Resource.

  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 3.
  • Prefab
    Select the Respawn prefab.
    You can find it in Assets/Tutorial Assets/EffectExamples/Misc Effects/Prefabs/.

Spawn Prefab #

Add Node > Game Object > Prefab > Spawn Prefab

We immediately spawn the prefab.

  • Prefab
    Select Prefab 0.
  • Target Type
    Select Object.
  • Object (Target Object)
    Select Machine Object.
  • Offset
    Set to X=0, Y=1, Z=0.

Play Sound #

Add Node > Audio > Audio > Play Sound

  • Object (Play On)
    Select Machin Object.
  • Audio Clip Asset
    Select zap2g.
  • Play One Shot
    Enable this setting.
  • Set Pitch
    Enable this setting.
  • Random Pitch
    Enable this setting.
  • Pitch
    Set to 0.8.
  • Pitch 2
    Set to 1.2.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

We’ll play the healing animation type – but this time we don’t wait.

  • Object
    Select Machine Object.
  • Animation Type
    Select Healing.

Wait #

Add Node > Base > Wait

We’ll wait for a second.

  • Time
    Select Value > Value.
    Set the value to 1.

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

The item’s outcome will be calculated at this point, i.e. the user is healed now.

No further setup needed here.

Wait #

And we wait for another second, so just copy the previous Wait node.

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

Potion Item #

Next, we’ll set up the potion itself. It’ll heal 50 HP, is used on the user itself (i.e. no target selection) and has a reuse time of 10 seconds.

Navigate to Inventory > Items and change the Default item.

  • Name
    Set to Potion.
  • Sprite (Icon)
    Select icons_54.

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.

Item Settings #

  • Item Type
    Select Useables.

Use Settings #

  • Useable In
    Select Both.

Battle Settings > Reuse Settings #

We’ll set up a reuse time of 10 seconds.

  • Own Reuse Time
    Enable this setting.

Click on Add Reuse Time.

  • Reuse Type
    Select Time.
  • Reuse After
    Select Value > Value.
    Set the value to 10.

Target Selection Settings #

The item should only be used on the user itself.

  • Target Type
    Select Self.

Target Settings > Target Changes #

Click on Add Target Change.

Click on Add Status Change.

  • Change Type
    Select Status Value.
  • Status Value
    Select HP.
  • Operator
    Select Add.
  • Change Value
    Select Value > Value.
    Set the value to 50.

Battle Animation #

Click on Add Battle Animation.

  • Schematic Asset
    Select Potion.

Updating the Control Map #

We’ll now update the control map.

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

Control Key 2 #

Click on Add Control Key.

Input Settings #

  • Input Key
    Select Potion.

Action Settings #

  • Type
    Select Action.
  • Action
    Select Item.
  • Item
    Select Potion.

Conditions #

  • During Target Selection
    Disable this setting.

Updating Ellen #

And finally, we add a few potions to Ellen’s start inventory.

Navigate to Combatants > Combatants and select Ellen.

Inventory & Equipment > Start Inventory #

Click on Add Item.

  • Type
    Select Item.
  • Item
    Select Potion.
  • Quantity
    Select Value > Value.
    Set the value to 10.

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 use a potion (or get hit a few time first).

Remember, the potion key is Q.

And it’s working.

 

Next, we’ll add grenades!

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Updated on January 27, 2022
Table of Contents
  • Potion Schematic
    • Settings
      • Prefabs
    • Spawn Prefab
    • Play Sound
    • Combatant Animation
    • Wait
    • Calculate Action
    • Wait
  • Potion Item
    • Item Settings
    • Use Settings
      • Battle Settings > Reuse Settings
    • Target Selection Settings
    • Target Settings > Target Changes
    • Battle Animation
  • Updating the Control Map
    • Control Key 2
      • Input Settings
      • Action Settings
      • Conditions
  • Updating Ellen
    • Inventory & Equipment > Start Inventory
  • Save Changes
  • Testing
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