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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 RPG Playground
  • ANIM 03 Abilities & Items
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ANIM 03 Abilities & Items

In this tutorial we’ll set up schematics to animate (some) abilities and items.

This tutorial continues the sub-series for animating battles.

We’ll set up 3 variants of a schematic that’ll spawn a particle effect, play an audio clip and calculate the outcome of a battle action.

The difference is where we spawn the particle effect – either at the game object itself, it’s Center child object or it’s Top child object. Those child objects are already set up on our combatant prefabs – and if they’re not there, it’d just use the game object itself.

Calculate Effect Schematic #

First, we’ll set up the base variant for the calculate schematic. It’ll spawn a prefab, play an audio clip and calculate the outcome of the action.

We don’t need to handle destroying the prefabs in the schematic – we’ll use the Auto Destroy After Time setting when defining the prefabs in abilities and items to do this automatically for us.

Create a new schematic.

Settings #

We’ll add a prefab and audio clip to the schematic – however, we don’t select assets for them.

We’ll later use the asset override settings to set them depending on which item or ability they’re used in.

Prefabs #

Click on Add Prefab Resource.

Audio Clips #

Click on Add Audio Clip Resource.

Spawn Prefab #

Add Node > Game Object > Prefab > Spawn Prefab

We’ll spawn the prefab on the target (Starting Object).

  • Prefab
    Select Prefab 0.
  • Use Prefab Rotation
    Enable this setting.
  • Target Type
    Select Object.
  • Object (Target Object)
    Select Starting Object.
  • Spawn At
    Select All.

Play Sound #

Add Node > Audio > Audio > Play Sound

Play the audio clip on the target.

  • Object (Play On)
    Select Starting Object.
  • Audio Clip
    Select 0: (the audio clip we set up).
  • Play One Shot
    Enable this setting.

Wait #

Add Node > Base > Wait

We’ll wait for a short while to have the effect/audio do it’s thing before we calculte the outcome.

  • Time
    Select Value > Value.
    Set the value to 0.5.

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

This node is used to calculate the outcome of an action. See this documentation for more details.

We don’t need to make any changes to it’s settings.

Wait #

Add Node > Base > Wait

We’ll wait a second for the effect to continue before the action ends.

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

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

Calculate Effect Center Schematic #

We’ll simply change what we need to for this variation and use Save Schematic As to save it as a new schematic.

Spawn Prefab #

We’ll only change the Child Object we’re targeting with the prefab.

  • On Child
    Select Path.
  • Find Child
    Set to Center.

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

Calculate Effect Top Schematic #

And once more for the top.

Spawn Prefab #

  • On Child
    Select Path.
  • Find Child
    Set to Cursor.

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

Abilities #

Next, we’ll set up the battle animations for some of our abilities.

Navigate to Status > Abilities and change the following abilities.

7: Drain #

Drain targets the Center with the particle effect.

Battle Animation #

Using the start/end animations for abilities should be the default:

  • Use Start Animation
    Enable this setting.
  • Use End Animation
    Enable this setting.

Click on Add Battle Animation.

  • Schematic Asset
    Select the CalculateEffectCenter schematic.

We’ll replace the prefab in the Resource Overrides settings.

Click on Add Prefab Override.

  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 3.
  • Prefab
    Select DrainEffect.

We’ll also override the audio clip. Click on Add Audio Clip Override.

  • Audio Clip
    Select zap2g.

8: Steal #

Stealing targets the Center.

Battle Animation #

Click on Add Battle Animation.

  • Schematic Asset
    Select the CalculateEffectCenter schematic.

We’ll replace the prefab in the Resource Overrides settings.

Click on Add Prefab Override.

  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 3.
  • Prefab
    Select StealEffect.

We’ll also override the audio clip. Click on Add Audio Clip Override.

  • Audio Clip
    Select random6.

9: Heal #

Alright, I think you know how to set this up now.

I’ll just list which Schematic Asset, Prefab and Audio Clip to use. All prefabs use an Auto Destroy After Time setup with 3 seconds.

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select HealEffect.
  • Audio Clip
    Select heal.

10: Cure #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select CureEffect.
  • Audio Clip
    Select curse2.

11: Regeneration #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select RegenerationEffect.
  • Audio Clip
    Select zap.

12: Faster #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select StarEffect.
  • Audio Clip
    Select warp.

13: Slower #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select NegativeEffect.
  • Audio Clip
    Select zap2f.

14: Shut Up! #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select NegativeEffect.
  • Audio Clip
    Select zap13.

15: Keen Eye #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select StarEffect.
  • Audio Clip
    Select enchant2.

16: Meditate #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select StarEffect.
  • Audio Clip
    Select entrance.

17: Look At Me! #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select ProvokeEffect.
  • Audio Clip
    Select magicdrop.

18: Defensive Mode #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select StarEffect.
  • Audio Clip
    Select teleport.

19: Fortify #

  • Schematic Asset
    Select the CalculateEffect schematic.
  • Prefab
    Select FortressEffect.
  • Audio Clip
    Select explode2.

21: Fire #

Don’t forget to set up the battle animation for all 3 levels.

  • Schematic Asset
    Select the CalculateEffect schematic.
  • Prefab
    Select FireEffect.
  • Audio Clip
    Select flamethrower.

22: Water #

Don’t forget to set up the battle animation for all 3 levels.

  • Schematic Asset
    Select the CalculateEffectCenter schematic.
  • Prefab
    Select WaterEffect.
  • Audio Clip
    Select Splash.

23: Quake #

Don’t forget to set up the battle animation for all 3 levels.

  • Schematic Asset
    Select the CalculateEffectCenter schematic.
  • Prefab
    Select QuakeEffect.
  • Audio Clip
    Select explode3.

24: Wind #

Don’t forget to set up the battle animation for all 3 levels.

  • Schematic Asset
    Select the CalculateEffectCenter schematic.
  • Prefab
    Select WindEffect.
  • Audio Clip
    Select freeze2.

25: Light #

Don’t forget to set up the battle animation for all 3 levels.

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select LightEffect.
  • Audio Clip
    Select zap8a.

26: Dark #

Don’t forget to set up the battle animation for all 3 levels.

  • Schematic Asset
    Select the CalculateEffect schematic.
  • Prefab
    Select DarkEffect.
  • Audio Clip
    Select disenchant.

27: Electro #

Don’t forget to set up the battle animation for all 3 levels.

  • Schematic Asset
    Select the CalculateEffect schematic.
  • Prefab
    Select ElectroEffect.
  • Audio Clip
    Select zap6a.

Items #

Next, we’ll set up battle animations for the items.

Navigate to Inventory > Items and change the following items.

0: Potion #

The potion targets the Top with the particle effect.

Battle Animation #

Click on Add Battle Animation.

  • Schematic Asset
    Select the CalculateEffectTop schematic.

We’ll replace the prefab in the Resource Overrides settings.

Click on Add Prefab Override.

  • Auto Destroy After Time
    Enable this setting.
  • Time
    Set to 3.
  • Prefab
    Select HealEffect.

We’ll also override the audio clip. Click on Add Audio Clip Override.

  • Audio Clip
    Select bottle.

1: High Potion #

As you can see, this setup works the same as for abilities.

I’ll continue with listing which Schematic Asset, Prefab and Audio Clip to use. All prefabs use an Auto Destroy After Time setup with 3 seconds.

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select HealEffect.
  • Audio Clip
    Select bottle.

2: Magic Potion #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select StarEffect.
  • Audio Clip
    Select bottle.

3: Super Potion #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select HealEffect.
  • Audio Clip
    Select bubble3.

4: Revive Potion #

  • Schematic Asset
    Select the CalculateEffect schematic.
  • Prefab
    Select ReviveEffect.
  • Audio Clip
    Select blessing2.

5: Cure Potion #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select CureEffect.
  • Audio Clip
    Select bubble2.

6: Antidote #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select CureEffect.
  • Audio Clip
    Select bubble.

7: Eye Drops #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select CureEffect.
  • Audio Clip
    Select bubble.

8: Cough Drops #

  • Schematic Asset
    Select the CalculateEffectTop schematic.
  • Prefab
    Select CureEffect.
  • Audio Clip
    Select bubble.

Save Changes #

And that’s it for the ability and item schematics!

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

Next, we’ll set up schematics for physical attacks.

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Table of Contents
  • Calculate Effect Schematic
    • Settings
      • Prefabs
      • Audio Clips
    • Spawn Prefab
    • Play Sound
    • Wait
    • Calculate Action
    • Wait
  • Calculate Effect Center Schematic
    • Spawn Prefab
  • Calculate Effect Top Schematic
    • Spawn Prefab
  • Abilities
    • 7: Drain
      • Battle Animation
    • 8: Steal
      • Battle Animation
    • 9: Heal
    • 10: Cure
    • 11: Regeneration
    • 12: Faster
    • 13: Slower
    • 14: Shut Up!
    • 15: Keen Eye
    • 16: Meditate
    • 17: Look At Me!
    • 18: Defensive Mode
    • 19: Fortify
    • 21: Fire
    • 22: Water
    • 23: Quake
    • 24: Wind
    • 25: Light
    • 26: Dark
    • 27: Electro
  • Items
    • 0: Potion
      • Battle Animation
    • 1: High Potion
    • 2: Magic Potion
    • 3: Super Potion
    • 4: Revive Potion
    • 5: Cure Potion
    • 6: Antidote
    • 7: Eye Drops
    • 8: Cough Drops
  • Save Changes
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