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2D RPG Quickstart

  • 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

  • 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

  • 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: Canvas with Screen Space Camera
  • 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 RPG Playground
  • ANIM 05 Special Actions

ANIM 05 Special Actions

Table of Contents
  • Player Death Schematic
    • Combatant Animation
    • Calculate Action
  • Enemy Death Schematic
    • Combatant Animation
    • Enable Component
    • Change Color
    • Move Into Direction
    • Calculate Action
  • Escape Schematic
    • Settings
      • Actors
    • Change Rotation
    • Wait
    • Combatant Animation
    • Wait
    • Combatant Animation
    • Change Rotation
    • Calculate Action
  • Switch Retreat Schematic
    • Move Into Direction
    • Calculate Action
  • Switch Enter Schematic
    • Move Into Direction
  • Special Action Setup
    • Battle Settings > Default Battle Animations
      • Escape Animation
      • Death Animation
      • Retreat Animation
      • Enter Battle Animation
  • Save Changes

In this tutorial we’ll set up schematics to animate special actions, e.g. death.

This tutorial continues the sub-series for animating battles.

Everything that happens in battle is considered an action, and we can animate them using schematics.

We’ll set up schematics for:

  • death of a player
  • death of an enemy
  • escaping
  • switching members (2 schematics: one for the leaving combatant, one for the joining combatant)

Player Death Schematic #

First, we’ll set up the schematic to animate the player’s death. It’s pretty simple.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

We’ll play the Death animation.

  • Object
    Select Machine Object.
  • Animation Type
    Select Death.
  • Wait
    Enable this setting.

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

Death doesn’t need to be calculated, but it sets some things that are used by other features, e.g. as the latest damaged combatant for the (optional) battle camera. It’s good practice to always do this for your schematics animating battle actions.

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

When animating your own model’s death, depending on your animation setup/system, you might also need to disable using auto animations and stop the idle animation.

Enemy Death Schematic #

Next, we’ll let the enemy die – beside playing the death animation, we’ll also fade it’s game object to black and let it sink into the ground.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

We’ll play the Death animation.

  • Object
    Select Machine Object.
  • Animation Type
    Select Death.
  • Wait
    Enable this setting.

Enable Component #

Add Node > Game Object > Component > Enable Component

This node enables or disables a defined component.

We’ll use it to disable the NavMeshAgent component on our enemy, otherwise it’d block our movement into the ground.

  • Enable/Disable
    Disable this setting.
  • Component Name
    Set to NavMeshAgent.
  • Scope
    Select In Children.
  • Object
    Select Machine Object.

Change Color #

Add Node > Animation > Fade > Change Color

We’ll fade the color of the combatant’s game object.

  • Color Type
    Select Renderer.
  • Fade
    Select Fade.
  • Time
    Select Value > Value.
    Set the value to 1.
  • Fade Alpha/Red/Green/Blue
    Enable these settings.
  • From Current
    Enable this setting.
  • End Color
    Select a black color with no alpha.
    Though, the used renderer doesn’t really support transparency.
  • Object
    Select Machine Object.
  • Scope
    Select All In Children.

Move Into Direction #

Add Node > Movement > Movement > Move Into Direction

Now we’ll move the combatant down into the ground.

  • Object (Moving Object)
    Select Machine Object.
  • Move Component
    Select Transform.
    This’ll prevent any physics from getting in the way.
  • Time
    Select Value > Value.
    Set the value to 1.
  • Wait
    Enable this setting.
  • Speed Type
    Select Value.
  • Speed
    Select Value > Value.
    Set the value to 1.
  • Vector3 Type (Direction)
    Select Value > Direction.
  • Direction
    Select Down.
  • Local Space
    Disable this setting.

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

Like with the player’s death, it still needs to be calculated.

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

Escape Schematic #

To animate our escape, we’ll just try to run away.

Settings #

We’ll add a User Base actor to reset our rotation to the battle spot’s rotation.

Actors #

Click on Add Actor.

  • Actor Type
    Select User Base.

Change Rotation #

Add Node > Movement > Rotation > Change Rotation

We change the rotation of the user, adding 180 degree (i.e. turn around).

  • Object (Rotating Object)
    Select Machine Object.
  • Vector3 Type
    Select Value > Value.
  • Value
    Set to X=0, Y=180, Z=0.

Wait #

Add Node > Base > Wait

We’ll wait for a short time to not cause the rotation change to interfere with the animation.

  • Time
    Select Value > Value.
    Set the value to 0.1.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

Let’s run.

  • Object
    Select Machine Object.
  • Animation Type
    Select Run.

Wait #

Add Node > Base > Wait

Wait for 2 seconds to run for a bit.

  • Time
    Select Value > Value.
    Set the value to 2.

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

Now we stop running. Copy the previous Combtant Animation node and change the following setting.

  • Stop
    Enable this setting.

Change Rotation #

Add Node > Movement > Rotation > Change Rotation

Reset the rotation to the battle spot’s rotation (User Base actor).

  • Object (Rotating Object)
    Select Machine Object.
  • Set Rotation
    Enable this setting.
    We’ll set the rotation instead of adding it to the current rotation (like we did before).
  • Vector3 Type
    Select Game Object > Game Object.
  • Object
    Select Actor 0: User Base.
  • Value Origin
    Select Rotation.

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

This’ll calculate if the escape was successful.

In case you want to do different things based on success or failed escape, you can use a Miss next slot just like for attacks.

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

Switch Retreat Schematic #

This schematic is part of switching a battle member and is used by the combatant that’s getting switched out.

Similar to moving forward and back for attacks, we’ll move the switching out combatant back and the joining combatant forward – the new combatant is placed at the position of the leaving combatant, so that’ll work out fine.

So, for this schematic, we’ll move back and calculate the outcome, which’ll trigger the joining schematic.

Move Into Direction #

Add Node > Movement > Movement > Move Into Direction

  • Object (Moving Object)
    Select Machine Object.
  • Move Component
    Select Auto.
  • Time
    Select Value > Value.
    Set the value to 0.4.
  • Wait
    Enable this setting.
  • Speed Type
    Select Value.
  • Speed
    Select Value > Value.
    Set the value to 5.
  • Vector3 Type (Direction)
    Select Value > Direction.
  • Direction
    Select Back.
  • Local Space
    Enable this setting.

Calculate Action #

Add Node > Battle > Action Outcome > Calculate Action

Calculating switching members will trigger the exchange, remove the old member and place the new member at the old member’s position.

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

Switch Enter Schematic #

Here’s the next schematic for switching members – this’ll move the now joined new combatant forward. Like with the MoveBack schematic, we’ll also set the combatant to it’s battle spot for good measure.

In fact, let’s just use the MoveBack schematic and change it to our needs, using Save Schematic As to create a new one out of it.

Open the MoveBack schematic and change the following settings.

Move Into Direction #

  • Time
    Select Value > Value.
    Set the value to 0.4.
  • Direction
    Select Forward.

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

Special Action Setup #

Now, we’ll use the schematics for our special actions to set up their battle animations.

Navigate to Combatants > Combatants > General Settings.

Battle Settings > Default Battle Animations #

Like the ability and item start/end animations, this is where we’ll set up our special action animations as well.

Escape Animation #

We’ll simply use our Escape schematic.

Click on Add Battle Animation.

  • Schematic Asset
    Select the Escape schematic.

Death Animation #

For dying, we’ll need to set up separate animations for player and enemy. We’ll also use the battle view schematics to show it on camera (50% chance again).

Click on Add Battle Animation.

  • Schematic Asset
    Select the BattleViewUser schematic.
  • Chance
    Set to 50.

Click on Add Battle Animation.

  • Schematic Asset
    Select the DeathPlayer schematic.
  • Enemy (Used By)
    Disable this setting.

Click on Add Battle Animation.

  • Schematic Asset
    Select the DeathEnemy schematic.
  • Player/Ally (Used By)
    Disable these setting.

Click on Add Battle Animation.

  • Schematic Asset
    Select the BattleViewReset schematic.

Retreat Animation #

This is the animation used by the combatant who’ll get switched out.

Click on Add Battle Animation.

  • Schematic Asset
    Select the SwitchRetreat schematic.

Enter Battle Animation #

This is the animation used by the combatant who’ll get switched in.

Click on Add Battle Animation.

  • Schematic Asset
    Select the SwitchEnter schematic.

Save Changes #

And that’s it for the special action schematics!

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

Next, we’ll set up the battle menu.

 

You might have noticed that we didn’t set up the Study ability yet – we’ll handle that one later.

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Updated on March 7, 2023
Table of Contents
  • Player Death Schematic
    • Combatant Animation
    • Calculate Action
  • Enemy Death Schematic
    • Combatant Animation
    • Enable Component
    • Change Color
    • Move Into Direction
    • Calculate Action
  • Escape Schematic
    • Settings
      • Actors
    • Change Rotation
    • Wait
    • Combatant Animation
    • Wait
    • Combatant Animation
    • Change Rotation
    • Calculate Action
  • Switch Retreat Schematic
    • Move Into Direction
    • Calculate Action
  • Switch Enter Schematic
    • Move Into Direction
  • Special Action Setup
    • Battle Settings > Default Battle Animations
      • Escape Animation
      • Death Animation
      • Retreat Animation
      • Enter Battle Animation
  • Save Changes
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