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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
  • ATB 02 Cast Times

ATB 02 Cast Times

Table of Contents
  • Cast Time Formula
    • Formula Settings
      • Status Value
      • Value
      • Status Value
      • Value
  • Default Cast Times
    • Time Settings > Cast Time Settings
      • Default Ability Cast Time
      • Default Item Cast Time
  • Ability Adjustments
    • 0: Attack
      • Use Settings > Battle Settings > Cast Time Settings
      • Target Settings > Target Changes > Target Change 0
    • 1: Shoot
      • Use Settings > Battle Settings > Cast Time Settings
      • Target Settings > Target Changes > Target Change 0
    • 2: Poison Attack
      • Target Settings > Target Changes > Target Change 0
    • 3: Slow Attack
      • Target Settings > Target Changes > Target Change 0
    • 4: Blind Attack
      • Target Settings > Target Changes > Target Change 0
    • 5: Double Shot
      • Target Settings > Target Changes > Target Change 0
    • 5: Round Shot
      • Target Settings > Target Changes > Target Change 0
    • 8: Steal
      • Use Settings > Battle Settings > Cast Time Settings
    • 16: Meditate
      • Use Settings > Battle Settings > Cast Time Settings
    • 17: Look At Me!
      • Use Settings > Battle Settings > Cast Time Settings
  • Save Changes

In this tutorial we’ll set up using cast times for actions in the active time battle system.

Battle actions can optionally use a cast time to prepare them for use. Casting an action can optionally be cancelable, e.g. casting a magic spell could be canceled by getting attacked.

We’ll add cast times for abilities and items – and we’ll use different cast times for certain abilities:

  • items will take 0.5 seconds
  • abilities will generall take 1 second
  • attack, shoot, steal and provoking (look at me) will be used immediately
  • meditate (monk) will take 3 seconds, but can’t be cancelled

We also have to set up which abilities will be able to cancel the target’s casting – we’ll limit this to physical attacks.

Cast Time Formula #

We’ll use a formula to let the user’s dexterity and agility influence the cast time, which will be passed to the formula as the Initial Value.

Navigate to Game > Formulas and add a new formula.

Formula Settings #

  • Name
    Set to Cast Time.

Status Value #

Add Node > Combatant > Status Value

  • Operator
    Select Multiply.
  • Status Value
    Select Dexterity.
  • Value Origin
    Select To Maximum.

Value #

Add Node > Value > Value

  • Operator
    Select Divide.
  • Value
    Select Value > Value.
    Set the value to 255.

Status Value #

Copy the previous Status Value node and change the following setting.

  • Status Value
    Select Agility.

Value #

Copy the previous Value node.

The formula is now ready to be used. Remember, it requires the cast time you want to use (e.g. 2 seconds) to be passed on as Initial Value.

Default Cast Times #

We’ll now set up the default cast times for abilities and items.

Navigate to Battles > Battle System > General Settings.

Time Settings > Cast Time Settings #

You can also set up cast times for other actions, e.g. escaping.

Default Ability Cast Time #

Click on Add Cast Time.

  • Cast Time
    Select Value > Formula.
    Select the Cast Time formula.
  • Initial Value
    Set to 1.
  • Cancelable
    Enable this setting.

We’ll use the Use In settings to only use cast times in the Active Time battle system we set up – in case you also set up Turn Based (or other) battle systems, the cast time will not interfere with it. You can add multiple cast time setups for different battle systems.

  • Field
    Disable this setting.
    No casting out of battle needed.
  • All Battle Systems
    Disable this setting.

Click on Add Battle System.

  • Battle System
    Select Active Time.

Default Item Cast Time #

Click on Add Cast Time.

  • Cast Time
    Select Value > Formula.
    Select the Cast Time formula.
  • Initial Value
    Set to 0.5.
  • Cancelable
    Enable this setting.
  • Field
    Disable this setting.
  • All Battle Systems
    Disable this setting.

Click on Add Battle System.

  • Battle System
    Select Active Time.

Ability Adjustments #

We’ll now add some custom cast times to some abilities and also set up our physical attacks to cancel casting.

Navigate to Status > Abilities and change the following abilities.

0: Attack #

The basic attack will not have any cast time, but cancel the target’s casting.

Since our critical hits use the regular target changes (with a higher damage factor), we only need to set this up in the regular Target Changes.

Use Settings > Battle Settings > Cast Time Settings #

  • Own Cast Time
    Enable this setting.

We don’t add a cast time to use the attack immediately.

Target Settings > Target Changes > Target Change 0 #

  • Cancel Casting
    Enable this setting.

1: Shoot #

The bow’s basic attack uses the same setup, i.e. no cast time and cancels casting.

Use Settings > Battle Settings > Cast Time Settings #

  • Own Cast Time
    Enable this setting.

Target Settings > Target Changes > Target Change 0 #

  • Cancel Casting
    Enable this setting.

2: Poison Attack #

The poison attack uses the default cast time, but cancels the target’s casting

Target Settings > Target Changes > Target Change 0 #

  • Cancel Casting
    Enable this setting.

3: Slow Attack #

The slow attack also uses the default cast time and cancels the target’s casting

Target Settings > Target Changes > Target Change 0 #

  • Cancel Casting
    Enable this setting.

4: Blind Attack #

The blind attack also uses the default cast time and cancels the target’s casting

Target Settings > Target Changes > Target Change 0 #

  • Cancel Casting
    Enable this setting.

5: Double Shot #

Once again, default cast time but cancel casting if the target.

Target Settings > Target Changes > Target Change 0 #

  • Cancel Casting
    Enable this setting.

5: Round Shot #

Once again, default cast time but cancel casting if the target.

Target Settings > Target Changes > Target Change 0 #

  • Cancel Casting
    Enable this setting.

8: Steal #

Stealing will be used immediately, but doesn’t cancel the target’s casting.

Use Settings > Battle Settings > Cast Time Settings #

  • Own Cast Time
    Enable this setting.

16: Meditate #

Meditating will take 3 seconds but can’t be canceled.

Use Settings > Battle Settings > Cast Time Settings #

  • Own Cast Time
    Enable this setting.

Click on Add Cast Time.

  • Cast Time
    Select Value > Formula.
    Select the Cast Time formula.
  • Initial Value
    Set to 3.
  • Cancelable
    Disable this setting.
  • Field
    Disable this setting.
  • All Battle Systems
    Disable this setting.

Click on Add Battle System.

  • Battle System
    Select Active Time.

17: Look At Me! #

Provoking will be used immediately.

Use Settings > Battle Settings > Cast Time Settings #

  • Own Cast Time
    Enable this setting.

Save Changes #

And that’s it for the cast time setup!

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

Next, we’ll set up a timebar HUD.

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Updated on July 21, 2022
Table of Contents
  • Cast Time Formula
    • Formula Settings
      • Status Value
      • Value
      • Status Value
      • Value
  • Default Cast Times
    • Time Settings > Cast Time Settings
      • Default Ability Cast Time
      • Default Item Cast Time
  • Ability Adjustments
    • 0: Attack
      • Use Settings > Battle Settings > Cast Time Settings
      • Target Settings > Target Changes > Target Change 0
    • 1: Shoot
      • Use Settings > Battle Settings > Cast Time Settings
      • Target Settings > Target Changes > Target Change 0
    • 2: Poison Attack
      • Target Settings > Target Changes > Target Change 0
    • 3: Slow Attack
      • Target Settings > Target Changes > Target Change 0
    • 4: Blind Attack
      • Target Settings > Target Changes > Target Change 0
    • 5: Double Shot
      • Target Settings > Target Changes > Target Change 0
    • 5: Round Shot
      • Target Settings > Target Changes > Target Change 0
    • 8: Steal
      • Use Settings > Battle Settings > Cast Time Settings
    • 16: Meditate
      • Use Settings > Battle Settings > Cast Time Settings
    • 17: Look At Me!
      • Use Settings > Battle Settings > Cast Time Settings
  • Save Changes
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