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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 Quickstart
  • 09 First Abilities

09 First Abilities

Table of Contents
  • Formulas
    • Calculating Damage
    • 0: Physical Damage
      • Formula Settings
      • Status Value
      • Begin Sub Calculation
      • Status Value
      • Value
      • End Sub Calculation
    • 1: Magical Damage
      • Formula Settings
      • Status Value
      • Status Value
  • Ability Types
    • 0: Skills
      • Content Information
      • Ability Type Settings
    • 1: Spells
      • Content Information
    • 2: Support
      • Content Information
  • Attack Ability
    • Content Information
    • Ability Settings
    • Target Selection Settings
    • Target Settings
      • Target Changes
  • Poison Attack Ability
    • Content Information
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Target Settings > Target Changes > Target Change 0 > Status Change 1
  • Save Changes

In this tutorial we’ll set up our first abilities.

The regular/base attack will deal physical damage to HP using a formula, which we’ll also set up. We’ll also set up a poison attack, that does reduced damage and adds poison to the target.

All abilities we’ll set up in this tutorial series (both physical and magical) will be very simple, we don’t use any hit chance or critical hit calculations – each attack will hit and deal regular damage.

We’ll set up

  • damage formulas
  • ability types
  • 2 abilities

Let’s get to it!

Formulas #

We’ll start with setting up 2 formulas, one for physical and one for magical damage.

Formulas work as a steb-by-step calculation, calculating each node at a time to the current formula result. We’ll use sub-calculations (via Begin Sub Calculation and End Sub Calculation nodes) to make sure the math is still correct.

Open the Makinom editor and navigate to Game > Formulas. We’ll change the already added Default formula and add an additional formula. You can optionally use formula types for organizing them in the editor, but it’s not required (and isn’t part of this tutorial series).

Calculating Damage #

The physical damage is calculated like this:

User.ATK / ((50 + Target.DEF) / 50)

It uses the following values:

  • User.ATK
    The user’s ATK status value.
  • Target.DEF
    The target’s DEF status value.

Due to how formulas work, we’ll pack the 2nd half of the formula ((50+Target.DEF) / 50) into a sub-calculation.

For magical damage, just replace ATK with MATK and DEF with MDEF.

0: Physical Damage #

This formula calculates the physical damage, using a sub calculation for the defence part of the formula.

Formula Settings #

  • Name
    Set to: Physical Damage

Status Value #

Add Node > Combatant > Status Value

Add the user’s ATK.

In case using the formula uses an initial value (a starting value passed to the formula), the ATK is added to that value, increasing the used ATK value.

  • Operator
    Select Add.
  • Status Origin
    Select User.
  • Status Value
    Select ATK.

Begin Sub Calculation #

Add Node > Base > Begin Sub Calculation

This node starts a sub calculation.

The result of the sub calculation (ending using an End Sub Calculation node) is added to the current formula result using this node’s operator.

We’ll divide the current formula result by the sub calculation’s result. We’ll also immediately set the sub calculation’s current value to 50.

  • Operator
    Select Divide.
  • Initial Value
    Select Value > Value.
    Set the value to 50.

Tip! You can also have sub calculations within your sub calculations!

Status Value #

Add Node > Combatant > Status Value

Add the target’s DEF.

  • Operator
    Select Add.
  • Status Origin
    Select Target.
  • Status Value
    Select DEF.

Value #

Add Node > Value > Value

Divide by 50.

  • Operator
    Select Divide.
  • Value
    Select Value > Value.
    Set the value to 50.

End Sub Calculation #

Add Node > Base > End Sub Calculation

This ends our sub calculation, using it’s Begin Sub Calculation node’s operator to change the formulas value.

Any open sub calculation is closed at the end of a formula, i.e. we don’t really need to add this node, but it’s better to keep things clean and organized – every Begin Sub Calculation node should have an End Sub Calculation node.

No further settings needed.

1: Magical Damage #

This formula calculates the magical damage and works exactly like the physical damage formula, just with different status values.

So, we’ll copy the Physical Damage formula and change the status values.

Formula Settings #

  • Name
    Set to: Magical Damage

Status Value #

Change the 1st Status Value node’s status value to MATK.

  • Status Value
    Select MATK.

Status Value #

Change the 2nd Status Value node’s status value to MDEF.

  • Status Value
    Select MDEF.

Ability Types #

Ability types used to organize abilites, e.g. for displaying them in menus. Learn more about ability types in this documentation.

Navigate to Status > Ability Types, we’ll change the Default type and add additional types.

0: Skills #

Physical attacks will be using this ability type.

Content Information #

  • Name
    Set to: Skills

Ability Type Settings #

  • Damage Type
    Select Default.
    The damage type manages which animations will be used on targets to animate damage, evade, etc.
    The default damage type is already set up to use the default animation types added for these.

1: Spells #

Magical attacks will be using this ability type.

Copy the Skills ability type and change the following settings.

Content Information #

  • Name
    Set to: Spells

2: Support #

Support abilities will be using this ability type.

Copy the Spells ability type and change the following settings.

Content Information #

  • Name
    Set to: Support

Attack Ability #

Our first ability will be the standard attack of our combatants. We’ll set up more physical and magical abilities (also adding status effects) in a later tutorial.

Navigate to Status > Abilities, we’ll change the Default ability.

Content Information #

  • Name
    Set to: Attack
  • Sprite (Icon)
    Select icons_332.

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.

Ability Settings #

  • Ability Type
    Select Skills.
  • Useable In
    Select Battle.
    The attack is only available in battles.

Target Selection Settings #

These settings define who can be targeted by the ability.

  • Target Type
    Select Enemy.
  • Target Ranget
    Select Single.

Target Settings #

The target settings handle status changes on targets.

Target Changes #

Click on Add Target Change.

  • Use Sound Type
    Enable this setting.
    We’ll play a sound type on the target when the attack hits (i.e. when it’s outcome is calculated).
  • Sound Type
    Select Hit.

Click on Add Status Change. We’ll deal damage to HP.

  • Change Type
    Select Status Value.
  • Status Value
    Select HP.
  • Operator
    Select Sub.
  • Change Value
    Select Value > Formula.
    Select the Physical Damage formula.

Poison Attack Ability #

The poison attack ability is very similar to the attack, but it’ll cost 3 MP to use it. The ability will be used by enemies.

Copy the Attack ability and change some settings.

Content Information #

  • Name
    Set to: Poison Attack
  • Sprite (Icon)
    Select icons_311.

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.

User Settings > Use Cost > Status Changes #

Using the ability costs 3 MP.

Click on Add Status Change.

  • Change Type
    Select Status Value.
  • Status Value
    Select MP.
  • Operator
    Select Sub.
  • Change Value
    Select Value > Value.
    Set the value to 3.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

We’ll reduce the damage by changing the efficiency of the status change.

The poison attack should only do half the damage of the regular attack.

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

Target Settings > Target Changes > Target Change 0 > Status Change 1 #

However, we add another status change to add the Poison effect to the target.

Click on Add Status Change and change the following settings in the new Status Change 1.

  • Change Type
    Select Status Effect.
  • Change Type
    Select Add.
  • Status Effect
    Select Poison.

Save Changes #

And that’s it for now – we’ll later return to those abilities to set up how they’re animated in battles (using schematics).

Save the changes using the Save Settings button at the bottom of the editor.

 

Next, we’ll continue the player’s setup.

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Updated on March 9, 2023
Table of Contents
  • Formulas
    • Calculating Damage
    • 0: Physical Damage
      • Formula Settings
      • Status Value
      • Begin Sub Calculation
      • Status Value
      • Value
      • End Sub Calculation
    • 1: Magical Damage
      • Formula Settings
      • Status Value
      • Status Value
  • Ability Types
    • 0: Skills
      • Content Information
      • Ability Type Settings
    • 1: Spells
      • Content Information
    • 2: Support
      • Content Information
  • Attack Ability
    • Content Information
    • Ability Settings
    • Target Selection Settings
    • Target Settings
      • Target Changes
  • Poison Attack Ability
    • Content Information
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Target Settings > Target Changes > Target Change 0 > Status Change 1
  • Save Changes
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