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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
  • 17 Elemental Attacks

17 Elemental Attacks

Table of Contents
  • Attack Modifiers
    • Content Information
    • Modifier Settings
      • Immunity Flying Text
    • Attribute 0
    • Attribute 1
    • Attribute 2
    • Attribute 3
  • Fire Attack
    • Content Information
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • Water Attack
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • Earth Attack
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • Wind Attack
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • Stun Attack
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 1
    • Battle Animation > Battle Animation 0
  • Updating the Combatants
    • Fighter
      • Attacks & Abilities > Ability Development
    • Wasp
      • Status Settings > Modifier Settings > Attack Modifier Start Values
    • Snake
      • Modifier Settings > Attack Modifier Start Values
  • Save Changes
  • Testing

In this tutorial we’ll set up attack modifiers and add elemental attacks for the player.

Modifiers are used by damage calculations (when they’re set up to use them) and allow giving attributes to attacks and combatants, e.g. a fire elemental attack or a small combatant. They work as percent-based changes to damage, e.g. an attribute value of 100 will do 100% (normal) damage, while 50 would only do 50% damage and 200 would do 200% damage (i.e. double damage).

Attack modifiers are added to an attack (e.g. an ability’s damage) and use the attribute values of the target. Defence modifiers are added to a combatant (e.g. the size or race of a combatant) and use the attribute values of the user (attacker). Learn more about attack/defence modifiers in this documentation. We’ll only use attack modifiers in this tutorial series to set up elements for some of our attacks.

The elemental attacks will do 1.5 times the damage of a regular attack and have an element (i.e. attack modifier attribute) assigned to them. Using them will cost 2 MP. As a bonus, we’ll also set up a stun attack, similar to the poison attack of enemies, but stunning the target.

We’ll set up:

  • attack modifiers (elements)
  • elemental attacks (fire, water, earth and wind)
  • stun attack
  • add the abilities to the player
  • add elemental strength/weaknesses to enemies

Let’s get to it!

Attack Modifiers #

The attack modifier we’ll use in our status system is Element – giving elemental attributes to attacks.

Open the Makinom editor, navigate to Status > Attack Modifiers and change the settings of the already added Default setup.

Content Information #

  • Name
    Set to: Element

Modifier Settings #

We don’t really need to change anything here – the default setup is usually ready to go. We’ll set up an immunity flying text, which is displayed when a combatant is completely immune to an attribute (i.e. the attribute value being 0).

Immunity Flying Text #

Click on Add Flying Text.

  • Player/Ally/Enemy
    Enable these settings.
  • Text
    Set to: <color=#FF00FFFF>Immune</color>
    This’ll display the text in a pink color.
  • Schematic Asset
    Select the FlyingTextMover schematic.

Now we just need to set up the attributes – this is basically just defining their names, as the rest of the setup can be used as is (i.e. start value being 100, doing normal damage).

Attribute 0 #

  • Name
    Set to: Fire

Attribute 1 #

  • Name
    Set to: Water

Attribute 2 #

  • Name
    Set to: Earth

Attribute 3 #

  • Name
    Set to: Wind

Fire Attack #

With our elements set up, we can now create our elemental attacks.

Navigate to Status > Abilities and copy the Attack ability, since we already did most of our setup there. We’ll add and change a few settings.

Content Information #

  • Name
    Set to: Fire Attack
  • Description
    Set to: Fire elemental physical attack
  • Sprite (Icon)
    Select icons_343.

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 2 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 2.

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

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

We also add an attack modifier attribute to the status change.

  • Efficiency
    Select Value > Value.
    Set the value to 1.5.
  • Use Modifier Changes
    Enable this setting.
    This adds attack/defence modifier options to the status change.

Click on Add Attack Modifier.

  • Attack Modifier
    Select Element.
  • Attribute
    Select Fire.

Water Attack #

The rest of the elemental attacks will just be copies of the fire attack with small changes.

So, copy the Fire Attack ability and change the following settings.

Content Information #

  • Name
    Set to: Water Attack
  • Description
    Set to: Water elemental physical attack
  • Sprite (Icon)
    Select icons_346.

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.

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

We’ll change the element to water.

  • Attribute
    Select Water.

Earth Attack #

Copy the Water Attack ability and change the following settings.

Content Information #

  • Name
    Set to: Earth Attack
  • Description
    Set to: Earth elemental physical attack
  • Sprite (Icon)
    Select icons_342.

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.

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

We’ll change the element to earth.

  • Attribute
    Select Earth.

Wind Attack #

Copy the Earth Attack ability and change the following settings.

Content Information #

  • Name
    Set to: Wind Attack
  • Description
    Set to: Wind elemental physical attack
  • Sprite (Icon)
    Select icons_345.

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.

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

We’ll change the element to wind.

  • Attribute
    Select Wind.

Stun Attack #

The stun attack works the same as the poison attack, just using a different status effect (and prefab).

Copy the Poison Attack ability and change the following settings.

Content Information #

  • Name
    Set to: Stun Attack
  • Description
    Set to: Stuns the target
  • Sprite (Icon)
    Select icons_239.

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.

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

We’ll change the status effect to Stun.

  • Status Effect
    Select Stun.

Battle Animation > Battle Animation 0 #

We replace the schematic’s prefab.

  • Prefab
    Select the NegativeEffect prefab.

Updating the Combatants #

With our abilities set up, we’ll now add them to the player’s combatant.

Navigate to Combatants > Combatants and select the Fighter combatant.

Fighter #

The player’s combatant will get the new abilities.

Attacks & Abilities > Ability Development #

We’ll add all 4 elemental attacks and the stun attack.

I’ll set them up to be learned at different levels, but feel free to learn them all at level 1 to test them out.

Click on Add Ability.

  • Learn At Level
    Set to 1.
    We’ll have this ability available right at level 1.
  • Ability
    Select Fire Attack.

Click on Add Ability again.

  • Learn At Level
    Set to 2.
  • Ability
    Select Water Attack.

Click on Add Ability again.

  • Learn At Level
    Set to 3.
  • Ability
    Select Earth Attack.

Click on Add Ability again.

  • Learn At Level
    Set to 4.
  • Ability
    Select Wind Attack.

Click on Add Ability again.

  • Learn At Level
    Set to 5.
  • Ability
    Select Stun Attack.

Wasp #

Select the Wasp combatant – we’ll set up start values for the attack modifier attributes, giving strength and weakness against certain elements.

Status Settings > Modifier Settings > Attack Modifier Start Values #

The default start values for the attack modifier attributes are defined in their individual settings – in our setup (or any new setup), they have a start value of 100 (i.e. doing 100% of the damage).

We’ll override two of the attributes to give the enemy a weakness to earth and a strength against wind.

Click on Add Attack Modifier.

  • Attack Modifier
    Select Element.
  • Attribute
    Select Earth.
  • Start Value
    Set to 150.
    I.e. earth elemental attacks will do 1.5 times the damage.

Copy the added attack modifier attribute and change the following settings.

  • Attribute
    Select Wind.
  • Start Value
    Set to 50.
    I.e. wind elemental attacks will do 0.5 times the damage.

Snake #

Select the Snake combatant.

Modifier Settings > Attack Modifier Start Values #

We’ll give the snake a weakness to fire and a strength against water.

Click on Add Attack Modifier.

  • Attack Modifier
    Select Element.
  • Attribute
    Select Fire.
  • Start Value
    Set to 150.

Copy the added attack modifier attribute and change the following settings.

  • Attribute
    Select Water.
  • Start Value
    Set to 50.

Save Changes #

And that’s it!

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

Testing #

Hit play and start a battle.

 

The player now has Skills available in the battle menu and can use the Fire Attack from there (or all, if you set them up to be learned at level 1).

Notice how using it on a Blue Mushroom will do more damage and on a Red Mushroom it’ll do less damage (even than a regular attack). The elemental attributes are working as they should.

 

Next, we’ll set up some more schematics to animate actions.

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Updated on March 9, 2023
Table of Contents
  • Attack Modifiers
    • Content Information
    • Modifier Settings
      • Immunity Flying Text
    • Attribute 0
    • Attribute 1
    • Attribute 2
    • Attribute 3
  • Fire Attack
    • Content Information
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • Water Attack
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • Earth Attack
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • Wind Attack
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • Stun Attack
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 1
    • Battle Animation > Battle Animation 0
  • Updating the Combatants
    • Fighter
      • Attacks & Abilities > Ability Development
    • Wasp
      • Status Settings > Modifier Settings > Attack Modifier Start Values
    • Snake
      • Modifier Settings > Attack Modifier Start Values
  • Save Changes
  • Testing
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