In this tutorial we’ll add equipment to the game.
Weapons, armor … things a combatant can wear. Equipment usually gives status bonuses, but can also be used to add abilities while equipped, override animations and do many other things. Equipment is equipped on equipment slots. Learn more about equipment in this documentation.
We’ll set up:
- equipment slots
- equipment slot set templates
- equipment
Let’s get to it!
Equipment Slots #
Equipment slots are used to equip equipment on them – each equipment can occupy one or multiple slots, as well as block other slots. We’ll use a simple setup where each equipment will only occupy one slot.
Open the Makinom editor and navigate to Inventory > Equipment Slots.
You’ll notice that there is already a bunch of them set up, but we’ll only use these 3:
- Weapon
- Armor
- Accessory
So, remove the following 3 equipment slots by selecting them and clicking on the Remove button above the data list:
- Shield
- Helmet
- Shoes
Now, select the Weapon equipment slot, we’ll take a quick look at the settings – we don’t need to change anything on any of the equipment slots.
Content Information #
As usual, this is where you define the name, icon, etc.
Base Settings #
You can set an equipment slot to be hidden, if unequipping is allowed (i.e. you can change equipment but not remove it), and if the slot’s equipment will contribute to the wearer (e.g. this can be used to create an off-hand weapon to switch to).
Empty Slot Content #
This is a separate content information that’s used as the equipment content of the slot when it’s not equipped with anything.
Unavailable Slot Content #
This is a separate content information that’s used as the equipment content of the slot when the slot is not available to the combatant.
Equipment Slot Set Templates #
Equipment slot set templates define which slots will be occupied or blocked by an equipment. Equipment can use the templates for a reusable setup, as well as define their own custom setup.
We’ll only use slot set templates for our equipment, what is what you’ll usually do in your projects. Unless you have a setup that’s only needed by a single equipment, templates are the way to go and avoid unneeded work.
Navigate to Templates > Equipment Slot Set Templates, we’ll change the Default template and add two additional templates.
0: Weapon #
This slot set will be used for weapons.
- Name
Set to: Weapon - Equip Type
Select Single.
Equipment using this slot set will only use 1 slot.
Equipable On #
These settings define the equipment slots the equipment will be equipped on.
Click on Add Equipment Slot.
- Equipable On
Select Weapon.
1: Armor #
This slot set will be used for armor.
Copy the Weapon slot set and change the following settings.
- Name
Set to: Armor
Equipable On #
- Equipable On
Select Armor.
2: Accessory #
This slot set will be used for accessories.
Copy the Shields slot set and change the following settings.
- Name
Set to: Accessory
Equipable On #
- Equipable On
Select Accessory.
Sword #
Our first equipment will be a good old sword.
Navigate to Inventory > Equipment, we’ll change the Default equipment and add additional equipment.
Content Information #
- Name
Set to: Sword - Description
Set to: <bonus>
This text code will list the bonuses of the equipment.
How bonuses are listed is defined in UI > Text Display Settings (we’ll keep the default setup). - Sprite (Icon)
Select icons_481.
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.
Item Settings #
- Item Type
Select Equipment.
Prefab Settings #
We’ll set up a prefab that’ll displayed by Equipment Viewer components. They’re used to show equipment of a combatant on it’s game object.
- Viewer Prefab
Select Sword.
You can find it in Assets/Tutorial Assets/Prefabs/Weapons/Swords/.
Equipment Settings #
This is where we define the equipment slots the equipment can be equipped on (using our templates). You can also use this to override base/counter attacks or animations of the wearer.
Equipment Slot Set 0 #
- Slot Set Type
Select Template. - Template
Select Weapon.
Bonus Settings > Status Bonuses #
We’ll use a custom bonus to give a fixed status value bonus (to ATK).
- Custom Bonus
Enable this setting.
Status Bonuses #
Click on Add Status Bonus.
- Status Bonus
Select Status Value. - Status Value
Select ATK. - Status Bonus
Set to 5.
Axe #
The axe gives more ATK bonus and also a bonus on DEF. It’ll also use a different prefab to display.
Copy the Sword equipment and change the following settings.
Content Information #
- Name
Set to: Axe - Sprite (Icon)
Select icons_375.
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.
Item Settings > Prefab Settings #
- Viewer Prefab
Select Axe_Small.
You can find it in Assets/Tutorial Assets/Prefabs/Weapons/Axes/.
Bonus Settings > Status Bonuses #
We’ll increase the ATK bonus and add a DEF bonus.
Status Bonuses > Status Bonus 0 #
- Status Bonus
Set to 15.
Status Bonuses > Status Bonus 1 #
Click on Add Status Bonus.
- Status Value
Select DEF. - Status Bonus
Set to 5.
Staff #
The staff gives a MATK bonus and uses a different prefab to display.
Copy the Sword equipment and change the following settings.
Content Information #
- Name
Set to: Staff - Sprite (Icon)
Select icons_476.
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.
Item Settings > Prefab Settings #
- Viewer Prefab
Select WoodenStaff.
You can find it in Assets/Tutorial Assets/Prefabs/Weapons/Staves/.
Bonus Settings > Status Bonuses > Status Bonuses > Status Bonus 0 #
- Status Value
Select MATK. - Status Bonus
Set to 8.
Leather Armor #
Next, we’ll add an armor.
Let’s start from scratch – add a new equipment.
Content Information #
- Name
Set to: Leather Armor - Description
Set to: <bonus> - Sprite (Icon)
Select icons_2.
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.
Item Settings #
The rest of the equipment will not use a prefab.
- Item Type
Select Equipment.
Equipment Settings > Equipment Slot Set 0 #
- Slot Set Type
Select Template. - Template
Select Armor.
Bonus Settings > Status Bonuses #
We’ll give a fixed bonus to DEF and MDEF.
- Custom Bonus
Enable this setting.
Status Bonuses #
Click on Add Status Bonus.
- Status Bonus
Select Status Value. - Status Value
Select DEF. - Status Bonus
Set to 10.
Click on Add Status Bonus.
- Status Bonus
Select Status Value. - Status Value
Select MDEF. - Status Bonus
Set to 2.
Cloth Vest #
Copy the Leather Armor equipment and change the following settings.
Content Information #
- Name
Set to: Cloth Vest - Sprite (Icon)
Select icons_6.
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.
Bonus Settings > Status Bonuses > Status Bonuses > Status Bonus 0 #
Gives 2 DEF bonus.
- Status Bonus
Set to 2.
Bonus Settings > Status Bonuses > Status Bonuses > Status Bonus 1 #
Gives 10 MDEF bonus.
- Status Bonus
Set to 10.
Poison Charm #
This accessory will grant immunity to poison.
Add a new equipment.
Content Information #
- Name
Set to: Poison Charm - Description
Set to: Grants immunity to poison. - Sprite (Icon)
Select icons_18.
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.
Item Settings #
- Item Type
Select Equipment.
Equipment Settings > Equipment Slot Set 0 #
- Slot Set Type
Select Template. - Template
Select Accessory.
Bonus Settings > Status Bonuses #
We’ll use a custom bonus to automatically remove the Poison status effect.
- Custom Bonus
Enable this setting.
Auto Status Effects #
Click on Add Status Effect Change.
- Change
Select Remove. - Status Effect
Select Poison.
Stun Charm #
Copy the Poison Charm equipment – this one gives immunity to stun.
Content Information #
- Name
Set to: Stun Charm - Description
Set to: Prevents being stunned. - Sprite (Icon)
Select icons_21.
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.
Bonus Settings > Status Bonuses > Auto Status Effects > Status Effect Change 0 #
- Status Effect
Select Stun.
Elemental Brooch #
One last accessory and we’re done – this time it gives bonuses to attack modifier attributes.
Add a new equipment.
Content Information #
- Name
Set to: Elemental Brooch - Description
Set to: <bonus> - Sprite (Icon)
Select icons_17.
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.
Item Settings #
- Item Type
Select Equipment.
Equipment Settings > Equipment Slot Set 0 #
- Slot Set Type
Select Template. - Template
Select Accessory.
Bonus Settings > Status Bonuses #
Again, we’ll use a custom bonus to give a -25 bonus on all 4 elements.
- Custom Bonus
Enable this setting.
Status Bonuses #
Click on Add All Bonus next to the Attack Modifiers bold text to add a setup for all attack modifier attributes.
Now, set all element’s Attribute Bonus to -25.
- Attribute Bonus
Set to -25.
Save Changes #
And that’s it for now, since this is already getting quite long.
Save the changes using the Save Settings button at the bottom of the editor.
Next, we’ll add equipment loot, set the player’s start equipment and add an equipment viewer to the player’s prefab.