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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
  • 22 Magic Abilities

22 Magic Abilities

Table of Contents
  • Fire
    • Content Information
    • Ability Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
  • Water
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
  • Earth
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
  • Wind
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
  • Heal
    • Content Information
    • Ability Settings
    • Target Selection Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0
      • Status Change 0
    • Battle Animation > Battle Animation 0
  • Boost
    • Content Information
    • Ability Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
  • Protect
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • Save Changes

In this tutorial we’ll set up more abilities.

We’ll add magic attack spells and support abilities

We’ll set up:

  • fire, water, earth and wind magic
  • healing magic
  • attack boosting magic (boost effect)
  • defence boosting magic (protect effect)

Let’s get to it.

Fire #

This magic spell is similar to the Fire Attack ability, but does magical damage, consumes more MP and is animated with a different schematic.

Open the Makinom editor, navigate to Status > Abilities and copy the Fire Attack ability.

Content Information #

  • Name
    Set to: Fire
  • Description
    Set to: Fire elemental magic spell
  • Sprite (Icon)
    Select icons_263.

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 #

The ability is a spell, not a skill.

  • Ability Type
    Select Spells.

User Settings > Use Cost > Status Changes #

Using the ability costs 5 MP.

  • Change Value
    Select Value > Value.
    Set the value to 5.

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

We’ll change the used formula and also increase the damage by changing the efficiency of the status change.

The attack modifier attribute is already correctly set to Fire.

  • Change Value
    Select Value > Formula.
    Select the Magical Damage formula.
  • Efficiency
    Select Value > Value.
    Set the value to 2.

Battle Animation > Battle Animation 0 #

We change the schematic, replace the used prefab and the audio clip.

  • Schematic Asset
    Select the Use schematic.
  • Auto Destroy After Time
    Enable this setting.
  • Time (Auto Destroy After Time)
    Set to 3.
  • Prefab
    Select the FireEffect prefab.
  • Set Audio Clips
    Enable this setting.
  • Audio Clip
    Select the flamethrower audio clip.

Water #

Copy the Fire ability and change the following settings.

Content Information #

  • Name
    Set to: Water
  • Description
    Set to: Water elemental magic spell
  • Sprite (Icon)
    Select icons_357.

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.

Battle Animation > Battle Animation 0 #

We’ll change the prefab and audio clip.

  • Prefab
    Select the WaterEffect prefab.
  • Audio Clip
    Select the Splash audio clip.

Earth #

Copy the Water ability and change the following settings.

Content Information #

  • Name
    Set to: Earth
  • Description
    Set to: Earth elemental magic spell
  • Sprite (Icon)
    Select icons_255.

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.

Battle Animation > Battle Animation 0 #

We’ll change the prefab and audio clip.

  • Prefab
    Select the QuakeEffect prefab.
  • Audio Clip
    Select the explode3 audio clip.

Wind #

Copy the Earth ability and change the following settings.

Content Information #

  • Name
    Set to: Wind
  • Description
    Set to: Wind elemental magic spell
  • Sprite (Icon)
    Select icons_363.

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.

Battle Animation > Battle Animation 0 #

We’ll change the prefab and audio clip.

  • Prefab
    Select the WindEffect prefab.
  • Audio Clip
    Select the freeze2 audio clip.

Heal #

Our first support magic will heal the target’s HP – i.e. we also change it to target allies instead of enemies.

Copy the Wind ability and change the following settings.

Content Information #

  • Name
    Set to: Heal
  • Description
    Set to: Restores some HP
  • Sprite (Icon)
    Select icons_270.

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 #

This is a support ability, and we’ll also allow using it outside battles.

  • Ability Type
    Select Support.
  • Useable In
    Select Both.

Target Selection Settings #

We want to target allies.

  • Target Type
    Select Ally.

User Settings > Use Cost > Status Changes #

Using the ability costs 8 MP.

  • Change Value
    Select Value > Value.
    Set the value to 8.

Target Settings > Target Changes > Target Change 0 #

The target shouldn’t play the Hit sound type as we’ve set it up for our attacks.

  • Use Sound Type
    Disable this setting.

Status Change 0 #

We’ll heal HP based on the MATK of the user and don’t use an attack modifier.

  • Operator
    Select Add.
  • Change Value
    Select Combatant > Status Value.
  • Status Value (Change Value)
    Select MATK.
  • Efficiency
    Select Value > Value.
    Set the value to 5.
  • Use Modifier Changes
    Disable this setting.

Battle Animation > Battle Animation 0 #

We’ll change the prefab and the audio clip.

  • Prefab
    Select the HealEffect prefab.
  • Audio Clip
    Select the heal audio clip.

Boost #

This support ability will add the Boost status effect instead of healing the ally.

Copy the Heal ability and change the following settings.

Content Information #

  • Name
    Set to: Boost
  • Description
    Set to: Increases ATK and MATK
  • Sprite (Icon)
    Select icons_242.

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 #

The ability should only be useable in battle.

  • Useable In
    Select Battle.

User Settings > Use Cost > Status Changes #

Using the ability costs 10 MP.

  • Change Value
    Select Value > Value.
    Set the value to 10.

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

We’ll ad a status effect instead of healing HP.

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

Battle Animation > Battle Animation 0 #

We’ll change the prefab and the audio clip.

  • Prefab
    Select the StarEffect prefab.
  • Audio Clip
    Select the warp audio clip.

Protect #

We’ll add the Protect status effect.

Copy the Boost ability and change the following settings.

Content Information #

  • Name
    Set to: Protect
  • Description
    Set to: Increases DEF and MDEF
  • Sprite (Icon)
    Select icons_244.

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 used status effect.

  • Status Effect
    Select Protect.

We’ll also keep the same prefab/audio clip in the battle animation.

Save Changes #

And that’s it!

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

 

Next, we’ll add the 2nd player combatant – the caster.

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Updated on March 9, 2023
Table of Contents
  • Fire
    • Content Information
    • Ability Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
  • Water
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
  • Earth
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
  • Wind
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
  • Heal
    • Content Information
    • Ability Settings
    • Target Selection Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0
      • Status Change 0
    • Battle Animation > Battle Animation 0
  • Boost
    • Content Information
    • Ability Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Battle Animation > Battle Animation 0
  • Protect
    • Content Information
    • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • Save Changes
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