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2D RPG Quickstart

30
  • 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

30
  • 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

24
  • 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

53
  • 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

20
  • 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

17
  • 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

10
  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Animating Target Selection
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

16
  • 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: Battle Actions 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

13
  • 2.5D Setup
  • Body Part Weakpoint
  • Click Attack
  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Local Multiplayer
  • Multi Interaction Controllers
  • Target Selection Lines
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • Gameplay Bits
  • Body Part Weakpoint
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Body Part Weakpoint

Add a body part to your combatants to create a weakpoint.

Body parts are individual combatants that are part of another combatant. They can be added either directly in a combatant’s setup or added via battle AI or schematics in a running game. They’re placed on the game object of their parent combatant and will be removed from the game/battle when their parent combatant dies.

A body part has it’s own status and can be targeted individually as any other combatant. You can also set it up as an active or passive combatant, i.e. a body part can either use actions and participate in battle, or just serve as another target without doing anything.

When a body part is killed, it can inflict status changes on it’s parent combatant, e.g. add a status effect or change it’s status values. You can learn more about body parts in the combatant documentation.

In this tutorial, we’ll set up a simple weakpoint body part that’ll have just a small amount of health. Killing it will stun it’s parent combatant and also set it’s health to 1, bringing it close to death.

This tutorial is based on the 3D RPG Quickstart tutorial series, but you can use this for any kind of project.

Adding Weakpoint Combatant #

We’ll start with setting up the combatant for the weakpoint. As said, body parts are combatants.

The weakpoint will be used as a passive combatant, i.e. we don’t need to set up anything beside the health of the combatant.

Open the Makinom editor, navigate to Combatants > Combatants and add a new combatant.

Content Information #

  • Name
    Set to: Weakpoint

Prefab Settings #

We won’t use a prefab for this combatant, but you can use a combatant’s prefab even when using it as body part (more on that below when setting up the body part).

Status Settings > Status Value Settings #

We won’t use a status development and simply set up the health, ignoring all the rest of the status values. When not using status development or adding a start value for a status value, the status value will use the default start value defined in it’s settings (e.g. 1 for most of the status values in the tutorial project).

Start Values #

Click on Add Initial Value.

  • Status Value
    Select Max HP.
  • Start Value
    Set to 5.
  • Set In
    Select Value.

And that’s it for the body part. The rest is set up when adding it to a combatant.

Inventory & Equipment #

Body parts can also drop loot (and give experience) when killed. We don’t want that for this body part, so we’ll replace the default setup from the general settings with dropping nothing.

Start Inventory #

  • Replace Default
    Enable this setting.

Loot Settings #

  • Replace Default
    Enable this setting.

Battle Settings > Override Settings > Battle Animations #

We’ll override the default death animation, since our body part doesn’t need to animate it’s death. However, you can still use them if needed.

Click on Add Battle Animation.

  • Action Type
    Select Death.

No further settings needed, this’ll override it with not using a schematic to animate death.

Adding a Body Part #

With our body part combatant set up, we can now add it as a body part to other combatants.

I’ll add it to the Snake combatant, but the setup is the same for any combatant (except for where to place it, if you want to add it to a child object).

Select the Snake combatant and change the following settings.

Status Settings > Body Parts #

Body parts defined here (or in the general settings for all combatants) will be added to a combatant when it’s initialized, e.g. when spawned in battle or added to the player group.

Beside this, you can also add and remove body parts as part of a battle AI or schematic using Add Combatant Body Part and Remove Combatant Body Part nodes. This can e.g. be used to add or remove body parts as part of an ongoing battle, e.g. the weakpoint being exposed by a special attack or after the combatant’s health dropped below 50%, etc.

For our tutorial setup, we’ll just have the weakpoint available from the start.

Click on Add Body Part.

  • Base Combatant
    Select Weakpoint.
    This is the combatant that’s used for the body part.

The default setup for a body part uses it as a passive combatant and doesn’t learn any abilities, adds nothing to the inventory, etc. – which is already set up as we need it. Let’s still take a look at the most important settings for this:

  • Is Passive
    Enable this setting.
    The body part is passive and doesn’t participate in battle (i.e. it’s still available as target, but doesn’t use any actions).
  • Must Defeat
    Disable this setting.
    Killing the body part isn’t required to end the battle.
    If the combatant’s parent combatant (i.e. the Snake in this setup) is killed, the body part will be removed in any case.

Game Object #

These settings define where or how the body part is spawned.

The body part can be added to a combatant’s game object in 3 ways:

  • Parent
    Simply adds the needed components to the parent combatant’s game object.
    Using this requires to use a child object, otherwise the body part can’t be added (conflicts with the parent combatant on the game object).
  • Empty
    Creates an empty game object and mounts it to the parent.
    We’ll use this option.
  • Prefab
    Spawns the body part combatant’s prefab and mounts it to the parent.

Also, keep in mind that the body part combatant’s death settings are also used, i.e. they define if a spawned prefab will be destroyed when the combatant dies.

As said, we’ll use the Empty option for the body part’s game object. This is the best way to not use a separate prefab for a body part but be independent of the child object’s rotation the body part is placed on.

  • Body Part Object
    Select Empty.
  • Child Object
    Select Path.
  • Find Child
    Set to: Head
  • Use Rotation
    Disable this setting.

This’ll add the weakpoint to the snake’s head.

Death Status Changes #

These settings allow us to change the status of the parent combatant when the body part dies.

We’ll add a stun status effect and set the parent’s HP to 1.

  • Remove On Death
    Enable this setting.
    This’ll remove the body part from it’s parent when it dies.

Click on Add Status Change.

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

Click on Add Status Change again.

  • Change Type
    Select Status Value.
  • Status Value
    Select HP.
  • Operator
    Select Set.
  • Change In
    Select Value.
  • Change Value
    Select Value > Value.
    Set the value to 1.

That’s all there is to adding a body part.

Save Changes #

And that’s it – click on Save Settings to save the changes.

Testing #

Hit play and go fight a snake.

https://orkframework.com/wp-content/uploads/ork3_tutorial_gameplay_bits__weakpoint_body_part.mp4

The body part is available as a target.

Attacking it will most likely kill it in one hit, stunning the snake and dropping it’s HP to 1.

 

This is just a small example for using body parts, let your fantasy run wild on what you can do with them!

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Table of Contents
  • Adding Weakpoint Combatant
    • Content Information
      • Prefab Settings
    • Status Settings > Status Value Settings
      • Start Values
    • Inventory & Equipment
      • Start Inventory
      • Loot Settings
    • Battle Settings > Override Settings > Battle Animations
  • Adding a Body Part
    • Status Settings > Body Parts
      • Game Object
      • Death Status Changes
  • Save Changes
  • Testing
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