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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: 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
  • Schematics
  • Battle End Schematic

Battle End Schematic

Table of Contents
  • Victory Battle End Schematic
    • Settings
    • Change Music
    • Wait
    • Collect Battle Gains
    • Wait
    • Change Music
    • Destroy Battle Combatants
    • Wait
  • Escape Battle End Schematic
    • Settings
    • Change Music
    • Fade Screen
    • Clear Battle Gains
    • Destroy Battle Combatants
    • Fade Screen
  • Defeat Battle End Schematic
    • Settings
    • Change Music
    • Wait
    • Game Over
  • Teleport Victory Battle End Schematic
    • Load Scene
  • Teleport Escape Battle End Schematic
    • Settings
    • Change Music
    • Clear Battle Gains
    • Load Scene
  • Using the Battle End Schematics
    • Battle System
      • Base Settings > Battle Start/End Schematics
    • Battle Component
      • Battle Settings > Battle Start/End Schematics
  • Add More
    • Change Camera Position
    • Show Dialogue
    • Combatant Animation

Create simple schematics that can be used as a battle’s end schematics for victory, escape and defeat.

In this tutorial we’ll create 3 very simple battle end schematics. One for the player’s victory, one for the player escaping and one for the player’s defeat (causing game over).

Additionally, we’ll also set up 2 teleport variations for the victory and escape schematics.

Victory Battle End Schematic #

A victory battle end schematic is used when the player won a battle, e.g. to play a victory music and collect the battle gains.

You can download the finished schematic here:

Download Schematic

Please note that you’ll have to update the used music in the 1st Change Music node of the schematic.

 

Settings #

We want the player and camera controls to be blocked during this schematic.

  • Block Player Control
    Enable this setting.
  • Block Camera Control
    Enable this setting.

Change Music #

Add Node > Audio > Music > Change Music

Play the fanfare! This requires you to already have a music clip set up in Game > Music.

  • Music Channel
    Set to 0.
  • Play Type
    Select Play.
  • Music Clip
    Select your victory music.
  • Fade Time
    Set to 1.
  • Interpolation
    Select Linear.

Wait #

Add Node > Base > Wait

Let’s wait for a second to give the music some time before collecting our battle gains.

  • Time
    Select Value > Value.
    Set the value to 1.

Collect Battle Gains #

Add Node > Battle > Gains > Collect Battle Gains

This node is used to collect the battle gains and can optionally show the loot dialogue (set up in Battles > Battle End).

We’ll show the loot dialogue, assuming you already set one up.

  • Show Gains
    Enable this setting.
  • Collect Loot
    Enable this setting
  • Collect Experience
    Enable this setting.
  • Wait
    Enable this setting.
    The schematic will continue after the loot dialogue.

Wait #

Add Node > Base > Wait

Wait a short while again before restoring the music that was playing before the battle.

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

Change Music #

Add Node > Audio > Music > Change Music

Now we’ll fade back to the music that was stored in the battle start event (according to this tutorial).

  • Music Channel
    Set to 0.
  • Play Type
    Select Fade To.
  • Play Stored Music
    Enable this setting.
  • Stored ID
    Set to 0.
  • Fade Time
    Set to 0.5.
  • Interpolation
    Select Linear.

Destroy Battle Combatants #

Add Node > Battle > Spawn > Destroy Battle Combatants

This node will destroy (remaining) combatants from the battle that are not the player.

E.g. when you only have the player out in the field, this’ll destroy the player group members and leave the player.

  • Destroy Player
    Disable this setting.
  • Destroy All
    Enable this setting.

Wait #

Add Node > Base > Wait

And a final short wait before restoring player controls and continuing with our game.

  • Time
    Select Value > Value.
    Set the value to 1.

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as SimpleVictoryBattleEnd.

Escape Battle End Schematic #

An escape battle end schematic is used when the player escapes a battle (via escape command).

You can download the finished schematic here:

Download Schematic

 

Settings #

We want the player and camera controls to be blocked during this schematic.

  • Block Player Control
    Enable this setting.
  • Block Camera Control
    Enable this setting.

Change Music #

Add Node > Audio > Music > Change Music

We’ll fade back to the music that was stored in the battle start event (according to this tutorial).

  • Music Channel
    Set to 0.
  • Play Type
    Select Fade To.
  • Play Stored Music
    Enable this setting.
  • Stored ID
    Set to 0.
  • Fade Time
    Set to 1.
  • Interpolation
    Select Linear.

Fade Screen #

Add Node > Animation > Fade > Fade Screen

We’ll fade out the screen to hide the remaining battle combatants getting destroyed (except for the player).

  • Wait
    Enable this setting.
  • Time
    Set to 0.5.
  • Interpolation
    Select Linear.
  • Fade Alpha/Red/Green/Blue
    Enable all.
  • Start Color
    Set to a black color with no alpha (fully transparent).
    E.g. R=0, G=0, B=0, A=0.
  • End Color
    Set to a black color with full alpha (not transparent).
    E.g. R=0, G=0, B=0, A=255.

Clear Battle Gains #

Add Node > Battle > Gains > Clear Battle Gains

We’ll remove all loot and rewards – no gains for cowards.

  • Clear Loot
    Enable this setting.
  • Clear Experience
    Enable this setting.
  • Clear Normal SV
    Enable this setting.

Destroy Battle Combatants #

Add Node > Battle > Spawn > Destroy Battle Combatants

This node will destroy (remaining) combatants from the battle that are not the player.

E.g. when you only have the player out in the field, this’ll destroy the player group members and leave the player.

  • Destroy Player
    Disable this setting.
  • Destroy All
    Enable this setting.

Fade Screen #

Add Node > Animation > Fade > Fade Screen

We need to fade in the screen again – let’s make this easy and copy the previous Fade Screen node and connect it to the Next slot of the Destroy Battle Combatants node.

Change the following settings in the copied node.

Click on the Swap Colors button to change our fade direction.

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as SimpleEscapeBattleEnd.

Defeat Battle End Schematic #

A defeat battle end schematic is used when the player was defeated, e.g. to call a game over.

You can download the finished schematic here:

Download Schematic

 

Settings #

We want the player and camera controls to be blocked during this schematic.

  • Block Player Control
    Enable this setting.
  • Block Camera Control
    Enable this setting.

Change Music #

Add Node > Audio > Music > Change Music

Fade out the battle music.

  • Music Channel
    Set to 0.
  • Play Type
    Select Fade Out.
  • Fade Time
    Set to 3.
  • Interpolation
    Select Linear.

Wait #

Add Node > Base > Wait

Let’s wait for a second to give the music some time before calling game over.

  • Time
    Select Value > Value.
    Set the value to 1.

Game Over #

Add Node > Game > Game > Game Over

Nothing to do here.

Game over is used according to the Game Over Settings in Game > Game Settings (see this documentation for details).

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as SimpleDefeatBattleEnd.

There’s no need for a teleport variation of this defeat event, since it’s game over and doesn’t return to the previous scene.

Teleport Victory Battle End Schematic #

This variation of the victory battle end schematic will teleport back to the scene that was stored in the battle start schematic (according to the teleport setup in this tutorial).

You can download the finished schematic here:

Download Schematic

Please note that you’ll have to update the used music in the 1st Change Music node of the schematic.

 

The setup is identical to the Victory Battle End Schematic above, but it replaces the last 2 nodes (Destroy Battle Combatants and Wait) with a Load Scene node, so I’ll only add that setup here.

Load Scene #

Add Node > Game > Scene > Load Scene

We’ll load the scene that was previously stored.

  • Spawn Machine Object
    Disable this setting.
    This time we spawn the player (the battle start schematic used this option to spawn the battle).
  • Scene Origin
    Select Stored.
  • Own Screen Fade
    Disable the setting.
    We’ll just use the default screen fade settings (defined in Game > Game Settings).

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as SimpleTeleportVictoryBattleEnd.

Teleport Escape Battle End Schematic #

This variation of the escape battle end schematic will teleport back to the scene that was stored in the battle start schematic (according to the teleport setup in this tutorial).

You can download the finished schematic here:

Download Schematic

 

Settings #

We want the player and camera controls to be blocked during this schematic.

  • Block Player Control
    Enable this setting.
  • Block Camera Control
    Enable this setting.

Change Music #

Add Node > Audio > Music > Change Music

We’ll fade back to the music that was stored in the battle start event (according to this tutorial).

  • Music Channel
    Set to 0.
  • Play Type
    Select Fade To.
  • Play Stored Music
    Enable this setting.
  • Stored ID
    Set to 0.
  • Fade Time
    Set to 1.
  • Interpolation
    Select Linear.

Clear Battle Gains #

Add Node > Battle > Gains > Clear Battle Gains

We’ll remove all loot and rewards – no gains for cowards.

  • Clear Loot
    Enable this setting.
  • Clear Experience
    Enable this setting.
  • Clear Normal SV
    Enable this setting.

Load Scene #

Add Node > Game > Scene > Load Scene

We’ll load the scene that was previously stored.

  • Spawn Machine Object
    Disable this setting.
    This time we spawn the player (the battle start schematic used this option to spawn the battle).
  • Scene Origin
    Select Stored.
  • Own Screen Fade
    Disable the setting.
    We’ll just use the default screen fade settings (defined in Game > Game Settings).

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as SimpleTeleportEscapeBattleEnd.

Using the Battle End Schematics #

You can use a battle end schematics in two ways.

Battle System #

Define the battle end schematics as the default end schematics of a battle system. This’ll be used by all battles, unless the Battle component will override it.

Navigate to Battles > Battle System and select the battle system you want to use the end schematics in.

Base Settings > Battle Start/End Schematics #

  • Victory Schematic
    Select the SimpleVictoryBattleStart (or whatever schematic you created).
  • Escape Schematic
    Select the SimpleEscapeBattleStart (or whatever schematic you created).
  • Defeat Schematic
    Select the SimpleDefeatBattleStart (or whatever schematic you created).

Don’t forget to save your changes via the Save Settings button.

Battle Component #

A Battle component can optionally override the default battle end schematics for a battle. This can e.g. be useful when you want to do a special end of a battle, e.g. a battle the player has to be defeated in not causing game over.

Select the battle’s game object in the scene and change the following settings in the Battle component’s inspector.

Battle Settings > Battle Start/End Schematics #

  • Own End Schematic
    Enable this setting.
  • Victory Schematic
    Select the SimpleVictoryBattleStart (or whatever schematic you created).
  • Escape Schematic
    Select the SimpleEscapeBattleStart (or whatever schematic you created).
  • Defeat Schematic
    Select the SimpleDefeatBattleStart (or whatever schematic you created).

Add More #

The battle end schematics we’ve set up here are very basic – you can add more functionality by adding different nodes.

Change Camera Position #

Add Node > Game Object > Camera > Change Camera Position

This node uses camera positions (set up in Game > Camera Positions) to set or fade the camera to a new position.

E.g. look at the player’s combatant or to a camera move over the battle arena.

Show Dialogue #

Add Node > UI > Diaogue > Show Dialogue

This node can show dialogues, e.g. an Auto Close dialogue to display a battle message (e.g. You Won!!!).

Combatant Animation #

Add Node > Animation > Combatant > Combatant Animation

Use an Animation Type to play a victory animation on your combatants.

You can add the different actors to the schematic’s settings node to have different groups available for this. E.g. the Player (Battle) and Enemies (Battle) actor types to have the player and enemy combatants participating in battle as separate actors.

Please note that battles can automatically play the victory animation type on the combatants who won a battle. This can be enabled in Battles > Battle System > General Settings (Play Victory Animation setting). The default victory animation type is defined in Base/Control > Animation Types > General Settings.

Doing this manually in a battle end schematic will give you more control over the timing of the animation.

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Updated on November 17, 2021
Table of Contents
  • Victory Battle End Schematic
    • Settings
    • Change Music
    • Wait
    • Collect Battle Gains
    • Wait
    • Change Music
    • Destroy Battle Combatants
    • Wait
  • Escape Battle End Schematic
    • Settings
    • Change Music
    • Fade Screen
    • Clear Battle Gains
    • Destroy Battle Combatants
    • Fade Screen
  • Defeat Battle End Schematic
    • Settings
    • Change Music
    • Wait
    • Game Over
  • Teleport Victory Battle End Schematic
    • Load Scene
  • Teleport Escape Battle End Schematic
    • Settings
    • Change Music
    • Clear Battle Gains
    • Load Scene
  • Using the Battle End Schematics
    • Battle System
      • Base Settings > Battle Start/End Schematics
    • Battle Component
      • Battle Settings > Battle Start/End Schematics
  • Add More
    • Change Camera Position
    • Show Dialogue
    • Combatant Animation
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