In this tutorial we’ll set up the ability types and item types of our status system.
They’re used to organize abilites and items, and we’ll also use them as conditions for other things (e.g. a combatant having a Bow item type equipped for bow-related abilities).
Learn more about ability types in this documentation.
Learn more about item types in this documentation.
Ability Types #
First, we’ll set up some ability types to organize the abilities.
Navigate to Status > Ability Types, we’ll change the Default type and add additional types.
0: Attacks #
Physical attacks will be using this ability type.
Content Information #
- Name
Set to Attacks. - Description
Set to Physical attacks.. - Sprite (Icon)
Select icons_253.
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 Type Settings #
- Damage Type
Select Default.
The damage type manages which animations will be used on targets to animate damage, evade, etc.
The default damage type is already set up to use the default animation types added for these.
1: Magic #
Magical attacks will be using this ability type.
Copy the previous ability type and change the following settings.
Content Information #
- Name
Set to Magic. - Description
Set to Magic spells.. - Sprite (Icon)
Select icons_384.
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.
2: Support #
Support abilities will be using this ability type.
Copy the previous ability type and change the following settings.
Content Information #
- Name
Set to Support. - Description
Set to Supportive skills and spells.. - 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.
3: Sabotage #
Abilities adding negative effects on enemies will be using this ability type.
Copy the previous ability type and change the following settings.
Content Information #
- Name
Set to Sabotage. - Description
Set to Sabotaging skills and spells.. - Sprite (Icon)
Select icons_246.
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 Types #
Next, we’ll set up some item types to organize the inventory (items, equipment, etc.).
Navigate to Inventory > Item Types, we’ll change the Default type and add additional types.
0: Potions #
This item type will be used by all kinds of potions.
Content Information #
- Name
Set to Potions. - Description
Set to Things to drink.. - Sprite (Icon)
Select icons_61.
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 Type Settings #
- Damage Type
Select Default.
The damage type manages which animations will be used on targets to animate damage, evade, etc.
The default damage type is already set up to use the default animation types added for these.
1: Special Items #
This item type will be used for all kinds of items, e.g. currencies, quest items, etc.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Special Items. - Description
Set to Valueables and quest items.. - Sprite (Icon)
Select icons_97.
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.
2: Weapons #
This item type will be used as the parent item type for all weapons.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Weapons. - Description
Set to Dangerous things.. - 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.
3: Equipment #
This item type will be used as the parent item type for all other equipment.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Equipment. - Description
Set to Things to wear.. - 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.
4: Daggers #
This item type will be used for daggers, it’s parent type is Weapons.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Daggers. - Description
Set to Small, sharp and pointy things.. - Sprite (Icon)
Select icons_408.
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.
Base Settings #
- Is Sub Type
Enable this setting. - Parent Type
Select Weapons.
5: Swords #
This item type will be used for swords, it’s parent type is Weapons.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Swords. - Description
Set to Sharp and pointy things.. - Sprite (Icon)
Select icons_482.
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.
6: Axes #
This item type will be used for axes, it’s parent type is Weapons.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Axes. - Description
Set to Large and sharp things.. - 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.
7: Hammers #
This item type will be used for hammers, it’s parent type is Weapons.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Hammers. - Description
Set to Large and blunt things.. - Sprite (Icon)
Select icons_445.
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.
8: Bows #
This item type will be used for bows, it’s parent type is Weapons.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Bows. - Description
Set to Send pointy things flying.. - Sprite (Icon)
Select icons_392.
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.
9: Staves #
This item type will be used for staves, it’s parent type is Weapons.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Staves. - Description
Set to Sticks for magics.. - Sprite (Icon)
Select icons_473.
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.
10: Shields #
This item type will be used for shields, it’s parent type is Equipment.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Shields. - Description
Set to Block dangerous things.. - Sprite (Icon)
Select icons_39.
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.
Base Settings #
- Parent Type
Select Equipment.
11: Armor #
This item type will be used for armor, it’s parent type is Equipment.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Armor. - Description
Set to Protective gear to wear on your body.. - 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.
12: Light Armor #
This item type will be used for light armor, it’s parent type is Equipment.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Light Armor. - Description
Set to Lighter protective gear to wear on your body.. - 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.
13: Accessories #
This item type will be used for accessories, it’s parent type is Equipment.
Copy the previous item type and change the following settings.
Content Information #
- Name
Set to Accessories. - Description
Set to Shiny things to wear.. - Sprite (Icon)
Select icons_20.
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.
Save Changes #
And that’s it for the ability/item type setup.
Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.
Next, we’ll start setting up abilities.