07 Abilities Part 1: Attacks

In this tutorial we’ll set up the attack abilities of our status system.

Base attacks, elemental magic, healing and other abilities, we’ll add them all! Learn more about abilities in this documentation.

We’ll add a wide range of abilities:

  • base attacks (1 for bows, 1 for the rest)
  • attacks inflicting status effects (poison, slow and blind)
  • special attacks for bows (2x damage, damage all)
  • MP draining
  • stealing
  • healing
  • curing status effects
  • adding positive status effect (regeneration, faster, critical up, etc.)
  • adding negative status effects (slower, silent)
  • showing info on target
  • elemental magic (fire, water, etc.)

Healing and elemental magic will also be set up with 3 levels, each increasing their output.

The sheer amount of abilities (28) might look scary to set up, but most of the work is just copying an ability and adjusting only a few settings. Still, we’ll split the setup into 3 parts:

  • attacks
  • support & sabotage
  • elemental magic

Navigate to Status > Abilities, we’ll change the Default ability and add additional abilities. For now we’ll only set up the abilities and their status changes – we’ll handle animating them (using schematics) later.

0: Attack #

This is the ability used as base/counter attack for most combatants.

Content Information #

  • Name
    Set to Attack.
  • Description
    Set to Standard physical attack..
  • Sprite (Icon)
    Select icons_250.

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 #

  • Ability Type
    Select Attacks.
  • Useable In
    Select Battle.
    The attack is only available in battles.

Use Settings #

  • Counterable
    Enable this setting.
    Targets have a chance to counterattack.

Hit Chance #

We’ll use a hit chance.

  • Hit Chance
    Enable this setting.
  • Hit Chance (%)
    Select Value > Formula.
    Select Hit Chance formula.

Critical Chance #

We’ll use a critical chance.

  • Critical Chance
    Enable this setting.
  • Critical Chance (%)
    Select Value > Formula.
    Select Critical Chance formula.

Target Selection Settings #

These settings define who can be targeted by the ability.

  • Target Type
    Select Enemy.
  • Target Ranget
    Select Single.

Target Settings #

The target settings handle normal and critical hit status changes on targets.

Target Changes #

Click on Add Target Change.

Click on Add Status Change.

  • Change Type
    Select Status Value.
  • Status Value
    Select Health Points.
  • Operator
    Select Sub.
  • Change Value
    Select Value > Formula.
    Select Physical Damage formula.
  • Initial Value
    Set to 1.

We want the attack to be of the None element.

  • Use Modifier Changes
    Enable this setting.
  • Use Effect Modifiers
    Select Replace.
    We use this for physical attacks to allow status effects to change their element (in case we want to implement this later).

Click on Add Attack Modifier.

  • Attack Modifier
    Select Element.
  • Attribute
    Select None.

Target Critical Changes #

We use nearly the same setup as for the regular Target Changes, but critical attacks use an Efficiency of 1.5, doing 50% more damage.

Click on Add Target Change.

Click on Add Status Change.

  • Change Type
    Select Status Value.
  • Status Value
    Select Health Points.
  • Operator
    Select Sub.
  • Change Value
    Select Value > Formula.
    Select Physical Damage formula.
  • Initial Value
    Set to 1.
  • Efficiency
    Select Value > Value.
    Set the value to 1.5.
    The efficiency multiplies the damage by the defined number, with this setup, a critical hit will do 50% more damage.
  • Use Modifier Changes
    Enable this setting.
  • Use Effect Modifiers
    Select Replace.

Click on Add Attack Modifier.

  • Attack Modifier
    Select Element.
  • Attribute
    Select None.

1: Shoot #

This ability is the same as Attack, but we’ll later use different schematics to animate it. The ability will be used by bows to replace the regular base/counter attacks of the wearer.

Copy the previous ability (Attack) and change the following settings.

Content Information #

  • Name
    Set to Shoot.
  • Description
    Set to Standard ranged attack..
  • Sprite (Icon)
    Select icons_220.

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: Poison Attack #

This ability is the same as Attack and Shoot, but additionally poisons the target.

Copy the previous ability (Shoot) and change the following settings.

Content Information #

  • Name
    Set to Poison Attack.
  • Description
    Set to Physical attack, poisoning the target..
  • Sprite (Icon)
    Select icons_311.

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 #

We add the poison effect to normal and critical hits.

Target Changes > Target Change 0 #

Click on Add Status Change and change the following settings in the new Status Change 1.

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

Target Critical Changes > Target Change 0 #

Click on Add Status Change and change the following settings in the new Status Change 1.

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

3: Slow Attack #

This ability is the same as Poison Attack, but adds AGI Down instead of Poison.

Copy the previous ability (Poison Attack) and change the following settings.

Content Information #

  • Name
    Set to Slow Attack.
  • Description
    Set to Physical attack, slowing down the target..
  • Sprite (Icon)
    Select icons_118.

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 #

Change poison to AGI down.

Target Changes > Target Change 0 > Status Change 1 #

  • Status Effect
    Select AGI Down.

Target Critical Changes > Target Change 0 > Status Change 1 #

  • Status Effect
    Select AGI Down.

4: Blind Attack #

This ability is the same as Slow Attack, but adds Blind instead of AGI Down.

Copy the previous ability (Slow Attack) and change the following settings.

Content Information #

  • Name
    Set to Blind Attack.
  • Description
    Set to Physical attack, blinding the target..
  • Sprite (Icon)
    Select icons_106.

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 #

Change AGI down to blind.

Target Changes > Target Change 0 > Status Change 1 #

  • Status Effect
    Select Blind.

Target Critical Changes > Target Change 0 > Status Change 1 #

  • Status Effect
    Select Blind.

5: Double Shot #

This ability is the same as Shoot, but we’ll later do 2 attacks via the schematics animating the ability. The ability is only useable when having a Bow item type equipped.

Copy the Shoot ability and change the following settings.

Content Information #

  • Name
    Set to Double Shot.
  • Description
    Set to Double ranged attack..
  • Sprite (Icon)
    Select icons_227.

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.

Use Settings > Use Conditions #

  • Use Conditions
    Enable this setting.

Click on Add Condition.

  • Condition Type
    Select Combatant Status.

Click on Add Status Condition.

  • Condition Type
    Select Status.
  • Status Needed
    Select Equipment Item Type.
  • Item Type
    Select Bows.
  • Is Equipped
    Enable this setting.

6: Round Shot #

This ability is the same as Double Shoot, but it’ll target all enemies. The ability is only useable when having a Bow item type equipped.

Copy the Double Shot ability and change the following settings.

Content Information #

  • Name
    Set to Round Shot.
  • Description
    Set to Ranged attack on all enemies..
  • Sprite (Icon)
    Select icons_225.

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 Selection Settings #

  • Target Range
    Select Group.

Save Changes #

And that’s it for the attack abilities setup.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Next, we’ll continue setting up abilities – support and sabotage abilities.