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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
  • Status System Setup
  • 07 Abilities Part 1: Attacks

07 Abilities Part 1: Attacks

Table of Contents
  • 0: Attack
    • Content Information
    • Ability Settings
    • Use Settings
      • Hit Chance
      • Critical Chance
    • Target Selection Settings
    • Target Settings
      • Target Changes
      • Target Critical Changes
  • 1: Shoot
    • Content Information
  • 2: Poison Attack
    • Content Information
    • Target Settings
      • Target Changes > Target Change 0
  • 3: Slow Attack
    • Content Information
    • Target Settings
      • Target Changes > Target Change 0 > Status Change 1
  • 4: Blind Attack
    • Content Information
    • Target Settings
      • Target Changes > Target Change 0 > Status Change 1
  • 5: Double Shot
    • Content Information
    • Use Settings > Use Conditions
  • 6: Round Shot
    • Content Information
    • Target Selection Settings
  • Save Changes

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 #

The critical changes use the same setup as the regular Target Changes, only multiplying the damage by our Critical Damage Multiplier formula (multiplier of 1.5, i.e. 50% more damage).

We don’t have to do the setup again – we can simply use the regular changes and apply the multiplier.

In case you need to use additional changes, you can still add critical only changes here.

  • Use Regular Changes
    Enable this setting.
    This’ll use the regular Target Changes for a critical hit.
  • Damage Multiplier
    Select Value > Formula.
    Select Critical Damage Multiplier formula.
    This’ll multiply each status value change by the result of the formula (i.e. by 1.5 with our current setup).

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 regular target changes (which also uses them for the critical hits, since we have Use Regular Changes enabled there).

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.

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.

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.

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.

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Updated on July 21, 2022
Table of Contents
  • 0: Attack
    • Content Information
    • Ability Settings
    • Use Settings
      • Hit Chance
      • Critical Chance
    • Target Selection Settings
    • Target Settings
      • Target Changes
      • Target Critical Changes
  • 1: Shoot
    • Content Information
  • 2: Poison Attack
    • Content Information
    • Target Settings
      • Target Changes > Target Change 0
  • 3: Slow Attack
    • Content Information
    • Target Settings
      • Target Changes > Target Change 0 > Status Change 1
  • 4: Blind Attack
    • Content Information
    • Target Settings
      • Target Changes > Target Change 0 > Status Change 1
  • 5: Double Shot
    • Content Information
    • Use Settings > Use Conditions
  • 6: Round Shot
    • Content Information
    • Target Selection Settings
  • Save Changes
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