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
We’ll also take a look at target selection templates – they’re used by abilities and items to define the targets that are available, e.g. targeting a single enemy or ally, a group of enemies, etc.
Let’s get to it!
Target Selection Templates #
As said, target selection templates define the target selection that is used by abilities and items. You can learn more about them in this documentation.
We’ll mainly use them in the form of the default target selections, which define templates that are used for e.g. Enemy Single or Ally Single selections.
A new project already has a wide range of templates set up and used for the default target selections – we don’t need to do any setup for our tutorial, but we’ll check out 2 of them to see how they work.
Navigate to Templates > Target Selection Templates and select the Enemy Single template.
Enemy Single #
This template is used for abilities and items that target a single enemy. Our tutorial project is pretty simple and doesn’t use any advanced setup like use ranges or affect ranges, so the target selections are mainly using 2 settings – Target Type (e.g. enemy or ally) and Target Range (e.g. single or group).
Target Settings #
- Target Type
Select Enemy. - Target Range
Select Single.
Ally Single #
Select the Ally Single template.
This template uses the Ally target type to target a single ally instead of an enemy.
Target Settings #
- Target Type
Select Ally. - Target Range
Select Single.
0: Attack #
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.
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.
We’ll use the Enemy Single default target selection (i.e. the target selection template we looked at previously).
- Target Selection Type
Select Default Enemy > Enemy 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 #
The round shot targets the whole enemy group, i.e. we’ll use the Enemy GroupSingle default target selection.
- Target Selection Type
Select Default Enemy > Enemy 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.