In this tutorial we’ll set up the support and sabotage abilities of our status system.
Continuing from the previous ability tutorial (setting up attack abilities), we’ll now set up the supportive and sabotaging abilities.
Navigate to Status > Abilities, we’ll add additional abilities. For now we’ll only set up the abilities and their status changes – we’ll handle animating them (using schematics) later.
7: Drain #
This is the ability drains MP from a target, increasing the user’s MP by the same amount. It’s used as the base attack for a wizard combatant.
We’ll start with a new ability from scratch.
Content Information #
- Name
Set to Drain. - Description
Set to Drains MP from the target.. - Sprite (Icon)
Select icons_269.
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 Sabotage. - Useable In
Select Battle.
Target Selection Settings #
- Target Selection Type
Select Default Enemy > Enemy Single.
Target Settings > Target Changes #
We’ll drain 10% of the user’s MaxMP.
Click on Add Target Change.
Click on Add Status Change.
- Change Type
Select Status Value. - Status Value
Select Magic Points. - Operator
Select Sub. - Change Value
Select Combatant > Status Value.
Select Maximum Magic Points. - Game Object
Select User.
The MP damage is based on the user’s MaxMP. - Efficiency
Select Value > Value.
Set the value to 0.1.
This’ll use 10% off the user’s MaxMP.
The user should absorb 100% of the MP damage done to the target.
- Absorb Damage
Enable this setting. - Only Positive
Enable this setting. - Percent
Set to 100.
We don’t use modifiers for this attack.
8: Steal #
This ability will steal an item from the target.
We’ll start with a new ability from scratch again.
Content Information #
- Name
Set to Steal. - Description
Set to Steals an item from the target.. - Sprite (Icon)
Select icons_98.
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 Sabotage. - Useable In
Select Battle.
Use Settings > Battle Settings > Steal Settings #
We’ll use the Critical Chance formula for the steal chance and add a 50% bonus to it. The item that will be stolen is defined by the individual combatants.
- Steal Item
Enable this setting. - Steal Chance
Select Value > Formula.
Select Critical Chance formula. - Chance Bonus
Set to 50. - From Inventory
Enable this setting.
We’ll use a fixed item setup for enemy combatants (will be set up later), which will overrule this setting.
When an enemy uses the ability, it’ll steal a random stealable item from the player’s inventory and remove it.
Target Selection Settings #
- Target Selection Type
Select Default Enemy > Enemy Single.
9: Heal #
This ability will heal the target’s health and consume MP. It’ll have 3 levels, each healing more.
We’ll start with a new ability from scratch once more.
Content Information #
- Name
Set to Heal <level>.
The <level> text code will be replaced by the ability’s level. - Description
Set to Restores the target’s health.. - Sprite (Icon)
Select icons_270.
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 Support. - Useable In
Select Both.
We can also heal in the field.
Use Settings > Critical Chance #
While magic always hits, it can still do critical damage (or healing in this case).
- Critical Chance
Enable this setting. - Critical Chance (%)
Select Value > Formula.
Select Critical Chance formula.
Target Selection Settings #
- Target Selection Type
Select Default Ally > Ally Single.
User Settings > Use Cost > Status Changes #
Using the ability costs 8 MP.
Click on Add Status Change.
- Change Type
Select Status Value. - Status Value
Select Magic Points. - Operator
Select Sub. - Change Value
Select Value > Value.
Set the value to 8.
Target Settings > Target Changes #
We don’t have a healing formula (but you can set one up if you want). We’ll instead use the user’s MATK directly, controlling the healing via the Efficiency.
Click on Add Target Change.
Click on Add Status Change.
- Change Type
Select Status Value. - Status Value
Select Health Points. - Operator
Select Add. - Change Value
Select Combatant > Status Value.
Select Magic Attack. - Game Object
Select User. - Efficiency
Select Value > Value.
Set the value to 20.
Healing doesn’t use modifiers.
Target Settings > Target Critical Changes #
We’ll use the regular Target Changes with our critical damage multiplier formula.
- Use Regular Changes
Enable this setting. - Damage Multiplier
Select Value > Formula.
Select Critical Damage Multiplier formula.
Level 2 #
Scroll back up to the Level Settings – this is where you can add, copy and remove levels of an ability.
We’ll copy level 1 and adjust it’s settings, so click on Copy Level while the 1 button is selected.
All we need to do is adjust the Efficiency of the target changes.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
- Efficiency
Select Value > Value.
Set the value to 40.
Level 3 #
And once more – scroll back up to the Level Settings, copy level 2 and adjust it’s settings.
Click on Copy Level while the 2 button is selected.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
- Efficiency
Select Value > Value.
Set the value to 80.
10: Cure #
This ability will cure the last added negative status effect and consume MP.
We’ll start with a new ability from scratch.
Content Information #
- Name
Set to Cure. - Description
Set to Cures the latest negative status effect.. - Sprite (Icon)
Select icons_280.
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 Support. - Useable In
Select Both.
Target Selection Settings #
- Target Selection Type
Select Default Ally > Ally Single.
User Settings > Use Cost > Status Changes #
Using the ability costs 6 MP.
Click on Add Status Change.
- Change Type
Select Status Value. - Status Value
Select Magic Points. - Operator
Select Sub. - Change Value
Select Value > Value.
Set the value to 6.
Target Settings > Target Changes #
Click on Add Target Change.
Click on Add Status Change.
- Change Type
Select Status Effect. - Change
Select Remove. - Use Effect Type
Enable this setting. - Status Effect Type
Select Negative. - Remove Type
Select Last.
This’ll remove the last negative effect that was added.
11: Regeneration #
This ability will add the regeneration effect to the target and consume MP.
Copy the previous ability (Cure) and change the following settings.
Content Information #
- Name
Set to Regeneration. - Description
Set to Regenerates health over time.. - Sprite (Icon)
Select icons_272.
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 #
- Useable In
Select Battle.
User Settings > Use Cost > Status Changes > Status Change 0 #
Using the ability costs 5 MP.
- Change Value
Select Value > Value.
Set the value to 5.
Target Settings > Target Changes > Status Changes > Status Change 0 #
- Change
Select Add. - Use Effect Type
Disable this setting. - Status Effect
Select Regeneration.
12: Faster #
This ability will add the AGI up effect to the target and consume MP.
Copy the previous ability (Regeneration) and change the following settings.
Content Information #
- Name
Set to Faster. - Description
Set to Increases the target’s agility.. - Sprite (Icon)
Select icons_99.
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 > Target Changes > Status Changes > Status Change 0 #
- Status Effect
Select AGI Up.
13: Slower #
This ability will add the AGI down effect to the target and consume MP.
Copy the previous ability (Faster) and change the following settings.
Content Information #
- Name
Set to Slower. - Description
Set to Decreases the target’s agility.. - 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.
Ability Settings #
- Ability Type
Select Sabotage.
Target Selection Settings #
- Target Selection Type
Select Default Enemy > Enemy Single.
Target Settings > Target Changes > Status Changes > Status Change 0 #
- Status Effect
Select AGI Down.
14: Shut Up! #
This ability will add the silent effect to the target and consume MP.
Copy the previous ability (Slower) and change the following settings.
Content Information #
- Name
Set to Shut Up!. - Description
Set to Silences the target.. - Sprite (Icon)
Select icons_56.
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 > Target Changes > Status Changes > Status Change 0 #
- Status Effect
Select Silent.
15: Keen Eye #
This ability will add the critical up effect to the user and consume MP.
Copy the Faster ability and change the following settings.
Content Information #
- Name
Set to Keen Eye. - Description
Set to Increases critical hit chance.. - Sprite (Icon)
Select icons_249.
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 Selection Type
Select Default Self.
User Settings > Use Cost > Status Changes > Status Change 0 #
This ability costs 10 MP.
- Change Value
Select Value > Value.
Set the value to 10.
Target Settings > Target Changes > Status Changes > Status Change 0 #
- Status Effect
Select Critical Up.
16: Meditate #
This ability will add the ATK up and DEF up effects to the user and consume MP. Additionally, it’ll regenerate 5% health.
Copy the Keen Eye ability and change the following settings.
Content Information #
- Name
Set to Meditate. - Description
Set to Improves physical state.. - Sprite (Icon)
Select icons_244.
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.
User Settings > Use Cost > Status Changes > Status Change 0 #
This ability costs 3 MP.
- Change Value
Select Value > Value.
Set the value to 3.
Target Settings > Target Changes > Status Changes > Status Change 0 #
- Status Effect
Select ATK Up.
Copy Status Change 0 and change the following settings.
- Status Effect
Select DEF Up.
Click on Add Status Change to add Status Change 2.
- Change Type
Select Status Value. - Status Value
Select Health Points. - Operator
Select Add. - Change Value
Select Value > Value.
Set the value to 5. - Change In
Select Percent.
17: Look At Me! #
This ability will add provoke effect to the user and consume MP.
Copy the Keen Eye ability and change the following settings.
Content Information #
- Name
Set to Look At Me. - Description
Set to Provokes enemies, baiting them.. - Sprite (Icon)
Select icons_76.
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.
User Settings > Use Cost > Status Changes > Status Change 0 #
This ability doesn’t cost any MP, so we’ll remove the use cost.
Click on Remove to remove Status Change 0.
Target Settings > Target Changes > Status Changes > Status Change 0 #
- Status Effect
Select Provoke.
18: Defensive Mode #
This ability will add the DEF up effect to the user and consume MP.
Once again, copy the Keen Eye ability and change the following settings.
Content Information #
- Name
Set to Defensive Mode. - Description
Set to Improves defence.. - Sprite (Icon)
Select icons_237.
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.
User Settings > Use Cost > Status Changes > Status Change 0 #
This ability costs 1 MP.
- Change Value
Select Value > Value.
Set the value to 1.
Target Settings > Target Changes > Status Changes > Status Change 0 #
- Status Effect
Select DEF Up.
19: Fortify #
This ability will add the fortress effect to the user and consume MP.
Copy the Defensive Mode ability and change the following settings.
Content Information #
- Name
Set to Fortify. - Description
Set to Full defence, no offence.. - Sprite (Icon)
Select icons_36.
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.
User Settings > Use Cost > Status Changes > Status Change 0 #
This ability costs 1 MP.
- Change Value
Select Value > Value.
Set the value to 10.
Target Settings > Target Changes > Status Changes > Status Change 0 #
- Status Effect
Select Fortress.
20: Study #
This is the ability will show information about a target (will be handled in the schematic animating it). It costs no MP and will not end the combatant’s turn.
We’ll start with a new ability from scratch this time.
Content Information #
- Name
Set to Study. - Description
Set to Takes a good look at the target.. - Sprite (Icon)
Select icons_147.
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 Support. - Useable In
Select Battle.
Use Settings #
- Scan Target
Enable this setting.
The ability will learn all status information about the target (bestiary).
User Settings > Use Costs > Override Action Costs #
We’ll set up not ending the user’s turn for active time, turn based and phase battles. So, regardless which battle system we’ll use, this’ll work for all of them.
In real time battles ending a turn doesn’t really have any impact, so there’s no settings for that.
- Own Timebar Cost
Enable this setting. - Own Turn Action Cost
Enable this setting. - Own Phase Action Cost
Enable this setting.
Timebar Cost #
This handles how much of the timebar an action will consume in active time battles.
- End Turn
Disable this setting. - Timebar Use
Select Value > Value.
Set the value to 0.
Turn Action Cost #
Action costs in turn based battles handle how many actions a combatant can use in a turn.
- Action Cost
Select Value > Value.
Set the value to 0.
Phase Action Cost #
Action costs in phase battles handle how many actions a combatant can use in a turn.
- Action Cost
Select Value > Value.
Set the value to 0.
Target Selection Settings #
- Target Selection Type
Select Default Enemy > Enemy Single.
No additional settings, the rest will e handled in the schematic animating the ability.
Save Changes #
And that’s it for the support and sabotage 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 – elemental magic abilities.