In this tutorial we’ll set up the elemental magic abilities of our status system.
Continuing from the previous ability tutorial (setting up support and sabotage abilities), we’ll now set up the elemental magic abilities. All elemental magic abilities will have 3 levels (like Heal).
The abilities all work (mostly) the same way, just using different elements. The earth-elemental ability Quake will target all enemies and Electro will use wind and water elements.
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.
21: Fire #
This ability will deal fire elemental damage the target’s health and consume MP. It’ll have 3 levels, each dealing more damage.
We’ll start with a new ability from scratch.
Content Information #
- Name
Set to Fire <level>.
The <level> text code will be replaced by the ability’s level. - Description
Set to Deals fire elemental damage to the target.. - Sprite (Icon)
Select icons_263.
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 Magic. - Useable In
Select Battle.
Use Settings > Critical Chance #
While magic always hits, it can still do critical damage.
- Critical Chance
Enable this setting. - Critical Chance (%)
Select Value > Formula.
Select Critical Chance formula.
Target Selection Settings #
- Target Selection Type
Select Default Enemy > Enemy 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 #
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 Magical Damage. - Initial Value
Set to 15.
We want the damage to be of the Fire element.
- Use Modifier Changes
Enable this setting.
Click on Add Attack Modifier.
- Attack Modifier
Select Element. - Attribute
Select Fire.
Target Settings > Target Critical Changes #
We’ll use the regular Target Changes with our critical damage multiplier formula.
- 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).
Level 2 #
Scroll back up to the Level Settings – like with the Heal ability, we’ll add additional levels by copying a level.
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 initial value of the target changes formula.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
- Initial Value
Set to 30.
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.
We’ll further increase the initial value.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
- Initial Value
Set to 60.
22: Water #
This ability will deal water elemental damage the target’s health and consume MP. It’ll have 3 levels, each dealing more damage.
Copy the Fire ability and change the following settings.
Content Information #
- Name
Set to Water <level>. - Description
Set to Deals water elemental damage to the target.. - Sprite (Icon)
Select icons_357.
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.
Level 1, 2 and 3 #
We simply need to change the Fire element to the Water element in all 3 levels.
Target Settings > Target Changes > Target Change 0 > Status Change 0 > Attack Modifier 0 #
- Attribute
Select Water.
23: Quake #
This ability will deal earth elemental damage to all targets’ health and consume MP. It’ll have 3 levels, each dealing more damage.
Copy the Water ability and change the following settings.
Content Information #
- Name
Set to Quake <level>. - Description
Set to Deals earth elemental damage to all targets.. - Sprite (Icon)
Select icons_255.
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 Enemy > Enemy Group.
User Settings > Use Cost > Status Changes #
Using the ability costs 20 MP.
- Change Value
Select Value > Value.
Set the value to 20.
Level 1, 2 and 3 #
We simply need to change the Water element to the Earth element in all 3 levels.
Target Settings > Target Changes > Target Change 0 > Status Change 0 > Attack Modifier 0 #
- Attribute
Select Earth.
24: Wind #
This ability will deal wind elemental damage to the target’s health and consume MP. It’ll have 3 levels, each dealing more damage.
Copy the Water ability and change the following settings.
Content Information #
- Name
Set to Wind <level>. - Description
Set to Deals wind elemental damage to the target.. - Sprite (Icon)
Select icons_363.
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.
Level 1, 2 and 3 #
We simply need to change the Water element to the Wind element in all 3 levels.
Target Settings > Target Changes > Target Change 0 > Status Change 0 > Attack Modifier 0 #
- Attribute
Select Wind.
25: Light #
This ability will deal light elemental damage to the target’s health and consume MP. It’ll have 3 levels, each dealing more damage.
Copy the Wind ability and change the following settings.
Content Information #
- Name
Set to Light <level>. - Description
Set to Deals light elemental damage to the target.. - Sprite (Icon)
Select icons_291.
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.
Level 1, 2 and 3 #
We simply need to change the Wind element to the Light element in all 3 levels.
Target Settings > Target Changes > Target Change 0 > Status Change 0 > Attack Modifier 0 #
- Attribute
Select Light.
26: Dark #
This ability will deal dark elemental damage to the target’s health and consume MP. It’ll have 3 levels, each dealing more damage.
Copy the Light ability and change the following settings.
Content Information #
- Name
Set to Dark <level>. - Description
Set to Deals dark elemental damage to the target.. - Sprite (Icon)
Select icons_317.
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.
Level 1, 2 and 3 #
We simply need to change the Light element to the Dark element in all 3 levels.
Target Settings > Target Changes > Target Change 0 > Status Change 0 > Attack Modifier 0 #
- Attribute
Select Dark.
27: Electro #
This ability will deal wind and water elemental damage to the target’s health and consume MP. It’ll have 3 levels, each dealing more damage.
Copy the Wind ability and change the following settings.
Content Information #
- Name
Set to Electro <level>. - Description
Set to Deals wind and water elemental damage to the target.. - Sprite (Icon)
Select icons_351.
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 #
Using the ability costs 12 MP.
- Change Value
Select Value > Value.
Set the value to 12.
Level 1 #
We need to do multiple adjustments in each level.
We’ll change the initial values of the formulas and the attack modifiers.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
- Initial Value
Set to 10.
Using multiple attack attributes for a damage can be calculated in different ways. We’ll calculate the damage per attribute, i.e. basically dealing double damage (once for each element).
- Damage Calculation Type
Select Per Attribute.
This’ll calcualte the damage for each added attack attribute and combine them.
Copy the Attack Modifier 0 settings.
- Attribute (Attack Modifier 1)
Select Water.
Level 2 #
Scroll back up to the Level Settings – making the setup a bit easier, remove level 2 and 3.
Now, only having level 1 remaining, we’ll copy it and adjust it’s settings, so click on Copy Level while the 1 button is selected.
This way we only have to adjust the initial values instead of having to set up the rest as well.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
- Initial Value
Set to 20.
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.
We’ll further increase the initial values.
Target Settings > Target Changes > Target Change 0 > Status Change 0 #
- Initial Value
Set to 40.
Save Changes #
And that’s it for the elemental magic abilities setup – and the ability setup for now. Phew!
Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.
Next, we’ll set up items.