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2D RPG Quickstart

30
  • 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

30
  • 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

24
  • 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

53
  • 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

20
  • 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

17
  • 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

10
  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Animating Target Selection
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

16
  • 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: Battle Actions 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

13
  • 2.5D Setup
  • Body Part Weakpoint
  • Click Attack
  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Local Multiplayer
  • Multi Interaction Controllers
  • Target Selection Lines
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • Status System Setup
  • 09 Abilities Part 3: Elemental Magic
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09 Abilities Part 3: Elemental Magic

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.

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Table of Contents
  • 21: Fire
    • Content Information
    • Ability Settings
    • Use Settings > Critical Chance
    • Target Selection Settings
    • User Settings > Use Cost > Status Changes
    • Target Settings > Target Changes
    • Target Settings > Target Critical Changes
    • Level 2
      • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Level 3
      • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • 22: Water
    • Content Information
    • Level 1, 2 and 3
      • Target Settings > Target Changes > Target Change 0 > Status Change 0 > Attack Modifier 0
  • 23: Quake
    • Content Information
    • Target Selection Settings
    • User Settings > Use Cost > Status Changes
    • Level 1, 2 and 3
      • Target Settings > Target Changes > Target Change 0 > Status Change 0 > Attack Modifier 0
  • 24: Wind
    • Content Information
    • Level 1, 2 and 3
      • Target Settings > Target Changes > Target Change 0 > Status Change 0 > Attack Modifier 0
  • 25: Light
    • Content Information
    • Level 1, 2 and 3
      • Target Settings > Target Changes > Target Change 0 > Status Change 0 > Attack Modifier 0
  • 26: Dark
    • Content Information
    • Level 1, 2 and 3
      • Target Settings > Target Changes > Target Change 0 > Status Change 0 > Attack Modifier 0
  • 27: Electro
    • Content Information
    • User Settings > Use Cost > Status Changes
    • Level 1
      • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Level 2
      • Target Settings > Target Changes > Target Change 0 > Status Change 0
    • Level 3
      • Target Settings > Target Changes > Target Change 0 > Status Change 0
  • Save Changes
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