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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
  • 12 Equipment Part 2: Weapons
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12 Equipment Part 2: Weapons

In this tutorial we’ll set up weapon equipment of our status system.

We’ll set up different kinds of weapons and multiple versions of each:

  • daggers
  • swords
  • axes
  • hammers
  • bows
  • staves

Each have their own characteristics and will use the status bonuses we’ve set up earlier to change the wearer’s defence modifier attribute values, e.g. daggers doing more damage on small targets and less damage on larger targets.

Learn more about equipment in this documentation.

To make things a bit easier on my creativity, I’ll just number the different versions, e.g. dagger 1, dagger 2, etc. – feel free to be more creative with your naming. Also, each version of a weapon type will use the same icon, you can naturally use different icons if you want.

Navigate to Inventory > Equipment, we’ll change the Default equipment and add additional equipment.

We’ll only set up a few variants of each weapon here. In case you want more, tutorial 12.5 is an optional addition with even more weapons for higher levels.

0: Dagger 1 #

The weakest dagger, can be equipped at level 1.

Content Information #

  • Name
    Set to Dagger 1.
  • Description
    Set to <bonus>.
    This text code will list the bonuses of the equipment.
    How bonuses are listed is defined in UI > Text Display Settings (we’ll visit this later).
  • Sprite (Icon)
    Select icons_408.

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.

Item Settings #

  • Item Type
    Select Daggers.

Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 50.
  • Sellable
    Enable this setting.

The default sell price settings should already be correct, selling for 50% of the original price.

  • Sell Price
    Select Value > Value.
    Set the value to 50.
  • Sell In
    Select Percent.

Equipment Settings #

This is where we define the equipment slots the equipment can be equipped on (using our templates). You can also use this to override base/counter attacks or animations of the wearer.

Equipment Slot Set 0 #

  • Slot Set Type
    Select Template.
  • Template
    Select 1handed Weapon.

Bonus Settings > Status Bonuses #

We’ll use both a custom bonus and a status bonus template. The custom bonus for status value bonuses, the status bonus template for the reusable defence modifier attribute value changes.

  • Custom Bonus
    Enable this setting.

Status Bonuses #

Daggers give weapon damage and agility bonuses.

Click on Add Status Bonus.

  • Status Bonus
    Select Status Value.
  • Status Value
    Select Weapon Damage.
  • Status Bonus
    Set to 8.

Click on Add Status Bonus.

  • Status Bonus
    Select Status Value.
  • Status Value
    Select Agility.
  • Status Bonus
    Set to 5.

Now, scroll a bit down to reach the Add Status Bonus Template button and click on it to add a template.

  • Status Bonus
    Select Small Weapons.

1: Dagger 2 #

A bit stronger than dagger 1, can be equipped at level 15.

Copy the Dagger 1 equipment and change the following settings.

Content Information #

  • Name
    Set to Dagger 2.

Item Settings > Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 500.

Equipment Settings #

We’ll add an equip condition for the level requirement.

Equip Conditions #

  • Use Condition
    Enable this setting.

Click on Add Condition.

  • Condition Type
    Select Combatant Status.

Click on Add Status Condition.

  • Condition Type
    Select Status.
  • Status Needed
    Select Level.
  • Check Type
    Select Is Greater Equal.
  • Check Value
    Select Value > Value.
    Set the value to 15.

Bonus Settings > Status Bonuses > Status Bonuses #

For a more compact display of the changes, change the Status Bonus settings to the following values:

  • Weapon Damage
    Set to 25.
  • Agility
    Set to 10.

2: Sword 1 #

The weakest sword, can be equipped at level 1.

Let’s start from scratch again.

Content Information #

  • Name
    Set to Sword 1.
  • Description
    Set to <bonus>.
  • Sprite (Icon)
    Select icons_482.

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.

Item Settings #

  • Item Type
    Select Swords.

Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 50.
  • Sellable
    Enable this setting.

Equipment Settings > Equipment Slot Set 0 #

  • Slot Set Type
    Select Template.
  • Template
    Select 1handed Weapon.

Bonus Settings > Status Bonuses #

  • Custom Bonus
    Enable this setting.

Status Bonuses #

Swords only give weapon damage bonuses.

Click on Add Status Bonus.

  • Status Bonus
    Select Status Value.
  • Status Value
    Select Weapon Damage.
  • Status Bonus
    Set to 10.

Now, scroll a bit down to reach the Add Status Bonus Template button and click on it to add a template.

  • Status Bonus
    Select Medium Weapons.

3: Sword 2 #

A bit stronger than sword 1, can be equipped at level 10.

Copy the Sword 1 equipment and change the following settings.

Content Information #

  • Name
    Set to Sword 2.

Item Settings > Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 250.

Equipment Settings > Equip Conditions #

  • Use Condition
    Enable this setting.

Click on Add Condition.

  • Condition Type
    Select Combatant Status.

Click on Add Status Condition.

  • Condition Type
    Select Status.
  • Status Needed
    Select Level.
  • Check Type
    Select Is Greater Equal.
  • Check Value
    Select Value > Value.
    Set the value to 10.

Bonus Settings > Status Bonuses > Status Bonuses > Status Bonus 0 #

  • Status Bonus
    Set to 20.

4: Axe 1 #

The weakest axe, can be equipped at level 5. Axes use the 2handed weapon slot sets.

Copy the Sword 2 equipment and change the following settings.

Content Information #

  • Name
    Set to Axe 1.
  • Sprite (Icon)
    Select icons_482.

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.

Item Settings #

  • Item Type
    Select Axes.

Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 100.

Equipment Settings > Equipment Slot Set 0 #

  • Template
    Select 2handed Weapon.

Equipment Settings > Equip Conditions > Condition 0 > Status Condition 0 #

  • Check Value
    Select Value > Value.
    Set the value to 5.

Bonus Settings > Status Bonuses > Status Bonuses > Status Bonus 0 #

Axes give bonuses to weapon damage and negative bonuses to agility and dexterity.

  • Status Bonus
    Set to 15.

Click on Add Status Bonus.

  • Status Value
    Select Agility.
  • Status Bonus
    Set to -3.

Click on Add Status Bonus.

  • Status Bonus
    Select Status Value.
  • Status Value
    Select Dexterity.
  • Status Bonus
    Set to -3.

5: Axe 2 #

Can be equipped at level 15.

Copy the Axe 1 equipment and change the following settings.

Content Information #

  • Name
    Set to Axe 2.

Item Settings > Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 500.

Equipment Settings > Equip Conditions > Condition 0 > Status Condition 0 #

  • Check Value
    Select Value > Value.
    Set the value to 15.

Bonus Settings > Status Bonuses > Status Bonuses #

For a more compact display of the changes, change the Status Bonus settings to the following values:

  • Weapon Damage
    Set to 30.
  • Agility
    Set to -5.
  • Dexterity
    Set to -5.

6: Hammer 1 #

The weakest hammer, can be equipped at level 10. Hammers use the 2handed weapon slot sets.

Copy the Axe 2 equipment and change the following settings.

Content Information #

  • Name
    Set to Hammer 1.
  • Sprite (Icon)
    Select icons_445.

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.

Item Settings #

  • Item Type
    Select Hammers.

Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 500.

Equipment Settings > Equip Conditions > Condition 0 > Status Condition 0 #

  • Check Value
    Select Value > Value.
    Set the value to 10.

Bonus Settings > Status Bonuses > Status Bonuses #

Hammers give bonuses to weapon damage and negative bonuses to agility and dexterity.

For a more compact display of the changes, change the Status Bonus settings to the following values:

  • Weapon Damage
    Set to 25.
  • Agility
    Set to -5.
  • Dexterity
    Set to -5.

7: Bow 1 #

The weakest bow, can be equipped at level 1. Bows use the 2handed weapon slot sets.

Copy the Hammer 1 equipment and change the following settings.

Content Information #

  • Name
    Set to Bow 1.
  • Sprite (Icon)
    Select icons_392.

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.

Item Settings #

  • Item Type
    Select Bows.

Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 50.

Equipment Settings > Attack Settings #

Bows override the base and counter attack of the wearer with the Shoot ability.

  • Override Attack
    Enable this setting.
  • Ability (Base Attack 0)
    Select Shoot.
  • Override Counter
    Enable this setting.
  • Ability (Counter)
    Select Shoot.

Equipment Settings > Equip Conditions #

We’ll remove the level requirement for the first bow.

  • Use Conditions
    Disable this setting.

Bonus Settings > Status Bonuses #

Bows give a critical chance bonus and bonuses to weapon damage and dexterity.

Status Bonuses > Status Bonus 0 #

  • Status Bonus
    Select Critical Chance.
  • Critical Bonus
    Set to 5.

Status Bonuses > Status Bonus 1 #

  • Status Value
    Select Weapon Damage.
  • Status Bonus
    Set to 10.

Status Bonuses > Status Bonus 2 #

  • Status Value
    Select Dexterity.
  • Status Bonus
    Set to 5.

8: Bow 2 #

Can be equipped at level 10.

Copy the Bow 1 equipment and change the following settings.

Content Information #

  • Name
    Set to Bow 2.

Item Settings > Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 250.

Equipment Settings > Equip Conditions #

We need to add the level requirement again.

  • Use Condition
    Enable this setting.

Click on Add Condition.

  • Condition Type
    Select Combatant Status.

Click on Add Status Condition.

  • Condition Type
    Select Status.
  • Status Needed
    Select Level.
  • Check Type
    Select Is Greater Equal.
  • Check Value
    Select Value > Value.
    Set the value to 10.

Bonus Settings > Status Bonuses > Status Bonuses #

For a more compact display of the changes, change the Status Bonus settings to the following values:

  • Weapon Damage
    Set to 20.
  • Dexterity
    Set to 10.

9: Staff 1 #

The weakest staff, can be equipped at level 1. Staves are 1handed weapons, and they give a percent bonus to MATK instead of having increasing weapon damage.

Copy the Dagger 1 equipment and change the following settings.

Content Information #

  • Name
    Set to Staff 1.
  • Sprite (Icon)
    Select icons_473.

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.

Item Settings #

  • Item Type
    Select Staves.

Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 50.

Bonus Settings > Status Bonuses #

Staves give bonuses to weapon damage and magic attack.

Status Bonuses > Status Bonus 0 #

  • Status Bonus
    Set to 3.

Status Bonuses > Status Bonus 1 #

The magic attack will receive a percent-based bonus.

  • Status Bonus
    Select Status Value Percent.
  • Status Value
    Select Magic Attack.
  • Percent Bonus
    Set to 10.

10: Staff 2 #

Can be equipped at level 10.

Copy the Staff 1 equipment and change the following settings.

Content Information #

  • Name
    Set to Staff 2.

Item Settings > Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 250.

Equipment Settings > Equip Conditions #

We need to add the level requirement again.

  • Use Condition
    Enable this setting.

Click on Add Condition.

  • Condition Type
    Select Combatant Status.

Click on Add Status Condition.

  • Condition Type
    Select Status.
  • Status Needed
    Select Level.
  • Check Type
    Select Is Greater Equal.
  • Check Value
    Select Value > Value.
    Set the value to 10.

Bonus Settings > Status Bonuses > Status Bonuses > Status Bonus 1 #

We’ll only increase the MATK bonus.

  • Percent Bonus
    Set to 20.

Save Changes #

And that’s it for the weapon equipment 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 equipment – shields, armor and accessories.

Or, you can optionally set up even more weapons.

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Table of Contents
  • 0: Dagger 1
    • Content Information
    • Item Settings
      • Price Settings
    • Equipment Settings
      • Equipment Slot Set 0
    • Bonus Settings > Status Bonuses
      • Status Bonuses
  • 1: Dagger 2
    • Content Information
    • Item Settings > Price Settings
    • Equipment Settings
      • Equip Conditions
    • Bonus Settings > Status Bonuses > Status Bonuses
  • 2: Sword 1
    • Content Information
    • Item Settings
      • Price Settings
    • Equipment Settings > Equipment Slot Set 0
    • Bonus Settings > Status Bonuses
      • Status Bonuses
  • 3: Sword 2
    • Content Information
    • Item Settings > Price Settings
    • Equipment Settings > Equip Conditions
    • Bonus Settings > Status Bonuses > Status Bonuses > Status Bonus 0
  • 4: Axe 1
    • Content Information
    • Item Settings
      • Price Settings
    • Equipment Settings > Equipment Slot Set 0
    • Equipment Settings > Equip Conditions > Condition 0 > Status Condition 0
    • Bonus Settings > Status Bonuses > Status Bonuses > Status Bonus 0
  • 5: Axe 2
    • Content Information
    • Item Settings > Price Settings
    • Equipment Settings > Equip Conditions > Condition 0 > Status Condition 0
    • Bonus Settings > Status Bonuses > Status Bonuses
  • 6: Hammer 1
    • Content Information
    • Item Settings
      • Price Settings
    • Equipment Settings > Equip Conditions > Condition 0 > Status Condition 0
    • Bonus Settings > Status Bonuses > Status Bonuses
  • 7: Bow 1
    • Content Information
    • Item Settings
      • Price Settings
    • Equipment Settings > Attack Settings
    • Equipment Settings > Equip Conditions
    • Bonus Settings > Status Bonuses
      • Status Bonuses > Status Bonus 0
      • Status Bonuses > Status Bonus 1
      • Status Bonuses > Status Bonus 2
  • 8: Bow 2
    • Content Information
    • Item Settings > Price Settings
    • Equipment Settings > Equip Conditions
    • Bonus Settings > Status Bonuses > Status Bonuses
  • 9: Staff 1
    • Content Information
    • Item Settings
      • Price Settings
    • Bonus Settings > Status Bonuses
      • Status Bonuses > Status Bonus 0
      • Status Bonuses > Status Bonus 1
  • 10: Staff 2
    • Content Information
    • Item Settings > Price Settings
    • Equipment Settings > Equip Conditions
    • Bonus Settings > Status Bonuses > Status Bonuses > Status Bonus 1
  • Save Changes
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