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.