18 Combatants Part 2: Players

Table of Contents

In this tutorial we’ll set up the player’s combatants.

We’ll set up the following player combatants:

  • warrior (tank)
  • rogue (fast DPS)
  • ranger (DPS, bows)
  • wizard (magical DPS, elemental magic)
  • cleric (magical DPS, healing and light/dark magic)
  • monk (weaponless DPS)

Navigate to Combatants > Combatants, we’ll change the Default combatant and add additional combatants.

0: Warrior #

We’ll start with the player’s tank.

Content Information #

  • Name
    Set to Warrior.
  • Description
    Set to Protects and attacks..

Base Settings #

  • Combatant Type
    Select Tank.

We’ll revisit these settings in other tutorials when we set up the prefab of the combatant.

Status Settings #

  • Start Level
    Set to 1.
    This is the level that’ll be used when creating a combatant with the Default level settings.
  • Class
    Select Default.
    We didn’t really touch on classes, as they’re not needed for our status system setup, but they’ll be part of other tutorial series.
    When no class is selected, the first class (ID 0) will be used automatically in-game.

Status Value Settings #

This is where you define the used status development, optional status value start values, experience rewards, etc.

For our player combatants we’ll just have to define their status development.

  • Has Status Development
    Enable this setting.
    Using a status development is optional, you can also create combatants without them, e.g. using a custom development systems via schematics, or developing via classes.
  • Status Development
    Select Tank.

Modifier Settings #

The modifier settings define which defence modifiers are used (Defence Modifier IDs) and the start values for attack/defence modifier attributes.

We’ll only set up the defence modifiers for our player combatants, they’ll have the default start values (100) for all attack/defence modifier attributes. These default start values are defined by the modifiers. Our enemies will have individual attack modifier strengths and weaknesses.

Modifier Settings > Defence Modifier IDs #

Click on Add Defence Modifier ID.

  • Defence Modifier
    Select Size.
  • Attribute
    Select Medium.
    The players are about … medium size.

Attacks & Abilities #

We’ll set up the abilities the combatant will have available and at which level they’re learned. There are also other ways to learn abilities, e.g. via research trees, using items or schematics.

Ability Development #

The tank will have 3 abilities, feel free to change the Learn at Level settings, e.g. learning everything at level 1 to test things out.

Click on Add Ability.

  • Learn at Level
    Set to 1.
  • Ability
    Select Look At Me!.
  • Ability Level
    Set to 1.
    We’ll only learn level 1 abilities for our players (and most only have 1 level).

Click on Add Ability.

  • Learn at Level
    Set to 5.
  • Ability
    Select Defensive Mode.

Click on Add Ability.

  • Learn at Level
    Set to 15.
  • Ability
    Select Fortify.

Inventory & Equipment #

We’ll use the tank’s available equipment template and define a start equipment.

We won’t set up a start inventory for the player combatants, this’ll be handled in future tutorials when setting up a start schematic for the game.

Available Equipment #

  • Available Equipment
    Select Template.
  • Template
    Select Warrior.

Start Equipment #

Start equipment is defined for level ranges, e.g. you can set up different equipment for level 1-10 and 11-20, etc.

We’ll just set up the weakest equipment for all levels. Please note that you can only define equipment slots and equipment that’s available to the combatant based on the Available Equipment setup.

Click on Add Start Equipment.

  • Start Level
    Set to 1.
  • Maximum Level
    Set to 50.

Click on Add Equipment Slot.

  • Equipment Slot
    Select Weapon.
  • Equipment
    Select Sword 1.

Click on Add Equipment Slot.

  • Equipment Slot
    Select Armor.
  • Equipment
    Select Armor 1.

Steal Settings #

We’ll replace the default steal settings for our player combatants to not limit stealing from them to a fixed item.

  • Own Steal Settings
    Enable this setting.

1: Rogue #

The rogue is a fast physical DPS.

Copy the Warrior combatant and change the following settings.

Content Information #

  • Name
    Set to Rogue.
  • Description
    Set to Fast and deadly, steals stuff..

Base Settings #

  • Combatant Type
    Select Physical Attackers.

Status Settings > Status Value Settings #

  • Status Development
    Select Fast Physical DPS.

Attacks & Abilities > Ability Development #

The rogue will have 4 abilities.

Ability 0 #

  • Ability
    Select Steal.

Ability 1 #

  • Ability
    Select Poison Attack.

Ability 2 #

  • Learn at Level
    Set to 10.
  • Ability
    Select Slow Attack.

Ability 3 #

Click on Add Ability.

  • Learn at Level
    Set to 15.
  • Ability
    Select Faster.

Inventory & Equipment > Available Equipment #

  • Template
    Select Rogue.

Inventory & Equipment > Start Equipment > Equipment Set 0 > Start Equipment 0 #

  • Equipment
    Select Dagger 1

2: Ranger #

The ranger is a physical DPS.

Copy the Rogue combatant and change the following settings.

Content Information #

  • Name
    Set to Ranger.
  • Description
    Set to Knows about enemy weaknesses, deadly with a bow..

Status Settings > Status Value Settings #

  • Status Development
    Select Physical DPS.

Attacks & Abilities > Ability Development #

The ranger will have 4 abilities.

Ability 0 #

  • Ability
    Select Study.

Ability 1 #

  • Ability
    Select Keen Eye.

Ability 2 #

  • Ability
    Select Double Shot.

Ability 3 #

  • Ability
    Select Round Shot.

Inventory & Equipment > Available Equipment #

  • Template
    Select Ranger.

Inventory & Equipment > Start Equipment > Equipment Set 0 > Start Equipment 0 #

  • Equipment
    Select Bow 1

3: Wizard #

The wizard is a magical DPS with a lot of elemental magic. Uses Drain as base attack (but not counter).

Copy the Ranger combatant and change the following settings.

Content Information #

  • Name
    Set to Wizard.
  • Description
    Set to Fragile physique, strong magic..

Base Settings #

  • Combatant Type
    Select Magical Attackers.

Status Settings > Status Value Settings #

  • Status Development
    Select Magical DPS.

Attacks & Abilities > Ability Development #

The wizard will have 5 abilities – all ability level 1.

Upgrading the elemental spells will be handled via research trees (in other tutorials).

Ability 0 #

  • Ability
    Select Fire.

Ability 1 #

  • Ability
    Select Water.

Ability 2 #

  • Ability
    Select Wind.

Ability 3 #

  • Ability
    Select Quake.

Ability 4 #

Click on Add Ability.

  • Learn at Level
    Set to 20.
  • Ability
    Select Electro.

Attacks & Abilities > Override Settings > Base Attack #

We’ll override the base attack with the Drain ability.

  • Own Base Attack
    Enable this setting.

Click on Add Base Attack.

  • Ability
    Select Drain.

Inventory & Equipment > Available Equipment #

  • Template
    Select Mage.

Inventory & Equipment > Start Equipment > Equipment Set 0 > Start Equipment 0 #

  • Equipment
    Select Staff 1

Inventory & Equipment > Start Equipment > Equipment Set 0 > Start Equipment 1 #

  • Equipment
    Select Light Armor 1

4: Cleric #

The cleric is a magical DPS with a supportive spells, healing and light/dark magic.

Copy the Wizard combatant and change the following settings.

Content Information #

  • Name
    Set to Cleric.
  • Description
    Set to Commands light and darkness, supporting allies..

Attacks & Abilities > Ability Development #

The cleric will have 6 abilities – all ability level 1.

Upgrading the elemental spells will be handled via research trees (in other tutorials).

Ability 0 #

  • Ability
    Select Heal.

Ability 1 #

  • Learn at Level
    Set to 2.
  • Ability
    Select Light.

Ability 2 #

  • Learn at Level
    Set to 5.
  • Ability
    Select Cure.

Ability 3 #

  • Learn at Level
    Set to 10.
  • Ability
    Select Faster.

Ability 4 #

  • Learn at Level
    Set to 15.
  • Ability
    Select Regeneration.

Ability 5 #

Click on Add Ability.

  • Learn at Level
    Set to 20.
  • Ability
    Select Dark.

Attacks & Abilities > Override Settings > Base Attack #

We’ll remove the base attack override.

  • Own Base Attack
    Disable this setting.

5: Monk #

The monk is a weaponless DPS.

Copy the Cleric combatant and change the following settings.

Content Information #

  • Name
    Set to Monk.
  • Description
    Set to Uses fists instead of the mind..

Base Settings #

  • Combatant Type
    Select Physical Attackers.

Status Settings > Status Value Settings #

  • Status Development
    Select Weaponless DPS.

Attacks & Abilities > Ability Development #

The monk only has one ability.

Ability 0 #

  • Ability
    Select Meditate.

Remove the rest of the added abilities.

Inventory & Equipment > Available Equipment #

  • Template
    Select Monk.

Inventory & Equipment > Start Equipment > Equipment Set 0 > Start Equipment 0 #

  • Equipment Slot
    Select Armor.
  • Equipment
    Select Light Armor 1

Remove Start Equipment 1.

Save Changes #

And that’s it for the player combatants setup.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Next, we’ll set up the enemy combatants.