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
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.
Classes are completely optional – a combatant doesn’t need to have a class at all. You can select the Default class if you want, but it isn’t required.
When using classes, keep in mind that they also contribute to the status of a combatant, e.g. they also have separate available equipment settings.
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 #
- Replace Class Equipment
Enable this setting.
This makes sure a potential class doesn’t interfere with the equipment we set up here.
If disabled, the combatant and class equipment are both used. - 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.