[Note: This way is my way. There are other ways--if you use this way you might want to tweak some things your way to make it suit you.] : )

This is using Real Time Damage Dealers/Zones—-

Set up your prefabs to deal and receive damage——
Use an empty scene—-
Place the prefab for your player and any enemy you want to hurl the fireball in the scene—go to the Scene Wizard and add a Damage Zone to each prefsb and make sure it fits snugly.

Copy those prefabs back into your player prefab and enemy prefab(s).

Place the Fire1 particle prefab into the scene (you can find it in Standard Assets Particles). Use the Scene Wizard to add a Damage Dealer to it and make sure it fits snugly. Copy that prefab back into the Fire1 particle prefab.

[You don’t have to just hurl a fireball you can use this process to hurl any prefab at your enemy.]

Go to Status/Abilities and set up your Fire or Fireball ability. You can use the Fire ability from the ORK tutorial and just tweak it.

Base settings—
Ability type—magic
Usable in Battle
Level Up Type None
Target Settings Enemy
Target Range Single
Check Real Time
Range 2
Threshold 0
Check Ignore Y Distance

In Ability Settings—
Check Counterable
Check End Turn
Check Hit Chance
Hit Chance 70
Value Type Formula
Formula Hit Chance
Initial Value 100
Rounding None
Check Delay Time
Value Type Value
Value 2

Check Add Animation—
runToTarget—[check the ORK tutorial to set up this event]

Battle Event 1
attackNoCalculation——[how to set up this event attackNoCalculation is below]

Chance 100
Check Real Time

Damage Dealer Settings
Add Tag
spell
Check Add Audio
Check Use Sound Type
Sound Type Damage
Check Use Target
Check Play One Shot
Volume 1
Check Add Prefab
Prefab Fire1—-[Fire1 prefab you added a damage dealer to]
Check Stop Particles
Stop After 5
Destroy after 0

Consume Item
Check Show Notification
Check Show Console

Use Cost
Add Value Change
MP
Check Show Notification
Check Show Console

Sub
Value
Value 2
Efficiency 1

Target Changes
Add Value Change
HP
Check Show Notification
Check Show Console
Sub
Value
Value 10
Efficiency 1

Check Blockable
Set Attack Attribute
Check Element Fire
Check Type Explosion

Go to Events/Battle Events and make a new Battle Event:

image


In Event Settings-
Check Auto Damage Dealers
Check Main Camera

Prefab is Fire1 (from Standard Assets Particles)
Audio Clip is Fire (form Tutorial Resources)

Next Step—Combatant Animations

Actor
User
Time Between 0
Check Wait Between
Animation Type Attack

Next Step—Look at Enemies

Next Step—Spawn Prefab
Prefab 0
Actor
User
Time Between 0
Check Wait Between
Check Play Audio
Check Play One Shot
Volume 1

Next Step—Change Position
Object Prefab
Prefab 0
-1
Time Between 0
Check Wait Between
Check To Object
Actor
Target
Check Use Center
Check Use Local Space
Check Move
Check Wait
Check Face Direction
Stop Distance 0
Check No Combatant Radius
Check Move By Speed
Value
3
Check Follow Position

Next Step—Activate Damage Dealer
Prefab
Prefab 0
-1

Check Activate
Check Use Action Tags
Add Tag
spell

Next Step—Emit Particles
Prefab
Prefab 0
-1
Time Between 0
Check Wait Between

Next Step—Destroy Prefab

Prefab 0
-1
Check Destroy After Time
3

Next Step—Wait

1


Set up your combatants that are going to hurl your Fireball.
Go to Combatants/Combatant

Add a Shortcut Key if you are using a shortcut.
Add a Base Attack Fire—you can use it as a Counterattack if you want
Make sure the player or enemy Learns the Ability—add it to Learn Ability—Fire or whatever you called your Ability.

Make a shortcut to fire your Fireball or you can use a Battle Menu. See ORK tutorial for those.


Post edited by Catacomber on
Sign In or Register to comment.