diamond-exclamationSetup & Settings

Required extra setup for the Creatures Module

The Settings window can be accessed by navigating to Game Creator > Creatures > Settings. You'll notice the Settings asset is actually a ScriptableObject, making it easy to change settings if you'd like to try different Example scenes! Each Example Scene has its own Settings asset with pre-selected settings; be sure to assign them when switching Examples!

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Create your own Settings asset by either duplicating one, or right clicking in the Project window and navigating to Create > Game Creator > Creatures > Settings.

Runtime Linking

In order for the system to recognize your current settings during runtime, it must be part of the pre-loaded assets. Simply drag any Settings asset into the picker and Load it to Pre-Loaded Assets! To change it, click the Remove button, add a different Settings asset, and load that instead.

Battle Settings

This is where the main gameplay data resides that will determine how your mechanics actually work.

Battle Style

  • Standard - Pokemon-like battle deployment and target selection.

  • Grid - Designers can set up a grid for deployment and target selection.

    • Note that switching the Battle Style will also open up different options within each Battle component, relating to amount of active creatures in a battle.

Turn Mode

  • Phase Based - Turns are resolved by phase; each creature selects an action, that action is added to a queue, then the queue is sorted based on Move Priority and/or a designated sorting stat (such as Speed or Agility).

  • Active - Turns are resolved the moment an action is chosen by the turn-taking creature. When it is a creatures turn, you will choose an action (or AI chooses an action) and it will be immediately executed. This function can also optionally show a turn list to show who will act when, and who is currently acting.

Allow Party Reserve

This allows for the player (and sometimes enemies, depending on your setup) to deploy other Creatures when an active one (in battle) is defeated, similar to Pokemon. More on Party Setup can be found here.

Party Size

The maximum party size (number of Creatures you can have with you at once).

Pick Battle Actives

When ticked on, this setting allows a player to choose which Creatures from their party will participate in a Battle, instead of, for example, Pokemon automatically sending out the first creature in a party.

Max Active

  • Match Battle Type - The max number of active creatures necessary in a battle will match the battle type (Single, Double or Triple).

    • Note that each Battle component has an override for the apponent's max active count, so you can have things like SOS battles in single battles like newer Pokemon games.

  • Custom - Set a custom number here. Like above, the opponents side can also be overwritten.

  • Manual - This allows you to fully customize battles within each battle scene and/or battle component.

Equipment

  • Held Item - Creatures can only have one held item, like in Pokemon. Make it count!

  • Equipment - Creatures have multiple different equipment slots (armor, accessory, etc). Customize!

Send Out/Return FX Instructions

These blocks of instruction run right when they say they will: On Send Out in Battle, On Return from Battle, etc (unless told not to with a Check Condition instruction). This makes it easy to set up standard effects or other things that should trigger upon sending out or returning a creature, generally used for things like FX.

Unlimited/Max Moves

The maximum number of moves a Creature can have at one time. Ticking "Unlimited Moves" will grey out the Max Moves input.

Dex Settings

  • Basic - A Pokemon-esque style Dex system, where seeing a creature adds them partially to your Dex, but capturing them unlocks the full context.

  • Advanced - Unlock different entries for the same creature by doing different things. Includes auto-unlock when conditions are met.

Stat References

Health Attribute

A reference to the Attribute you're using as Health. This allows utilities to keep track of the life of a Creature and react automatically to things such as 0 health.

EXP Stat

A reference to an EXP stat. This allows internal utilities to react to level ups and other basic mechanics.

Level Stat ID

A string input for a Stat that determines Level. Why is this not a direct stat reference? To allow for multiple Stats to be named "level" that may use different Tables for Growth Rates. See here for more information.

Evolution Settings

Drop Unknown Data Keys: This toggle allows you to choose whether, on Evolve, a creature will maintain data values that are unknown on the new creature, or remove them).

Stat Mode and List: Here you can change behavior for your stat list and choose whether the selected stats will carry over to the new evolution or reset. It will do the opposite to stats not listed.

Stat Stages

Stat Stages are Battle-only modifications that affect the stats of a Creature, such as Buffs and Debuffs. The Min and Max stages are the minimum and maximum stages a Creature can have before a move can no longer apply those effects. The slider determines the strength of each stage, in percent. For example, if the slider is set to 0.2, and a Creature uses Growl, the opponent's creature will lower it's attack by 20%.

Optional Databases

Personality Database

If you'd like to use Personalities (the equivalent of Natures, if you want them to be), you can create a Personality Database and drag it in to use it here.

Default Data

An optional group of databases that allow you to auto-populate the corresponding type with the specified Default Data. This can be used if, for example, your game design includes such Moves which can "make contact" or not, and every move created should have this data, or each creature should have a "LocationCaptured" string. Saves you from having to add the same boolean (or other options) on everything you create!

Default Creature Traits

An optional but useful object that holds Attribute and Stat references. Add whatever Stats and Attributes you'd like every creature to start with, and there is a button in the Creature Editor that will auto-populate your creature with the designated Stats and Attributes here. They can then be overridden, as well, on a per-creature basis.

Project Folders

Where your Creature prefabs and Classes will be saved when synced in the Creature Editor.

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