# AnyRPG Introduction

AnyRPG is an [open source](https://github.com/AnyRPG/AnyRPGCore) Role Playing Game engine written in [C#](https://docs.microsoft.com/en-us/dotnet/csharp/) for [Unity](https://unity.com/) that enables content creators to rapidly create unique and engaging short stories, scenarios, adventures, and even full games.

By providing a platform with the most common Role Playing Game functionality out of the box, AnyRPG allows content creators to focus directly on the things that make their game unique such as visual assets and story content.

## Getting Started

### Guides: Jump right in

Follow our handy guides to get started on the basics as quickly as possible:

{% content-ref url="/pages/HGrRFig0uXyjERFpnDpU" %}
[Installing AnyRPG](/getting-started/installing-anyrpg)
{% endcontent-ref %}

{% content-ref url="/pages/BN72QLNUAhF9pc2TpvPt" %}
[Creating your first game](/getting-started/creating-your-first-game)
{% endcontent-ref %}

{% content-ref url="/pages/8KYk3UgEL64FII1ZTQHe" %}
[Configuring your game](/getting-started/configuring-your-game)
{% endcontent-ref %}

{% content-ref url="/pages/8gr6ZzeL5ror86GHSbNJ" %}
[Adding Content To Your Game](/getting-started/adding-content-to-your-game)
{% endcontent-ref %}


# Installing AnyRPG

There are 2 ways to obtain AnyRPG.

* Any(MMO)RPG can be found on the [Unity Asset Store](https://assetstore.unity.com/packages/slug/234361).
* AnyRPG Core can be found on [Github](https://github.com/AnyRPG/AnyRPGCore). This project is identical to the Unity Asset Store package.

## Choose an installation type

{% content-ref url="/pages/Ry7PLqFh9p0iQMajgaVZ" %}
[Unity Asset Store Installation](/getting-started/installing-anyrpg/unity-asset-store-installation)
{% endcontent-ref %}

{% content-ref url="/pages/On69Ajo6TyTwmDnFSeDI" %}
[Github Installation](/getting-started/installing-anyrpg/github-installation)
{% endcontent-ref %}


# Unity Asset Store Installation

Any(MMO)RPG is available via github and the Unity Asset Store. This page describes how to install it from from the Unity Asset Store.

{% embed url="<https://youtu.be/hAPFGAX2o-g>" %}

## Find Any(MMO)RPG on the Unity Asset Store

Any(MMO)RPG can be found on the Unity Asset Store at <https://assetstore.unity.com/packages/slug/234361>

## Install the Correct Unity Version

The Any(MMO)RPG Unity package is exported as a complete project because it requires specific build settings, compiler settings, layers, and tags to function. Due to the way full projects are exported in Unity, they must be imported with the **same or higher** Unity version they were exported with.

You can find the correct Unity version right on the asset store page.

## Create a New Unity 3D Project

Open Unity Hub and select the *Projects* tab.  Click *New project*.

![](/files/8zihFBG991RLL9fyw2Lx)

If you have multiple versions of Unity installed, you will need to select the correct editor version.  Choose Universal 3D (SRP), optionally name your project, and click the *Create project* button.

<figure><img src="/files/O2INzf1TKBlmVSezjbDV" alt=""><figcaption></figcaption></figure>

## Install the Any(MMO)RPG Unity Package

Add the Any(MMO)RPG asset to your assets by clicking the **Add To My Assets** button on the asset store page.

<div align="left"><figure><img src="/files/50mUFOZpVaaLdvC1ivAM" alt=""><figcaption></figcaption></figure></div>

Once the asset is added to your assets, click the **Open in Unity** button.

<div align="left"><figure><img src="/files/IGbXnKyFCkfHxomNw5ZD" alt=""><figcaption></figcaption></figure></div>

When the package manager opens in Unity, click the Download button to download the package.

<figure><img src="/files/6CSY3tAKum3jdCAthSum" alt=""><figcaption></figcaption></figure>

Once the package has downloaded, the **Import** button should become available.  Click it.

<figure><img src="/files/e2YHOZZsFqMz8iPOhuvO" alt=""><figcaption></figcaption></figure>

A warning window will pop up letting you know this package will overwrite all project settings.  Click **Import**.

![](/files/0r7nGovDVMHBY4ylDqIZ)

When the Import Unity Package window appears, click **Next**.

<div align="left"><figure><img src="/files/Y5tT1BrAftX7JZ2xkPva" alt=""><figcaption></figcaption></figure></div>

Click **Import**.

<div align="left"><figure><img src="/files/pRQpvxgU28zhd6Lw9YAA" alt=""><figcaption></figcaption></figure></div>

The Any(MMO)RPG Unity package contains hundreds of textures, icons, 3d models, and audio files.  You can expect the import to take a few minutes, even on a reasonably fast computer.

![](/files/UCWHXBulF5PNV01F5Vte)

## The Welcome Window

The welcome window should popup once the project opens.  If not, you can find it at **Tools -> AnyRPG -> Welcome Window**.

<div align="left"><figure><img src="/files/ZNQtfOkyEsZenKbcLL6M" alt=""><figcaption></figcaption></figure></div>

## Install TMP Essental Resources

Click the button Import TMP Essentials

<figure><img src="/files/DmRttbajuYbddaFDoNur" alt=""><figcaption></figcaption></figure>

When presented with the option, accept the defaults and click **Import**.

![](/files/1rsuBVwYsArkUm6xWA7M)

You should now see the warning has disappeared.

<figure><img src="/files/9bHtidXwCupPt7Tl8cEB" alt=""><figcaption></figcaption></figure>

## Next Steps

Congratulations, AnyRPG is now ready to use!

From here you can [install optional addons](/getting-started/managing-addons), explore the [included sample games](/getting-started/included-sample-games) or get started [creating your own game](/getting-started/creating-your-first-game).


# Github Installation

This page describes how to install AnyRPG Core from github.

{% embed url="<https://youtu.be/o_3pCpv4RHw>" %}

## Install the Correct Unity Version

The AnyRPG Unity package is exported as a complete project because it requires specific build settings, compiler settings, layers, and tags to function. Due to the way full projects are exported in Unity, they must be imported with the **same or higher** Unity version they were exported with.

The correct Unity Version for the current github project is 6000.3.10f1 and can be downloaded from&#x20;

[https://unity3d.com/get-unity/download/archive](< https://unity3d.com/get-unity/download/archive>)

## Download the Project From Github

Choose one of the download methods that Github offers.

<div align="left"><figure><img src="/files/y6Rh55RnsbqRUiTC1Rrf" alt=""><figcaption></figcaption></figure></div>

For example, you can clone the project into a directory on your computer if you have the [git CLI](https://git-scm.com/install/) installed using the command `git clone https://github.com/AnyRPG/AnyRPGCore.git`

<div align="left"><figure><img src="/files/tDJdUZGDUPu6TnmEAmBu" alt=""><figcaption></figcaption></figure></div>

## Open Unity Hub and Add the Project

Open Unity Hub and select the *Projects* tab.  Click *Open > Add Project From Disk.*

![](/files/xMj2iWapEimNJeGUQnPo)

Find the project folder and choose *Add Project*.

<img src="/files/xSqJ1yHXS05Ll3Tjcbkc" alt="" data-size="original">

## Open The Project

The project should now be visible in Unity Hub.  Click on it to open it.

<div align="left"><figure><img src="/files/YGbr9W6kNZUMxNBvXSbQ" alt=""><figcaption></figcaption></figure></div>

## The Welcome Window

The welcome window should popup once the project opens.  If not, you can find it at **Tools -> AnyRPG -> Welcome Window**.

<div align="left"><figure><img src="/files/ZNQtfOkyEsZenKbcLL6M" alt=""><figcaption></figcaption></figure></div>

## Install TMP Essental Resources

Click the button Import TMP Essentials

<figure><img src="/files/DmRttbajuYbddaFDoNur" alt=""><figcaption></figcaption></figure>

When presented with the option, accept the defaults and click **Import**.

![](/files/1rsuBVwYsArkUm6xWA7M)

You should now see the warning has disappeared.

<figure><img src="/files/9bHtidXwCupPt7Tl8cEB" alt=""><figcaption></figcaption></figure>

## Next Steps

Congratulations, AnyRPG is now ready to use!

From here you can [install optional addons](/getting-started/managing-addons), explore the [included sample games](/getting-started/included-sample-games) or get started [creating your own game](/getting-started/creating-your-first-game).


# Managing Addons

With addons, you can extend AnyRPG with UMA support, FishNet support, and extra asset packs.

## The Addon Manager

Addons can be managed from the Addon Manager, which can be found at **Tools -> AnyRPG -> Addon Manager**.

<div align="left"><figure><img src="/files/xXQlrOe6bOstwugyLmPT" alt=""><figcaption></figcaption></figure></div>

<figure><img src="/files/iT6HvybYU9ybbMxdF1q2" alt=""><figcaption></figcaption></figure>


# UMA Installation

AnyRPG supports UMA via the AnyRPG UMA Addon

## Install UMA 2

From the Addon Manager, click the **Install Package** button under the UMA 2 Integration Addon.  If you do not yet own UMA 2, click on the URL link to open it in the Unity Asset Store, and add it to your assets.

<figure><img src="/files/GTwhd9n4AUtJxISuk2Nf" alt=""><figcaption></figcaption></figure>

The Unity Package Manager should open in Unity.  If you do not see the UMA 2 package, click **My Assets** and then type "UMA 2" in the search box.  If you have not downloaded the package yet, click *Download*.  Then click the *Import* button.

<figure><img src="/files/14hmhYEPiXHK361Cou0q" alt=""><figcaption></figcaption></figure>

When presented with the option, accept the defaults and click Import.

![](/files/Rdwbw0gcvDu8mMuDcvis)

## Install the AnyRPG UMA Addon

Once UMA is installed, you will see the option to install the addon is now available.  If you have the [git CLI](https://git-scm.com/install/) installed, click the **Install AnyRPG UMA Addon** button, and the addon will be installed automatically.

If you do not want to intall git, you can click the URL link and download a zip file.  You will need to unzip it into the Addons folder shown in the CLI hint window.

<figure><img src="/files/CZX7B1ZMp9Qn4L1NP2jA" alt=""><figcaption></figcaption></figure>

Once the addon is installed, click the **Open Global Library Filters** button.

<figure><img src="/files/qWyXk0PHvzr4Hrn0jIgU" alt=""><figcaption></figcaption></figure>

Remove all filters, so the UMA equipment in the addon can be found by the system.\
![](/files/Lk810Sn3sT2JEbfLTbRU)

Click the **Open UMA Welcome Window** button to open the UMA Welcome window.

<figure><img src="/files/FoWkCoxSctpJMXDcsHSi" alt=""><figcaption></figcaption></figure>

Click the **Rebuild Library after importing new version!** button.

<figure><img src="/files/3AfoOG2jZRDFXHwjn4v8" alt=""><figcaption></figcaption></figure>

UMA is now configured and ready to use.

## Next Steps

Use the Add UMA Support Wizard to add UMA support to a game.


# AnyMMO (FishNet)

AnyRPG supports online play via the AnyMMO (FishNet) package.

## Install FishNet

From the Addon Manager, click the **Install Package** button under the AnyMMO (FishNet) Addon.  If you do not yet own FishNet, click on the URL link to open it in the Unity Asset Store, and add it to your assets.

<figure><img src="/files/BwTETYab9fKzJC9D26GZ" alt=""><figcaption></figcaption></figure>

The Unity Package Manager should open in Unity.  If you do not see the FishNet package, click **My Assets** and then type "FishNet" in the search box.  If you have not downloaded the package yet, click *Download*.  Then click the *Import* button.

<figure><img src="/files/aw0sKVIopbHYnkUjMdyL" alt=""><figcaption></figcaption></figure>

When presented with the option, accept the defaults and click Import.

<div align="left"><figure><img src="/files/qZsYQSBVeDKzrv9QKgQH" alt=""><figcaption></figcaption></figure></div>

## Install the AnyMMO FishNet Addon

Once FishNet is installed, you will see the option to install the addon is now available.  If you have the [git CLI](https://git-scm.com/install/) installed, click the button, and the addon will be installed automatically.

If you do not want to intall git, you can click the URL link and download a zip file.  You will need to unzip it into the Addons folder shown in the CLI hint window.

<figure><img src="/files/VmOVn1CqbLsefo8SOb0y" alt=""><figcaption></figcaption></figure>

FishNet is now configured and ready to use.

## Next Steps

Use the FishNet wizards to create a new online game or play the [AnyMMO FishNet Demo Game](/getting-started/included-sample-games).


# FishNet-UMA Integration

With the FishNet-UMA Integration addon, you can add UMA support to online games.

## Install Dependencies

Follow the directions to install [UMA](/getting-started/managing-addons/uma-installation) and [FishNet](/getting-started/managing-addons/anymmo-fishnet).

## Install the AnyMMO FishNet Addon

Find the FishNet-UMA Integration addon section and scroll down to the AnyMMO FishNet UMA Addon.  If you have the [git CLI](https://git-scm.com/install/) installed, click the button, and the addon will be installed automatically.

If you do not want to intall git, you can click the URL link and download a zip file.  You will need to unzip it into the Addons folder shown in the CLI hint window.

<figure><img src="/files/wtCPOru3uhzrHgLDpTxU" alt=""><figcaption></figcaption></figure>

UMA is ready to use with FishNet is now configured and ready to use.

## Next Steps

Use the template content wizard to install preconfigured UMA characters for FishNet.


# Movement Test Game

The movement test game is a simple once scene game with stairs, ramps, obstacles, and water suitable for testing character controller modifications.

## Install the Movement Test Game Addon

Find the Movemente Test Game addon section.  If you have the [git CLI](https://git-scm.com/install/) installed, click the button, and the addon will be installed automatically.

If you do not want to intall git, you can click the URL link and download a zip file.  You will need to unzip it into the Addons folder shown in the CLI hint window.

<figure><img src="/files/S6q5K3kZWR3AhZdQozuH" alt=""><figcaption></figcaption></figure>

The movement test game is now ready to play.

## Next Steps

Play the [movement test game](/getting-started/included-sample-games).


# CC0 Fantasy Content Pack

The CC0 Fantasy Content pack is a collection of fantasy assets released under the CC0 license, and suitable for use in any project.

## Install the CC0 Fantasy Content Pack Addon

Find the CC0 Fantasy Content Pack addon section. Click the web download link to download the Unity package.

<figure><img src="/files/IjfqPOxhAobaqWUA4kLQ" alt=""><figcaption></figcaption></figure>

Once downloaded, drag the package into your project and extract it.

## Next Steps

Use the [Template Content Wizard](/wizards/template-content-wizard) to install preconfigured characters that are available in the content pack.


# A Lost Soul Demo Games

Demos of the game, A Lost Soul, created using the anyrpg-cc0-fantasy-content-pack assets.

## Install Dependencies

Follow the directions to install [UMA](/getting-started/managing-addons/uma-installation) and the [CC0 Fantasy Content Pack](/getting-started/managing-addons/cc0-fantasy-content-pack).

## Install the A Lost Soul Demo Games Addon

Find the A Lost Soul Demo Games addon section and scroll down to the A Lost Soul Demo Games addon.  If you have the [git CLI](https://git-scm.com/install/) installed, click the button, and the addon will be installed automatically.

If you do not want to intall git, you can click the URL link and download a zip file.  You will need to unzip it into the Addons folder shown in the CLI hint window.

<figure><img src="/files/LE9WUuK8CbQUoKWssnM6" alt=""><figcaption></figcaption></figure>

The Lost Soul demo games are now ready to play

## Next Steps

Play the [demo games](/getting-started/included-sample-games).


# Included sample games

AnyRPG includes several sample games.  Read on to find out how to play them.

## Welcome Window

You can find links to the included sample games in the welcome window.  You can open it by clicking on the ***Tools*** menu in the menu bar and choosing ***AnyRPG > Welcome Window***.

![](/files/CzhyIdtegRRPeXqhJvAJ)

## Loading the Games

Click the **Play Demo Games** menu button. To load any of the sample games from the Welcome Window, click on the button with the game title.

<figure><img src="/files/Fox4ulCyqm2QOF5YZBYw" alt=""><figcaption></figcaption></figure>

Clicking the button will both load the correct build profile for the game, and open the loading scene for that game, at which point you can press the play button in the Unity editor to play the game.

![](/files/yFXNGQvwc19lY37O4rKE)

A brief description of the purpose of each game is listed below.

### A Lost Soul Story Demo Game

A Lost Soul Story Demo is the first 2 chapters of the game A Lost Soul re-created using the open source assets include in the AnyRPG Engine.

{% hint style="info" %}
A Lost Soul Story Demo Game is included in the A Lost Soul Demo Games addon.  You will not see it if the addon is not installed.
{% endhint %}

### A Lost Soul Character Demo Game

A Lost Soul Character Demo allows you to explore the world of A Lost Soul by playing as any character and faction you encounter during the more linear story game.

{% hint style="info" %}
A Lost Soul Character Demo Game is included in the A Lost Soul Demo Games addon.  You will not see it if the addon is not installed.
{% endhint %}

### Features Demo Game

The Features Demo Game is intended to be a simple demonstration of all features supported by AnyRPG.  Since the majority of the content in the features demo game was installed using the Template Content Wizard, it also somewhat serves as an example of what type of template content can be quickly installed in your own games using the wizard.

### AnyMMO FishNet Demo Game

The AnyMMO FishNet Demo game is a copy of the Features demo game, configured for online play using FishNet.  It does have a few extra features that the offline version does not have, including mailboxes and an auction house.

{% hint style="info" %}
AnyMMO FishNet Demo Game is included in the FishNet (MMO) networking addon.  You will not see it if the addon is not installed.
{% endhint %}

### Movement Test Game

The movement test game is a simple once scene game with stairs, ramps, obstacles, and water suitable for testing character controller modifications.


# Creating your first game

You are now ready to create your first game.  Open the [New Game Wizard](/wizards/new-game-wizard) to get started.


# Configuring your game

## The System Configuration Manager

All configuration options that apply to the entire game are set through the System Configuration Manager. &#x20;

After using the New Game Wizard to create your game, you can find the System Configuration Manager in the Game Manager prefab at the following directory path : *Games/YourGameName/Prefab/GameManager.*

![](/files/unEkyY8VvmzmLs0QoWCE)

## Settings

The System Configuration Manager has over 100 settings. They are grouped in common related themes, and listed below.

### Game Configuration

| Name                   | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |
| ---------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Game Name              | The name of the game that will show on the main menu screen when the game is first launched.                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Game Version           | The version number that will show on the main menu screen when the game is first launched.                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| Load Resources Folders | <p>Because AnyRPG supports multiple games in the same project, it is necessary to only load the Scriptable Objects that apply to the correct game.  Each game has its own resources in subfolder of a Resources folder in the format <em>Resources/YourGameName</em>.<br>This has the added benefit of allowing the developer to have shared resources that can be re-used across multiple games.<br>This list contains the names of all Resources subfolders that should be loaded into memory when the game is launched.</p> |
| Allow Offline Play     | If true, the play offline menu will be available from the main menu.                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| Allow Online Play      | If true, the play online menu will be available from the main menu.                                                                                                                                                                                                                                                                                                                                                                                                                                                            |

### Scenes

| Name                  | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| --------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Initialization Scene  | <p>The name of the scene that contains the GameManager prefab.  In the launching process, the GameManager prefab is set to <code>DontDestroyOnLoad</code> and then the <em>Main Menu Scene</em> is loaded.<br>If the game is launched from a content scene that has a <a href="/pages/htQ7OlytL8ICWIH1TCV1">Scene Config</a> prefab in it, that scene will be unloaded, and the <em>Initialization Scene</em> will be immediately loaded to start the launching process properly.</p> |
| Main Menu Scene       | <p>The name of the scene that contains the main menu, where the player can start new games or load existing saved games.<br>This name can be the name of the scene on disk, or the friendly name configured in a <a href="/pages/DMFNEvvI6kMP1APqTwQ9">Scene Node</a>.</p>                                                                                                                                                                                                            |
| Default Starting Zone | <p>If your game is not configured to allow choosing a Faction when starting a game, or the the Faction's Default Starting Zone field is empty, then new players will start their adventures in this scene.<br>This name can be the name of the scene on disk, or the friendly name configured in a <a href="/pages/DMFNEvvI6kMP1APqTwQ9">Scene Node</a>.</p>                                                                                                                          |

### New Game Options

| Name                        | Description                                                                                                                                                                                                                                                                                                                                                           |
| --------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Default Player Name         | <p>If <em>Use New Game Window</em> is false, the player will start a new game with this name.<br>If <em>Use New Game Window</em> is true, the player will have its name set to this by default.</p>                                                                                                                                                                   |
| Use New Game Window         | If true, the player will be presented with a screen to customize the character name before launching a new game.                                                                                                                                                                                                                                                      |
| Edit Player Name            | If true, the player name can be modified in the new game window.                                                                                                                                                                                                                                                                                                      |
| Player Name Source          | <p><strong>Default Player Name</strong><br>The player name will be set to the default defined above.<br><strong>Unit Profile</strong><br>The player name will be changed based on the unit profile selected.</p>                                                                                                                                                      |
| Character Selection Type    | <p>When the new game window is used, what method will be used to select a character.<br><br><strong>Default Character</strong><br>Only the default character will be available. <strong>Character List</strong><br>The faction will control the list.<br><strong>Race And Gender</strong><br>A Male or Female character can be chosen after the race is selected.</p> |
| New Game Appearance         | If true, and *Use New Game Window* is true, show the appearance tab in the New Game Window.                                                                                                                                                                                                                                                                           |
| New Game Faction            | If true, and *Use New Game Window* is true, the player can select their [Faction](/scriptable-objects/faction) in the New Game Window.                                                                                                                                                                                                                                |
| New Game Race               | If true, and *Use New Game Window* is true, the player can select their [Race](/scriptable-objects/character-race) in the New Game Window.                                                                                                                                                                                                                            |
| New Game Class              | If true, and *Use New Game Window* is true, the player can select their [Character Class](/scriptable-objects/character-class) in the New Game Window.                                                                                                                                                                                                                |
| New Game Specialization     | If true, and *Use New Game Window* is true, and *New Game Class* is true, the player can select their [Class Specialization](/scriptable-objects/class-specialization) in the New Game Window.                                                                                                                                                                        |
| New Game Audio              | An [Audio Profile](/scriptable-objects/audio-profile) that contains an audio clip to play while the New Game Window is open.                                                                                                                                                                                                                                          |
| Default Player Unit Profile | If *Use New Game Window* is false, all new players will start the game using this [Unit Profile](/scriptable-objects/unit-profile).                                                                                                                                                                                                                                   |
| Default Unit Profiles       | A list of [Unit Profiles](/scriptable-objects/unit-profile) that should always be available if the character selection type is 'Character List' or no faction is available or the current faction is configured to show default profiles.                                                                                                                             |

### Inventory

| Name                    | Description                                                                                                                                                                          |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Default Inventory Slots | The number of slots the player inventory contains, without any [Bags](/scriptable-objects/items/bag) equipped.                                                                       |
| Default Bank Slots      | The number of slots the [Bank](/scriptable-objects/interactable-option-configurations/bank-config) contains, without any [Bags](/scriptable-objects/items/bag) equipped.             |
| Max Inventory Bags      | The maximum number of bags a player can have equipped on their character.                                                                                                            |
| Max Bank Bags           | The maximum number of bags a player can have equipped at the [Bank](/scriptable-objects/interactable-option-configurations/bank-config).                                             |
| Default Backpack Item   | If this field is not null, the player will have this item equipped as their backpack when starting a new game.                                                                       |
| Default Bank Contents   | A list of [Items](/scriptable-objects/items) that the player will have in their [Bank](/scriptable-objects/interactable-option-configurations/bank-config) when starting a new game. |
| Can Drop Items          | If true, the player can drop items on the ground. If false, they cannot drop items and must sell or destroy them to get rid of them.                                                 |
| Split Stacks On Drop    | If true, any stacked items will be split when dropped.                                                                                                                               |

### Camera

| Name                      | Description                                                                                                                   |
| ------------------------- | ----------------------------------------------------------------------------------------------------------------------------- |
| Camera View Mode          | In free mode, the player can move the camera. In isometric mode, the camera is locked to the specified angle.                 |
| Initial Isometric Vector  | When the camera is in isometric mode, this is the world space initial vector from the target (defaults to looking NorthEast). |
| Allow First Person Camera | If true, when the camera is in free mode, allow it to be zoomed all the way in.                                               |

### Controller

| Name                             | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |
| -------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Default Controller Configuration | <p>The controller configuration that will be enabled by default the first time the game is launched.  This can be changed by the player in the in-game options menu.<br><strong>Mouse And Keyboard</strong><br>Mouse and Keyboard control will be enabled and the player will use strafe mode as the movement default.  Mouse and Keyboard action bars will be shown.<br><strong>Game Pad</strong><br>Game Pad control will be enabled and the player will use free run mode as the movement default.  Game Pad action bars will be shown.</p> |
| Tab Target Max Distance          | Targets must be closer than this distance for tab target to target them.                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| Default Ground Mask              | When standing on any object in this layer mask, the character will be considered to be grounded.                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| Max Movement Speed               | The maximum movement speed in meters per second. Any movement over this speed will be capped.                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| Max Turn Speed                   | The maximum turn speed in degrees per second.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| Use Encumbrance                  | If true, the character will have an encumbered speed when carrying too much weight.                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| Base Carry Weight                | The weight limit (in kilograms) at which the character will be encumbered. Any value provided by stats be added to this value.                                                                                                                                                                                                                                                                                                                                                                                                                 |
| Encumbered Speed                 | The default character encumbered speed in meters per second.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Walk Speed                       | The default character walk speed in meters per second.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Run Speed                        | The default character run speed in meters per second.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| Swim Speed                       | The default character swim speed in meters per second.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Fly Speed                        | The default character fly speed in meters per second.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| Glide Speed                      | The default character glide speed in meters per second.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Glide Fall Speed                 | The speed the character will fall while gliding in meters per second.                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| Use Fall Damage                  | If true, the player will take damage when falling from heights.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| Fall Damage Per Meter            | If fall damage is used, the amount of damage per meter fallen the player will take.                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| Fall Damage Min Distance         | If fall damage is used, the minimum distance the player must fall before damage is taken.                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| Allow Free Move                  | If true, the player can be moved using the keyboard.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| Allow Click To Move              | If true, the player can be moved by clicking on the ground.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |
| Allow Auto Attack                | If true, the player will automatically attack with the current auto-attack even when no abilities are actively used. If a third party movement controller is used, disable this to prevent movement lock in combat.                                                                                                                                                                                                                                                                                                                            |

### Animation

| Name                          | Description                                                                                                                                                                                                                                |
| ----------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| System Animation Profile Name | This [Animation Profile](/scriptable-objects/animation-profile) should contain references to all the default animations that are on the default animation controller so the system knows which animations to replace when overriding them. |
| Sync Movement Animation Speed | If true, movement animations will be sped up or slowed down to match the actual speed (in m/s) the character is moving at. This will reduce foot sliding, but may result in more jerky looking movement.                                   |

### Character Animation Configuration

| Name                           | Description                                                                                                                                                                             |
| ------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Default Animation Profile Name | This [Animation Profile](/scriptable-objects/animation-profile) will override the system animations included in the engine when no other unit or weapon specific animations are in use. |
| Default Animation Controller   | The animation controller that will be used to animate characters by default.                                                                                                            |

### Level Values

| Name             | Description                                                                                                                                                                                      |
| ---------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Max Level        | The character cannot level up past this level.                                                                                                                                                   |
| Experience Chart | A list of experience amounts required to level up the character. The index of the list (starting at 1) is the character level, and the value is the experience required to reach the next level. |

### Currency

| Name                    | Description                                                                                                                                                                                                              |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Currency Group Name     | A [Currency Group](/scriptable-objects/currency-group) that will be shown by default in tooltips and the Vendor UI window.                                                                                               |
| Vendor Price Multiplier | When selling an [Item](/scriptable-objects/items) to a [Vendor](/scriptable-objects/interactable-option-configurations/vendor-config), the offered amount will be the regular purchase amount multiplied by this number. |

### Mail Currency

| Name                                   | Description                                                                                                                                                        |
| -------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Base Postage Currency Amount           | The amount of currency required to send a mail message (in the base currency of the default system currency group).                                                |
| Postage Currency Amount Per Attachment | The amount of currency required to post an item for auction (in the base currency of the default system currency group). This will be returned on successful sale. |

### Auction Currency

| Name                        | Description                                                                                                                                                                          |
| --------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Auction Deposit Amount      | The amount of currency required to post an item for auction (in the base currency of the default system currency group). This will be returned on successful sale.                   |
| Auction Sold Fee Percentage | The percentage of the auction proceeds that will be removed from the total amount sent to the player when an item sells (in the base currency of the default system currency group). |

### Guildmaster Currency

| Name                         | Description                                                                                                    |
| ---------------------------- | -------------------------------------------------------------------------------------------------------------- |
| Create Guild Currency Amount | The amount of currency required to create a guild (in the base currency of the default system currency group). |

### Currency Scaling

| Name                            | Description                                                                                                                                                                                                                                      |
| ------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Kill Currency Name              | If *Automatic Currency* is enabled for a [Lootable Character](/scriptable-objects/interactable-option-configurations/lootable-character-config), this [Currency](/scriptable-objects/currency) will be dropped.                                  |
| Kill Currency Amount Per Level  | If *Automatic Currency* is enabled for a [Lootable Character](/scriptable-objects/interactable-option-configurations/lootable-character-config), this [Currency](/scriptable-objects/currency) amount will be multiplied by the character level. |
| Quest Currency Name             | If *Automatic Currency* is enabled for a [Quest](/scriptable-objects/quest), this [Currency](/scriptable-objects/currency) will be rewarded.                                                                                                     |
| Quest Currency Amount Per Level | If *Automatic Currency* is enabled for a [Quest](/scriptable-objects/quest), this [Currency](/scriptable-objects/currency) amount will be multiplied by the [Quest](/scriptable-objects/quest) level.                                            |

### Quest Experience Scaling

| Name                                      | Description                                                                                                               |
| ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- |
| Base Quest XP                             | A flat experience amount to add to all quests that does not scale with level.                                             |
| Quest XP Per Level                        | A flat experience amount to add to all quests that does scale with level.                                                 |
| Use Quest XP Level Multiplier Denominator | If true, the experience per level will be multiplied by `(1 / level)`.                                                    |
| Quest XP Multiplier Level Cap             | If the above option is true, and this value is more than 0, the experience per level will be multiplied by `(1 / level)`. |

### Kills

| Name                                     | Description                                                                                                               |
| ---------------------------------------- | ------------------------------------------------------------------------------------------------------------------------- |
| Base Kill XP                             | A flat experience amount to add to all kills that does not scale with level.                                              |
| Kill XP Per Level                        | A flat experience amount to add to all kills that does scale with level.                                                  |
| Use Kill XP Level Multiplier Denominator | If true, the experience per level will be multiplied by `(1 / level)`.                                                    |
| Kill XP Multiplier Level Cap             | If the above option is true, and this value is more than 0, the experience per level will be multiplied by `(1 / level)`. |
| Default Despawn Timer                    | The default amount of time before a unit despawns after killed and looted.                                                |

### AI Behavior

| Name            | Description                                                                         |
| --------------- | ----------------------------------------------------------------------------------- |
| Enable Leashing | If true, the AI will return to their start position if pulled too far away from it. |

### DPS Scaling

| Name                        | Description                                                                                                         |
| --------------------------- | ------------------------------------------------------------------------------------------------------------------- |
| Weapon DPS Budget Per Level | [Weapons](/scriptable-objects/items/weapon) with *Dynamic Level* set to true will get this amount of DPS per level. |

### Primary Stats and Scaling

| Name                  | Description                                                                                                                                         |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
| Stat Budget Per Level | A Per level stat budget that will be applied to all [Character Stats](/scriptable-objects/character-stat), in addition to their individual budgets. |

### Power Resource and Capabilities

| Name            | Description                                                                                    |
| --------------- | ---------------------------------------------------------------------------------------------- |
| Power Resources | A list of [Power Resources](/scriptable-objects/power-resource) that all characters will have. |
| Capabilities    | A list of [Capabilities](/shared-properties/capabilities) that all characters will have.       |

### Layer

| Name                         | Description                                                                                                                              |
| ---------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------- |
| Default Character Unit Layer | Character units will automatically be set to this layer so they can respond to AOE / looting and other things that filter by this layer. |
| Default Player Unit Layer    | Player units will automatically be set to this layer.                                                                                    |
| Default Preview Unit Layer   | Preview units will automatically be set to this layer.                                                                                   |

### System Abilities

| Name                     | Description                                                                                                                |
| ------------------------ | -------------------------------------------------------------------------------------------------------------------------- |
| Level Up Effect Name     | The [Ability Effect](/scriptable-objects/ability-effects) to cast on a player when they level up.                          |
| Death Effect Name        | The [Ability Effect](/scriptable-objects/ability-effects) to cast on a player when they die.                               |
| Loot Sparkle Effect Name | The [Ability Effect](/scriptable-objects/ability-effects) to cast on any character when it has loot that can be collected. |

### System Audio

| Name                      | Description                                                                                                                                                                                                                                                          |
| ------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapon Miss Audio Clip    | The audio clip to play whenever a weapon (or unarmed) attack misses.                                                                                                                                                                                                 |
| Vendor Audio Clip         | This audio clip will play whenever buying from or selling to a [Vendor](/scriptable-objects/interactable-option-configurations/vendor-config).                                                                                                                       |
| Vendor Audio Profile Name | This [Audio Profile](/scriptable-objects/audio-profile) will play whenever buying from or selling to a [Vendor](/scriptable-objects/interactable-option-configurations/vendor-config). If this value is set, it will override the *Vendor Audio Clip* setting above. |
| Max Chat Text Distance    | The maximum distance at which chat in dialogs above characters will also appear in the player chat log. Prevents distant conversations from spamming logs.                                                                                                           |

### Mini Map

| Name                    | Description                                                                                                                                                                                                    |
| ----------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Auto Pixels Per Meter   | When a minimap texture for a scene cannot be found, how many pixels per meter should be used when taking an automatic snapshot. A higher number results in better image quality, but also higher memory usage. |
| Player Mini Map Icon    | The icon to show on the mini map to represent the player.                                                                                                                                                      |
| Character Mini Map Icon | The icon to show on the mini map to represent all PC and NPC characters that are not the current player.                                                                                                       |

### Unit Frames

| Name                        | Description                                       |
| --------------------------- | ------------------------------------------------- |
| Real Time Unit Frame Camera | Using a real time camera will reduce performance. |

### COLORS

| Name                     | Description                                                                                                                            |
| ------------------------ | -------------------------------------------------------------------------------------------------------------------------------------- |
| Default UI Color         | Default UI color for static elements that have no additional transparency applied to them.                                             |
| Default UI Fill Color    | Default UI color for background of UI sliders.                                                                                         |
| Highlight Outline Color  | Default UI color for outline image, when the mouse is hovering over an image.                                                          |
| Highlight Image Color    | Default UI color for background highlight image, when a UI element has been clicked on and is the active image from a group of images. |
| Highlight Button Color   | Default UI color for the button image on highlight buttons.                                                                            |
| Button Normal Color      | The normal color for button UI elements.                                                                                               |
| Button Highlighted Color | The highlight color for button UI elements.                                                                                            |
| Button Pressed Color     | The pressed color for button UI elements.                                                                                              |
| Button Selected Color    | The selected color for button UI elements.                                                                                             |
| Button Disabled Color    | The disabled color for button UI elements.                                                                                             |

### IMAGES

| Name                   | Description                                                                      |
| ---------------------- | -------------------------------------------------------------------------------- |
| Default UI Panel Frame | The image to use for the frame of UI panel elements.                             |
| Default Faction Icon   | The faction icon to show on the load game screen when the player has no faction. |

### System Bar

| Name                    | Description                                         |
| ----------------------- | --------------------------------------------------- |
| System Bar Main Menu    | The main menu icon to show on the UI system bar.    |
| System Bar Ability Book | The ability book icon to show on the UI system bar. |
| System Bar Character    | The character icon to show on the UI system bar.    |
| System Bar Quest Log    | The quest log icon to show on the UI system bar.    |
| System Bar Map          | The map icon to show on the UI system bar.          |
| System Bar Skills       | The skills icon to show on the UI system bar.       |
| System Bar Reputations  | The reputations icon to show on the UI system bar.  |
| System Bar Currencies   | The currencies icon to show on the UI system bar.   |
| System Bar Achievements | The achievements icon to show on the UI system bar. |
| System Bar Inventory    | The inventory icon to show on the UI system bar.    |
| System Bar Pets         | The pets icon to show on the UI system bar.         |
| System Bar Social       | The social icon to show on the UI system bar.       |

### UI Elements

| Name                             | Description                                                                                       |
| -------------------------------- | ------------------------------------------------------------------------------------------------- |
| Use Quest Tracker                | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Quest Tracker Default        | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use System Bar                   | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use System Bar Default           | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Action Bar 1                 | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Action Bar 1 Default         | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Action Bar 2                 | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Action Bar 2 Default         | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Action Bar 3                 | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Action Bar 3 Default         | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Action Bar 4                 | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Action Bar 4 Default         | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Action Bar 5                 | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Action Bar 5 Default         | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Action Bar 6                 | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Action Bar 6 Default         | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Action Bar 7                 | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Action Bar 7 Default         | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Player Unit Frame            | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Player Unit Frame Default    | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Target Unit Frame            | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Target Unit Frame Default    | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Floating Cast Bar            | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Floating Cast Bar Default    | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Mini Map                     | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Mini Map Default             | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Experience Bar               | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Experience Bar Default       | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Floating Combat Text         | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Floating Combat Text Default | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Message Feed                 | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Message Feed Default         | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Status Effect Bar            | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Status Effect Bar Default    | If true, and User Choice is selected, the element is shown by default when a new game is started. |
| Use Message Log                  | [UI Element Display Choices](#ui-element-display-choice)                                          |
| Use Message Log Default          | If true, and User Choice is selected, the element is shown by default when a new game is started. |

#### UI Element Display Choice

| Name        | Description                                                                   |
| ----------- | ----------------------------------------------------------------------------- |
| Never       | Do not show the element.                                                      |
| User Choice | The user can enable or disable the element in the game settings when playing. |
| Always      | The element will always be shown.                                             |

### Interactable Configuration

| Name                                          | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| --------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Default Cast Target Circle                    | The material that will be used to display the cast target on the ground when casting ground targeted spells.                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| Default Movement Target Circle                | The material that will be used to display the movement target on the ground when using click-to-move.                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| Highlight Circle Color Map                    | <p>A map of <a href="/pages/N8sUj6pl9VAwlgICxBe8">Faction</a> relationship colors to materials to use when displaying a highlight circle when a target character is selected.<br><strong>Source Color</strong><br>The <a href="/pages/N8sUj6pl9VAwlgICxBe8">Faction</a> relationship color.<br><strong>Projector Material</strong><br>The material to use for the highlight circle when the character relationship has the Source Color.<br><strong>Tint Material</strong><br>If true, the <em>Projector Material</em> will be tinted with the source color.</p> |
| Multiple Interaction Nameplate Image          | An image to use on a nameplate if there is more than 1 valid interactable option.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| Multiple Craft Nameplate Image                | An image to use on a nameplate if only crafting is available, but more than 1 craft skill can be shown.                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| Auction Interaction Panel Image               | An image to use beside an auction option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| Auction Nameplate Image                       | An image to use for an auction option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| Bank  Interaction Panel Image                 | An image to use beside a bank option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| Bank Nameplate Image                          | An image to use for a bank option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| Guildmaster Interaction Panel Image           | An image to use beside a guildmaster option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Guildmaster Nameplate Image                   | An image to use for a guildmaster option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Quest Giver Interaction Panel Image           | An image to use beside a quest giver option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Quest Giver Nameplate Image                   | An image to use for a quest giver option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Dialog Interaction Panel Image                | An image to use beside a dialog option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| Dialog Nameplate Image                        | An image to use for a dialog option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| Mailbox Interaction Panel Image               | An image to use beside a mailbox option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| Mailbox Nameplate Image                       | An image to use for a mailbox option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| Name Change Interaction Panel Image           | An image to use beside a name change option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Name Change Nameplate Image                   | An image to use for a name change option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Storage Container Interaction Panel Image     | An image to use beside a storage container option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| Storage Container Nameplate Image             | An image to use for a storage container option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Cutscene Interaction Panel Image              | An image to use beside a cutscene option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| Cutscene Nameplate Image                      | An image to use for a cutscene option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| Lootable Character Interaction Panel Image    | An image to use beside a lootable character option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| Lootable Character Nameplate Image            | An image to use for a lootable character option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| Character Creator Interaction Panel Image     | An image to use beside a character creator option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| Character Creator Nameplate Image             | An image to use for a character creator option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Unit Spawn Controller Interaction Panel Image | An image to use beside a unit spawn controller option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| Unit Spawn Controller Nameplate Image         | An image to use for a unit spawn controller option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| Faction Change Interaction Panel Image        | An image to use beside a faction change option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| Faction Change Nameplate Image                | An image to use for a faction change option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| Class Change Interaction Panel Image          | An image to use beside a class change option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| Class Change Nameplate Image                  | An image to use for a class change option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Vendor Interaction Panel Image                | An image to use beside a vendor option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| Vendor Nameplate Image                        | An image to for a vendor option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| Portal Interaction Panel Image                | An image to use beside a portal option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| Portal Nameplate Image                        | An image to use for a portal option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| Skill Trainer Interaction Panel Image         | An image to use beside a skill trainer option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| Skill Trainer Nameplate Image                 | An image to for a skill trainer option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| Music Player Interaction Panel Image          | An image to use beside a music player option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| Music Player Nameplate Image                  | An image to use for a music player option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Activatable Object Interaction Panel Image    | An image to use beside an activatable object option in the interaction UI window.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| Activatable Object Nameplate Image            | An image to use for an activatable object option on a nameplate.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |

### Quest Configuration

| Name           | Description                                    |
| -------------- | ---------------------------------------------- |
| Quest Log Size | The maximum number of quests in the quest log. |

### Time Of Day

| Name                 | Description                                                                                                                                                                                                               |
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Time Of Day Speed    | This value is a multiplier. For every 1 second of real-world time that passes, x seconds of in-game time will pass.                                                                                                       |
| Default Sun Angle    | The number of degrees around the X axis that the sun will be rotated compared to world space. 0 is pointing directly North, 90 is pointing straight down (directly over the player head), 180 is pointing directly South. |
| Default Sun Gradient | A color gradient to use for the sun color. The ends represent midnight, and the center is noon. The alpha value controls sun light intensity and skybox blending.                                                         |

### Network

See the [AnyMMO documentation](https://docs.anyrpg.org/anymmo/getting-started/configuring-your-game) for a list of settings that apply when online play is enabled.


# Adding Content To Your Game

There are multiple types of content you can add to your game, and multiple ways to add that content.  This page provides a high level overview to get your started.

## Static 3D Models and Terrain

The process of adding static 3d models or terrain to a game built with AnyRPG is the same as adding them to any other game.  Just open a scene and use the Unity editor like normal.

## Wizards

AnyRPG includes multiple [Wizards](/wizards/wizards-introduction) that allow you, from a single screen, to automate the addition of certain types of content that would otherwise take many steps and involve the configuration of many objects.

See [Wizards Introduction](/wizards/wizards-introduction) for more information.

## Intangible Content (Scriptable Objects)

Intangible Content is any content that generally cannot be seen or touched directly, such as dialogs, quests, factions, and all the other unique elements that make up the actual story of your game.  It also includes metadata for objects you will interact with, such as information about what type of music should play when a certain scene is loaded.

AnyRPG uses Unity Scriptable Objects to store this type of content and loads it into an in-memory database when a game is launched.

See [Scriptable Objects Introduction](/scriptable-objects/scriptable-objects-introduction) for more information.

## Monobehaviours

AnyRPG includes several types of Unity Monobehaviours that are added to GameObjects that permanently exist in scenes, or will be spawned into scenes at runtime.

These Monobehaviours control many things, including, but not limited to:

* How a player can interact with the environment.
* How the environment will change over time as the player progresses through the story.
* How certain objects should be positioned or move around the envionment in response to character or player actions.

See [Monobehaviours Introduction](/monobehaviours/monobehaviours-introduction) for more information.


# Building Your Game

## Strip Unused Resources Folders

By default, Unity will include the content of any folder named "Resources" in your build.  Since all the demo games use *Resources* folders, it is important to strip them before building, or their content will end up being included in your build, increasing its size.

To strip the demo games, open the Welcome Window by clicking **Tools -> AnyRPG -> Welcome Window** and click on the STRIP ALL DETECTED DEMO GAMES button.

<figure><img src="/files/pQhP8fUUGjsnrVCeD77y" alt=""><figcaption></figcaption></figure>

## Build The Game

Open the Build Profiles window from the main toolbar by clicking **File -> Build Profiles**.  Ensure the build profile for your game is active, and ensure that the game loading scene is the first scene in the list.  Click *Build* or *Build and Run*.

<figure><img src="/files/rbhMLWmn9mQ5qbh6RbbS" alt=""><figcaption></figcaption></figure>

## Next Steps

Reference [Unity build profile documentation](https://docs.unity3d.com/6000.3/Documentation/Manual/build-profiles.html) to learn more about builds in Unity.


# Wizards Introduction

AnyRPG includes several wizards to help you quickly accomplish the important tasks when setting up a new game or adding content to an existing game.

## Usage

All Wizards can be found under the *Tools* > *AnyRPG* > *Wizard* menu.

![](/files/8Fu78H10CL3VoUCpfhk7)


# New Game Wizard

The New Game Wizard will add a new game to your project and fully configure all the minimally required directories, scriptable objects, prefabs and scenes so it is ready to play immediately.

{% embed url="<https://youtu.be/gS8Ya4I8Yt0>" %}

## Accessing The Wizard

There are 2 new game wizards included with AnyRPG; an UMA version, and a non-UMA version.  They both function the same, except the UMA version installs the UMA\_GLIB prefab (required for UMA to work properly), and UMA models for the player instead of mecanim models.

The standard New Game Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > New Game Wizard*.

The UMA New Game Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > UMA > New Game Wizard*.

![](/files/nMF1L3qxlU3eYN6Ps5Uj)

![](/files/TsWFHpXPJZRQfg7LWpWh)

## Options

| Name                        | Description                                                                                                                                                                                                                                                                              |
| --------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Game Name                   | The name of the game.  This will show on the main menu screen.                                                                                                                                                                                                                           |
| Game Version                | A text string describing the game version.  This will show on the main menu screen.                                                                                                                                                                                                      |
| Main Menu Music             | An audio clip to play when the main menu scene is open.                                                                                                                                                                                                                                  |
| New Game Music              | An audio clip to play when the new game window is open on the main menu.                                                                                                                                                                                                                 |
| First Scene Name            | The file name of the default scene that will load when a new game is started.  This will also show as the title for the minimap when that scene is open.                                                                                                                                 |
| Copy Existing Scene         | If this option is not chosen, the first scene will be based on a blank template with only a large flat plane for the player to move around on.  If this option is chosen, you can select an existing scene in the project to copy that will be used instead of the blank template scene. |
| Existing Scene              | If *Copy Existing Scene* is selected, link the scene that should serve as the template for the first scene here.                                                                                                                                                                         |
| Day Ambient Sounds          | An audio clip of ambient environmental sounds to play during the day when the first scene is open.                                                                                                                                                                                       |
| Night Ambient Sounds        | An audio clip of ambient environmental sounds to play during the night when the first scene is open.                                                                                                                                                                                     |
| Background Music            | An audio clip of background music to play when the first scene is open.                                                                                                                                                                                                                  |
| Install Gold Currency Group | Installs the *Gold Currency Group* template that consists of gold, silver, and copper.                                                                                                                                                                                                   |
| Install Armor Classes       | Installs the All Armor Classes template that consists of cloth, leather, and plate armor classes.                                                                                                                                                                                        |
| Install Character Stats     | Installs the All Character Stats template that consists of stamina, intellect, strength, and agility.                                                                                                                                                                                    |
| Install Item Qualities      | Installs the All Item Qualities template that consists of the poor, common, uncommon, rare, epic, legendary, and heirloom item qualities.                                                                                                                                                |
| Install Power Resources     | Installs the All Power Resources template that consists of health, mana, rage, and energy.                                                                                                                                                                                               |
| Install Unit Toughnesses    | Installs the All Unit Toughnesses template package that consists of 2 man, 5 man, 10 man, 25 man, solo dungeon minion, and solo dungeon boss unit toughnesses.                                                                                                                           |
| Install Weapon Skills       | Installs the All Weapon Skills template package that consists of bow, crossbow, dagger, fist, one hand axe, one hand mace, one hand sword, shield, staff, two hand axe, two hand mace, two hand sword, unarmed, and wand weapon skills.                                                  |
| Install Footstep Sounds     | Installs the Footstep Sound Effects template that includes many different types of footstep sounds including gravel, sand, snow, etc.                                                                                                                                                    |
| Install Weather             | Installs the All Weather Profiles template that includes snow, rain, and fog weather.                                                                                                                                                                                                    |
| Install Human Voices        | Installs the Core Voice Profiles template that includes many varieties of male and female human voices.                                                                                                                                                                                  |

## Creating A New Game

After choosing the appropriate options for your game, click Create.

![](/files/PJKpVpvwMkrAFdVOZaX8)

## Content Created

### Folder Structure

A folder structure similar to what is shown in the picture below will have been created.

![](/files/RkOg4hyr2J8zRJRq7vXQ)

### Game Manager Prefabs

In the Prefab/GameManager folder you can find 3 prefabs.  The purpose of each is discussed below.

![](/files/xaErub8y9iy1uhVYuSk5)

#### GameManager

The Game Manager prefab contains all of the scripts necessary to run the game.  It also contains the global game configuration in the SystemConfigurationManager, which you can edit to customize global options for the game.

The Game Manager should only ever exist in the game loading scene, which the wizard will have setup already.

#### SceneConfig

The Scene Config prefab is a special prefab that can go in any scene to allow you to press the Play button in Unity and have the game load correctly.

#### UMA\_GLIB

If the UMA version of the wizard was used, UMA\_GLIB prefab will have been installed. The UMA Global Library is required for the Unity Multipurpose Avatar system to function properly, and will have already been placed in the game loading scene by the wizard.

### Portal Prefab

In the Prefab/Portal folder you can find a portal prefab.  This object can be placed in any scene to create a portal that your player can walk through to return to the first scene.

![](/files/nbkklrqvcYGvA3lTxSns)

### Scriptable Objects

#### Audio Profiles

If audio files were chosen on the New Game Wizard window, then AudioProfile scriptable objects will exist in the Resources/GameName/AudioProfile folder.  These objects contain links to the audio files that were selected.\
![](/files/c9GFctYoVVIWfEPe4W9P)

#### Scene Nodes

Scene Nodes for the Main Menu and First Scene can be found in the Resources/GameName/SceneNode folder.  The objects contain metadata about the 2 scenes, including the name of the scene file on disk, the display name to be used in-game on on the minimap title, and the name of the audio profiles to play when that scene is open.

![](/files/z6rUkUV3CTOUnfMUMu2d)

#### System Effects

System Effects can be found in the Resources/GameName/AbilityEffect/System folder.  These are special visual and audio effects activated by the system when the player dies, when the player gains a level, and when a dead enemy has loot that can be collected.  The Game manager will have been automatically configured to use these effects.

![](/files/fxaHhow93A9tAcYbwjXp)

#### Unit Profiles

Unit profiles are character definitions and can be found in the Resources/GameName/UnitProfile/Player folder.  By default, definitions for male and female characters will have been created.  If the UMA version of the wizard was used, the installed unit profiles will be UMA profiles instead of mecanim profiles.

![](/files/9MB8YeuZWhJvOeKy1nJp)

#### Other Scriptable Objects

Depending on which other options were selected under the Common RPG Building Blocks subheading on the New Game Wizard screen, you will find the appropriate scriptable objects in subfolders of the Resources/GameName folder.

### Scenes

#### Loading Scene

The loading scene is a special scene with the sole purpose of setting the Game Manager and UMA Global Library to [DontDestroyOnLoad](https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html) so they persist through any scene changes, and then running the startup process of the Game Manager to initialize the data factory and UI, before loading the main menu.

![](/files/xbrpqdfHsLQ6n5dtfrAu)

#### First Scene

The first scene is the default scene that will load when a new game is started.  It will contain the *SceneConfig* object, which is a special object that allows you to press play from that scene, and have the system automatically load the loading scene to perform game initialization.  The contents of the scene will either be a blank template level with a plane your character can stand on, or the contents of whatever scene you chose to copy when configuring the New Game Wizard.\
![](/files/pYJe1EgXP8mZsiu2fR3e)

### Build Settings

By default, both the loading scene and the first scene will have been added to the build settings, which can be access through the *File > Build Settings...* option from the Unity editor menu bar.

![](/files/XWHKYPLZcXX4oSbkOZ5G)

![](/files/MOnyEAgXocQRH9D177Nu)

## Playing the Game

After the wizard completes running, the First Scene will be open.  Press the Play button in the Unity editor to start playing.


# New Scene Wizard

The New Scene Wizard will add a new scene to your project based on an existing scene, or using a blank template scene.

{% embed url="<https://youtu.be/Qs83JxD0o0A>" %}

## Accessing The Wizard

The New Scene Wizard requires that one of your game scenes with either a GameManager or SceneConfig object is open in the editor so that it can determine which game to install the content into.

The New Scene Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > New Scene Wizard*.

![](/files/iudC0HhZ9E6f4FtmOH1u)

![](/files/qDoo71kC1vui2zX5txEB)

## Options

| Name                     | Description                                                                                                                                                                                                                                                                        |
| ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Game Name                | The name of the game.  This will show on the main menu screen.The name of the game in your Unity project to install the template content in.  This will be automatically filled in if you have any scene with the GameManager or SceneConfig prefabs open.                         |
| Scene Name               | The file name of the new scene. This will also show as the title for the minimap when that scene is open.                                                                                                                                                                          |
| Copy Existing Scene      | If this option is not chosen, the scene will be based on a blank template with only a large flat plane for the player to move around on.  If this option is chosen, you can select an existing scene in the project to copy that will be used instead of the blank template scene. |
| Existing Scene           | If *Copy Existing Scene* is selected, link the scene that should serve as the template for the first scene here.                                                                                                                                                                   |
| New Scene Ambient Sounds | An audio clip of ambient environmental sounds to play when the scene is open.                                                                                                                                                                                                      |
| New Scene Music          | An audio clip of background music to play when the scene is open.                                                                                                                                                                                                                  |

## Content Created

After choosing the appropriate options for the scene, click Create.

![](/files/xLjIir8cYcrEWahpx6sO)

### Portal Prefab

In the *Prefab/Portal* folder you can find a portal prefab.  This object can be placed in any scene to create a portal that your player can walk through to return to the new scene.

![](/files/g0sHwKwkdAhQnXuIBhtu)

### Scriptable Objects

#### Audio Profiles

If audio files were chosen on the New Game Wizard window, then AudioProfile scriptable objects will exist in the *Resources/GameName/AudioProfile* folder.  These objects contain links to the audio files that were selected.

![](/files/WC6XY3sYdY4XSkApR9Zm)

#### Scene Node

Scene Node for the new scene can be found in the *Resources/GameName/SceneNode* folder.  The objects contain metadata about the scene, including the name of the scene file on disk, the display name to be used in-game on on the minimap title, and the name of the audio profiles to play when that scene is open.

![](/files/cDk1ZWzpGjE6DAh29gnh)

### Scene

The new scene can be found in the GameName/Scenes/SceneName folder. It will contain the *SceneConfig* object, which is a special object that allows you to press play from that scene, and have the system automatically load the loading scene to perform game initialization.  The contents of the scene will either be a blank template level with a plane your character can stand on, or the contents of whatever scene you chose to copy when configuring the New Scene Wizard.

![](/files/50YvBTQmt9EObLxo8coO)

### Build Settings

By default, the new scene will have been added to the build settings, which can be access through the *File > Build Settings...* option from the Unity editor menu bar.

![](/files/XWHKYPLZcXX4oSbkOZ5G)

![](/files/MOnyEAgXocQRH9D177Nu)

## Next Steps

### Scene Cleanup

If you copied a demo scene from a Unity package, you will likely have to clean up the scene so that it works properly.  Many demo scenes come with a simple player and camera.  Since AnyRPG has a camera and a player, you will likely need to remove these types of objects from the scene.

![](/files/547hKWZghR7svNFQgaQV)

### Default Spawn Location

By default, the player will spawn at the world origin (0,0,0).  To make the player spawn at a location of your choosing, search your project hierarchy for the *DefaultSpawnLocation* prefab and drag it into the scene where you want the player to spawn.  Rotate the *DefaultSpawnLocation* prefab so the forward (z) axis is facing the direction you want the player facing when they spawn.

![](/files/uQCQXpjyO7yNZdO7SSZX)

### Add A Portal To Load The Scene

Decide what other scenes the player should be able to travel to this scene from and add portals to them.  The New Scene Wizard created a portal prefab to use, so find it and drag it into the other scene(s).

![](/files/7rIdeezGRsLmACmjSiRj)


# Add  UMA Support Wizard

The Add UMA Support Wizard add UMA support to any game that does not yet have it.

## Accessing The Wizard

{% hint style="info" %}
The Add UMA Support Wizard is only available if you have the [AnyRPG UMA addon](/getting-started/managing-addons/uma-installation) installed.
{% endhint %}

The Add UMA Support Wizard requires that one of your game scenes with either a GameManager or SceneConfig object is open in the editor so that it can determine which game to install the content into.

The Add UMA Support Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > UMA > Add UMA Support*.

<div align="left"><figure><img src="/files/MpKptOitcfHyCMEmzwqT" alt=""><figcaption></figcaption></figure></div>

## Content Created

The wizard adds the following content to any game.

### UMA GLIB Prefab Varient

In the *Prefab/GameManager* folder you can find an UMA GLIB prefab variant.  This variant has also been added to the game loading scene.

### Scriptable Objects

#### Unit Profiles

In the *Resources/GameName/UnitProfile/Player* folder you can find UMA human male and female unit profiles.

#### UMA Race

An UMA character race can be found in the *Resources/GameName/CharacterRace* folder.

## Next Steps

Add the UMA unit profiles to the list of available unit profiles in the [game configuration](/getting-started/configuring-your-game).


# New Equipment Set Wizard

The New Equipment Set Wizard will create equipment, an equipment set for the equipment, an optional vendor collection, and an optional loot table.

{% embed url="<https://youtu.be/cxnt6oUNeWY>" %}

## Accessing The Wizard

The New Equipment Set Wizard requires that one of your game scenes with either a GameManager or SceneConfig object is open in the editor so that it can determine which game to install the content into.  There is an UMA version, and a standard (mecanim) version of the wizard.

The standard New Equipment Set Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > New Equipment Set Wizard*.

The UMA New Equipment Set Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > UMA > New Equipment Set Wizard*.

![](/files/IoDbWXr5x3jmZAb2GTuk)

![](/files/sLz0hbaiRo9TS8yFkXIm)

## Options

| Name                                                                                                | Description                                                                                                                                                                                                                                                                                                                                       |
| --------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Game Name                                                                                           | The name of the game.  This will show on the main menu screen.The name of the game in your Unity project to install the template content in.  This will be automatically filled in if you have any scene with the GameManager or SceneConfig prefabs open.                                                                                        |
| Equipment Set Name                                                                                  | The name of the equipment set. If set bonuses are used, this name will show in the mouseover tooltip for equipment that is part of this set.                                                                                                                                                                                                      |
| Use Set Bonuses                                                                                     | If true, equipment that is part of this set will show which pieces of the set are equipped in the mouseover tooltip.  The character can also have different status effects applied depending on how many pieces of the set are equipped.                                                                                                          |
| Set Bonuses                                                                                         | A list of status effects to apply depending on how many pieces of the equipment set are equipped.  Each line represents the number of pieces that must be equipped, so blank lines must be provided inbetween bonuses if not every extra piece equipped is providing a bonus.                                                                     |
| Require Armor Class                                                                                 | If true, the character must know the armor class listed to be able to equip the item.                                                                                                                                                                                                                                                             |
| Armor Class                                                                                         | If an armor class is provided, the equipment will have the armor value determined based on what the default is for that armor class.  This can also affect whether or not the character is able to equip the item.                                                                                                                                |
| Create Vendor Collection                                                                            | If true, a vendor collection will be created with all the equipment so that it can be purchased from a vendor.                                                                                                                                                                                                                                    |
| Vendor Collection Name                                                                              | The display name of the vendor collection in the vendor window.                                                                                                                                                                                                                                                                                   |
| Create Loot Table                                                                                   | If true, a loot table will be created that can be assigned to enemies, allowing this equipment to be gained as a reward for defeating them.                                                                                                                                                                                                       |
| Item Quality                                                                                        | The item quality that will be assigned to all equipment in this set.                                                                                                                                                                                                                                                                              |
| Random Item Quality                                                                                 | If true, the equipment will have a random item quality assigned when looted, crafted, or purchased.                                                                                                                                                                                                                                               |
| Dynamic Level                                                                                       | If true, the equipment will scale up to match the character level.                                                                                                                                                                                                                                                                                |
| Freeze Drop Level                                                                                   | If true, and dynamic level is set, the equipment will be fixed at the level the character was when the item was looted, crafted, or purchased.                                                                                                                                                                                                    |
| Level Cap                                                                                           | If this is set to anything other than zero, equipment with a dynamic level will have this value as the maximum level it can scale to or freeze at.                                                                                                                                                                                                |
| Item Level                                                                                          | If dynamic level is false, the equipment will have this fixed level.                                                                                                                                                                                                                                                                              |
| Use Level                                                                                           | The level the character must be to equip this equipment.                                                                                                                                                                                                                                                                                          |
| Primary Stats                                                                                       | A list of primary stats that will apply to each piece of equipment.                                                                                                                                                                                                                                                                               |
| Random Secondary Stats                                                                              | If true, the secondary stats will be chosen randomly from the list, up to the limit defined by the item quality.                                                                                                                                                                                                                                  |
| Secondary Stats                                                                                     | A list of secondary stats that will apply to each piece of equipment.                                                                                                                                                                                                                                                                             |
| Use \<PieceType>                                                                                    | For each type of equipment, if this is true, equipment will be created.                                                                                                                                                                                                                                                                           |
| \<PieceType> Name                                                                                   | For each type of equipment, the display name of that piece.                                                                                                                                                                                                                                                                                       |
| \<PieceType> Icon                                                                                   | For each type of equipment, the icon that will be used in the inventory, on the character window, etc.                                                                                                                                                                                                                                            |
| <p>\<PieceType> UMA Recipes<br><strong>(Only applies to the UMA version of the wizard)</strong></p> | Optional.  For each type of equipment, UMA recipes that will determine which UMA gear is applied to UMA characters when the gear is equipped.  Provide one recipe here for each race (male/female), and the correct item for the current race will be applied.  If this list is empty, or the character is not UMA, these values will be ignored. |

## Content Created

After choosing the appropriate options for the scene, click Create.

![](/files/RGwYh9VaCM2c9dJPa77m)

![](/files/gFL7N76lwHy0rxRCAYpc)

### Scriptable Objects

#### Equipment Set

An equipment set can be found at the *Resources/GameName/EquipmentSet* folder. It defines the equipment that belongs to the set, and any set bonuses.

![](/files/GdAivyls8Lp1iaDmH14f)

![](/files/Ojk9lHGCw7J2p0KtF2sC)

#### Equipment

Equipment can be found in the *Resources/GameName/Item/Equipment/Armor* folder.  These objects contain all the information for each individual piece of equipment.

![](/files/YllFDCSMDcinAZVGPgOt)

#### Vendor Collection

If selected, a vendor collection can be found in the *Resources/GameName/VendorCollection* folder.  This can be added to a vendor to allow the purchase of the equipment.

![](/files/rOf0s9e4GylUgvIIuIwy)

#### Loot Table

If selected, a loot table can be found in the *Resources/GameName/LootTable* folder.  This can be added to a LootableCharacter interactable option on any character to allow the equipment to be looted when the character is defeated in combat.

![](/files/L3kfihXNFpHMu9i3mGdb)

## Next Steps

### Assign Gear to a Class or Specialization

If you want a character class or specialization to start new games wearing the equipment, you can assign it to the class or specialization as starting equipment.

![](/files/BqyOwaVz7VFjXM7kGUOm)

### Make Gear Purchasable

You can add the gear to a vendor by adding it to the *Vendor Collection Names* list on the *VendorProps Interactable Option* on the Unit Profile scriptable object of any NPC.  A Sample vendor can be installed by using the [Template Content Wizard](/wizards/template-content-wizard) and searching for *Vendor NPC*.

![](/files/xioIJQ6sSPooFsppZDzj)

![](/files/ciegtyGr66tipXr4tOmB)

### Make Gear Lootable

Add a *LootableCharacterProps* to any *Unit Profile* and add the new loot table for this equipment to the Loot Table Names list.  When you defeat that character in combat, you will have a chance to loot one of the items.

![](/files/3XoXEGi39uQnarhwpuZc)


# Animation Profile Wizard

The Animation Profile Wizard will create an animation profile from a list of animations and optionally add the required events to attack animations.

{% embed url="<https://youtu.be/alKWYpFfJeI>" %}

## Accessing The Wizard

The Animation Profile Wizard requires that one of your game scenes with either a GameManager or SceneConfig object is open in the editor so that it can determine which game to install the content into.

The Animation Profile Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > Animation Profile Wizard*.

![](/files/DYv1eDMf2faXhth70VOt)

![](/files/Mkq0kiEK6zu1hBDROikY)

## Options

| Name            | Description                                                                                                                                                                                                                                                |
| --------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Game Name       | The name of the game.  This will show on the main menu screen.The name of the game in your Unity project to install the template content in.  This will be automatically filled in if you have any scene with the GameManager or SceneConfig prefabs open. |
| Profile Name    | The name of the animation profile.  This is the name that will be called from abilities, weapons, unit prefab properties, etc.                                                                                                                             |
| Assign Priority | Determines whether clips added to the *Assign Clips* property will be assigned as out of combat or in combat animations.                                                                                                                                   |
| Assign Clips    | Drag a list of animation clips into this list.  The wizard will attempt to assign them to the correct animations in the *Animations* property based on their names.                                                                                        |
| Add Hit Events  | If true, any clips in the *Attack Clips* list in the *Animations* property that do not have a `Hit()` event will have one added.                                                                                                                           |
| Animations      | Lists of animations.  See [Animation Profile](/scriptable-objects/animation-profile) for a description of animation profile properties.                                                                                                                    |

## Configuration

See [Animation Profile Configuration](/scriptable-objects/animation-profile#configuration).

## Content Created

After assigning the appropriate animations, click Create.

![](/files/nXdcYK3B5wlclsojMIpk)

### Scriptable Objects

#### Animation Profile

An [Animation Profile](/scriptable-objects/animation-profile) can be found at the *Resources/GameName/AnimationProfile* folder.

![](/files/2Hic16QRxvoIRNYOMMUl)

## Next Steps

See [Animation Profile Next Steps](/scriptable-objects/animation-profile#next-steps).


# Screenshot Wizard

The Screenshot Wizard helps you quickly make icons of any 3D model.

{% embed url="<https://youtu.be/s9vRImPeG4g>" %}

## Accessing the Wizard

The Screenshot Wizard is designed to make icons of 3D models.  The recommended workflow is to open a 3D model prefab in the Unity Editor before accessing the wizard.

The Screenshot Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > Screenshot Wizard*.

![](/files/yofU119hqjYltxlSZvui)

![](/files/VkroRElyNDUlgUSymzTh)

## Making an Icon

By default, the screenshot wizard will show a white indicator square in the scene view window.  This square represents the size and contents of the image that will be saved to disk.

![](/files/suBOuuNbMhiN2Yoymkme)

You can adjust the background of the image, and the lighting that will be used when the screenshot is taken, but those settings will not show in the scene view.  You may have to take a few screenshots to get the settings just right.  A full list of the settings can be found below.

It is recommended to experiment with the rotation of the item to ensure the most distinct or unique feature takes up the full frame of the size indicator preview.

Once you are satisfied with the settings, click the *Create* button and the image will be saved to disk.

![](/files/1KKOY2lCa7mVuZnSxSSm)

![](/files/EKf6rf6CJ7kCUmzXm5Am)

Don't forget to open the saved image in the inspector and set the *Texture Type* to *Sprite (2D and UI)* so you can use the image as an icon.

![](/files/XTV82KMi1VIdTI2DVvoV)

## Settings

| Name                  | Description                                                                                                                                                                                                                          |
| --------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Parent Folder         | The folder that the screenshot image will be saved in, relative to the Assets folder in your project.                                                                                                                                |
| File Name             | The name of the image file that will be saved to disk.  If a file of the same name exists, the file name will have the current date and time appended to it to make it unique.                                                       |
| Show Size Indicator   | If true, a white indicator square will show on screen to represent the size and contents of the screenshot.                                                                                                                          |
| Width                 | The width of the output image                                                                                                                                                                                                        |
| Height                | The height of the output image                                                                                                                                                                                                       |
| Camera Clear Flags    | <p><strong>Depth</strong><br>The image will have a transparent background<br><strong>Color</strong><br>The image will have a solid color background<br><strong>Skybox</strong><br>The image will have a skybox in the background</p> |
| Background Color      | If the Color option is chosen for the *Camera Clear Flags*, this is the color that will be used.                                                                                                                                     |
| Use Light             | If true, a light will be attached to the camera that takes the screenshot, emulating the settings you see in the scene view.                                                                                                         |
| Light Color           | If *Use Light* is selected, the color of the light to shine on the object.                                                                                                                                                           |
| Light Intensity       | If *Use Light* is selected, the brightness of the light to shine on the object.                                                                                                                                                      |
| Object To Screen Shot | Although the screenshot will take a picture of whatever is shown in the size indicator, the camera must be attached to some prefab in the scene view.  This setting controls what object the camera is attached to.                  |


# Billboard Wizard

The Billboard Wizard helps you quickly make a billboard from a tree to use with LOD.

## Accessing the Wizard

The Billboard Wizard is designed to make billboards of 3D models that can be used for LOD.  The recommended workflow is to open a 3D model prefab in the Unity Editor before accessing the wizard.

The Billboard Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > Billboard Wizard*.

<div align="left"><figure><img src="/files/CfLirfzCdY7y2qLDKGSb" alt=""><figcaption></figcaption></figure></div>

## Making a Billboard

By default, the billboard wizard will show a white indicator square in the scene view window.  This square represents the size and contents of the image that will be saved to disk.

You can adjust the background of the image, and the lighting that will be used when the screenshot is taken, but those settings will not show in the scene view.  You may have to take a few screenshots to get the settings just right.  A full list of the settings can be found below.

It is recommended to use the orientation tool to ensure the item fits in the image frame from all sides.

<div align="left"><figure><img src="/files/59URzKLV4hndO1pw0utZ" alt=""><figcaption></figcaption></figure></div>

Once you are satisfied with the settings, click the *Create* button and the a billboard will be created.

<figure><img src="/files/LJ8x8lwVsMPn3DuYjzCI" alt=""><figcaption></figcaption></figure>

## Settings

| Name                | Description                                                                                                                                                              |
| ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Parent Folder       | The folder that the billboard will be saved in, relative to the Assets folder in your project.                                                                           |
| File Name           | The name of the file that will be saved to disk.  If a file of the same name exists, the file name will have the current date and time appended to it to make it unique. |
| Show Size Indicator | If true, a white indicator square will show on screen to represent the size and contents of the screenshot.                                                              |
| Width               | The width of the output image                                                                                                                                            |
| Height              | The height of the output image                                                                                                                                           |
| Use Light           | If true, a light will be attached to the camera that takes the screenshot, emulating the settings you see in the scene view.                                             |
| Light Color         | If *Use Light* is selected, the color of the light to shine on the object.                                                                                               |
| Light Intensity     | If *Use Light* is selected, the brightness of the light to shine on the object.                                                                                          |


# Template Content Wizard

The Template Content Wizard allows you to quickly install template content in your game.

{% embed url="<https://youtu.be/zLSnaNzm-Uk>" %}

## Accessing the Wizard

The template content wizard requires that one of your game scenes with either a GameManager or SceneConfig object is open in the editor so that it can determine which game to install the content into.

The Template Content Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > Template Content Wizard*.

![](/files/I7eVJNqaBAQW52eaETTY)

![](/files/FQxDtR16GyUjirwSQo2V)

## Settings

| Name                       | Description                                                                                                                                                                                               |
| -------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Game Name                  | The name of the game in your Unity project to install the template content in.  This will be automatically filled in if you have any scene with the GameManager or SceneConfig prefabs open.              |
| Replace Existing Resources | If true, resources with the same name and folder location will be overwritten.  This can be useful if you have made modifications to resources, and want to reset them to their original template values. |
| Replace Existing Prefabs   | If true, prefabs with the same name and folder location will be overwritten.  This can be useful if you have made modifications to prefabs, and want to reset them to their default values.               |
| Scriptable Content         | A list of template content packages to install.                                                                                                                                                           |

## Available Template Content

Most of the content in the [Features Demo Game](/getting-started/included-sample-games#features-demo-game) can be installed using the Template Content Wizard.  There are over 1000 template packages available, so it can be helpful to know what is available.  You browse template packages by looking in the AnyRPG/Core/Content/TemplatePackages folder in your project.

![](/files/vzeZoQ452LSNdtQLj0e6)

## Template Packages

A Template package consists of resources (Scriptable Objects) and prefabs.  Template packages can also have dependencies on other template packages to make re-using packages easy.  In general, any package you choose will install all dependencies for it to work without needing to manually install them.

![](/files/PseKZm7W53NzdlqAGhQX)

## Installing Content

Select content from the object browser window or drag it into the list, and click Install.

![](/files/lSDY3l7V6biVfExhuURW)

## Using Template Content

### Prefabs

After install template content that includes prefabs such as interactables or unit (character) spawners, you will need to add those prefabs to a scene.  You can find them under the Prefab folder in your game folder.  Once you find a prefab, just drag it into the scene whereever you want it placed.

![](/files/wmHEVZoEVJ1YwDcVyZom)

### Scriptable Objects

Some types of template content do not include any prefabs that can be added to a scene, but still require you to define where you want to use them. Examples include vendor collections and loot tables.

In the screenshot below you can see how you would add vendor collections to a vendor NPC Unit Profile to make them available to purchase on the vendor in game.

![](/files/yee2rDMs7R4j2WHQZAL3)

![](/files/9QESN3lomkq3byiovShW)


# New Character Wizard

The new character wizard helps you import character models and set them up as NPC or player characters.

{% embed url="<https://youtu.be/pAybYbYyE0A>" %}

## Accessing the Wizard

The new character wizard requires that one of your game scenes with either a GameManager or SceneConfig object is open in the editor so that it can determine which game to install the content into.

The Template Content Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > New Character Wizard*.

![](/files/JSwsREzAm7RirnmV0b1y)

![](/files/0XJFOtKiGgIdoUYIIOFt)

## Settings

| Name                            | Description                                                                                                                                                                                                                                                |
| ------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Game Name                       | The name of the game in your Unity project to install the template content in.  This will be automatically filled in if you have any scene with the GameManager or SceneConfig prefabs open.                                                               |
| Create Unit Spawn Node          | If true, a prefab that can spawn this character will be created.  This is useful if the character will be used as an enemy or NPC.                                                                                                                         |
| Set As Default Player Character | If true, the GameManager will be updated to use this character as the default player character.                                                                                                                                                            |
| Character Model                 | Drag an FBX or prefab into this slot, and that model will be used as the character model.                                                                                                                                                                  |
| Head Bone                       | The bone that the camera will look at when taking a picture for the unit frame.  This should be automatically filled in when the character model field is filled if it has a common name, but you can enter the bone name manually if has an unusual name. |
| Attachment Profile              | An attachment profile contains a mapping of English names such as "Left Hand" to actual bones for attaching weapons.  If the character is an UMA model, choose UMA, otherwise choose Humanoid.                                                             |
| Add Weapon Attachments          | If true, several prefabs that contain attachment points for all common weapon types will be added to the model.  This is not necessary for UMA characters.                                                                                                 |
| Left Hand Bone                  | The name of the bone to attach the left hand attachment prefab to.                                                                                                                                                                                         |
| Right Hand Bone                 | The name of the bone to attach the right hand attachment Prefab to.                                                                                                                                                                                        |
| Left Arm Bone                   | The name of the bone to attach the shield attachment to.                                                                                                                                                                                                   |
| Hip Bone                        | The name of the bone to attach the hip attachment prefab to.                                                                                                                                                                                               |
| Spine Bone                      | The name of the bone to attach the spine attachment prefab to.  This will also be used as the floating point in the Unit Profile; meaning when a character is floating in the water, everything below this bone will be submerged.                         |
| Character Name                  | For NPCs, the name that will show above the characters head.  For players, the name that will show in the character model selection screen when starting a new game.                                                                                       |
| Portrait Image                  | For players, the image that will show beside the character name in the character selection screen.                                                                                                                                                         |
| Animations                      | If this character has custom animations, enter them in this list to override the default character animations used by the system.                                                                                                                          |

## Running the Wizard

Once you have filled in all the settings, click *Create*.

![](/files/a02xxwj26GhPo7ACGExp)

## Adjusting Weapon Attachments

Every character model is different and will have different dimensions and bone orientations.  You will need to adjust the weapon attachment to ensure they have the correct orientation so that weapons properly line up with the hip, spine, hands etc when sheathed or held.

Open the character prefab that can be found in the GameName/Prefab/Character folder.

![](/files/AWTWabDKS8nziAzrfGUE)

Find the attachments that have been added to the model.

![](/files/64CoddWKidtswzPC6TzC)

For each attachment, find the preview models included, and enable them so they are visible in the scene view.

![](/files/wIJbVss6Y4KXQbovhLxf)

Rotate and move the attachments directly (not the preview models) until everything looks aligned properly on the character.

![](/files/UMTkXJNPXgJFhJC24zi1)

In the case of the spine and hip attachments, you can move/rotate the attachments directly, or the pivots, whichever you prefer.

![](/files/8YbxPKi9gPj8SV0b6qlI)

![](/files/zUnoUL9bXViZhe7HEfST)

Once everything looks properly aligned, you can disable the weapon previews and save your changes.  When the character equips weapons in-game they should now have the correct positioning and alignment.&#x20;

## Spawning NPC Characters In Game

If the character is an NPC, find the Unit Spawn Node under the GameName/Prefab/UnitSpawnNode/Character folder in your project and drag it into the location in the scene you want to spawn in.  When you start playing your game, the character will appear at that location.

![](/files/lIgHAKnxekEzY6wHHmou)

## Player Characters

If the character is a player character and you selected the set as default player character option, it will be set in the Game Manager.

If you forgot to set that option, you can add the unit profile name to the *Default Player Unit Profile Name* field in the Game Manager.  If you want to have multiple choices of player models, you can add them to the *Character Creator Profile Names* list.

![](/files/P6n04J1RDux0RqUI0JQs)

![](/files/xe6cY2fs2UmpJKdHdERn)


# New Weapon Wizard

The new weapon wizard creates weapon items and special weapon handle prefabs that ensure a weapon is in the correct orientation when equipped.

{% embed url="<https://youtu.be/xnlPVCeMfnE>" %}

## Accessing the Wizard

The new weapon wizard requires that one of your game scenes with either a GameManager or SceneConfig object is open in the editor so that it can determine which game to install the content into.

The New Weapon Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > New Weapon Wizard*.

![](/files/l06BnRj3YCwPm500pzwE)

![](/files/CAQkoiPpa9aGtUPQEzjT)

## Settings

| Name                         | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| ---------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Game Name                    | The name of the game in your Unity project to install the template content in.  This will be automatically filled in if you have any scene with the GameManager or SceneConfig prefabs open.                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| Weapon Prefab                | Drag an FBX or prefab into this slot, and that model will be used as the weapon model.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| Weapon Name                  | The weapon name that will appear in tooltips, vendor lists, loot windows, etc.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Icon                         | The image to be used to represent the weapon in the inventory, character screen, vendor lists, loot windows, etc.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| Weapon Slot Type             | <p><strong>Main Hand Only</strong><br>This weapon can only be equipped in the main hand slot.  Any other valid weapon can still be equipped in the off hand slot.<br><strong>Off Hand Only</strong><br>This weapon can only be equipped in the off hand slot.  Any other valid weapon can still be equipped in the main hand slot.<br><strong>Any Hand</strong><br>This weapon can be equipped in the main hand or off hand slot.  Any other weapon can be equipped in the other slot.<br><strong>Two Hand</strong><br>This weapon takes up both hands.  It will appear in the main hand slot, and remove any other weapon that is equipped in the off hand slot.</p> |
| Weapon Type                  | The weapon type setting controls which animations and effects will be played when the weapon is used in combat.   It will also determine which attachment point the weapon is attached to when it is sheathed on the character.                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| Asymmetrical Weapon          | Most weapons are symmetrical and will look the same if held in the main hand or off hand.  For asymmetrical weapons such as claws, this should be set to true and separate handle prefabs will be created for the left and right hands.                                                                                                                                                                                                                                                                                                                                                                                                                               |
| Projectile Name              | The base name that will be assigned for the projectile prefabs and prefab profiles. Leave this blank if the weapon is not ranged.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| Projectile Prefab            | A Prefab to use for the projectile if this is a ranged weapon.  Leave this blank if the weapon is not ranged.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Use Projectile In Animations | For ranged weapons only.  Should the projectile be shown during attack animations such as pulling an arrow from the quiver and drawing the bow string.  This should not be checked if the ranged weapon does not have a special projectile prefab.  In that case, the default projectile settings from the weapon type will apply.                                                                                                                                                                                                                                                                                                                                    |
| Use Projectile In Abilities  | For ranged weapons only.  Should the projectile be shown during flight to the target after the attack animation is finished. This should not be checked if the ranged weapon does not have a special projectile prefab.  In that case, the default projectile settings from the weapon type will apply.                                                                                                                                                                                                                                                                                                                                                               |

## Content Created

After choosing all the settings, click Create to run the wizard.

![](/files/Q5uN3cQYNexfFLCpyOwH)

The following content will be created.

### Weapon Handle Prefab

Weapon handle, projectile handle, and projectile prefabs can be found in the *GameName/Prefab/Handle/Weapon* folder.  The weapon handle is a convenient prefab that contains the weapon model along with a handle that is a visual indicator to help set the correct scale (size) and rotation so that the weapon will look good when held or sheathed.

![](/files/yf1hEE0TWbeDrKPaJoNo)

### Prefab Profiles

Prefab profiles, a type of scriptable object that contains the link to the prefab, can be found in the *Gamename/Resources/GameName/PrefabProfile/Weapon* folder.

### Weapon Item

The weapon item Scriptable Object can be found in the *GameName/Resources/GameName/Item/Equipment/Weapon* folder.

![](/files/M3uAZBGPPPsx8qsFboUX)

## Adjusting the Weapon Handle

### Weapons

The handle object in the weapon handle prefab is a visual indicator that shows what the size and orientation of the weapon should be when gripped in a character's hand. The blue (z) axis is the forward direction of the hand, the yellow (y) axis is the top of the hand, and the red (x) axis is the right side of the hand.

![](/files/xyg5wo7nwu3oUVm82bGH)

Set the scale of the weapon model larger or smaller if necessary until the handle looks about the right size in relation to it.  You can imagine that if gripped, the handle would fit perfectly in a fist.

Set the rotation and position of the weapon model so that it would look correct if the handle was gripped in a hand with the character's arm straight in front of them.

![](/files/u7h9kobNx4uOs053DuPl)

Disable the Handle object so that it is not visible, and save the changes to the weapon handle prefab.

### Projectiles

The steps for projectiles are similar to the steps for weapons.  When you open the prefab, you will see a sample projectile that represents the correct position and rotation.

![](/files/yYHxpvzk9SxOyTooKfi1)

Align the projectile so it matches the position and rotation of the sample projectile, then disable all other objects in the prefab so only the projectile is visible, and save the changes.\
![](/files/mmy1nO0JTXOlyjXMAvEE)

## Next Steps

To make the weapon available in game you may want to take any of the following actions.

* Configure the weapon by adding an item quality, setting a purchase price, or requiring a specific weapon skill to equip the weapon.
* Add the weapon to the default equipment for a character class or specialization.
* Add the weapon to a vendor collection and make it available on a vendor to purchase.
* Add the weapon to a loot table so it can be obtained by defeating an enemy.


# Minimap Wizard

The minimap wizard creates a top down image of a scene to be used for the main map and minimap.

{% embed url="<https://youtu.be/SqGLSVgY528>" %}

## Accessing the Wizard

The minimap wizard requires that the game scene you want to make the map for is open in the editor.  The scene should have a SceneConfig object in it to work properly.

The Minimap Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > Minimap Wizard*.

![](/files/I4h25nPm6hcimZ4A3Muu)

![](/files/YLyUOUGE74asiSzu0hQi)

## Settings

| Name               | Description                                                                                                                                                                                                                          |
| ------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Game Name          | The name of the game in your Unity project to install the template content in.  This will be automatically filled in if you have any scene with the SceneConfig prefab open.                                                         |
| Pixels Per Meter   | The number of pixels to be rendered in the map image per horizontal meter of the scene.                                                                                                                                              |
| Camera Clear Flags | <p><strong>Depth</strong><br>The image will have a transparent background<br><strong>Color</strong><br>The image will have a solid color background<br><strong>Skybox</strong><br>The image will have a skybox in the background</p> |
| Background Color   | If the geometry of the level is not a perfect square, and the Camera Clear Flags are set to color, what color should be used to fill in the empty areas.                                                                             |

## Content Created

After choosing all the settings, click Create to run the wizard.

![](/files/BxHN0fTzMaysEgFvhG27)

The following content will be created.

### Map Image

The map image can be found in the *GameName/Images/MiniMap* folder.

![](/files/csjcsTe4KXVvehsKpRFG)

## Next Steps

The minimap image will be loaded automatically when the scene is loaded.  There is no additional configuration required.


# Rename Wizard

The rename wizard renames multiple files at once by searching for and replacing strings in the provided list of files.

## Accessing the Wizard

The Rename Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > Rename > Rename Resources*.

![](/files/BFZPCQPOnGLIytu7KO4u)

<div align="left"><figure><img src="/files/WKi3G0iGuKSECAiTGxRN" alt=""><figcaption></figcaption></figure></div>

## Settings

| Name           | Description                                                                                                                                                                                                                                                                                                                                                           |
| -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Find String    | The rename wizard will search for this string in the list of files provided.                                                                                                                                                                                                                                                                                          |
| Replace String | The rename wizard will replace the *Find String* with this string in the list of files provided.                                                                                                                                                                                                                                                                      |
| Replace Mode   | <p><strong>Replace</strong><br>Replace the <em>Find String</em> with the <em>Replace String</em><br><strong>Append</strong><br>Ignore the <em>Find String</em>.  Add the <em>Replace String</em> to the beginning of the file name.<br><strong>Prepend</strong><br>Ignore the <em>Find String</em>.  Add the <em>Replace String</em> to the end of the file name.</p> |
| File List      | The list of files to perform the rename operation on.                                                                                                                                                                                                                                                                                                                 |

## Running the Wizard

After choosing all the settings, click Rename to run the wizard.

![](/files/14BsqEXAmNGfFWPkBbkY)


# Sync Resource Name Wizard

The sync resource name wizard syncs the resource name field with the file name of any Scriptable Object included with AnyRPG.

## Accessing the Wizard

The Rename Wizard can be opened by clicking *Tools* in the menu bar, and selecting *AnyRPG > Wizard > Rename > Sync Resource Name*.\
When run, it will iterate through the list of files, setting the Resource Name field to the same value as the file name, adding spaces between capitalized words, and ignoring the ignore string.  For example, in the picture below, the resource name for `AncientBattleAxeItem` will become `Ancient Battle Axe`

<figure><img src="/files/q8cJ9CcAnal7NvXMXxKg" alt=""><figcaption></figcaption></figure>

## Settings

| Name          | Description                                           |
| ------------- | ----------------------------------------------------- |
| File List     | The list of files to perform the rename operation on. |
| Ignore String |                                                       |

## Running the Wizard

After choosing all the settings, click Sync Name to run the wizard.


# Scriptable Objects Introduction

The AnyRPG Engine makes heavy use of [Unity Scriptable Objects](https://docs.unity3d.com/Manual/class-ScriptableObject.html) to allow as much configuration of games as possible without requiring changes to the engine code.

## Properties

All scriptable objects used in AnyRPG have a common set of shared properties.  To avoid duplication in the documentation, they are all listed here.  Individual scriptable object pages will only list additional properties that are not on this page.

| Name                         | Description                                                                                                                                                                                                       |
| ---------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Resource Name                | The resource name serves as a database key when scriptable object lookups are performed in the engine.  If the *Display Name* field is empty, it will also be the display text wherever the item appears in-game. |
| Display Name                 | The display name field can be used when a different display text than the *Resource Name* is desired, or when using localization to display text in different languages.                                          |
| Icon                         | Whenever the UI will show an image for a certain scriptable object, this icon will be used.                                                                                                                       |
| Icon Background Image        | <p>If an icon is transparent, this image will show behind the icon.<br>This can be useful to reduce effort and save space, by re-using background images for multiple icons.</p>                                  |
| Description                  | Whenever the UI shows a description for a scriptable object, this text will be displayed.                                                                                                                         |
| Use Regional Description     | If true, the system will search for a localized regional description for this scriptable object and use its *Display Name*, *Icon*, *Icon Background Image*, and *Description* instead.                           |
| Resource Description Profile | If set, the system will search for a regional description with this name for this scriptable object and use its *Display Name*, *Icon*, *Icon Background Image*, and *Description* instead.                       |
| Optional Override            | If true, and one of the two regional override fields is used, the regional override is optional, and will not cause an error if it doesn't exist.                                                                 |


# Abilities

Abilities allow the character to perform actions such as attacks, casting spells, crafting, and gathering.

## Creation

To create an ability, find (or create) the *GameName/Resources/GameName/BaseAbility* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Ability*.

## Properties

All types abilities share a common set of properties, listed in the table below.

| Name                                  | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| ------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Require Out Of Combat                 | If true, the character must not be in combat to cast the ability.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| Require Stealth                       | If true, the character must be in stealth mode to cast the ability.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| Weapon Affinity Names                 | A list of [Weapon Skills](/scriptable-objects/weapon-skill).  The character must have a weapon equipped that matches the type of at least one of the skill to cast the ability.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| Holdable Object List                  | <p>A list of <a href="/pages/eLtR6SVz1RG8X6hAuWNm">PrefabProfiles</a> that contain links to GameObjects that will be held while the ability is being cast.<br><strong>Holdable Object Name</strong><br>The name of a <a href="/pages/eLtR6SVz1RG8X6hAuWNm">PrefabProfile</a> that contains a link to a GameObject.<br><strong>Use Universal Attachment</strong><br>If true, attachment points from the <a href="/pages/eLtR6SVz1RG8X6hAuWNm">PrefabProfile</a> will be ignored, and the universal attachment in the <em>Attachment Name</em> field will be used.<br><strong>Attachment Name</strong><br>The <em>Node Name</em> field from one of the <em>Attachment Point Nodes</em> in an <a href="/pages/gl9O9NAYYwGSxo7t70iu">Attachment Profile</a>.</p> |
| Despawn Prefabs On Cast End           | If true, the prefabs will be despawned when the cast phase ends, instead of during or at the end of the action phase.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Ability Prefab Source                 | <p>An enumeration that defines what sources will be used for holdable objects.<br><strong>Both</strong><br>Holdable objects defined directly in the ability, and defined in the weapon will be spawned.<br><strong>Ability</strong><br>Only holdable objects defined in the ability will be spawned<br><strong>Weapon</strong><br>Only holdable objects defined in the weapon will be spawned.</p>                                                                                                                                                                                                                                                                                                                                                           |
| Animator Create Prefabs               | If true, holdable objects will be created in response to animation events, and not created automatically by the ability manager when the cast starts.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Prefab Destroy Delay                  | The amount of time, in seconds, that holdable objects should persists past the end of the ability cast before being destroyed.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| Animation Profile Name                | The name of an [Animation Profile](/scriptable-objects/animation-profile) that contains a list of *Cast Clips* or *Attack Clips* (only for [Animated Abilties](broken://pages/eTwirBs9XjyLiHj0mjw4)) that will be performed while the ability is casting.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |
| Use Unit Cast Animations              | If true, the ability will use the *Cast Clips* or *Attack Clips* currently active for the character, instead of the clips defined in the ability.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| Is Auto Attack                        | Is this an auto attack ability.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| Use Unit Attack Animations            | If true, a random animation from the unit attack animations will be used.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |
| Use Auto Attack Animations            | This option is only valid if this is not an auto attack ability. If true, it will use the current auto-attack animations so it looks good with any weapon.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Use Weapon Hit Sound                  | If true, the current weapon default hit sound will be played when this ability hits an enemy.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| use Weapon Skill Attack Voice Setting | If true, the choice of whether or not to play the attack voice is controlled by the weapon skill.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| Play Attack Voice                     | If true, the character will play their attack voice clip when this ability is used.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| Animation Hit Audio Profile Name      | If the animation has *Hit* events while it is playing, this [Audio Profile](/scriptable-objects/audio-profile) will be played in response to those events.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Casting Audio Clip                    | An audio clip to play while the ability is casting.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| Casting Audio Profile Name            | An [Audio Profile](/scriptable-objects/audio-profile) to play while the ability is casting.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| Loop Audio                            | If true, the audio will be looped until the cast is complete.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| Required Level                        | The level the character must be to learn the ability.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Character Class Requirements          | A list of [Character Classes](/scriptable-objects/character-class).  The character must be one of the classes to learn the ability.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| Class Specialization Requirements     | A list of [Class Specializations](/scriptable-objects/class-specialization).  The character must be one of the specializations to learn the ability.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Useable Without Learning              | If true, the ability can be cast without learning it.  This is useful for teleport abilities that will be cast on interaction with a [Teleport Interactable Option](/scriptable-objects/interactable-option-configurations/teleport-config).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| Auto Add To Bars                      | If true, when learned, the ability will be automatically added to the action bars in the UI if there is room.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| Can Simultaneous Cast                 | If true, this ability can be cast while another ability cast is in progress.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| Can Cast While Moving                 | If true, the ability can be cast while the character is in motion.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| Ignore Global Cooldown                | This spell can be cast while the global cooldown is active.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| Power Resource Name                   | The name of a [Power Resource](/scriptable-objects/power-resource) that will be spent to cast the ability.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Base Resource Cost                    | The base amount of the [Power Resource](/scriptable-objects/power-resource) that will be spent to cast the ability.  This amount is not scaled by level.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| Resource Cost Per Level               | The amount of the [Power Resource](/scriptable-objects/power-resource) that will be spent to cast the ability.  This amount is multiplied by the character level.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| Spend Delay                           | The time delay (in seconds) before the [Power Resource](/scriptable-objects/power-resource) is spent when the ability is cast.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| Generate Power Resource Name          | The name of a [Power Resource](/scriptable-objects/power-resource) that should be gained when the ability hits the target.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Base Resource Gain                    | The base amount of the [Power Resource](/scriptable-objects/power-resource) that will be gained.  This amount is not scaled by level.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Resource Gain Per Level               | The amount of the [Power Resource](/scriptable-objects/power-resource) that will be gained.  This amount is multiplied by the character level.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| Use Speed Multipliers                 | If true, after the cast time is calculated, it will be affected by the *Speed* secondary stat.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| Use Animation Cast Time               | If true, the cast time is based on the length of the animation played while casting.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Ability Casting Time                  | If *Use Animation Cast Time* is false, this value will be used for the cast time.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| Ability Cool Down                     | The cooldown time, in seconds, before the ability can be cast again.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Cool Down On Cast                     | If true, the cooldown will be initiated at the start of the cast, instead of the end of the cast, which is the default.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| Use Ability Effect Targeting          | If true, the *Target Options* of the ability will be overridden by the *Target Options* of the first [Ability Effect](/scriptable-objects/ability-effects).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| Ability Effect Target Stage           | If Ability Effect Targetting is used, the first ability effect from this stage will be used.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| Target Options                        | A list of [Target Options](#undefined).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| Tick Rate                             | This is the number of seconds between ticks, when [Channeled Ability Effects](/scriptable-objects/ability-effects/channeled-effect) will be cast while the ability is casting.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| Channeled Ability Effect Names        | During casting, these ability effects will be triggered on every tick.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| Cast End Ability Effect Names         | When casting is complete, these ability effects will be triggered.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| Action Hit Ability Effect Names       | In response to Hit events during the animation, these ability effects will be triggered.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| Action End Ability Effect names       | When the action is complete, these ability effects will be triggered.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |

### Target Options

Target options control which targets will be considered valid targets for the purpose of determining if the ability can be cast on the target.

| Name                   | Description                                                                                                            |
| ---------------------- | ---------------------------------------------------------------------------------------------------------------------- |
| Require Target         | If true, the character must have a target selected.                                                                    |
| Require Line Of Sight  | The caster requires a clear line of sight to the target.                                                               |
| Require Live Target    | The target must be alive.                                                                                              |
| Require Dead Target    | The target must be dead.                                                                                               |
| Can Cast On Self       | The ability can be cast on the caster.                                                                                 |
| Can Cast On Others     | The ability can be cast on targets other than the caster.                                                              |
| Can Cast On Enemy      | The ability can be cast on targets the caster has a hostile [Faction](/scriptable-objects/faction) relationship with.  |
| Can Cast On Neutral    | The ability can be cast on targets the caster has a neutral [Faction](/scriptable-objects/faction) relationship with.  |
| Can Cast On Friendly   | The ability can be cast on targets the caster has a friendly [Faction](/scriptable-objects/faction) relationship with. |
| Auto Self Cast         | If true, and the caster does not have a target, the ability will automatically choose the caster as the target.        |
| Unit Type Restrictions | A list of valid [Unit Types](/scriptable-objects/unit-type) the ability can be cast on.                                |
| Use Melee Range        | If true, the ability can only be cast on a target when that target is in the casters hit box.                          |
| Max Range              | If *Use Melee Range* is false, the ability will have a maximum range of this value.                                    |
| Require Facing Target  | If true, the target must be in front of the caster.                                                                    |
| Max Angle              | The maximum angle to the left or right the target can be located at.                                                   |
| Require Behind Target  | If true, the caster must be behind the target.                                                                         |
| Require Ground Target  | If true, this ability will be cast on the ground, and not on a target.                                                 |
| Ground Target Color    | The color that will be used to tint the ground target casting circle.                                                  |
| Ground Target Radius   | The radius that will be used for displaying the ground target casting circle.                                          |

## Next steps

* Add an ability to the *Capabilities* of a [Character Class](/scriptable-objects/character-class).
* Add an ability to the *Capabilities* of a [Class Specialization](/scriptable-objects/class-specialization).
* Add an ability to the *Capabilities* of a [Unit Type](/scriptable-objects/unit-type).
* Add an ability to the *Capabilities* of a [Faction](/scriptable-objects/faction).
* Add an ability to the *Capabilities* of a [Unit Profile](/scriptable-objects/unit-profile).


# Craft Ability

Craft abilities are special types of abilities that do not require ability effects and will automatically craft the current item in the crafting queue when the cast is complete.

{% embed url="<https://youtu.be/91BfCovDp28>" %}

## Creation

To create a craft ability, find (or create) the *GameName/Resources/GameName/BaseAbility* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > CraftAbility*.

## Properties

Craft abilities do no contain any properties other than the default properties shared by all [Abilities](/scriptable-objects/abilities).

## Next steps

* Add a craft ability to the *Capabilities* of a [Character Class](/scriptable-objects/character-class).
* Add a craft ability to the *Capabilities* of a [Class Specialization](/scriptable-objects/class-specialization).
* Add a craft ability to the *Capabilities* of a [Unit Type](/scriptable-objects/unit-type).
* Add a craft ability to the *Capabilities* of a [Faction](/scriptable-objects/faction).
* Add a craft ability to the *Capabilities* of a [Unit Profile](/scriptable-objects/unit-profile).
* Add a craft ability to a [Skill](/scriptable-objects/skill) so the player learns it when they learn the [Skill](/scriptable-objects/skill).
* Add a craft ability to a [Recipe](/scriptable-objects/recipe) to require knowing the ability to craft the [Item](/scriptable-objects/items).


# Gather Ability

Gather abilities are special types of abilities that do not require ability effects and will automatically gather from the current gathering node when the cast is complete.

{% embed url="<https://youtu.be/DuNoF0h7lUc>" %}

## Creation

To create a gather ability, find (or create) the *GameName/Resources/GameName/BaseAbility* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > GatherAbility*.

## Properties

Gather abilities do no contain any properties other than the default properties shared by all [Abilities](/scriptable-objects/abilities).

## Next steps

* Add a gather ability to the *Capabilities* of a [Character Class](/scriptable-objects/character-class).
* Add a gather ability to the *Capabilities* of a [Class Specialization](/scriptable-objects/class-specialization).
* Add a gather ability to the *Capabilities* of a [Unit Type](/scriptable-objects/unit-type).
* Add a gather ability to the *Capabilities* of a [Faction](/scriptable-objects/faction).
* Add a gather ability to the *Capabilities* of a [Unit Profile](/scriptable-objects/unit-profile).
* Add a gather ability to a [Gathering Node Config](/scriptable-objects/interactable-option-configurations/gathering-node-config) to allow the ability to be used to gather from it.
* Add a gather ability to a [Skill](/scriptable-objects/skill) so the player learns it when they learn the [Skill](/scriptable-objects/skill).


# Ability Effects

Ability effects are the components (building blocks) responsible for the behavior or all spells or attacks and can be combined together to create unique and power abilities.

## Properties

All ability effects share a common set of properties, listed in the table below.

| Name                       | Description                                                                                                                                                                                                                               |
| -------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Target Options             | Ability effect [Target Options](#target-options).                                                                                                                                                                                         |
| Chance To Cast             | The percentage chance that this ability effect will be cast when called.                                                                                                                                                                  |
| Effect Material Name       | The name of a [Material Profile](/scriptable-objects/material-profile) containing a material to use to replace the material of the target.                                                                                                |
| Material Change Duration   | The number of seconds the target material should be changed for, before changing the material back to the original one.                                                                                                                   |
| On Hit Audio Profile Names | A list of [Audio Profiles](/scriptable-objects/audio-profile) containing audio clips to play when the ability effect hits the target.                                                                                                     |
| Random Audio Profiles      | If true, a random [Audio Profile](/scriptable-objects/audio-profile) from the *On Hit Audio Profile Names* list will be played, instead of all of them.                                                                                   |
| Hit Ability Effect Names   | A list of other [Ability Effects](/scriptable-objects/ability-effects) to cast when the current ability effect hits.                                                                                                                      |
| Input Multiplier           | All ability effects pass on information about how much damage or healing they did to the next ability effect they cast.  This number will be multiplied by those amounts before adding them to the amounts of the current ability effect. |
| Threat Multiplier          | The basic threat any ability effect does will be multiplied by this amount.                                                                                                                                                               |

### Length Effect Properties

[Length Effects](/architecture/ability-system/ability-effects), which are ability effects that have a duration, have the following additional properties.

| Name                          | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| ----------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Ability Prefab Source         | <p>An enumeration that defines what sources will be used for holdable objects (visual effects).<br><strong>Both</strong><br>Holdable objects defined directly in the ability, and defined in the weapon will be spawned.<br><strong>Ability</strong><br>Only holdable objects defined in the ability will be spawned<br><strong>Weapon</strong><br>Only holdable objects defined in the weapon will be spawned.</p>                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Random Prefabs                | If true, a random prefab will be selected from the *Ability Prefab Source* instead of spawning all of them.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| Ability Object List           | <p>A list of <a href="/pages/eLtR6SVz1RG8X6hAuWNm">PrefabProfiles</a> that contain links to GameObjects that will be spawned when the ability effect hits.<br><strong>Holdable Object Name</strong><br>The name of a <a href="/pages/eLtR6SVz1RG8X6hAuWNm">PrefabProfile</a> that contains a link to a GameObject.<br><strong>Use Universal Attachment</strong><br>If true, attachment points from the <a href="/pages/eLtR6SVz1RG8X6hAuWNm">PrefabProfile</a> will be ignored, and the universal attachment in the <em>Attachment Name</em> field will be used.<br><strong>Attachment Name</strong><br>The <em>Node Name</em> field from one of the <em>Attachment Point Nodes</em> in an <a href="/pages/gl9O9NAYYwGSxo7t70iu">Attachment Profile</a>.</p>                                                                                                                          |
| Prefab Spawn Location         | <p>An enumeration of options that define where the visual effects for this ability effect should spawn.<br><strong>None</strong><br>No prefabs should be spawned.<br><strong>Caster</strong><br>The prefabs should be spawned with the caster as their parent.<br><strong>Target</strong><br>The prefabs should be spawned with the target as their parent.<br><strong>Ground Target</strong><br>The prefabs should be spawned at the location of the ground target of the original ability, if one was used.<br><strong>Original Target</strong><br>The prefabs should be spawned with the original target of the ability as its parent.<br><strong>Target Point</strong><br>The prefab should be spawned at the location of the current target, with no parent.<br><strong>Caster Point</strong><br>The prefab should be spawned at the location of the caster, with no parent.</p> |
| Prefab Destroy Delay          | The amount of time, in seconds, that visual effect prefabs should persists past the end of the ability effect before being destroyed.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| Destroy On End Cast           | If true, the visual effect prefabs will be destroyed when casting ends, regardless of prefab lifetime.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| Tick Rate                     | The number of seconds that should pass between ticks.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| Cast Zero Tick                | If true, a tick will happen immedialy at the start of the ability effect.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| Tick Ability Effect Names     | A list of ability effects to cast on each tick.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| On Tick Audio Profile Names   | a list of [Audio Profiles](/scriptable-objects/audio-profile) containing audio clips which will be played on each tick.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| Random Tick Audio Profiles    | If true, a random [Audio Profile](/scriptable-objects/audio-profile) from the *On Tick Audio Profile Names* list will be played, instead of all of them.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| Complete Ability Effect Names | A list of ability effects to cast when the duration of the current ability effect is complete.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |

### Fixed Length Effect Properties

In addition to all the properties of its parent class, [Length Effect](#length-effect-properties), fixed length effects have the following additional properties.

| Name                    | Description                                                                                       |
| ----------------------- | ------------------------------------------------------------------------------------------------- |
| Default Prefab Lifetime | The length of time, in seconds, that any visual effect prefab should last before being destroyed. |

### Amount Effect Properties

In addition to all the properties of its parent class, [Instant Effect](/scriptable-objects/ability-effects/instant-effect), amount effects have the following additional properties.

| Name                  | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |
| --------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Allow Critical Strike | If true, the amount of the effect can be increased to a critical amount, determined by the casters critical strike chance.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |
| Resource Amounts      | <p>A list of resources to affect, and the amounts of the effects.<br><strong>Resource Name</strong><br>The name of a <a href="/pages/pdwNWTIXN3csZMXlIe1K">Power Resource</a> to affect.<br><strong>Input Remap</strong><br>By default, any inputs that match the <em>Resource Name</em> will be added to the current amount.  If this field is not blank, the name of the <a href="/pages/pdwNWTIXN3csZMXlIe1K">Power Resource</a> in this field will be used for the input instead.<br><strong>Add Power</strong><br>If true, the appropriate power (spell / physical) will be added to this amount.<br><strong>Min Amount</strong><br>If the amount is lower than this value, it will be raised to this value.<br><strong>Base Amount</strong><br>A base amount of the effect, not scaled by level.<br><strong>Amount Per Level</strong><br>An amount that will be multiplied by the caster level.<br><strong>Max Amount</strong><br>If the amount is higher than this value, it will be lowered to this value.<br><strong>Ignore Cast Time</strong><br>By default, all amounts of the first effect to land are considered to be per second (DPS / HPS) and are multiplied by animation or cast time. If this value is set to true, the amount will not be normalized to the cast time.</p> |
| Ignore Accuracy       | If true, the effect will always hit, regardless of current accuracy.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |

### Target Options

Target options control which targets will be considered valid targets for the purpose of determining if the ability can be cast on the target.

| Name                          | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| ----------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Require Target                | If true, the character must have a target selected.                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| Require Line Of Sight         | The caster requires a clear line of sight to the target.                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Require Live Target           | The target must be alive.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Require Dead Target           | The target must be dead.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Can Cast On Self              | The ability can be cast on the caster.                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| Can Cast On Others            | The ability can be cast on targets other than the caster.                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Can Cast On Enemy             | The ability can be cast on targets the caster has a hostile [Faction](/scriptable-objects/faction) relationship with.                                                                                                                                                                                                                                                                                                                                                                                            |
| Can Cast On Neutral           | The ability can be cast on targets the caster has a neutral [Faction](/scriptable-objects/faction) relationship with.                                                                                                                                                                                                                                                                                                                                                                                            |
| Can Cast On Friendly          | The ability can be cast on targets the caster has a friendly [Faction](/scriptable-objects/faction) relationship with.                                                                                                                                                                                                                                                                                                                                                                                           |
| Auto Self Cast                | If true, and the caster does not have a target, the ability effect will automatically choose the caster as the target.                                                                                                                                                                                                                                                                                                                                                                                           |
| Unit Type Restrictions        | A list of valid [Unit Types](/scriptable-objects/unit-type) the ability effect can be cast on.                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Use Melee Range               | If true, the ability effect can only be cast on a target when that target is in the casters hit box.                                                                                                                                                                                                                                                                                                                                                                                                             |
| Max Range                     | If *Use Melee Range* is false, the ability effect will have a maximum range of this value.                                                                                                                                                                                                                                                                                                                                                                                                                       |
| Line Of Sight Source Location | <p>When calculating line of sight, the following origin location will be used.<br><strong>Caster</strong><br>The line of sight will be calculated from the caster, to the current target.<br><strong>Ground Target</strong><br>The line of sight will be calculated from the original ground target, to the current target.<br><strong>Original Target</strong><br>The line of sight will be calculated from the original target, to the current target.</p>                                                     |
| Target Range Source Location  | <p>When calculating the range to the target for the purpose of determining maximum range, the following source location will be used.<br><strong>Caster</strong><br>The target range will be calculated from the caster, to the current target.<br><strong>Ground Target</strong><br>The target range will be calculated from the original ground target, to the current target.<br><strong>Original Target</strong><br>The target range will be calculated from the original target, to the current target.</p> |

## Next steps

* Add an ability effect to an [Ability](/scriptable-objects/abilities).
* Add an ability effect to another ability effect to chain them together.


# AOE Effect

An aoe effect is a type of intermediate effect that is responsible for choosing multiple valid targets and casting any additional ability effects on them.

## Creation

To create an aoe effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > AOEEffect*.

## Properties

In addition to all the properties of its parent class, [Fixed Length Effect](/scriptable-objects/ability-effects#fixed-length-effect-properties), aoe effects have a single property, *AOE Properties*, with the following fields.

| Name                   | Description                                                                                                                                 |
| ---------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- |
| Aoe Radius             | The radius from the center of the target location which will be used to find valid targets.                                                 |
| Use Radius             | If true, the target finding algorithm will use a sphere with a radius to find targets.                                                      |
| Use Extents            | If true, the target finding algorithm will use extents to find targets.                                                                     |
| Aoe Center             | A Vector3 offset from the default center to use for finding targets.                                                                        |
| Aoe Extents            | If *Use Extents* is true, then these extents will be used to create the bounding box to find valid targets within it.                       |
| Max Targets            | The maximum number of valid targets that can be returned.  0 is unlimited.                                                                  |
| Prefer Closest Targets | If true, and *Max Targets* is not unlimited, the targets will be sorted by distance from the center, and the closest ones will be returned. |
| Inter Target Delay     | Set this value to a positive non-zero number if you want a delay between the time each target has additional effects cast on them.          |

## Next steps

* Add an aoe effect to an [Ability](/scriptable-objects/abilities).
* Add an aoe effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Attack Effect

An attack effect does damage to a target, draining one or more power resources.

## Creation

To create an attack effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > AttackEffect*.

## Properties

In addition to all the properties of its parent class, [Amount Effect](/scriptable-objects/ability-effects#amount-effect-properties), attack effects have the following properties.

| Name                 | Description                                                                                                                                                                                                                                                                                                                                                  |
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Weapon Attack        | If true, this attack will be considered to have been landed by the equipped [Weapon](/scriptable-objects/items/weapon).  It will play [Weapon](/scriptable-objects/items/weapon) sounds, as well as trigger [Weapon](/scriptable-objects/items/weapon) effects and active [Status Effect](/scriptable-objects/ability-effects/status-effect) on-hit effects. |
| Damage Type          | <p>An enumeration of damage types.<br><strong>Physical</strong><br><a href="/pages/rjLIgO3ynzdkPJJsaV0f">Weapon</a> damage and physical power will be added to the damage amounts.<br><strong>Ability</strong><br>Spell power will be added to the damage amounts.</p>                                                                                       |
| Ignore Armor Percent | If the *Damage Type* is *Physical*, the percentage of the target armor to ignore when dealing damage.                                                                                                                                                                                                                                                        |

## Next steps

* Add an attack effect to an [Ability](/scriptable-objects/abilities).
* Add an attack effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Capture Pet Effect

A capture pet effect captures a pet, allowing the caster to call it to follow them and aid them in combat at any time.

## Creation

To create a capture pet effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > CapturePetEffect*.

## Properties

In addition to all the properties of its parent class, [Fixed Length Effect](/scriptable-objects/ability-effects#fixed-length-effect-properties), capture pet effects have the following properties.

| Name                   | Description                                                                            |
| ---------------------- | -------------------------------------------------------------------------------------- |
| Unit Type Restrictions | A list of [Unit Types](/scriptable-objects/unit-type) that the ability can be cast on. |

## Next steps

* Add a capture pet effect to an [Ability](/scriptable-objects/abilities).
* Add a capture pet effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Channeled Effect

A channeled effect is a type of intermediate effect that is responsible for delaying the cast of subsequent effects.

## Creation

To create a channeled effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > ChanneledEffect*.

## Properties

In addition to all the properties of its parent class, [Fixed Length Effect](/scriptable-objects/ability-effects#fixed-length-effect-properties), channeled effects have the following properties.

| Name         | Description                                                                                                                                                       |
| ------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Effect Delay | The delay, in seconds, that should pass after spawning the visual effects, before any subsequent [Ability Effects](/scriptable-objects/ability-effects) are cast. |

## Next steps

* Add a channeled effect to an [Ability](/scriptable-objects/abilities).
* Add a channeled effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Direct Effect

A direct effect is a type of intermediate effect that can be used to chain multiple effects together.

## Creation

To create a direct effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > DirectEffect*.

## Properties

Direct Effects do not have any properties other than the properties provided by their parent class, [Fixed Length Effect](/scriptable-objects/ability-effects#fixed-length-effect-properties).

## Usage

Direct Effects will cast Tick Ability Effects, and Complete Ability Effects, but will never cast Hit Ability Effects.  Hit Abilty Effects will be cast by [Projectile Effects](/scriptable-objects/ability-effects/projectile-effect), [AOE Effects](/scriptable-objects/ability-effects/aoe-effect), and [Channeled Effects](/scriptable-objects/ability-effects/channeled-effect).

## Next steps

* Add a direct effect to an [Ability](/scriptable-objects/abilities).
* Add a direct effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Heal Effect

A heal effect heals a target, restoring one or more power resources.

## Creation

To create a heal effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > HealEffect*.

## Properties

Heal Effects do not have any properties other than the properties of its parent class, [Amount Effect](/scriptable-objects/ability-effects#amount-effect-properties).

## Next steps

* Add a heal effect to an [Ability](/scriptable-objects/abilities).
* Add a heal effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Instant Effect

An instant effect is a type of intermediate effect that casts other effects.  It is most useful for spawning visual effects before casting other effects.

## Creation

To create an instant effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > InstantEffect*.

## Properties

Instant Effects do not have any properties other than the properties of its parent class, [Fixed Length Effect](/scriptable-objects/ability-effects#fixed-length-effect-properties).

## Next steps

* Add an instant effect to an [Ability](/scriptable-objects/abilities).
* Add an instant effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Knock Back Effect

A knock back effect knocks the character away from the caster, sending them flying backwards in the air.

## Creation

To create a knock back effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > KnockBackEffect*.

## Properties

In addition to all the properties of its parent class, [Fixed Length Effect](/scriptable-objects/ability-effects/knock-back-effect), knock back effects have the following properties.

| Name                | Description                                                                                                                                                                                                                                    |
| ------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Knockback Type      | <p>An enumeration of knockback types.<br><strong>Knockback</strong><br>The knockback direction will be calculated from the caster to the target.<br><strong>Explosion</strong><br>The knockback direction will be calculated from a point.</p> |
| Knock Back Velocity | The speed the character should be knocked back at.                                                                                                                                                                                             |
| Knock Back Angle    | The angle the character should be knocked upwards at.                                                                                                                                                                                          |
| Explosion Radius    | The radius from the center point point of the explosion where targets will be affected.                                                                                                                                                        |
| Explosion Force     | The amount of force to apply to targets of the explosion.                                                                                                                                                                                      |
| Upward Modifier     | The amount of upward force to apply to targets of the explosion.                                                                                                                                                                               |
| Explosion Mask      | The layers to hit when performing the explosion.                                                                                                                                                                                               |

## Next steps

* Add a knock back effect to an [Ability](/scriptable-objects/abilities).
* Add a knock back effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Mount Effect

A mount effect allows a character to summon and ride a mount.

## Creation

To create a mount effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > MountEffect*.

## Properties

In addition to all the properties of its parent class, [Status Effect](/scriptable-objects/ability-effects/status-effect), mount effects have the following properties.

| Name              | Description                                                                      |
| ----------------- | -------------------------------------------------------------------------------- |
| Unit Profile Name | A [Unit Profile](/scriptable-objects/unit-profile) that will serve as the mount. |

## Next steps

* Add a mount effect to an [Ability](/scriptable-objects/abilities).
* Add a mount effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Pet Control Effect

A pet control effect is a special type of status effect that ensures that a character will automatically summon a pet whenever it does not have an active pet.

## Creation

To create a pet control effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > PetControlEffect*.

## Properties

In addition to all the properties of its parent class, [Status Effect](/scriptable-objects/ability-effects/status-effect), pet control effects have the following properties.

| Name             | Description                                                                               |
| ---------------- | ----------------------------------------------------------------------------------------- |
| Pet Effect Names | A list of [Pet Effects](/scriptable-objects/ability-effects/pet-effect) that summon pets. |

## Next steps

* Add a pet control effect to an [Ability](/scriptable-objects/abilities).
* Add a pet control effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Pet Effect

A pet effect is a special type of status effect that includes an additional check to ensure the target is a capturable pet before putting it under the casters control.

## Creation

To create a pet effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > PetEffect*.

## Properties

Pet effects do not have any properties other than the properties of its parent class, [Status Effect](/scriptable-objects/ability-effects/status-effect).

## Next steps

* Add a pet effect to an [Ability](/scriptable-objects/abilities).
* Add a pet effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Projectile Effect

A projectile effect spawns a projectile which moves toward a target, and casts subsequent effects when it hits the target.

## Creation

To create a projectile effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > ProjectileEffect*.

## Properties

In addition to all the properties of its parent class, [Fixed Length Effect](/scriptable-objects/ability-effects#fixed-length-effect-properties), projectile effects have the following properties.

| Name                         | Description                                                                                                                                             |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Projectile Speed             | The speed the projectile will travel while moving toward its target.                                                                                    |
| Flight Audio Profile Names   | A list of [Audio Profiles](/scriptable-objects/audio-profile) containing audio clips to play while the projectile is traveling.                         |
| Random Flight Audio Profiles | If true, a random [Audio Profile](/scriptable-objects/audio-profile) from the *Flight Audio Profile Names* list will be played, instead of all of them. |

## Next steps

* Add a projectile effect to an [Ability](/scriptable-objects/abilities).
* Add a projectile effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Rain Effect

A rain effect is a special type of aoe effect that targets subsequent ability effects toward the ground.

## Creation

To create a rain effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > RainEffect*.

## Properties

Rain Effects do not have any properties other than the properties of its parent class, [AOE Effect](/scriptable-objects/ability-effects/aoe-effect).

## Next steps

* Add a rain effect to an [Ability](/scriptable-objects/abilities).
* Add a rain effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Remove Effect

A remove effect removes a status effect from the target.

## Creation

To create a remove effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > RemoveEffect*.

## Properties

In addition to all the properties of its parent class, [Fixed Length Effect](/scriptable-objects/ability-effects#fixed-length-effect-properties), remove effects have the following properties.

| Name              | Description                                                                                                          |
| ----------------- | -------------------------------------------------------------------------------------------------------------------- |
| Max Clear Effects | The maximum amount of [Status Effects](/scriptable-objects/ability-effects/status-effect) to remove. 0 is unlimited. |
| Effect Type Names | A list of [Status Effect Types](/scriptable-objects/status-effect-type) that this effect can remove.                 |

## Next steps

* Add a remove effect to an [Ability](/scriptable-objects/abilities).
* Add a remove effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Resurrect Effect

A resurrect effect brings a dead character back to life.

## Creation

To create a resurrect effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > ResurrectEffect*.

## Properties

Resurrect Effects do not have any properties other than the properties of its parent class, [Fixed Length Effect](/scriptable-objects/ability-effects#fixed-length-effect-properties).

## Next steps

* Add a resurrect effect to an [Ability](/scriptable-objects/abilities).
* Add a resurrect effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Status Effect

A status effect is an effect that is applied to a character for a certain time period (or indefinitely) and can be beneficial or harmful by restricting or enhancing their capabilities and powers.

## Creation

To create a status effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > StatusEffect*.

## Properties

In addition to all the properties of its parent class, [Length Effect](/scriptable-objects/ability-effects#length-effect-properties), status effects have the following properties.

| Name                            | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| ------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Status Effect Alignment         | <p>An enumeration of values that determine if the effect is considered beneficial or harmful.<br><strong>None</strong><br>The effect has no alignment, and can be removed at will by the player.<br><strong>Beneficial</strong><br>The effect is considered beneficial, and can be removed at will by the player.<br><strong>Harmful</strong><br>The effect is considered harmful, and can only be removed by an appropriate type of <a href="/pages/lLYKM0SLjA0TT8AwGQOH">Remove Effect</a>.</p> |
| Status Effect Type Name         | The [Status Effect Type](/scriptable-objects/status-effect-type), for the purposes of determining if a [Remove Effect](/scriptable-objects/ability-effects/remove-effect) can be used on it.                                                                                                                                                                                                                                                                                                      |
| Status Effect Group Name        | The [Status Effect Group](/scriptable-objects/status-effect-group), for the purposes of limiting how many effects of the same group can be active on a character at the same time.                                                                                                                                                                                                                                                                                                                |
| Class Trait                     | If true, the the effect is considered to be inherent, cannot be removed, and will not show on the UI status effect bars.                                                                                                                                                                                                                                                                                                                                                                          |
| Required Level                  | If *Class Trait* is true, the character must be this level or higher for the effect to be applied.                                                                                                                                                                                                                                                                                                                                                                                                |
| Scene Names                     | A list of the names of [Scenes](/scriptable-objects/scene-node) that this effect can be active in. If the character moves to another [Scene](/scriptable-objects/scene-node), the effect will be removed.                                                                                                                                                                                                                                                                                         |
| Require Out Of Combat           | If true, the effect can only be active when the character is out of combat, and will be removed upon entering combat.                                                                                                                                                                                                                                                                                                                                                                             |
| Limited Duration                | If true, the effect will have a limited duration, and be removed when the duration has passed.                                                                                                                                                                                                                                                                                                                                                                                                    |
| Duration                        | If *Limited Duration* is true, the effect will last for this many seconds.                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Max Stacks                      | The maximum number of stacks of this effect that can be on a character at once.  When more than one stack is active, numerical properties are added together.                                                                                                                                                                                                                                                                                                                                     |
| Stat Buff Type Names            | The names of [Character Stats](/scriptable-objects/character-stat) that will be added to and multiplied by the values in the *Stat Amount* and *Stat Multiplier* fields.                                                                                                                                                                                                                                                                                                                          |
| Stat Amount                     | Any [Character Stats](/scriptable-objects/character-stat) in the *Stat Buff Type Names* field will have their value increased by this amount.                                                                                                                                                                                                                                                                                                                                                     |
| Stat Multiplier                 | Any [Character Stats](/scriptable-objects/character-stat) in the *Stat Buff Type Names* field will have their value multiplied by this amount.                                                                                                                                                                                                                                                                                                                                                    |
| Secondary Stat Buff Types       | The names of Secondary Stats that will be added to and multiplied by the values in the *Secondary Stat Amount* and *Secondary Stat Multiplier* fields.                                                                                                                                                                                                                                                                                                                                            |
| Secondary Stat Amount           | Any Secondary Stats in the *Secondary Stat Buff Types* field will have their value increased by this amount.                                                                                                                                                                                                                                                                                                                                                                                      |
| Secondary Stat Multiplier       | Any Secondary Stats in the *Secondary Stat Buff Types* field will have their value multiplied by this amount.                                                                                                                                                                                                                                                                                                                                                                                     |
| Outgoing Damage Multiplier      | All damage the character does will be multiplied by this amount.                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| Incoming Damage Multiplier      | All damage the character takes will be multiplied by this amount.                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| Faction Modifiers               | <p>A list of modified <a href="/pages/N8sUj6pl9VAwlgICxBe8">Faction</a> relationships.<br><strong>Faction Name</strong><br>The name of the <a href="/pages/N8sUj6pl9VAwlgICxBe8">Faction</a> which will have a modified relationship.<br><strong>Disposition</strong><br>The amount of relationship value to add (or remove) for the <a href="/pages/N8sUj6pl9VAwlgICxBe8">Faction</a>.</p>                                                                                                       |
| Stealth                         | If true, the character will appear partially invisible, and enemies will not be able to see them or agro them if they get within the normal agro range.  Stealth is removed upon entering combat.                                                                                                                                                                                                                                                                                                 |
| Can Fly                         | If true, the character can Fly while the effect is active.                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Can Glide                       | If true, the character can Glide while the effect is active.                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| Disable Animator                | If true, the character will be frozen and not animated while the effect is active.                                                                                                                                                                                                                                                                                                                                                                                                                |
| Stun                            | If true, the character will be stunned and unable to move, attack, or cast abilities while the effect is active.                                                                                                                                                                                                                                                                                                                                                                                  |
| Levitate                        | If true, the character will be levitated above the ground, and unable to move, attack, or cast abilities while the effect is active.                                                                                                                                                                                                                                                                                                                                                              |
| Immune Disable Animator         | If true, the character will be immune to any effect that has *Disable Animator* set to true while the effect is active.                                                                                                                                                                                                                                                                                                                                                                           |
| Immune Stun                     | If true, the character will be immune to any effect that has *Stun* set to true while the effect is active.                                                                                                                                                                                                                                                                                                                                                                                       |
| Immune Levitate                 | If true, the character will be immune to any effect that has *Levitate* set to true while the effect is active.                                                                                                                                                                                                                                                                                                                                                                                   |
| Control Target                  | If true, the character will become a temporary pet of the caster while the effect is active.                                                                                                                                                                                                                                                                                                                                                                                                      |
| Reflect Ability Effect Names    | A list of [Ability Effects](/scriptable-objects/ability-effects) that will be automatically cast on any character that lands an [Attack Effect](/scriptable-objects/ability-effects/attack-effect) on this character while the effect is active.                                                                                                                                                                                                                                                  |
| Weapon Hit Ability Effect Names | A list of [Ability Effects](/scriptable-objects/ability-effects) that will be automatically cast on any enemy when a weapon hit lands.                                                                                                                                                                                                                                                                                                                                                            |
| Save Effect                     | If true, the effect will be saved when the game is saved. It can be useful to disable this for effects you may want reset when loading a saved game, such as stealth.                                                                                                                                                                                                                                                                                                                             |

## Next steps

* Add a status effect to an [Ability](/scriptable-objects/abilities).
* Add a status effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.
* Add an [Attack Effect](/scriptable-objects/ability-effects/attack-effect) to the *Tick Ability Effect Names* field to make an effect into a DOT (Damage Over Time) effect.
* Add a [Heal Effect](/scriptable-objects/ability-effects/heal-effect) to the *Tick Ability Effect Names* field to make an effect into a HOT (Heal Over Time) effect.


# Summon Effect

A summon effect summons a character to act as a pet.

## Creation

To create a summon effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > SummonEffect*.

## Properties

In addition to all the properties of its parent class, [Fixed Length Effect](/scriptable-objects/ability-effects#fixed-length-effect-properties), summon effects have the following properties.

| Name              | Description                                                                                    |
| ----------------- | ---------------------------------------------------------------------------------------------- |
| Unit Profile Name | The [Unit Profile](/scriptable-objects/unit-profile) of the character to be summoned as a pet. |

## Next steps

* Add a summon effect to an [Ability](/scriptable-objects/abilities).
* Add a summon effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Taunt Effect

A taunt effect forces an AI enemy to target the caster for a specified amount of time.

## Creation

To create a taunt effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > TauntEffect*.

## Properties

Taunt Effects do not have any properties other than the properties of its parent class, [Status Effect](/scriptable-objects/ability-effects/status-effect).

## Next steps

* Add a taunt effect to an [Ability](/scriptable-objects/abilities).
* Add a taunt effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Teleport Effect

A teleport effect teleports the caster to another scene.

## Creation

To create a teleport effect, find (or create) the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > Abilities > Effects > TeleportEffect*.

## Properties

In addition to all the properties of its parent class, [Fixed Length Effect](/scriptable-objects/ability-effects#fixed-length-effect-properties), teleport effects have the following properties.

| Name                     | Description                                                                                                                               |
| ------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- |
| Level Name               | The name of the [Scene](/scriptable-objects/scene-node) to load.                                                                          |
| Location Tag             | The name of a tag to search for in the scene.  If the tag is found, the player will spawn at the location of the GameObject with the tag. |
| Override Spawn Location  | If true, the player will spawn at the Vector3 location in the *Spawn Location* field.                                                     |
| Spawn Location           | The Vector3 location the player will spawn at if the *Override Spawn Location* field is set to true.                                      |
| Override Spawn Direction | If true the player will spawn with their forward direction set to the Vector3 direction in the *Spawn Forward Direction* field.           |
| Spawn Forward Direction  | The Vector3 direction that the player should be facing when they spawn if the *Override Spawn Direction* field is set to true.            |

## Next steps

* Add a teleport effect to an [Ability](/scriptable-objects/abilities).
* Add a teleport effect to another [Ability Effect](/scriptable-objects/ability-effects) to chain them together.


# Achievement

An achievement is a special type of quest that is not tracked in the quest log, that you generally reward the player with for reaching key moments or completing difficult or obscure challenges.

{% embed url="<https://youtu.be/-CWLO4OE1_Q>" %}

## Creation

To create an achievement, find (or create) the *GameName/Resources/GameName/Achievement* folder in the project tab and right click.  Choose *Create > AnyRPG > Achievement*.

## Properties

| Name                    | Description                                                                                                                                                |
| ----------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Steps                   | A list of steps, with [Objectives](/scriptable-objects/quest#quest-objectives) for each step, that must be completed in order to complete the achievement. |
| Prerequisite Conditions | A list of [Prerequisite Conditions](/shared-properties/prerequisite-conditions) that must be met to start the achievement.                                 |


# Animated Action

Animated Actions allow the character to perform any animation.

{% embed url="<https://youtu.be/UR4pH60Rluo>" %}

## Creation

To create an animated action, find (or create) the *GameName/Resources/GameName/AnimatedAction* folder in the project tab and right click.  Choose *Create > AnyRPG > AnimatedAction*.

## Properties

| Name                   | Description                                                                                                                                                                                  |
| ---------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Animation Clip         | The animation that the character will play when this action is performed.                                                                                                                    |
| Animation Profile Name | An animation profile containing animations.  The character will play the first cast clip when the action is performed.  This property is only used if the *AnimationClip* property is empty. |
| Casting Audio Profile  | The name of an audio profile containing an audio file to play when the action is performed.                                                                                                  |
| Holdable Object List   | A List of prefab profiles to spawn when the action is performed.                                                                                                                             |

## Usage

Animated actions can be used in the following scriptable objects.

* [ActionEffectItem](/scriptable-objects/items/action-effect-item)
* [PowerResourcePotion](/scriptable-objects/items/power-resource-potion)


# Animation Profile

An animation profile stores a list of animations for re-use in unit prefab properties or weapons.

{% embed url="<https://youtu.be/alKWYpFfJeI>" %}

## Creation

To create an animation profile, find (or create) the *GameName/Resources/GameName/AnimationProfile* folder in the project tab and right click.  Choose *Create > AnyRPG > Animation > Profile*.

## Properties

| Name                           | Description                                                                                                                                                                                                                                                   |
| ------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Use Root Motion                | If true, root motion will be enabled on the character while the animation is playing, causing the player to move according to the position data in the animation.                                                                                             |
| Suppress Adjust Animator Speed | If true, the animations will play at their default speed no matter the movement speed or casting speed of the character being animated.                                                                                                                       |
| Attack Clips                   | A list of possible animations to play when the character is performing attacks that do not have their own animation profile assigned.  If this animation profile is assigned to a special animated attack, then the list will only be applied to that attack. |
| Cast Clips                     | A list of possible animations to play when the character is casting spells that do not have their own animation profile assigned.  If this animation profile is assigned to a specific spell, then the list will only be applied to that spell.               |
| Take Damage Clips              | Not yet implemented.                                                                                                                                                                                                                                          |
| Out Of Combat Movement         | Animations to play when the character not in combat.                                                                                                                                                                                                          |
| Full Combat Mirror             | If true, the character will use the out of combat animations when they are in combat.  This can be useful if a character has no specific in-combat animations included.                                                                                       |
| \<Animation Name> Mirror       | Each combat animation can instead use an out of combat animation if these boxes are true.  This setting is useful when a character only includes a partial set of combat animations.                                                                          |
| Combat \<Animation Name> Clip  | An animation clip to play for a specific state when in combat.                                                                                                                                                                                                |
| Death Clip                     | An animation clip to play when the character dies.                                                                                                                                                                                                            |
| Revive Clip                    | An animation clip to play when the character is being revived from dead.                                                                                                                                                                                      |
| Levitated Clip                 | An animation clip to play when the character is being levitated off the ground.                                                                                                                                                                               |
| Swim Idle Clip                 | An animation clip to play when the character is in the water and not moving.                                                                                                                                                                                  |
| Swim Move Clip                 | An animation clip to play when the character is in the water and moving.                                                                                                                                                                                      |
| Fly Idle Clip                  | An animation clip to play when the character is flying, but not moving.                                                                                                                                                                                       |
| Fly Move Clip                  | An animation clip to play when the character is flying, and moving.                                                                                                                                                                                           |

## Configuration

Not all available animations need to be assigned since any animation profile used for a character or weapon will only override the base animation profile in use.

If this animation profile will be used for an animated attack, the animation(s) should be placed in the *Attack Clips* list.

If this animation profile will be used for an ability (spell) the animation(s) should be placed in the *Cast Clips* list.

## Next Steps

* Assign the animation profile to a [Weapon](/scriptable-objects/items/weapon) to override the movement and auto-attack animations used while that weapon is equipped.
* Assign the animation profile to a [Weapon Skill](/scriptable-objects/weapon-skill) to override the movement and auto-attack animations for any weapon with that weapon skill assigned while equipped.
* Assign the animation profile to an [Animated Ability](broken://pages/eTwirBs9XjyLiHj0mjw4) to use the Attack Clips for the attack animations.
* Assign the animation profile to an [Ability](/scriptable-objects/abilities) to use the Cast Clips for casting animations.
* Assign the animation profile to a [Unit Prefab Profile](/scriptable-objects/unit-prefab-profile), or *Unit Prefab Properties* on a [Unit Profile](/scriptable-objects/unit-profile) to override the default system animations for that character.


# Armor Class

An armor class defines how much armor equipment should receive, and optionally who can wear the equipment.

{% embed url="<https://youtu.be/m75PRa63AFI>" %}

## Creation

To create an armor class, find (or create) the *GameName/Resources/GameName/ArmorClass* folder in the project tab and right click.  Choose *Create > AnyRPG > ArmorClass*.

## Properties

| Name            | Description                                                                                                                                                                                                                                                      |
| --------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Armor Per Level | <p>The total amount of armor value provided per level if all equipment slots have armor of this type equipped.<br>The formula per piece of equipment is:<br><code>Item Level \* Armor Per Level \* Item Quality Multiplier \* (1 / Total Armor Slots)</code></p> |

## Next Steps

* Create [Armor](/scriptable-objects/items/armor) and assign this armor class to it.
* Configure a [Character Class](/scriptable-objects/character-class) to be able to equip gear with this armor class assigned.
* Configure a [Character Race](/scriptable-objects/character-race) to be able to equip gear with this armor class assigned.
* Configure a [Class Specialization](/scriptable-objects/class-specialization) to be able to equip gear with this armor class assigned.
* Directly Configure a specific [Unit Profile](/scriptable-objects/unit-profile) to be able to equip gear with this armor class assigned.
* Configure a [Unit Type](/scriptable-objects/unit-type) to be able to equip gear with this armor class assigned.
* Configure the Game Manager for your game so that all characters can equip gear with this armor class assigned.


# Attachment Profile

An attachment profile is a mapping of user-friendly bone names to actual bone names, and allows spell effects and equipment to be properly attached to characters with completely different bone names.

## Creation

To create an attachment profile, find (or create) the *GameName/Resources/GameName/AttachmentProfile* folder in the project tab and right click.  Choose *Create > AnyRPG > AttachmentProfile*.

## Properties

| Name                   | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| ---------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Attachment Point Nodes | <p>A list of attachment point nodes, which map user friendly bone names to actual bone names.<br><strong>Node Name</strong><br>The user friendly bone name which is referred to in the attachment node of the equipment, spell effect, etc.<br><strong>Position</strong></p><p>The position any object will be attached at, relative to the <em>Target Bone</em>.<br><strong>Rotation Is Global</strong><br>If true, the rotation property will be relative to world space.<br><strong>Rotation</strong><br>The rotation of the object being attached, relative to the target bone, or global if the <em>Rotation Is Global property</em> is true.<br><strong>Scale</strong><br>The scale of the object being attached.<br><strong>Target Bone</strong><br>The actual bone in the character/unit hierarchy that the object will be attached to.</p> |

## Next Steps

* Refer to an attachment profile in the *Ability Object List* field of an [Ability Effect](/scriptable-objects/ability-effects).
* Refer to an attachment profile in the *Holdable Object List* field of an [Ability](/scriptable-objects/abilities).
* Refer to an attachment profile in the *Holdable Object List* field of a piece of [Equipment](/scriptable-objects/items/equipment).
* Refer to an attachment profile in the *Ability Animation Object List* or *Ability Object List* fields of a Weapon Skill.


# Audio Profile

An audio profile contains a list of one or more audio clips to play, and can be used for many purposes, including music and sound effects.

## Creation

To create an audio profile, find (or create) the *GameName/Resources/GameName/AudioProfile* folder in the project tab and right click.  Choose *Create > AnyRPG > AudioProfile*.

## Properties

| Name        | Description                                                                                                       |
| ----------- | ----------------------------------------------------------------------------------------------------------------- |
| Artist Name | A text field to enter the name of the artist that composed the audio file.  Not currently used in the default UI. |
| Audio Clips | A list of audio files.                                                                                            |

## Next Steps

* Refer to an audio profile to be used as ambient sounds or background music from a [Scene Node](/scriptable-objects/scene-node).
* Refer to an audio profile to be used as the default hit sound for a [Weapon](/scriptable-objects/items/weapon) in the *Default Hit Audio Profile* field.
* Refer to an audio profile to be used as the hit sound for a specific [Weapon Skill](/scriptable-objects/weapon-skill) in the *On Hit Audio Profiles* list.
* Refer to an audio profile to be used as the animation hit or casting audio for an [Ability](/scriptable-objects/abilities).
* Refer to an audio profile to be used as the hit audio in the *On Hit Audio Profile Names* field of an [Ability Effect](/scriptable-objects/ability-effects).


# Behavior Profile

A behavior profile is a list of commands that can be sent to a character unit at specified time intervals using Unity's SendMessage functionality.

## Creation

To create a behavior profile, find (or create) the *GameName/Resources/GameName/BehaviorProfile* folder in the project tab and right click.  Choose *Create > AnyRPG > BehaviorProfile*.

## Properties

| Name                    | Description                                                                                                                              |
| ----------------------- | ---------------------------------------------------------------------------------------------------------------------------------------- |
| Behavior Nodes          | A list of [Behavior Nodes](#undefined).                                                                                                  |
| Prerequisite Conditions | A list of [Prerequisite Conditions](/shared-properties/prerequisite-conditions).                                                         |
| Automatic               | If true, the object that is using this behavior profile will automatically play the behavior when activated.                             |
| Allow Manual Start      | If true, this behavior will appear on the list of interaction options for this character unit and can be manually started by the player. |
| Repeatable              | If true, this behavior can be played more than once.                                                                                     |
| Looping                 | If true, this behavior will automatically play again when finished.                                                                      |

### Behavior Nodes

| Name                  | Description                                                                                                                                                                                                                                                              |
| --------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Start Time            | The time, in seconds, when the behavior node should play.                                                                                                                                                                                                                |
| Behavior Action Nodes | <p>A list of behavior action nodes.<br><strong>Behavior Method</strong><br>The name of the method to call using Unity's SendMessage function.<br><strong>Behavior Parameter</strong><br>A string parameter to send as the parameter to the <em>Behavior Method</em>.</p> |


# Character Class

A character class gives characters access to abilities, traits, power resources, character stats, weapon skills, and armor skills.

## Creation

To create a character class, find (or create) the *GameName/Resources/GameName/CharacterClass* folder in the project tab and right click.  Choose *Create > AnyRPG > CharacterClass*.

## Properties

| Name                   | Description                                                                                                                                                                                         |
| ---------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| New Game Option        | If true, the character class can be chosen for new characters when starting a new game.                                                                                                             |
| Equipment Names        | A List of equipment that will be equipped by characters that choose the character class when starting a new game.                                                                                   |
| Capabilities           | Lists of abilities, traits, weapon skills, and armor skills the character class provides.  See [Capabilities](/shared-properties/capabilities) for descriptions.                                    |
| Unit Type Capabilities | Lists of [Unit Types](/scriptable-objects/unit-type) and corresponding [Capabilities](/shared-properties/capabilities).  Use this property to restrict certain capabilities to specific unit types. |
| Primary Stats          | A List of [Stat Scaling Nodes](/shared-properties/stat-scaling-nodes) that define primary stat budgets per level and secondary stats and power resources granted by those primary stats.            |
| Power Resources        | A list of [Power Resources](/scriptable-objects/power-resource) the character will have access to.                                                                                                  |
| Valid Pet Types        | A list of [Unit Types](/scriptable-objects/unit-type) the character can keep as pets.  This property will only be used if the character class has an ability that allows them to capture a pet.     |

## Next Steps

* Enable Character Class selection in the System Configuration Manager of a game.


# Character Race

A character race gives characters access to abilities, traits, power resources, character stats, weapon skills, and armor skills.

## Creation

To create a character race, find (or create) the *GameName/Resources/GameName/CharacterRace* folder in the project tab and right click.  Choose *Create > AnyRPG > CharacterRace*.

## Properties

| Name                | Description                                                                                                                                                                                                                  |
| ------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| New Game Option     | If true, this race is available for players to choose on the new game menu, no matter what faction is chosen.                                                                                                                |
| Male Unit Profile   | The [Unit Profile](/scriptable-objects/unit-profile) to use when the male gender is chosen.                                                                                                                                  |
| Female Unit Profile | The [Unit Profile](/scriptable-objects/unit-profile) to use when the female gender is chosen.                                                                                                                                |
| Environment Preview | [Environment Preview properties](/shared-properties/environment-preview#properties).                                                                                                                                         |
| Equipment Names     | A List of equipment that will be equipped by characters that choose the character class when starting a new game.                                                                                                            |
| Default Hit Effects | A list of [Ability Effects](/scriptable-objects/ability-effects) to cast on the target when the character does not have a [Weapon](/scriptable-objects/items/weapon) equipped and does damage from a standard (auto) attack. |
| On Hit Effects      | A list of [Ability Effects](/scriptable-objects/ability-effects) to cast on the target when the [Weapon](/scriptable-objects/items/weapon) does damage from any attack, including standard (auto) attacks.                   |
| Capabilities        | Lists of abilities, traits, weapon skills, and armor skills the character class provides.  See [Capabilities](/shared-properties/capabilities) for descriptions.                                                             |
| Primary Stats       | A List of [Stat Scaling Nodes](/shared-properties/stat-scaling-nodes) that define primary stat budgets per level and secondary stats and power resources granted by those primary stats.                                     |
| Power Resources     | A list of [Power Resources](/scriptable-objects/power-resource) the character will have access to.                                                                                                                           |

## Next Steps

* Assign a character race to a [Unit Profile](/scriptable-objects/unit-profile).


# Character Stat

Character stats are attributes that define a character's aptitudes and can affect secondary stats, power resource amounts, and power resource regeneration rates.

{% embed url="<https://youtu.be/I7_8xPkXm9k>" %}

## Creation

To create a character stat, find (or create) the *GameName/Resources/GameName/CharacterStat* folder in the project tab and right click.  Choose *Create > AnyRPG > Character Stat*.

## Specific Properties

These properties exist only in character stat scriptable objects.

| Name        | Description                                    |
| ----------- | ---------------------------------------------- |
| Global Stat | If true, all characters will receive the stat. |

## General Properties

These general properties exist anywhere primary stats are defined in other scriptable objects.

| Name                            | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| ------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Budget Per Level                | The amount of the stat that a character will receive for every level.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| Primary To Secondary Conversion | <p>The amount of each secondary stat that a character will gain for each point of the primary stat.<br><strong>Secondary Stat Type</strong><br>A secondary stat.<br><strong>Conversion Ratio</strong><br>The number of points of each secondary stat that will be gained per point of primary stat.<br><strong>Rated Conversion</strong><br>A rated conversion is for stats that are percentages. At level 1 you will need 100 points of this secondary stat for 100%, 200 points at level 2, etc. The percent chance at any level is equal to this value multiplied by (Total Stat Amount / Current Level). This allows you to increase of decrease the 100 point requirement for 100% chance.</p>                                                                                                                                                                                                                                                |
| Primary To Resource Conversion  | <p>A list of <a href="/pages/pdwNWTIXN3csZMXlIe1K">Power Resources</a> and the number of points of that resource gained per point of the primary stat.<br><strong>Resource Name</strong><br>The name of the <a href="/pages/pdwNWTIXN3csZMXlIe1K">Power Resource</a> that will be increased.<br><strong>Resource Per Point</strong><br>The amount of the <a href="/pages/pdwNWTIXN3csZMXlIe1K">Power Resource</a> that will be gained per point of Character Stat.</p>                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| Regen                           | <p>A list of the amount of power resources that will be regenerated per tick per point of primary stat.<br><strong>Power Resource</strong><br>The name of the Power Resource that will be regenerated.<br><strong>Percent Per Tick</strong><br>The percentage of the Power Resource that will be regenerated per point of Character Stat every tick that the character is not in combat.<br><strong>Amount Per Tick</strong><br>The amount of the Power Resource that will be regenerated per point of Character Stat every tick that the character is not in combat.<br><strong>Combat Percent Per Tick</strong><br>The percentage of the Power Resource that will be regenerated per point of Character Stat every tick that the character is in combat.<br><strong>Combat Amount Per Tick</strong><br>The amount of the Power Resource that will be regenerated per point of Character Stat every tick that the character is not in combat.</p> |

## Next Steps

* Customize [Character Classes](/scriptable-objects/character-class) by adding [Stat Scaling Nodes](/shared-properties/stat-scaling-nodes) that give them custom stat budgets, primary to secondary conversions, primary to resource conversions, and power resource regeneration rates.
* Customize [Character Races](/scriptable-objects/character-race) by adding [Stat Scaling Nodes](/shared-properties/stat-scaling-nodes) that give them custom stat budgets, primary to secondary conversions, primary to resource conversions, and power resource regeneration rates.
* Customize [Class Specializations](/scriptable-objects/class-specialization) by adding [Stat Scaling Nodes](/shared-properties/stat-scaling-nodes) that give them custom stat budgets, primary to secondary conversions, primary to resource conversions, and power resource regeneration rates.
* Customize [Unit Profiles](/scriptable-objects/unit-profile) by adding [Stat Scaling Nodes](/shared-properties/stat-scaling-nodes) that give them custom stat budgets, primary to secondary conversions, primary to resource conversions, and power resource regeneration rates.
* Customize [Unit Types](/scriptable-objects/unit-type) by adding [Stat Scaling Nodes](/shared-properties/stat-scaling-nodes) that give them custom stat budgets, primary to secondary conversions, primary to resource conversions, and power resource regeneration rates.


# Chat Commands

Chat commands are special text strings that are typed into the chat box in the chat log that execute commands.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Usage

To use a chat command, enter text into the chat box in the chat log that starts with the slash ("/") character, followed by a valid command and any parameters that command accepts.  Press `Enter` or click the *Send* button to execute the command.

![](/files/2xSILYCFAlYvPUq3RvPA)


# Action Command

Action commands allow the player to perform animation actions.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation

To create an action command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click.  Choose *Create > AnyRPG > Chat Commands > Action Command*.

## Properties

| Name              | Description                                                                            |
| ----------------- | -------------------------------------------------------------------------------------- |
| Action Properties | A list of [Animated Action](/scriptable-objects/animated-action#properties) properties |

## Examples

| Command | Effect                     |
| ------- | -------------------------- |
| /dance  | Perform a dance animation. |


# Character Group Command

Character group commands allow the player to perform group management.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation

To create an action command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click.  Choose *Create > AnyRPG > Chat Commands > Character Group Command*.

## Properties

| Name         | Description                                                                |
| ------------ | -------------------------------------------------------------------------- |
| Command Type | <p>Options:<br>Invite<br>Kick<br>Leave<br>Disband<br>Promote<br>Demote</p> |

## Examples

| Command             | Effect                                                                                                 |
| ------------------- | ------------------------------------------------------------------------------------------------------ |
| /kick PlayerName    | Remove PlayerName from the group.                                                                      |
| /invite PlayerName  | Invite Playername to the group.                                                                        |
| /leave              | Leave the group.                                                                                       |
| /disband            | Disband the group.                                                                                     |
| /promote PlayerName | Promote PlayerName to assistant or leader depending on whether they are currently member or assistant. |
| /demote PlayerName  | Demote PlayerName to member.                                                                           |


# Chat message Command

Chat message commands allow the player to send messages.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation

To create an action command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click.  Choose *Create > AnyRPG > Chat Commands > Chat Message Command*.

## Properties

| Name         | Description                                 |
| ------------ | ------------------------------------------- |
| Message Type | <p>One of:<br>Private<br>Group<br>Guild</p> |

## Examples

| Command                         | Effect                                             |
| ------------------------------- | -------------------------------------------------- |
| /private "Player Name" hi there | Sends the message "hi there" to "**Player Name**". |
| /group hi there                 | Sends the message "hi there" to the current group. |
| /guild hi there                 | Sends the message "hi there" to the current guild. |


# Composite Command

Composite commands trigger one or more chat commands of any type.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation

To create a composite command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click.  Choose *Create > AnyRPG > Chat Commands > Composite Command*.

## Properties

| Name          | Description                         |
| ------------- | ----------------------------------- |
| Chat Commands | A list of chat commands to trigger. |

## Examples

| Command     | Effect                                                                               |
| ----------- | ------------------------------------------------------------------------------------ |
| /learnwings | <p>Triggers the commands:<br>/learnability Red Wings<br>/learnability Blue Wings</p> |
| /boost      | <p>Triggers the commands:<br>/setlevel 10<br>/gaincurrency gold 100</p>              |
|             |                                                                                      |


# Friend Command

Friend commands allow the player to manage friends.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation

To create an action command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click.  Choose *Create > AnyRPG > Chat Commands > Friend Command*.

## Properties

| Name         | Description                     |
| ------------ | ------------------------------- |
| Command Type | <p>One of:<br>Add<br>Remove</p> |

## Examples

| Command            | Effect                                   |
| ------------------ | ---------------------------------------- |
| /add PlayerName    | Sends a friend request to PlayerName.    |
| /remove PlayerName | Removes PlayerName from the friend list. |


# Gain Currency Command

Gain currency commands provide the player character with currencies.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation

To create a gain currency command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click.  Choose *Create > AnyRPG > Chat Commands > Gain Currency Command*.

## Properties

| Name            | Description                                                                                   |
| --------------- | --------------------------------------------------------------------------------------------- |
| Fixed Currency  | If true, the command will always provide the currency listed in the *Currency Name* property. |
| Currency Name   | The name of the currency to be provided if *Fixed Currency* is true.                          |
| Fixed Amount    | If true, the command will always provide the amount listed in the *Currency Amount* property. |
| Currency Amount | The amount of currency to be provided if *Fixed Amount* is true.                              |

## Examples

| Command               | Effect                                              |
| --------------------- | --------------------------------------------------- |
| /gaingold             | Gain a predetermined amount of the gold currency.   |
| /gaincurrency silver  | Gain a predetermined amount of the silver currency. |
| /gaincurrency 10 gold | Gain 10 gold.                                       |


# Gain Experience Command

Gain experience commands increase the players experience points.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation <a href="#creation" id="creation"></a>

To create a gain experience command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click. Choose *Create > AnyRPG > Chat Commands > Gain Experience Command*.​​​

## Properties <a href="#properties" id="properties"></a>

| Name              | Description                                                                                                   |
| ----------------- | ------------------------------------------------------------------------------------------------------------- |
| Fixed Experience  | If true, the command will always provide the amount of experience listed in the *Experience Amount* property. |
| Experience Amount | The amount of experience to gain if the *Fixed Experience* property is true.                                  |

## Examples <a href="#undefined" id="undefined"></a>

| Command     | Effect               |
| ----------- | -------------------- |
| /gain100xp  | Gain 100 experience. |
| /gainxp 500 | Gain 500 experience. |
|             |                      |


# Gain Item Command

Gain item commands add items to the players inventory.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation <a href="#creation" id="creation"></a>

To create a gain item command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click. Choose *Create > AnyRPG > Chat Commands > Gain Item Command*.​​​

## Properties

| Name       | Description                                                                     |
| ---------- | ------------------------------------------------------------------------------- |
| Fixed Item | If true, the item provided will be the item listed in the *Item Name* property. |
| Item Name  | The name of the item to be provided if the *Fixed Item* property is true.       |

## Examples

| Command                        | Effect                                          |
| ------------------------------ | ----------------------------------------------- |
| /gainsword                     | Gain the item defined in the Item Name property |
| /gainitem Basic One Hand Sword | Gain the item named *Basic One Hand Sword*.     |


# Guild Command

Guild commands allow the player to manage guilds.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation

To create an action command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click.  Choose *Create > AnyRPG > Chat Commands > Guild Command*.

## Properties

| Name         | Description                                                    |
| ------------ | -------------------------------------------------------------- |
| Command Type | <p>One of:<br>Invite<br>Kick<br>Leave<br>Promote<br>Demote</p> |

## Examples

| Command              | Effect                                                                                                 |
| -------------------- | ------------------------------------------------------------------------------------------------------ |
| /ginvite PlayerName  | Invite PlayerName to the guild.                                                                        |
| /gkick PlayerName    | Remove PlayerName from the guild.                                                                      |
| /gleave              | Leave the guild.                                                                                       |
| /gpromote PlayerName | Promote PlayerName to assistant or leader depending on whether they are currently member or assistant. |
| /gdemote PlayerName  | Demote PlayerName to member.                                                                           |


# Learn Ability Command

Learn ability commands allow the player to learn abilities.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation <a href="#creation" id="creation"></a>

To create a learn ability command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click. Choose *Create > AnyRPG > Chat Commands > Learn Ability Command*.​​​

## Properties <a href="#properties" id="properties"></a>

| Name          | Description                                                                                |
| ------------- | ------------------------------------------------------------------------------------------ |
| Fixed Ability | If true, this command will always learn the ability specified in the *Ability Name* field. |
| Ability Name  | The ability to learn if the *Fixed Ability* field is set to true.                          |

## Examples <a href="#examples" id="examples"></a>

| Command                 | Effect                          |
| ----------------------- | ------------------------------- |
| /learnability Red Wings | Learn the ability *Red Wings*.  |
| /learnbluewings         | Learn the ability *Blue Wings*. |


# Load Scene Command

Load scene commands immediately load a scene.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation <a href="#creation" id="creation"></a>

To create a load scene command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click. Choose *Create > AnyRPG > Chat Commands > Load Scene Command*.​​​

## Properties

| Name        | Description                                                                      |
| ----------- | -------------------------------------------------------------------------------- |
| Fixed Scene | If true, the scene loaded will be the scene listed in the *Scene Name* property. |
| Scene Name  | The name of the scene to be loaded if the *Fixed Scene* property is true.        |

## Examples

| Command               | Effect                       |
| --------------------- | ---------------------------- |
| /warp                 | Load a predefined scene.     |
| /loadscene Soul Forge | Load the *Soul Forge* scene. |


# Set Character Class Command

Set character class commands set the player's character class.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation

To create a set level command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click.  Choose *Create > AnyRPG > Chat Commands > Set Character Class Command*.

## Properties

| Name                  | Description                                                                                                           |
| --------------------- | --------------------------------------------------------------------------------------------------------------------- |
| Fixed Character Class | If true, all parameters will be ignored, and the character class will be the one in the *Character Class Name* field. |
| Character Class Name  | The name of the character class to set if *Fixed Character Class* is true.                                            |

## Examples

| Command                    | Effect                              |
| -------------------------- | ----------------------------------- |
| /setcharacterclass warrior | Set the Character Class to Warrior. |
| /setmage                   | Set the Character Class to Mage.    |


# Set Class Specialization Command

Set class specialization commands set the player's character class specialization.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation

To create a set level command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click.  Choose *Create > AnyRPG > Chat Commands > Set Class Specialization Command*.

## Properties

| Name                       | Description                                                                                                                |
| -------------------------- | -------------------------------------------------------------------------------------------------------------------------- |
| Fixed Class Specialization | If true, all parameters will be ignored, and the character class will be the one in the *Class Specialization Name* field. |
| Class Specialization Name  | The name of the class specialization to set if *Fixed Class Specialization* is true.                                       |

## Examples

| Command                    | Effect                           |
| -------------------------- | -------------------------------- |
| /setclassspecalization ice | Set the Character Class to Ice.  |
| /setfire                   | Set the Character Class to Fire. |


# Set Faction Command

Set faction commands set the player's faction.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation

To create a set level command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click.  Choose *Create > AnyRPG > Chat Commands > Set Faction Command*.

## Properties

| Name          | Description                                                                                      |
| ------------- | ------------------------------------------------------------------------------------------------ |
| Fixed Faction | If true, the player faction will always be set to the one specified in the *Faction Name* field. |
| Faction Nname | If *Fixed Faction* is set to true, this is the faction the player will be set to.                |

## Examples

| Command              | Effect                              |
| -------------------- | ----------------------------------- |
| /setfaction faction1 | Set the player to faction faction1. |
| /setfaction2         | Set the player to faction faction2. |


# Set Level Command

Set level commands set the player level.

{% embed url="<https://youtu.be/3APSwGQC4nc>" %}

## Creation

To create a set level command, find (or create) the *GameName/Resources/GameName/ChatCommand* folder in the project tab and right click.  Choose *Create > AnyRPG > Chat Commands > Set Level Command*.

## Properties

| Name         | Description                                                                                      |
| ------------ | ------------------------------------------------------------------------------------------------ |
| Fixed Level  | If true, the player level will always be set to the level specified in the *Level Number* field. |
| Level Number | If *Fixed Level* is set to true, this is the level the player will be set to.                    |

## Examples

| Command      | Effect                      |
| ------------ | --------------------------- |
| /setlevel 10 | Set the player to level 10. |
| /maxlevel    | Set the player to level 50. |


# Class Specialization

A class specialization gives characters access to abilities, traits, power resources, character stats, weapon skills, and armor skills.

## Creation

To create a class specialization, find (or create) the *GameName/Resources/GameName/ClassSpecialization* folder in the project tab and right click.  Choose *Create > AnyRPG > CharacterClassSpecialization*.

## Properties

| Name                 | Description                                                                                                                                                                                                                                |
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| New Game Option      | If true, the class specialization can be chosen for new characters when starting a new game.                                                                                                                                               |
| Equipment Names      | A list of [Equipment](/scriptable-objects/items/equipment) that will be equipped by characters that choose the character class when starting a new game.                                                                                   |
| Class Names          | A list of [Character Class](/scriptable-objects/character-class) names.  The character must be one of the classes in the list to choose the class specialization.                                                                          |
| Capabilities         | Lists of [Abilities](/scriptable-objects/abilities), traits, [Weapon Skills](/scriptable-objects/weapon-skill), and armor skills the class specialization provides.  See [Capabilities](/shared-properties/capabilities) for descriptions. |
| Primary Stats        | A List of [Stat Scaling Nodes](/shared-properties/stat-scaling-nodes) that define primary stat budgets per level and secondary stats and power resources granted by those primary stats.                                                   |
| Power Resources      | A list of [Power Resources](/scriptable-objects/power-resource) the character will have access to.                                                                                                                                         |
| Power Enhancer Stats | Deprecated.  No longer in use.                                                                                                                                                                                                             |
| Valid Pet Types      | A list of [Unit Types](/scriptable-objects/unit-type) the character can keep as pets.  This property will only be used if the character has an ability that allows them to capture a pet.                                                  |

## Next Steps

* Enable Character Class Specialization selection in the System Configuration Manager of a game.


# Combat Strategy

A combat strategy defines phases of a fight, which controls what abilities and buffs an AI character will use depending on their health.

## Creation

To create a class specialization, find (or create) the *GameName/Resources/GameName/CombatStrategy* folder in the project tab and right click.  Choose *Create > AnyRPG > Combat > CombatStrategy*.

## Properties

| Name        | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |
| ----------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Phase Nodes | <p>A list of phases, defined by the health the AI has.<br><strong>Max Health Percent</strong><br>The phase will be started when the AI health drops to this level.<br><strong>Min Health Percent</strong><br>The phase will be ended when the AI health drops to this level.<br><strong>Phase Music Profile Name</strong><br>The <a href="/pages/M1kXUHhMYGsfNCo30r7P">Audio Profile</a> containing the links to the audio clips to play during the phase.<br><strong>Maintain Buff Names</strong><br>A list of <a href="/pages/HkNmxYqf9UDEzgD3zumq">Abilities</a> to cast to buff the AI.<br><strong>Attack Ability Names</strong><br>A list of attack <a href="/pages/HkNmxYqf9UDEzgD3zumq">Abilities</a> the AI will use against others during the phase.</p> |

## Next Steps

* Assign a combat strategy to a [Unit Profile](/scriptable-objects/unit-profile).


# Credits Category

Credits categories contain credits and allow organizing them on the credits page in the engine.

## Creation

To create a credits category, find (or create) the *GameName/Resources/GameName/CreditsCategory* folder in the project tab and right click.  Choose *Create > AnyRPG > CreditsCategory*.

## Properties

| Name          | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| ------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Category Name | The category name that the credits will appear under.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| Credits Nodes | <p>A list of credits.<br><strong>Credit Name</strong><br>The item being credited.<br><strong>Credit Attribution</strong><br>The person or entity who supplied the item.<br><strong>Email</strong><br>Email address of the person or entity who supplied the item.<br><strong>User Url</strong><br>An HTTP URL that the web browser should open to when the attribution text is clicked.  This should lead to the user's main portfolio page or web site.<br><strong>Download Url</strong><br>An HTTP URL that the web browser should open to when the credit name text is clicked.  This should lead directly to the item being credited.</p> |


# Currency

Currencies are in-game money that can be given as quest rewards, and used when buying or selling items to/from vendors.

## Creation

To create a currency, find (or create) the *GameName/Resources/GameName/Currency* folder in the project tab and right click.  Choose *Create > AnyRPG > Currencies > Currency*.

## Properties

Currency has no additional properties beyond the properties [shared](/scriptable-objects/scriptable-objects-introduction#properties) by all scriptable objects.

## Next Steps

* Assign a currency to an [Item](/scriptable-objects/items) so that it has a vendor buy and sell price.
* Use a currency as a [Quest](/scriptable-objects/quest) reward.
* Use a [Currency Item](/scriptable-objects/items/currency-item) as loot to provide this currency when defeating an enemy.
* Add a currency to a [Currency Group](/scriptable-objects/currency-group) to allow automatic conversion between larger and smaller units.


# Currency Group

A currency group is a collection of currencies that can be automatically converted using defined exchange rates, similar to dollars and cents in the real world.

## Creation

To create a currency group, find (or create) the *GameName/Resources/GameName/CurrencyGroup* folder in the project tab and right click.  Choose *Create > AnyRPG > Currencies > CurrencyGroup*.

## Properties

| Name                 | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Base Currency Name   | The name of the smallest unit of [Currency](/scriptable-objects/currency) in this group.                                                                                                                                                                                                                                                                                                                                                                                                                                |
| Base Currency        | A direct link to the scriptable object that defines the smallest unit of [Currency](/scriptable-objects/currency) in this group.                                                                                                                                                                                                                                                                                                                                                                                        |
| Currency Group Rates | <p>A list of currencies and exchange rates relative to the base <a href="/pages/vkbbVR8gQOVkMKl7Ma7i">Currency</a>.<br><strong>Currency Name</strong><br>The name of the unit of currency.<br><strong>Currency</strong><br>A direct link to the scriptable object that defines the unit of currency.<br><strong>Base Multiple</strong><br>The number of units of the base <a href="/pages/vkbbVR8gQOVkMKl7Ma7i">Currency</a> that make up a single unit of this <a href="/pages/vkbbVR8gQOVkMKl7Ma7i">Currency</a>.</p> |

## Next Steps

* Define a currency group as the default currency group in the System Configuration Manager, which will display that currency group in vendor windows when buying or selling items.


# Cutscene

A cutscene is a convenient way of displaying important events by moving the camera to predefined points, showing subtitles, and optionally triggering a timeline to make objects perform actions.

## Creation

To create a cutscene, find (or create) the *GameName/Resources/GameName/Cutscene* folder in the project tab and right click.  Choose *Create > AnyRPG > Cutscene*.

## Properties

| Name                       | Description                                                                                                       |
| -------------------------- | ----------------------------------------------------------------------------------------------------------------- |
| Repeatable                 | If true, this cutscene can be played more than once.                                                              |
| Require Player Unit Spawn  | If true, the player unit must be spawned in the world for this cutscene to play.                                  |
| Use Default Faction Colors | If true, player faction will be ignored, and default faction relationship colors will be used for health bars.    |
| Timeline Name              | The name of a Unity Timeline to trigger when this cutscene is played.                                             |
| Load Scene Name            | The name of a scene to load to play this cutscene.                                                                |
| Unload Scene On End        | If true, the scene that was active before the cutscene played will be loaded when the cutscene ends.              |
| Auto Advance Subtitles     | <p>If true, the subtitles will be played automatically.<br>If false, the timeline will control the subtitles.</p> |
| Subtitle Properties        | [Subtitle Properties](#undefined)                                                                                 |

### Subtitle Properties

| Name               | Description                                                                                                                                                                                                                                                                                                           |
| ------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Audio Profile Name | The name of an audio profile to play when the cutscene is started.                                                                                                                                                                                                                                                    |
| Subtitle Nodes     | <p>A list of subtitle text and times.<br><strong>Start Time</strong><br>The time, in seconds after the start of the cutscene, to show the text.<br><strong>Show Time</strong><br>The time, in seconds, that the text should be active after being shown.<br><strong>Description</strong><br>The text to be shown.</p> |

## Next Steps

* Configure a [Scene Node](/scriptable-objects/scene-node) to automatically play a cutscene when the scene loads.
* Configure a [Cutscene Interactable](/scriptable-objects/interactable-option-configurations/cutscene-config) option to play a cutscene when interacted with.


# Dialog

Dialogs allow AI characters to talk, either through a dialog window in conversation with a player character, or via a monologue that shows in a popup above the character's head.

{% embed url="<https://youtu.be/p62ggYo7D0Q>" %}

## Creation

To create a dialog, find (or create) the *GameName/Resources/GameName/Dialog* folder in the project tab and right click.  Choose *Create > AnyRPG > Dialog > Dialog*.

## Properties

| Name                    | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Automatic               | If true, this dialog will play in a speech bubble above a character's head, and advance automatically based on the timing in the *Dialog Nodes*.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |
| Repeatable              | If true, the dialog can be played more than once.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Audio Profile Name      | The name of an audio profile that contains audio profiles to play for each *Dialog Node*.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| Dialog Nodes            | <p>A list of dialog text with optional timings for automatic play, and optional text defining what will show on the next button for manual dialogs.<br><strong>Start Time</strong><br>The time, in seconds after the dialog is activated, that this dialog node should begin displaying, if the dialog is automatic.<br><strong>Show Time</strong><br>The time, in seconds, that the dialog should remain active, if the dialog is automatic.<br><strong>Description</strong><br>The text to show in the dialog window or speech bubble.</p><p><strong>Audio Clip</strong></p><p>An audio clip to play when this dialog section is displayed.<br><strong>Next Option</strong><br>If the dialog is manual, this text will show on the button that causes the dialog to proceed to the next <em>Dialog Node</em>.</p> |
| Prerequisite Conditions | A list of [Prerequisite Conditions](/shared-properties/prerequisite-conditions).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |

## Next Steps

* Add a dialog to a [Dialog Interactable Option](/scriptable-objects/interactable-option-configurations/dialog-config) so it can be started manually by the player.
* Configure a [Behavior](/scriptable-objects/behavior-profile) to play a dialog.


# Environment State Profile

An environment state profile references a skybox material profile and can be used to change the skybox from a timeline during a cutscene.

## Creation

To create an environment state profile, find (or create) the *GameName/Resources/GameName/EnvironmentStateProfile* folder in the project tab and right click.  Choose *Create > AnyRPG > EnvironmentState*.

## Properties

| Name                          | Description                                                                                                       |
| ----------------------------- | ----------------------------------------------------------------------------------------------------------------- |
| Sky Box Material Profile Name | The name of a [Material Profile](/scriptable-objects/material-profile) that contains a link to a skybox material. |

## Next Steps

* Refer to an environment state profile in a [Scene Node](/scriptable-objects/scene-node).


# Equipment Model Profile

An equipment model profile contains information about how gear will be displayed when an item is equipped.

## Creation

To create an equipment model profile, find (or create) the *GameName/Resources/GameName/EquipmentModelProfile* folder (or any subfolder) in the project tab and right click.  Choose *Create > AnyRPG > EquipmentModelProfile*.

## Properties

UMA Equipment Model properties will be used when the character model is configured as an UMA model.

| Name                    | Description                                                                                                                                            |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Apply To Equipment Name | The name of the equipment this model profile will be added to at run-time.                                                                             |
| Equipment Models        | A list of equipment model providers that will be used to display the gear, depending on what equipment model is used.  Valid options are listed below. |

### UMAEquipmentModel

{% hint style="info" %}
This option is only available if the AnyRPG UMA addon is installed.
{% endhint %}

UMA Equipment Model properties will be used when the character model is configured as an UMA model.

| Name          | Description                                                                                                                                                                                                                                                            |
| ------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| UMA Recipes   | A list of UMA recipes that can potentially be displayed.  The recipes that match the target unit's UMA race will be displayed.  If multiple recipes that match the race can be applied to the same slot, the last one will always be used.                             |
| Shared Colors | <p>A list of UMA shared color data defining which colors will be shown for each defined shared color name that exists on the UMA recipe.<br><strong>Shared Colorname</strong><br>The name of an UMA shared color.<br><strong>Color</strong><br>A color to be used.</p> |

### SwappableMeshEquipmentModel

Swappable Mesh Equipment Model properties will be used when the character model is configured as a swappable mesh model.  It contains a list of mesh option names to apply.

| Name        | Description                                                                                                                       |
| ----------- | --------------------------------------------------------------------------------------------------------------------------------- |
| Group Name  | The name of a mesh option group to configure.                                                                                     |
| Option Name | The name of the mesh option to activate for the group.  Note that this is the friendly name, and not the name of the actual mesh. |

### PrefabEquipmentModel

Prefab Equipment Model properties will be used no matter what model type is configured, because they attach objects to bones and aren't reliant on specific model configuration.

| Name                 | Description                                                                                                                                            |
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Holdable Object List | A list of holdable object properties.  These are the same properties that can be found on [Equipment](/scriptable-objects/items/equipment#properties). |

## Next Steps

* Add an equipment model profile to any [Equipment](/scriptable-objects/items/equipment).


# Equipment Set

An equipment set defines two or more pieces of equipment that when worn together, grant the user extra traits (ability effects).

## Creation

To create an equipment set, find (or create) the *GameName/Resources/GameName/EquipmentSet* folder in the project tab and right click.  Choose *Create > AnyRPG > EquipmentSet*.

## Properties

| Name            | Description                                                                                                                                                                      |
| --------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Equipment Names | A list of [Equipment](/scriptable-objects/items/equipment) that comprises the set.                                                                                               |
| Trait Names     | A list of [Ability Effects](/scriptable-objects/ability-effects) that will be automatically cast on the character when they have a certain number of pieces of the set equipped. |

## Next Steps

* Add the Equipment Set Property to the [Equipment](/scriptable-objects/items/equipment) defined in this set.


# Equipment Slot Profile

An equipment slot profile defines a physical slot that equipment can be placed in when equipped on a character. Most games will probably not need to adjust these.

## Creation

To create an equipment set, find (or create) the *GameName/Resources/GameName/EquipmentSlotProfile* folder in the project tab and right click.  Choose *Create > AnyRPG > Equipment> EquipmentSlot*.

## Properties

| Name                     | Description                                                                                                                                                                |
| ------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Main Weapon Slot         | If true, the icon from any [Item](/scriptable-objects/items) equipped in this slot will be used for auto-attack [Abilities](/scriptable-objects/abilities) on action bars. |
| Stat Weight              | A weighted value to control distribution of [Stats](/scriptable-objects/character-stat) among gear.                                                                        |
| Equipment Slot Type List | A list of [Equipment Slot Types](/scriptable-objects/equipment-slot-type) that can be equipped in this physical slot.                                                      |
| Set On Hit Audio         | If true, items in this list will set on-hit audio sounds if they have one.  This is mostly useful for weapon slots.                                                        |

## Next Steps

* If new equipment slot profiles are defined, a custom UI will need to be created that will display the new slots.


# Equipment Slot Type

An equipment slot type is an abstraction that allows the user to define multiple physical equipment slots that equipment can be equipped in.

## Creation

To create an equipment set, find (or create) the *GameName/Resources/GameName/EquipmentSlotType* folder in the project tab and right click.  Choose *Create > AnyRPG > Equipment> EquipmentSlotType*.

## Properties

| Name                    | Description                                                                                                                                         |
| ----------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
| Stat Weight             | A weighted value to control distribution of [Stats](/scriptable-objects/character-stat) among gear.                                                 |
| Exclusive Slot Profiles | A list of [Equipment Slot Profiles](/scriptable-objects/equipment-slot-profile) that will be unequipped if equipment of this slot type is equipped. |
| Exclusive Slot Types    | A list of equipment slot types that will be unequipped if equipment of this slot type is equipped.                                                  |

## Next Steps

* Assign an equipment slot type to a piece of [Equipment](/scriptable-objects/items/equipment).


# Faction

Factions allow for groups of characters to have the same relationship disposition toward other groups of characters.

## Creation

To create a faction, find (or create) the *GameName/Resources/GameName/Faction* folder in the project tab and right click.  Choose *Create > AnyRPG > Factions > Faction*.

## Properties

| Name                            | Description                                                                                                                                                                                                                                                                                                                                                                                                                         |
| ------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| New Game Option                 | If true, this faction can be chosen as the faction the player will be part of when starting a new game.                                                                                                                                                                                                                                                                                                                             |
| Default Starting Zone           | The zone ([Scene](/scriptable-objects/scene-node)) that new players will start in if this faction is chosen when starting a new game.                                                                                                                                                                                                                                                                                               |
| Default Starting Location Tag   | If not empty, players starting as this faction will spawn at the transform with this tag.                                                                                                                                                                                                                                                                                                                                           |
| Races                           | A list of [Character Races](/scriptable-objects/character-race) that are available to choose from when this faction is selected when starting a new game.                                                                                                                                                                                                                                                                           |
| Add System Profiles             | If true, the *Default Unit Profiles* from the [System Configuration Manager](/getting-started/configuring-your-game) will be available to choose from when this faction is selected when starting a new game.                                                                                                                                                                                                                       |
| Character Creator Profile Names | A list of [Unit Profiles](/scriptable-objects/unit-profile) that the player can choose from when starting as this faction.                                                                                                                                                                                                                                                                                                          |
| Environment Preview             | [Environment Preview properties](/shared-properties/environment-preview#properties).                                                                                                                                                                                                                                                                                                                                                |
| Equipment Names                 | A list of [Equipment](/scriptable-objects/items/equipment) that will be worn by a new player when starting the game as this faction.                                                                                                                                                                                                                                                                                                |
| Default Disposition             | The disposition (relationship) that this faction has toward any faction not specifically in its disposition list.                                                                                                                                                                                                                                                                                                                   |
| Disposition List                | <p>A list of factions and the dispositions that this faction will have toward them.<br><strong>Faction Name</strong><br>The name of a faction<br><strong>Disposition</strong><br>The disposition (relationship) that this faction will have toward them.</p>                                                                                                                                                                        |
| Capabilities                    | A list of [Capabilities](/shared-properties/capabilities) that any character that is part of this faction will have.                                                                                                                                                                                                                                                                                                                |
| Class Capability List           | <p>A list of character classes, and the capabilities that those classes will have.<br><strong>Character Classes</strong><br>A list of <a href="/pages/YWyFEqU11MNdBUIYrbA5">Character Classes</a>.<br><strong>Capabilities</strong><br>The specific <a href="/pages/HXOFQ6mkNbeK4IzA056y">Capabilities</a> that any <a href="/pages/YWyFEqU11MNdBUIYrbA5">Character Class</a> in the <em>Character Classes</em> list will have.</p> |

## Next Steps

* Configure the System Configuration Manager to allow choosing a faction when starting a new game.


# Game Extension

The game extension is designed to allow you to inject prefabs into the DontDestroyOnLoad container at game run time without modifying the loading scene.

## Creation

To create a faction, find (or create) the *GameName/Resources/GameName/GameExtension* folder in the project tab and right click.  Choose *Create > AnyRPG > Game Extension*.

## Properties

| Name                             | Description                                                                                    |
| -------------------------------- | ---------------------------------------------------------------------------------------------- |
| Dont Destroy On Load Prefab List | A list of prefabs that will be instantiated and set to DontDestroyOnLoad when the game starts. |
| Override Extension               | If set, an extension to override.                                                              |


# Interactable Option Configurations

Interactable option configurations are shared configurations that allow for the re-use of specific interactable settings among different NPCs.

## Properties

All interactable option configurations share the following common properties.

| Name                    | Description                                                                                                                                                                                         |
| ----------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Interaction Panel Title | The text to display in the interaction panel window to activate the option.  This will only be shown if there is more than one option available.                                                    |
| Interaction Panel Image | The image to display beside the text in the interaction panel window to activate the option.  This will only be shown if there is more than one option available.                                   |
| Name Plate Image        | If there is no system option set in the System Configuration manager for the nameplate image of the interaction type, this image will be shown above the nameplate if the interaction is available. |
| Prerequisite Conditions | A list of [Prerequisite Conditions](/shared-properties/prerequisite-conditions) that must be satisfied for the interaction option to be available.                                                  |

## Next Steps

* Create shared interactable option configurations to be re-used among different NPCs.
* Use inline interactable option configurations in [Unit Profiles](/scriptable-objects/unit-profile) if a specific interactable option is needed that will no be shared or re-used.


# Bank Config

A bank config creates a bank interactable option, which allows the character to store items.

## Creation

To create a bank config, find (or create) the *GameName/Resources/GameName/InteractableOptionConfig* folder in the project tab and right click.  Choose *Create > AnyRPG > Interactable > BankConfig*.

## Properties

A bank config does not have any properties other than the properties shared by all [Interactable Option Configs](/scriptable-objects/interactable-option-configurations#properties).

## Next Steps

* Add a bank config to a [Unit Profile](/scriptable-objects/unit-profile) to allow the character to serve as a bank.


# Auction Config

An auction config creates an auction interactable option, which allows the player to buy and sell items.

## Creation

To create an auction config, find (or create) the *GameName/Resources/GameName/InteractableOptionConfig* folder in the project tab and right click.  Choose *Create > AnyRPG > Interactable > Auction Config*.

## Properties

An auction config does not have any properties other than the properties shared by all [Interactable Option Configs](/scriptable-objects/interactable-option-configurations#properties).

## Next Steps

* Add an auction config to a [Unit Profile](/scriptable-objects/unit-profile) to allow the character to serve as an auctioneer.


# Behavior Config

A behavior config creates behavior interactable options, allowing automatic or player initiated behaviors to be run by a character.

## Creation

To create a behavior config, find (or create) the *GameName/Resources/GameName/InteractableOptionConfig* folder in the project tab and right click.  Choose *Create > AnyRPG > Interactable > BehaviorConfig*.

## Properties

| Name           | Description                                                                          |
| -------------- | ------------------------------------------------------------------------------------ |
| Behavior Names | A list of [Behavior Profiles](/scriptable-objects/behavior-profile) that can be run. |

## Next Steps

* Add a behavior config to a [Unit Profile](/scriptable-objects/unit-profile) to allow the character to run behaviors.


# Character Creator Config

A character creator config creates a character creator interactable option, which allows a character to open the character creator window, giving the player the ability to change their appearance.

## Creation

To create a character creator config, find (or create) the *GameName/Resources/GameName/InteractableOptionConfig* folder in the project tab and right click.  Choose *Create > AnyRPG > Interactable > CharacterCreatorConfig*.

## Properties

| Name                | Description                                                                                                                                                                                                                                                                                                                        |
| ------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Allow Gender Change | If true, the player can swap between male and female models, assuming the current [Race](/scriptable-objects/character-race) has options configured for both.                                                                                                                                                                      |
| Unit Profiles       | A list of valid [Unit Profiles](/scriptable-objects/unit-profile) that the character creator can edit.  If the list is empty, or the current player model is in the list, the current player model will be shown.  If the list is non-empty, and the current player model is not in the list, the first valid model will be shown. |

## Next Steps

* Add a character creator config to a [Unit Profile](/scriptable-objects/unit-profile) to allow the character to open the character creator window.


# Class Change Config

A class change config creates a class change interactable option, which opens the class change window, allowing the player to change their character class.

## Creation

To create a behavior config, find (or create) the *GameName/Resources/GameName/InteractableOptionConfig* folder in the project tab and right click.  Choose *Create > AnyRPG > Interactable > ClassChangeConfig*.

## Properties

| Name       | Description                                                                                      |
| ---------- | ------------------------------------------------------------------------------------------------ |
| Class Name | The name of the [Character Class](/scriptable-objects/character-class) the player can change to. |

## Next Steps

* Add a class change config to a [Unit Profile](/scriptable-objects/unit-profile) to allow the character to open the class change window.




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