Documentation
  • AnyRPG Introduction
  • Getting Started
    • Installing AnyRPG
      • Unity Asset Store Installation
      • Github Installation
      • Unity Package Installation
    • Included sample games
    • Creating your first game
    • Configuring your game
    • Adding Content To Your Game
  • Wizards
    • Wizards Introduction
    • New Game Wizard
    • New Scene Wizard
    • New Equipment Set Wizard
    • Animation Profile Wizard
    • Screenshot Wizard
    • Template Content Wizard
    • New Character Wizard
    • New Weapon Wizard
    • Minimap Wizard
    • Rename Wizard
  • Scriptable Objects
    • Scriptable Objects Introduction
    • Abilities
      • Animated Ability
      • Channeled Ability
      • Craft Ability
      • Direct Ability
      • Gather Ability
    • Ability Effects
      • AOE Effect
      • Attack Effect
      • Capture Pet Effect
      • Channeled Effect
      • Direct Effect
      • Heal Effect
      • Instant Effect
      • Knock Back Effect
      • Mount Effect
      • Pet Control Effect
      • Pet Effect
      • Projectile Effect
      • Rain Effect
      • Remove Effect
      • Resurrect Effect
      • Status Effect
      • Summon Effect
      • Taunt Effect
      • Teleport Effect
    • Achievement
    • Animated Action
    • Animation Profile
    • Armor Class
    • Attachment Profile
    • Audio Profile
    • Behavior Profile
    • Character Class
    • Character Race
    • Character Stat
    • Chat Commands
      • Action Command
      • Composite Command
      • Gain Currency Command
      • Gain Experience Command
      • Gain Item Command
      • Learn Ability Command
      • Load Scene Command
      • Set Level Command
    • Class Specialization
    • Combat Strategy
    • Credits Category
    • Currency
    • Currency Group
    • Cutscene
    • Dialog
    • Environment State Profile
    • Equipment Model Profile
    • Equipment Set
    • Equipment Slot Profile
    • Equipment Slot Type
    • Faction
    • Interactable Option Configurations
      • Bank Config
      • Behavior Config
      • Character Creator Config
      • Class Change Config
      • Crafting Node Config
      • Cutscene Config
      • Dialog Config
      • Faction Change Config
      • Gathering Node Config
      • Item Pickup Config
      • Load Scene Config
      • Lootable Character Config
      • Moveable Prefab Config
      • Music Player Config
      • Name Change Config
      • Patrol Config
      • Quest Giver Config
      • Skill Trainer Config
      • Specialization Change Config
      • Teleport Config
      • Unit Spawn Controller Config
      • Vendor Config
    • Items
      • Action Effect Item
      • Armor
      • Bag
      • Currency Item
      • Equipment
      • Food
      • Power Resource Potion
      • Quest Start Item
      • Recipe Item
      • Weapon
    • Item Quality
    • Loot Table
    • Material Profile
    • Patrol Profile
    • Power Resource
    • Prefab Profile
    • Quest
    • Quest Giver Profile
    • Recipe
    • Resource Description
    • Scene Node
    • Scriptable Content Template
    • Skill
    • Status Effect Group
    • Status Effect Type
    • Swappable Mesh Model Profile
    • UMA Model Profile
    • Unit Prefab Profile
    • Unit Profile
    • Unit Toughness
    • Unit Type
    • Vendor Collection
    • Voice Profile
    • Weather Profile
    • Weapon Skill
  • MONOBEHAVIOURS
    • Monobehaviours Introduction
    • Scene Config
    • Channeled Object Script
    • Channeled Cylinder Script
    • Edible Object
    • Projectile Script
    • Cutscene Camera Controller
    • Playable Director Controller
    • Spawnable
    • Interactable
    • Interactable Options
      • Animated Object
      • Bank
      • Behavior Interactable
      • Character Creator Interactable
      • Class Change Interactable
      • Click Switch
      • Crafting Node
      • Cut Scene Interactable
      • Dialog Interactable
      • Faction Change Interactable
      • Gathering Node
      • Item Pickup
      • Load Scene Interactable
      • Lootable Character
      • Moveable Object
      • Moveable Prefab
      • Music Player
      • Name Change Interactable
      • Pressure Switch
      • Quest Giver
      • Skill Trainer
      • Specialization Change Interactable
      • Teleport Interactable
      • Unit Spawn Controller Interactable
      • Vendor
    • Environmental Effect Area
    • Movement Sound Area
    • Persistent Object
    • Respawn Area
    • Unit Spawn Node
    • Water Body
  • Architecture
    • Ability System
      • Abilities
      • Ability Effects
    • Project Settings
      • Layers
      • Tags
      • Physics Settings
  • Shared Properties
    • Capabilities
    • Environment Preview
    • Prerequisite Conditions
    • Stat Scaling Nodes
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  • Properties
  • Target Options
  • Next steps
  1. Scriptable Objects

Abilities

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

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

Holdable Object List

Ability Prefab Source

An enumeration that defines what sources will be used for holdable objects. Both Holdable objects defined directly in the ability, and defined in the weapon will be spawned. Ability Only holdable objects defined in the ability will be spawned Weapon Only holdable objects defined in the weapon will be spawned.

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 Clip

A link to an animation clip that the character will perform while casting.

Animation Profile Name

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.

Animation Hit Audio Profile Name

Casting Audio Clip

An audio clip to play while the ability is casting.

Casting Audio Profile Name

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

Class Specialization Requirements

Useable Without Learning

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

Base Resource Cost

Resource Cost Per Level

Spend Delay

Generate Power Resource Name

Base Resource Gain

Resource Gain Per 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 Targetting

Target Options

Inline Ability Effects

Ability Effect Names

Tick Rate

Inline Channeling Effects

Channeled Ability Effectnames

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

Can Cast On Neutral

Can Cast On Friendly

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

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

PreviousScriptable Objects IntroductionNextAnimated Ability

Last updated 2 years ago

A list of . The character must have a weapon equipped that matches the type of at least one of the skill to cast the ability.

A list of that contain links to GameObjects that will be held while the ability is being cast. Holdable Object Name The name of a that contains a link to a GameObject. Use Universal Attachment If true, attachment points from the will be ignored, and the universal attachment in the Attachment Name field will be used. Attachment Name The Node Name field from one of the Attachment Point Nodes in an .

The name of an that contains a list of Cast Clips or Attack Clips (only for ) that will be performed while the ability is casting.

If the animation has Hit events while it is playing, this will be played in response to those events.

An to play while the ability is casting.

A list of . The character must be one of the classes to learn the ability.

A list of . The character must be one of the specializations to learn the ability.

If true, the ability can be cast without learning it. This is useful for teleport abilities that will be cast on interaction with a .

The name of a that will be spent to cast the ability.

The base amount of the that will be spent to cast the ability. This amount is not scaled by level.

The amount of the that will be spent to cast the ability. This amount is multiplied by the character level.

The time delay (in seconds) before the is spent when the ability is cast.

The name of a that should be gained when the ability hits the target.

The base amount of the that will be gained. This amount is not scaled by level.

The amount of the that will be gained. This amount is multiplied by the character level.

If true, the Target Options of the ability will be overridden by the Target Options of the first .

A list of .

A list of , defined directly, to cast when the ability casting is complete.

A list of to cast when the ability casting is complete.

This is the number of seconds between ticks, when will be cast while the ability is casting.

A list of , defined directly, to cast while channeling the ability.

A list of names of to cast while channeling the ability.

The ability can be cast on targets the caster has a hostile relationship with.

The ability can be cast on targets the caster has a neutral relationship with.

The ability can be cast on targets the caster has a friendly relationship with.

A list of valid the ability can be cast on.

Add an ability to the Capabilities of a .

Add an ability to the Capabilities of a .

Add an ability to the Capabilities of a .

Add an ability to the Capabilities of a .

Add an ability to the Capabilities of a .

Character Class
Class Specialization
Unit Type
Faction
Unit Profile
Weapon Skills
PrefabProfiles
PrefabProfile
PrefabProfile
Attachment Profile
Animation Profile
Animated Abilties
Audio Profile
Audio Profile
Character Classes
Class Specializations
Teleport Interactable Option
Power Resource
Power Resource
Power Resource
Power Resource
Power Resource
Power Resource
Power Resource
Ability Effect
Ability Effects
Ability Effects
Channeled Ability Effects
Channeled Ability Effects
Channeled Ability Effects
Faction
Faction
Faction
Unit Types
Target Options