Abilities allow the character to perform actions such as attacks, casting spells, crafting, and gathering.
All types abilities share a common set of properties, listed in the table below.
Require Out Of Combat
If true, the character must not be in combat to cast the ability.
If true, the character must be in stealth mode to cast the ability.
Weapon Affinity Names
A list of Weapon Skills. 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
A list of PrefabProfiles that contain links to GameObjects that will be held while the ability is being cast.
Holdable Object Name
The name of a PrefabProfile that contains a link to a GameObject.
Use Universal Attachment
If true, attachment points from the PrefabProfile will be ignored, and the universal attachment in the Attachment Name field will be used.
The Node Name field from one of the Attachment Point Nodes in an Attachment Profile.
Ability Prefab Source
An enumeration that defines what sources will be used for holdable objects.
Holdable objects defined directly in the ability, and defined in the weapon will be spawned.
Only holdable objects defined in the ability will be spawned
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.
A link to an animation clip that the character will perform while casting.