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

Chance To Cast

The percentage chance that this ability effect will be cast when called.

Effect Material Name

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

Random Audio Profiles

Hit Ability Effect Names

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, which are ability effects that have a duration, have the following additional properties.

Name
Description

Ability Prefab Source

An enumeration that defines what sources will be used for holdable objects (visual effects). 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.

Random Prefabs

If true, a random prefab will be selected from the Ability Prefab Source instead of spawning all of them.

Ability Object List

Prefab Spawn Location

An enumeration of options that define where the visual effects for this ability effect should spawn. None No prefabs should be spawned. Caster The prefabs should be spawned with the caster as their parent. Target The prefabs should be spawned with the target as their parent. Ground Target The prefabs should be spawned at the location of the ground target of the original ability, if one was used. Original Target The prefabs should be spawned with the original target of the ability as its parent. Target Point The prefab should be spawned at the location of the current target, with no parent. Caster Point The prefab should be spawned at the location of the caster, with no parent.

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

Random Tick Audio Profiles

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, 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, 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

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

Can Cast On Neutral

Can Cast On Friendly

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

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

When calculating line of sight, the following origin location will be used. Caster The line of sight will be calculated from the caster, to the current target. Ground Target The line of sight will be calculated from the original ground target, to the current target. Original Target The line of sight will be calculated from the original target, to the current target.

Target Range Source Location

When calculating the range to the target for the purpose of determining maximum range, the following source location will be used. Caster The target range will be calculated from the caster, to the current target. Ground Target The target range will be calculated from the original ground target, to the current target. Original Target The target range will be calculated from the original target, to the current target.

Next steps

  • Add an ability effect to an Ability.

  • Add an ability effect to another ability effect to chain them together.

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