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Weapon

A weapon is a type of equipment that does damage to an enemy when used.

Creation

To create a weapon, find (or create) the GameName/Resources/GameName/Item/Equipment folder (or any subfolder) in the project tab and right click. Choose Create > AnyRPG > Inventory > Equipment > Weapon.

Properties

In addition to the properties shared by all Equipment, weapons have the following unique properties.
Name
Description
Require Weapon Skill
If true, the character must have a skill that matches the name in the Weapon Type field to use or equip this weapon.
Weapon Type
The name of a Weapon Skill. This filled in, the weapon can get some default properties from the skill. If Require Weapon Skill is true, the character will need to know this skill to equip and use the weapon.
Default Hit Effects
A list of Ability Effects that will be cast on the target when the weapon does damage from a standard (auto) attack.
On Hit Effects
A list of Ability Effects that will be cast on the target when the weapon does damage from any attack, including a standard (auto) attack.
Animation Profile Name
An Animation Profile that can overwrite default animations to match the weapon.
Default Hit Audio Profile
An Audio Profile that contains a link to an audio clip that can be played whenever any physical Ability is cast while this weapon is equipped.
Use Weapon Type Objects
If true, any objects in the Ability Animation Object List and Ability Object List from the Weapon Type will be shown (held) when using this weapon to perform an attack.
Ability Animation Object List
A list of physical prefabs to attach to the character unit when this weapon is being animated during an attack. This could be arrows, special spell or glow effects, etc. 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. Attachment Name The Node Name field from one of the Attachment Point Nodes in an Attachment Profile.
Ability Object List
A list of physical prefabs to use when this weapon is being used after the animation phase of an attack. This could be arrows, special spell or glow effects, etc. 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. Attachment Name The Node Name field from one of the Attachment Point Nodes in an Attachment Profile.
Add Scaled Damage Per Second
If true, automatic damage per second is added to any attack, based on the item level, item quality, and Weapon DPS Per Second setting in the Game Manager.
Base Damage Per Second
Base weapon damage per second, unscaled.

Next Steps

  • Configure a Unit Profile's Equipment Name List to provide this weapon to newly created characters.
  • Configure a Character Class' Equipment Names list to provide this weapon to newly created characters of that class.
  • Configure a Character Race's Equipment Names list to provide this weapon to newly created characters of that race.
  • Configure a Class Specialization's Equipment Names list to provide this weapon to a newly created characters of that specialization.
  • Add a weapon to a Loot Table so that it can drop when an enemy is defeated.
  • Add a weapon to a Vendor Collection and make it available on a vendor.
  • Add a weapon to an Equipment Set to give it unique set bonuses when one or more pieces of a set are equipped.
  • Add a weapon as an output to a Recipe so that it can be crafted.