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  • Properties
  • Next Steps
  1. Scriptable Objects
  2. Items

Weapon

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

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Last updated 2 years ago

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 , 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

Default Hit Effects

On Hit Effects

Animation Profile Name

Default Hit Audio Profile

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

Ability Object List

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

The name of a . 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.

A list of that will be cast on the target when the weapon does damage from a standard (auto) attack.

A list of that will be cast on the target when the weapon does damage from any attack, including a standard (auto) attack.

An that can overwrite default animations to match the weapon.

An that contains a link to an audio clip that can be played whenever any physical is cast while this weapon is equipped.

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 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 .

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 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 .

Configure a 's Equipment Name List to provide this weapon to newly created characters.

Configure a ' Equipment Names list to provide this weapon to newly created characters of that class.

Configure a 's Equipment Names list to provide this weapon to newly created characters of that race.

Configure a 's Equipment Names list to provide this weapon to a newly created characters of that specialization.

Add a weapon to a so that it can drop when an enemy is defeated.

Add a weapon to a and make it available on a vendor.

Add a weapon to an to give it unique set bonuses when one or more pieces of a set are equipped.

Add a weapon as an output to a so that it can be crafted.

Unit Profile
Character Class
Character Race
Class Specialization
Loot Table
Vendor Collection
Equipment Set
Recipe
Weapon Skill
Ability Effects
Ability Effects
Animation Profile
Audio Profile
Ability
PrefabProfile
PrefabProfile
Attachment Profile
PrefabProfile
PrefabProfile
Attachment Profile
Equipment