Documentation
  • AnyRPG Introduction
  • Getting Started
    • Installing AnyRPG
      • Unity Asset Store Installation
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    • Included sample games
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    • Configuring your game
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    • New Equipment Set Wizard
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  • Scriptable Objects
    • Scriptable Objects Introduction
    • Abilities
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    • Weapon Skill
  • MONOBEHAVIOURS
    • Monobehaviours Introduction
    • Scene Config
    • Channeled Object Script
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      • Vendor
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    • Ability System
      • Abilities
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  • Shared Properties
    • Capabilities
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    • Prerequisite Conditions
    • Stat Scaling Nodes
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On this page
  • Creation
  • Properties
  • Next Steps
  1. Scriptable Objects

Weapon Skill

A weapon skill defines common properties for weapons of the same type. It can also be optionally required that a character knows it in order to equip or use weapons of that type.

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Last updated 2 years ago

Creation

To create a weapon skill, find (or create) the GameName/Resources/GameName/WeaponSkill folder in the project tab and right click. Choose Create > AnyRPG > WeaponSkill.

Properties

Name
Description

Default Weapon Skill

If true, this skill is considered to be in use by an unarmed character.

Attack Speed

Attacks with animations shorter than this value will be calculated to have taken this long. Auto-attacks cannot happen more often than this number of seconds.

Default Hit Effects

On Hit Effects

Animation Profile Name

On Hit Audio Profiles

Animation Event Audio

Play Attack Voice

If true, the character will play their attack voice clip when animated abilities are used.

Ability Animation Object List

Ability Object List

Next Steps

  • Add a weapon skill to a to allow it to use these shared properties.

  • Add a weapon skill to , allowing any character with those capabilities to wield weapons that require the skill.

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 the weapon is equipped.

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

A list of physical prefabs to attach to the character unit when a 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 the 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 .

Ability Effects
Ability Effects
Animation Profile
Audio Profile
Ability
Audio Profile
PrefabProfile
PrefabProfile
Attachment Profile
PrefabProfile
PrefabProfile
Attachment Profile
Weapon
Capabilities