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.
Last updated
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.
Last updated
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.
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
Add a weapon skill to a Weapon to allow it to use these shared properties.
Add a weapon skill to Capabilities, 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 .