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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.

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
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.
On Hit Audio Profiles
An Audio Profile that contains a link to an audio clip that can be played whenever any physical Ability is cast while the weapon is equipped.
Ability Animation Object List
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 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 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 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.

Next Steps

  • 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.
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Creation
Properties
Next Steps