# Weapon Skill

## 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](/architecture/ability-system/ability-effects.md) 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](/architecture/ability-system/ability-effects.md) 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](/scriptable-objects/animation-profile.md) that can overwrite default animations to match the weapon.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| On Hit Audio Profiles         | An [Audio Profile](/scriptable-objects/audio-profile.md) that contains a link to an audio clip that can be played whenever any physical [Ability](/scriptable-objects/abilities.md) is cast while the weapon is equipped.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |
| Animation Event Audio         | If the animation has StartAudio() events while it is playing, this [Audio Profile](/scriptable-objects/audio-profile.md) will be played in response to those events.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |
| Play Attack Voice             | If true, the character will play their attack voice clip when animated abilities are used.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| Ability Animation Object List | <p>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.<br><strong>Holdable Object Name</strong><br>The name of a <a href="/pages/eLtR6SVz1RG8X6hAuWNm">PrefabProfile</a> that contains a link to a GameObject.<br><strong>Use Universal Attachment</strong><br>If true, attachment points from the <a href="/pages/eLtR6SVz1RG8X6hAuWNm">PrefabProfile</a> will be ignored, and the universal attachment in the <em>Attachment Name</em> field will be used.<br><strong>Attachment Name</strong><br>The <em>Node Name</em> field from one of the <em>Attachment Point Nodes</em> in an <a href="/pages/gl9O9NAYYwGSxo7t70iu">Attachment Profile</a>.</p> |
| Ability Object List           | <p>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.<br><strong>Holdable Object Name</strong><br>The name of a <a href="/pages/eLtR6SVz1RG8X6hAuWNm">PrefabProfile</a> that contains a link to a GameObject.<br><strong>Use Universal Attachment</strong><br>If true, attachment points from the <a href="/pages/eLtR6SVz1RG8X6hAuWNm">PrefabProfile</a> will be ignored, and the universal attachment in the <em>Attachment Name</em> field will be used.<br><strong>Attachment Name</strong><br>The <em>Node Name</em> field from one of the <em>Attachment Point Nodes</em> in an <a href="/pages/gl9O9NAYYwGSxo7t70iu">Attachment Profile</a>.</p>      |

## Next Steps

* Add a weapon skill to a [Weapon](/scriptable-objects/items/weapon.md) to allow it to use these shared properties.
* Add a weapon skill to [Capabilities](/shared-properties/capabilities.md), allowing any character with those capabilities to wield weapons that require the skill.


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