| description | Abilities allow the character to perform actions such as attacks, casting spells, crafting, and gathering. |
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To create an ability, find (or create) the GameName/Resources/GameName/BaseAbility folder (or any subfolder) in the project tab and right click. Choose Create > AnyRPG > Abilities > Ability.
All types abilities share a common set of properties, listed in the table below.
| Name | Description |
|---|---|
| Require Out Of Combat | If true, the character must not be in combat to cast the ability. |
| Require Stealth | If true, the character must be in stealth mode to cast the ability. |
| Weapon Affinity Names | A list of Weapon Skills. The character must have a weapon equipped that matches the type of at least one of the skill to cast the ability. |
| Holdable Object List | A list of PrefabProfiles that contain links to GameObjects that will be held while the ability is being cast. |
| Despawn Prefabs On Cast End | If true, the prefabs will be despawned when the cast phase ends, instead of during or at the end of the action phase. |
| Ability Prefab Source | An enumeration that defines what sources will be used for holdable objects. |
| Animator Create Prefabs | If true, holdable objects will be created in response to animation events, and not created automatically by the ability manager when the cast starts. |
| Prefab Destroy Delay | The amount of time, in seconds, that holdable objects should persists past the end of the ability cast before being destroyed. |
| Animation Profile Name | The name of an Animation Profile that contains a list of Cast Clips or Attack Clips (only for Animated Abilties) that will be performed while the ability is casting. |
| Use Unit Cast Animations | If true, the ability will use the Cast Clips or Attack Clips currently active for the character, instead of the clips defined in the ability. |
| Is Auto Attack | Is this an auto attack ability. |
| Use Unit Attack Animations | If true, a random animation from the unit attack animations will be used. |
| Use Auto Attack Animations | This option is only valid if this is not an auto attack ability. If true, it will use the current auto-attack animations so it looks good with any weapon. |
| Use Weapon Hit Sound | If true, the current weapon default hit sound will be played when this ability hits an enemy. |
| use Weapon Skill Attack Voice Setting | If true, the choice of whether or not to play the attack voice is controlled by the weapon skill. |
| Play Attack Voice | If true, the character will play their attack voice clip when this ability is used. |
| Animation Hit Audio Profile Name | If the animation has Hit events while it is playing, this Audio Profile will be played in response to those events. |
| Casting Audio Clip | An audio clip to play while the ability is casting. |
| Casting Audio Profile Name | An Audio Profile to play while the ability is casting. |
| Loop Audio | If true, the audio will be looped until the cast is complete. |
| Required Level | The level the character must be to learn the ability. |
| Character Class Requirements | A list of Character Classes. The character must be one of the classes to learn the ability. |
| Class Specialization Requirements | A list of Class Specializations. The character must be one of the specializations to learn the ability. |
| Useable Without Learning | If true, the ability can be cast without learning it. This is useful for teleport abilities that will be cast on interaction with a Teleport Interactable Option. |
| Auto Add To Bars | If true, when learned, the ability will be automatically added to the action bars in the UI if there is room. |
| Can Simultaneous Cast | If true, this ability can be cast while another ability cast is in progress. |
| Can Cast While Moving | If true, the ability can be cast while the character is in motion. |
| Ignore Global Cooldown | This spell can be cast while the global cooldown is active. |
| Power Resource Name | The name of a Power Resource that will be spent to cast the ability. |
| Base Resource Cost | The base amount of the Power Resource that will be spent to cast the ability. This amount is not scaled by level. |
| Resource Cost Per Level | The amount of the Power Resource that will be spent to cast the ability. This amount is multiplied by the character level. |
| Spend Delay | The time delay (in seconds) before the Power Resource is spent when the ability is cast. |
| Generate Power Resource Name | The name of a Power Resource that should be gained when the ability hits the target. |
| Base Resource Gain | The base amount of the Power Resource that will be gained. This amount is not scaled by level. |
| Resource Gain Per Level | The amount of the Power Resource that will be gained. This amount is multiplied by the character level. |
| Use Speed Multipliers | If true, after the cast time is calculated, it will be affected by the Speed secondary stat. |
| Use Animation Cast Time | If true, the cast time is based on the length of the animation played while casting. |
| Ability Casting Time | If Use Animation Cast Time is false, this value will be used for the cast time. |
| Ability Cool Down | The cooldown time, in seconds, before the ability can be cast again. |
| Cool Down On Cast | If true, the cooldown will be initiated at the start of the cast, instead of the end of the cast, which is the default. |
| Use Ability Effect Targeting | If true, the Target Options of the ability will be overridden by the Target Options of the first Ability Effect. |
| Ability Effect Target Stage | If Ability Effect Targetting is used, the first ability effect from this stage will be used. |
| Target Options | A list of Target Options. |
| Tick Rate | This is the number of seconds between ticks, when Channeled Ability Effects will be cast while the ability is casting. |
| Channeled Ability Effect Names | During casting, these ability effects will be triggered on every tick. |
| Cast End Ability Effect Names | When casting is complete, these ability effects will be triggered. |
| Action Hit Ability Effect Names | In response to Hit events during the animation, these ability effects will be triggered. |
| Action End Ability Effect names | When the action is complete, these ability effects will be triggered. |
Target options control which targets will be considered valid targets for the purpose of determining if the ability can be cast on the target.
| Name | Description |
|---|---|
| Require Target | If true, the character must have a target selected. |
| Require Line Of Sight | The caster requires a clear line of sight to the target. |
| Require Live Target | The target must be alive. |
| Require Dead Target | The target must be dead. |
| Can Cast On Self | The ability can be cast on the caster. |
| Can Cast On Others | The ability can be cast on targets other than the caster. |
| Can Cast On Enemy | The ability can be cast on targets the caster has a hostile Faction relationship with. |
| Can Cast On Neutral | The ability can be cast on targets the caster has a neutral Faction relationship with. |
| Can Cast On Friendly | The ability can be cast on targets the caster has a friendly Faction relationship with. |
| Auto Self Cast | If true, and the caster does not have a target, the ability will automatically choose the caster as the target. |
| Unit Type Restrictions | A list of valid Unit Types the ability can be cast on. |
| Use Melee Range | If true, the ability can only be cast on a target when that target is in the casters hit box. |
| Max Range | If Use Melee Range is false, the ability will have a maximum range of this value. |
| Require Facing Target | If true, the target must be in front of the caster. |
| Max Angle | The maximum angle to the left or right the target can be located at. |
| Require Behind Target | If true, the caster must be behind the target. |
| Require Ground Target | If true, this ability will be cast on the ground, and not on a target. |
| Ground Target Color | The color that will be used to tint the ground target casting circle. |
| Ground Target Radius | The radius that will be used for displaying the ground target casting circle. |
- Add an ability to the Capabilities of a Character Class.
- Add an ability to the Capabilities of a Class Specialization.
- Add an ability to the Capabilities of a Unit Type.
- Add an ability to the Capabilities of a Faction.
- Add an ability to the Capabilities of a Unit Profile.