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README.md

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description Abilities allow the character to perform actions such as attacks, casting spells, crafting, and gathering.

Abilities

Creation

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.

Properties

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.
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.

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.
Both
Holdable objects defined directly in the ability, and defined in the weapon will be spawned.
Ability
Only holdable objects defined in the ability will be spawned
Weapon
Only holdable objects defined in the weapon will be spawned.

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

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.

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