| description | Ability effects are the components (building blocks) responsible for the behavior or all spells or attacks and can be combined together to create unique and power abilities. |
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All ability effects share a common set of properties, listed in the table below.
| Name | Description |
|---|---|
| Target Options | Ability effect Target Options. |
| Chance To Cast | The percentage chance that this ability effect will be cast when called. |
| Effect Material Name | The name of a Material Profile containing a material to use to replace the material of the target. |
| Material Change Duration | The number of seconds the target material should be changed for, before changing the material back to the original one. |
| On Hit Audio Profile Names | A list of Audio Profiles containing audio clips to play when the ability effect hits the target. |
| Random Audio Profiles | If true, a random Audio Profile from the On Hit Audio Profile Names list will be played, instead of all of them. |
| Hit Ability Effect Names | A list of other Ability Effects to cast when the current ability effect hits. |
| Input Multiplier | All ability effects pass on information about how much damage or healing they did to the next ability effect they cast. This number will be multiplied by those amounts before adding them to the amounts of the current ability effect. |
| Threat Multiplier | The basic threat any ability effect does will be multiplied by this amount. |
Length Effects, which are ability effects that have a duration, have the following additional properties.
| Name | Description |
|---|---|
| Ability Prefab Source | An enumeration that defines what sources will be used for holdable objects (visual effects). |
| Random Prefabs | If true, a random prefab will be selected from the Ability Prefab Source instead of spawning all of them. |
| Ability Object List | A list of PrefabProfiles that contain links to GameObjects that will be spawned when the ability effect hits. |
| Prefab Spawn Location | An enumeration of options that define where the visual effects for this ability effect should spawn. |
| Prefab Destroy Delay | The amount of time, in seconds, that visual effect prefabs should persists past the end of the ability effect before being destroyed. |
| Destroy On End Cast | If true, the visual effect prefabs will be destroyed when casting ends, regardless of prefab lifetime. |
| Tick Rate | The number of seconds that should pass between ticks. |
| Cast Zero Tick | If true, a tick will happen immedialy at the start of the ability effect. |
| Tick Ability Effect Names | A list of ability effects to cast on each tick. |
| On Tick Audio Profile Names | a list of Audio Profiles containing audio clips which will be played on each tick. |
| Random Tick Audio Profiles | If true, a random Audio Profile from the On Tick Audio Profile Names list will be played, instead of all of them. |
| Complete Ability Effect Names | A list of ability effects to cast when the duration of the current ability effect is complete. |
In addition to all the properties of its parent class, Length Effect, fixed length effects have the following additional properties.
| Name | Description |
|---|---|
| Default Prefab Lifetime | The length of time, in seconds, that any visual effect prefab should last before being destroyed. |
In addition to all the properties of its parent class, Instant Effect, amount effects have the following additional properties.
| Name | Description |
|---|---|
| Allow Critical Strike | If true, the amount of the effect can be increased to a critical amount, determined by the casters critical strike chance. |
| Resource Amounts | A list of resources to affect, and the amounts of the effects. |
| Ignore Accuracy | If true, the effect will always hit, regardless of current accuracy. |
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 effect will automatically choose the caster as the target. |
| Unit Type Restrictions | A list of valid Unit Types the ability effect can be cast on. |
| Use Melee Range | If true, the ability effect 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 effect will have a maximum range of this value. |
| Line Of Sight Source Location | When calculating line of sight, the following origin location will be used. |
| Target Range Source Location | When calculating the range to the target for the purpose of determining maximum range, the following source location will be used. |
- Add an ability effect to an Ability.
- Add an ability effect to another ability effect to chain them together.