Abilities
Abilities can have as many ranks as you want, and each rank has its very own values and settings.
They can be learned and ranked up/down from the talent trees.
Abilities are mainly used by the character and the NPCs, but they can also be triggered by items, interactive nodes and more.
Generic Fields
| Field Name | Function |
|---|---|
| ID | The ID of this asset data element. Automatically generated. |
| Name | Name of the asset data in the project and editor. |
| Display Name | The name that will be displayed to the player. |
| File Name | The name of the file in the project. Automatically generated. |
Base Ability Fields
| Field Name | Function |
|---|---|
| Known | Is this ability automatically known upon character creation? |
| Ability Type |
|
Ability Rank Data
Talent Tree Settings:
| Field Name | Function |
|---|---|
| Unlock Cost | The cost in tree point to unlock this rank inside a talent tree. |
Use Requirements:
| Field Name | Function |
|---|---|
| Use Template? | Allows a requirement template to be used. |
| Add Requirement Group | Add your own requirement group without use of a template. |
Learn more about Requirements here
Activation Settings:
| Field Name | Function |
|---|---|
| Activation Type |
|
| Cast Time | If above 0, the ability will need to be incanted for the duration. |
| Cast Bar Visible? | Should the cast bar be visible while casting? |
| Move and cast? | Can the ability be incanted while moving? |
| Move and channel? | Can the ability be channelled while moving? |
| Animation Triggered? | Should this ability be triggered with an animation event? Write TriggerEffect in the Event Function field |
| Combo After Cast? | If this ability is part of a combo, should it only trigger at the end of the cast? |
| Stunned and use? | Can the ability be used while being stunned? |
| Cancel Stealth? | Does using this ability cancel stealth? |
| Can use while mounted | Can the ability be used while mounted? |
| Channel Time | If above 0 the ability will be channeled for the duration. |
| Stand Time | If above 0, the caster will be rooted in place for this duration. |
| Mob rotate in stand time? | Should the caster NPC keep facing his target while stand time is active? |
| Slow Amount | The modifier for the current movement speed from 0 to 1. |
| Slow Duration | How long should the movement speed be reduced by the slow amount? |
| Slow Rate | How quickly is the movement speed being reduced to reach the slow amount target? Slow rate is reducing the current modifier each fixed frame. |
| Top Down: Face Cursor? | Should the character face the cursor during the cast? (TOP DOWN ONLY) |
| Top Down: Face Cursor On Start? | Should the character face the cursor when the cast starts? (TOP DOWN ONLY) |
| Top Down: Face Cursor On End? | Should the character face the cursor when the cast ends? (TOP DOWN ONLY) |
| AI Setting: Attack state duration | How long will the AI be in its attack state for? |
Ability Types
The ability types defines the shape or type of the ability, this is also where you decide which unit type can be hit.
If you turn on Toggle for an ability, it will be turned on when used once and turned off when used again. While an ability is on, it will be triggered every X seconds that you can define in the Toggle Interval field. If Cost Pulse is on, the cost of the ability will be required and used for every pulse.
Self
| Field Name | Function |
|---|---|
| Self | Self abilities will simply be executed on the caster directly. |
Cone
| Field Name | Function |
|---|---|
| Range | How far from the caster should the cone hit? In meters. |
| Angle | The angle of the cone. In degrees |
| Hit Count | How many times this cone should be hitting ? |
| Hit Interval | The delay between hits. |
| Max Hits | The maximum amount of units that can be hit by this ability at once. |
AoE
| Field Name | Function |
|---|---|
| Radius | The radius of the ability, in meters, around the caster. |
| Hits | How many times this AoE should be hitting ? |
| Hit Interval | The delay between hits. |
| Max Hits | The maximum amount of units that can be hit by this ability at once. |
Linear
| Field Name | Function |
|---|---|
| Width | How wide from the caster the hit area should be? |
| Length | How far away from the caster should the hit area go? |
| Height | How far should the hit area go below and above the caster position? |
| Hits | How many times this cone should be hitting ? |
| Hit Interval | The delay between hits. |
| Max Hits | The maximum amount of units that can be hit by this ability at once. |
Projectile
| Field Name | Function |
|---|---|
| Projectile Prefab | The prefab containing the visual of your projectile. No component needed, make sure to always remove any third party script so that it does not interfere with RPG Builder. |
| Use Socket? | Should the projectile be spawned at a Node Socket? |
| Projectile Position Offset | The position at which the projectile will be spawned at, relative to its caster. |
| Attach to caster? | Should the projectile be attached to the caster? |
| Hit Prefab | The prefab spawned to represent the visual hit of the projectile. |
| Hit Use Socket? | Should the hit be spawned on a node sockets from the target? |
| Hit Position Offset | The position at which the hit prefab will be spawned at, relative to its target. |
| Attach to Node? | Should the hit prefab be attached to its target? |
| Hit Effect Duration | The duration of the hit prefab. |
| Sound Template | An audio clip played with the projectile. |
| Attach Sound To Projectile? | Should the audio clip be attached to the projectile? |
| Blink Collision system? | If this is on, the projectile will use our own collision system. It is much more performant and stable with fast moving projectiles, but it only works good on smaller ones. For big projectiles, turn this off. |
| Collider Type | The type of collider for this projectile.
|
| Collider Radius | How big the collider is. |
| Collider Height | How high the collider is. |
| Collider Center | The position offset of the collider |
| Speed | How fast does the projectile move? |
| Distance | If above 0, the projectile will get destroyed after reaching this distance in meters from its origin. |
| Distance to use (AI) | How far away must the NPC be to be able to cast this ability? |
| Angle Spread | The total angle at which the projectiles will be spread. Angle spread is divided by the maximum amounts of projectiles to determine the initial direction and the other ones. |
| Count | How many projectiles should be fired? |
| Delay | The delay between each projectile. |
| Duration | How long will the projectile stay in the scene. |
| Come Back To Caster? | If on, the projectile will come back to the caster after a certain time defined in the fields below. |
| Come Back Time | The time in seconds until it comes back. |
| Come Back Speed | The speed at which the projectile comes back. |
| Chain Effect | If on, the projectile will chain through nearby units after the initial hit. |
| Chain Distance Max | How far away can potential targets be from the previous hit. |
| Chain Hit Max | How many times maximum can this projectile chain to other units. |
| Gravity | Should the projectile be affected by gravity or not? |
| Destroyed by Environment | Is this projectile destroyed when hitting the environment? |
| Destroyed By Layers | What layers can destroy this projectile on collision |
| Shoot At Click Pos? | Is the projectile shot at the initial click position? (TOP DOWN ONLY) |
| Max Hits | The maximum amount of units that can be hit by this ability at once. |
Ground
| Field Name | Function |
|---|---|
| Ground Effect Prefab | The effect representing the ability. Required to run the hit detection, but no components are needed on it. Just attach the prefab of your choice here. |
| Ground Position Offset | The position offset for the prefab relative to its spawn point. |
| Ground Effect Duration | How long will the ground effect prefab stay in the scene. |
| Radius | The radius of the ability, in meters, around the origin. |
| Range | The maximum range at which the ground ability can be casted from the character |
| Delay | How long before the ground ability triggers once the ground target has been picked? |
| Hits | How many times does this ability hit |
| Hit Interval | The delay between hits. |
| Max Hits | The maximum amount of units that can be hit by this ability at once. |
Ground Leap
| Field Name | Function |
|---|---|
| Stop Leap Layers | Which layer can stop the leap if collided with |
| Radius | The radius of the ability, in meters, around the origin. |
| Range | The maximum range at which the ground ability can be casted from the character |
| Delay | How long before the ground ability triggers once the ground target has been picked? |
| Hits | How many times does this ability hit |
| Hit Interval | The delay between hits. |
| Leap Duration | The duration to reach the ground target. |
| Leap Height | How high should the character go? |
| Leap Speed | The speed of the leap. |
| Leap Ability | The ability to be used with the leap. |
| Activation Type |
|
| Max Hits | The maximum amount of units that can be hit by this ability at once. |
Target Instant
| Field Name | Function |
|---|---|
| Hit Prefab | The prefab to represent the hit on the target. |
| Hit use socket? | Should the hit prefab be spawned at a node socket on the target? |
| Hit position effect | The position offset of the hit prefab relative to its spawn position. |
| Attach to node? | Should the hit prefab be attached to its target? |
| Hit Effect Duration | The duration of the hit prefab. |
| Must Face Target | Should the caster face the target? |
| Min Range | The minimum range from the target to be able to use this ability. |
| Max Range | The maximum range from the target to be able to use this ability. |
Target Projectile
| Field Name | Function |
|---|---|
| Projectile Prefab | The prefab to represent the projectile. |
| Use socket? | Should the projectile prefab be spawned at a node socket on the caster? |
| Projectile position effect | The position offset of the projectile prefab relative to its spawn position. |
| Attach to caster? | Should the projectile prefab be attached to its caster? |
| Hit Prefab | The prefab spawned to represent the visual hit of the projectile. |
| Hit Use Socket? | Should the hit be spawned on one of the node sockets from the target? |
| Hit Position Offset | The position at which the hit prefab will be spawned at, relative to its target. |
| Attach to Node? | Should the hit prefab be attached to its target? |
| Hit Effect Duration | The duration of the hit prefab. |
| Sound Template | An audio clip played with the projectile. |
| Attach Sound to Projectile | Should the audio clip be attached to the projectile? |
| Use Target Socket? | This field defines which socket the projectile will be guided towards, like a homing missle. |
| Collider Type | The type of collider for this projectile.
|
| Collider Radius | How big the collider is. |
| Collider Height | How high the collider is. |
| Collider Center | The position offset of the collider |
| Must Face Target | Should the caster face the target? |
| Min Range | The minimum range from the target to be able to use this ability. |
| Max Range | The maximum range from the target to be able to use this ability. |
| Speed | The speed at which the projectile moves. |
| Count | The amount of projectiles to fire. |
| Delay | The delay between each projectile. |
| Gravity? | Is the projectile be affected by gravity? |
| Destroyed by Environment | Is this projectile destroyed when hitting the environment? |
Hit Settings
| Field Name | Function |
|---|---|
| Can Hit Player? | If on, the player can be hit by this ability. |
| Can Hit Self? | If on, the caster can hit himself. |
| Can Hit Ally? | If on, the allied units can be hit by this ability. |
| Can Hit Neutral? | If on, the neutral units can be hit by this ability. |
| Can Hit Enemy? | If on, the enemy units can be hit by this ability. |
| Can Hit Owned Pets? | If on, the caster can hit his own pet with this ability. |
| Can Hit Owner? | If on, the pet can hit his owner with this ability. |
NPC Settings:
| Field Name | Function |
|---|---|
| Is used on allies? | Can NPC use this ability on its allies? |
| Look at target during cast? | Should NPC look at its target during cast? This will rotate the NPC smoothly to follow its target position. |
| Snap to target on use? | If on, the NPC will snap its rotation to face the player on every use of the ability. |
Cooldown Settings:
| Field Name | Function |
|---|---|
| Cooldown | The duration of the cooldown for this ability. |
| Start GCD? | Should this ability start the Global Cooldown? |
| Can use while GCD? | Can this ability be used during the Global Cooldown? |
| Start on activate | Is the cooldown triggered immediately upon activation? If left unchecked the cooldown will start upon completion of the cast. |
| Shared cooldown? | Tags allow you to share cooldowns with other abilities. For example 2 powerful abilities could have both their cooldown triggered when one is used. |
The shared cooldown tags are created in Types > Ability Cooldown Tags. More info here
Caster Effects Applied:
| Field Name | Function |
|---|---|
| Chance | What is the chance of this effect to be applied on the caster? |
| Effect | The effect to apply. |
| Effect Rank | The rank of the effect to apply. |
| Applied On | Should the effect be applied on caster or the target? |
| Spread to nearby units? | Is this effect spreading to nearby units when applied to the initial target? |
| Max Unit | Maximum amount of units to spread it to. |
| Max Spread Distance | Maximum distance at which units can be affected by the spread. |
| Delay | The delay for the effect to be applied. |
Effects Applied:
| Field Name | Function |
|---|---|
| Chance | What is the chance of this effect to be applied when the ability hits a unit? From 0 to 100. |
| Effect | The effect to apply. |
| Effect Rank | The rank of the effect to apply. |
| Applied on | Should the effect be applied on caster or the target? |
| Spread to nearby Units? | Is this effect spreading to nearby units when applied to the initial target? |
| Max Unit | Maximum amount of unit to spread it to. |
| Max Spread Distance | Maximum distance at which units can be affected by the spread. |
| Delay | The delay for the effect to be applied. |
Actions
| Field Name | Settings |
|---|---|
| Required On | What entity should the Requirement Template be required on? Caster or Target? |
| Requirements | Apply Requirement Template here. |
| Triggered On | What entity should the Game Action be triggered on? Target or Caster? |
| Actions | Apply Game Action Template here. |
Tags Settings
| Tag Type | Function |
|---|---|
| On Hit | This ability will trigger On Hit effects from On Hit effects Stats. |
| On Kill | This ability will trigger On Kill effects from On Kill effects Stats. |
| Shapeshifting | If an ability has this tag on, it will be recognized as a shapeshifting ability, and create a shapeshifting slot in the HUD. Attach the shapeshifting Effect in the Effect slot. |
| Stealth | If an ability has this tag, it will be recognized as an ability that stealth you, it is required for the logic. |
Tooltip
Here you can add your own text that will show up in the tooltip when hovering over the ability. More fields are automatically generated on top of the base text, based on the effects under "Effects Applied"
Visual Effects, Animations & Sounds
Learn more about Visual Effects, Animations & Sounds here