Effects

Effects can be seen as actions.

They are mostly triggered by abilities but not only on abilities.

Items, Interactable Objects and more can also trigger effects.


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.


Effect Types

Info

The effect type defines its role or action.

Instant Damage & Damage over time

Field Name

Function

Main Damage Type

The base damage type of this effect:

  • None

  • Physical

  • Magical

Damage

The base amount of damage.

Altered Vitality Stat

Which Stat will be affected by this effect

Hit Type

  • The hit type of this effect:

    • Flat

    • Percent Of Max

    • Percent Of Current

Flat Calculation

If on, the base Damage amount will be dealt without any other calculation.

Weapon Power

The percentage of the weapon's damage that will be added to the total damage.

Weapon 1

Take percentage (set in "Weapon Power") of the Mainhand weapon's damage that will be added to the total damage - Field opens if "Weapon Power" value is above 0.

Weapon 2

Take percentage (set in "Weapon Power") of the Offhand weapons's damage that will be added to the total damage - Field opens if "Weapon Power" value is above 0.

Custom Damage Type

The custom damage type of the effect, applied on top of the main one. This can be created by you in the editor, under Types > Damage Types, for things such as Fire Damage, Crush Damage, Lightning Damage and so on. Names and Types are up to you.

Skill Damage

The modifier that will be applied to the skill level, the total will be added to the damage dealt.

Skill

The skill that will be affected by the skill modifier.

Lifesteal

The percentage of the damage dealt that will be gained back as health.

Max Health

The percentage caster's of max health to add as damage.

Missing Health

The percentage of extra damage dealt per percentage of missing health.

Effect Required

The effect required to deal extra damage.

Effect Damage Modifier

The percentage of extra damage dealt if the required effect is active on the target.

Stat Damage

The stat required that will be added as damage.

Stat Damage Modifier

The percentage of this stat value that will be added as damage.

Instant Heal & Heal over time

Field Name

Function

Healing

The base healing amount.

Weapon Power

The percentage of the weapon damage that will be added to the initial effect healing.

Weapon 1

Take percentage (set in "Weapon Power") of the Mainhand weapon's damage that will be added to the total healing - Field opens if "Weapon Power" value is above 0.

Weapon 2

Take percentage (set in "Weapon Power") of the Offhand weapons's damage that will be added to the total healing - Field opens if "Weapon Power" value is above 0.

Altered Vitality Stat

Which Stat will be affected by this effect.

Hit Type

  • The hit type of this effect:

    • Flat

    • Percent Of Max

    • Percent Of Current

Flat Calculation

If on, the base Healing amount will be applied without any other calculation.

Heal Type

The custom healing type of the effect. This can be created by you in the editor, under Types > Healing Types, for things such as Holy Healing, Nature Healing, Water Healing and so on. Names and Types are up to you.

Skill Bonus

The modifier that will be applied to the skill level, the total will be added to the healing done.

Skill

The skill that will be affected by the skill modifier.

Effect Required

The effect required to deal extra healing.

Effect Damage Modifier

The percentage of extra healing done if the required effect is active on the target.

Stat Bonus

The stat required that will be added as healing.

Damage Modifier

The percentage of this stat value that will be added as healing.

Stat

Field Name

Function

Stat

The Stat to alter.

Value

The value to alter the stat by.

Stun

Field Name

Function

Stun

The target is unable to move & attack.

Sleep

Not implemented yet.

Immune

Field Name

Function

Immune

The target is not taking any damage.

Shapeshifting

Field Name

Function

Model

The prefab for the shapeshifting model. No components required on it.

Model Position

The position of the model in the character prefab.

Model Scale

The scale of the model in the character prefab.

Animator Controller Rest

The animator used while the shapeshifting effect is active and you are not in combat.

Animator Controller Combat

The animator used while the shapeshifting effect is active and you are in combat.

Avatar

The Avatar used during the shapeshifting effect.

Animator Root Motion

Should animator use root motion?

Animator Update Mode

  • Modes:

    • Normal

    • AnimatedPhysics

    • UnscaledTime

Animator Culling Mode

  • Modes:

    • AlwaysAnimate

    • CullUpdateTransforms

    • BasedOnRenderers

    • CullCompletely

Can Camera Aim?

Can the toggle camera aim key be used during this shapeshifting effect?

Override Main Action bar?

Should the main action bar be overridden during the shapeshifting effect? If turned on, it will let you define the list of abilities that will become available when the shapeshifting is active.

Add Effects

The list of effects applied on the caster while the shapeshifting is active.

Add Stats

The list of stat bonuses applied on the caster while the shapeshifting is active.

Dispel

Field Name

Function

Dispel Type

  • Effect Type: The effects with matching types will be dispelled.

  • Effect Tag: The effects with matching tags will be dispelled.

  • Effect: The specified effect will be dispelled.

Effect Tags

Effect Tags are created in the editor under Types > Effect Tags

Teleport

Field Name

Function

Type

  • Game Scene: Teleport to a specific Game Scene.

  • Position: Teleport to a specific location within the current game scene.

  • Target: Teleport to the current target.

  • Directional: Teleport into a specified direction.

Game Scene

The game scene to teleport to.

Location

The coordinates to teleport to.

Directional

Direction Type:

  • Forward

  • Backward

  • Left

  • Right

  • Diagonal Top Left

  • Diagonal Top Right

  • Diagonal Backward Left

  • Diagonal Backward Right

Distance:

  • The maximum distance of the teleport.

Block Layers:

  • The layers that will stop the teleport.

Taunt

Not implemented yet.

Root

Not implemented yet.

Silence

Not implemented yet.

Pet

Field Name

Function

NPC

The (NPC) Prefab to spawn as a pet.

Spawn Count

How many pets should be spawn at once?

Duration

If above 0, the pet will be killed after the duration.

Character Scaling

If on, the pet will scale with the owner once spawned. Its level will be the same as its owner.

Pet Effect

Pet Effects are used to summon a NPC to fight by your side. Upon summoning the Pet a summon command window will appear, in here you can give it different commands

Defend: The pet will attack any enemy that is engaged in combat with you.

Agressive: The pet will attack any NPC that is part of a faction that is considered an Enemy by the player (if NPC has red name, pet will attack it)

Stay: The pet stays put on its current location.

Follow: The pet will follow the player.

Attack: Attacks the current selected npc.

Reset: Pet ceases all actions and returns to player's side.

Roll Loot Table

Field Name

Function

Loot Table

The loot table to trigger.

Knockback

Field Name

Function

Knockback Distance

The distance at which units hit will be pushed away, relative from the attacker's position.

Motion

Motion

Motion effects will move the player into a predefined direction. This effect is most commonly used to create something like a dodge with an i-frame

Field Name

Function

Distance

The distance of the motion.

Speed

The speed of the motion.

Direction

A vector 3 representing the direction of the motion.

  • Positive X = Right

  • Negative X = Left

  • Positive Y = Up

  • Negative Y = Down

  • Positive Z = Forward

  • Negative Z = Backward

Immunity

Is the character immune during the motion?

Ignore use conditions?

If on, the motion will be possible to trigger even if the normal conditions do not match.

Blocking

Field Name

Function

Block Angle

The angle, in degrees, that will determine a valid block

Charge time?

Should there be a charge time before the block being active?

Charge duration

The duration needed for the block to be active.

Duration Type

  • Time

  • Hold Key

Limited Duration?

If on, the blocking will automatically stop after the duration.

Block duration

The duration of the block.

Power Decay?

If on, the current power of the block will go down over time.

Decay Speed

The speed at which the block power is going down each fixed frame.

End Type

  • Hit Count

  • Max Damage Blocked

  • Stat

Block Count

How many times can it block until it stops.

Max Damage Blocked

The maximum amount of damage that can be blocked until it automatically stops.

Stat

The stat that determine if the block remains active or not.

Stat Drain

Should the stat go down over time?

Drain Amount

The amount of the stat drained.

Drain Interval

The interval between each stat drain.

Block Flat Amount

The flat amount that can be blocked.

Block Percent Amount

The percentage of damage received that will be blocked.

Block Knockback?

If on, knockback will not affect the character while blocking.

Block Any Damage?

If on, any damage source will be possible to block.

Block Physical Damage?

If on, physical damage can be blocked.

Block Magical Damage?

If on, magical damage can be blocked.

Custom Damage Type

You can also select specific damage type that you created to be possible to block or not.

Block Actions

Actions that can be triggered upon a successful block.

On Block Actions

Trigger a Game Action upon blocking.

Game Actions

Learn more about Game Action Templates here

Mount

Field Name

Function

Mount

The prefab for the mount model. No components required on it.

Mount Position

The position of the model in the prefab.

Mount Scale

The scale of the model in the prefab.

Animator Controller

The animator used while the mount is summoned.

Avatar

The Avatar used during the mount effect.

Parent Armature

Parent rider to mount armature.

Mount Bone Name

Bone name from the mount, where rider will be parented to.

Position

Rider position on the mount.

Rotation

Rider rotation on the mount.

Mounted Animation Parameter

Animation to play on the rider while mounted.

Can Camera Aim?

Can the toggle camera aim key be used during this mount effect?

Prevent Action Abilities?

If checked, the rider will be unable to use abilities while mounted

Add Effects

The list of effects applied on the caster while the mount effect is active.

Add Stats

The list of stat bonuses applied on the caster while the mount effect is active.

Flying

Let's Fly!

No parameters needed, if this effect is applied on the character the gravity will not be active and the controls will allow going up and down using the camera and the space bar.

Stealth

Let's Hide!

While stealth, the enemies will not aggro the character. You also have the option to activate a special stealth action bar, allowing you to slot abilities that will be visible whenever you are stealth again. And you also have the option to add effects that will be active when you are in stealth

GameAction

Game Actions

This Effect Type means it will trigger any Game Action you add. You can add one manually in the effect by clicking "Add Game Action" or select "Use Template" which will let you select any of your created Game Action Templates.

Learn more about Game Action Templates here


State Settings

Field Name

Function

Persistent?

Should this effect stay on the unit between sessions?

Endless?

Is this effect not ending after a duration?

Duration

How long the effect lasts

Show in UI

Should this effect be visible in the UI while active?

Buff?

Is this effect a buff on self?

Player can remove?

Can the player remove this effect?

Stacking:

  • Multiple: Can this effect be active multiple times on the same target?

  • Mixed Casters: Can effects stack together even if they are not from the same caster?

  • Max Stack: How many times maximum can this effect stack on one target?

  • Pulses Count: How many times will this effect pulse? Each pulse will trigger the effect again

Conditions

Field Name

Function

Is State?

Is this effect a state that stays on the target for a certain duration?

Is Buff?

Is this a buff on self?

Duration

The total duration of the effect.


Stacking

Field Name

Function

Multiple?

Can multiple similar effects be on the same target without being stacked?

Mixed Casters?

Can multiple caster have the same effect on one target?

Max Stack

How many times maximum can this effect stack on one target?

Pulses Count

How many times is this effect is pulsing?


Visual Effects, Animations & Sounds

Make those effects stand out!

Learn more about Visual Effects, Animations & Sounds here