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 NameFunction
IDThe ID of this asset data element. Automatically generated.
NameName of the asset data in the project and editor.
Display NameThe name that will be displayed to the player.
File NameThe name of the file in the project. Automatically generated.

Effect Types

The effect type defines its role or action.

Instant Damage & Damage over time

Field NameFunction
Main Damage Type

The base damage type of this effect:

  • None
  • Physical
  • Magical
DamageThe base amount of damage.
Altered Vitality StatWhich Stat will be affected by this effect
Hit Type
  • The hit type of this effect:
    • Flat
    • Percent Of Max
    • Percent Of Current
Flat CalculationIf on, the base Damage amount will be dealt without any other calculation.
Weapon PowerThe percentage of the weapon's damage that will be added to the total damage.
Weapon 1Take 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 2Take 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 TypeThe 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 DamageThe modifier that will be applied to the skill level, the total will be added to the damage dealt.
SkillThe skill that will be affected by the skill modifier.
LifestealThe percentage of the damage dealt that will be gained back as health.
Max HealthThe percentage caster's of max health to add as damage.
Missing HealthThe percentage of extra damage dealt per percentage of missing health.
Effect RequiredThe effect required to deal extra damage.
Effect Damage ModifierThe percentage of extra damage dealt if the required effect is active on the target.
Stat DamageThe stat required that will be added as damage.
Stat Damage ModifierThe percentage of this stat value that will be added as damage.

Instant Heal & Heal over time

Field NameFunction
HealingThe base healing amount.
Weapon PowerThe percentage of the weapon damage that will be added to the initial effect healing.
Weapon 1Take 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 2Take 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 StatWhich Stat will be affected by this effect.
Hit Type
  • The hit type of this effect:
    • Flat
    • Percent Of Max
    • Percent Of Current
Flat CalculationIf on, the base Healing amount will be applied without any other calculation.
Heal TypeThe 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 BonusThe modifier that will be applied to the skill level, the total will be added to the healing done.
SkillThe skill that will be affected by the skill modifier.
Effect RequiredThe effect required to deal extra healing.
Effect Damage ModifierThe percentage of extra healing done if the required effect is active on the target.
Stat BonusThe stat required that will be added as healing.
Damage ModifierThe percentage of this stat value that will be added as healing.

Stat

Field NameFunction
StatThe Stat to alter.
ValueThe value to alter the stat by.

Stun

Field NameFunction
StunThe target is unable to move & attack.

Not implemented yet.

Immune

Field NameFunction
ImmuneThe target is not taking any damage.

Shapeshifting

Field NameFunction
ModelThe prefab for the shapeshifting model. No components required on it.
Model PositionThe position of the model in the character prefab.
Model ScaleThe scale of the model in the character prefab.
Animator Controller RestThe animator used while the shapeshifting effect is active and you are not in combat.
Animator Controller CombatThe animator used while the shapeshifting effect is active and you are in combat.
AvatarThe Avatar used during the shapeshifting effect.
Animator Root MotionShould 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 EffectsThe list of effects applied on the caster while the shapeshifting is active.
Add StatsThe list of stat bonuses applied on the caster while the shapeshifting is active.

Dispel

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

Teleport

Field NameFunction
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 SceneThe game scene to teleport to.
LocationThe 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.

Not implemented yet.

Not implemented yet.

Not implemented yet.

Pet

Field NameFunction
NPCThe (NPC) Prefab to spawn as a pet.
Spawn CountHow many pets should be spawn at once?
DurationIf above 0, the pet will be killed after the duration.
Character ScalingIf on, the pet will scale with the owner once spawned. Its level will be the same as its owner.

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 NameFunction
Loot TableThe loot table to trigger.

Knockback

Field NameFunction
Knockback DistanceThe distance at which units hit will be pushed away, relative from the attacker's position.

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 NameFunction
DistanceThe distance of the motion.
SpeedThe 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
ImmunityIs 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 NameFunction
Block AngleThe angle, in degrees, that will determine a valid block
Charge time?Should there be a charge time before the block being active?
Charge durationThe 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 durationThe duration of the block.
Power Decay?If on, the current power of the block will go down over time.
Decay SpeedThe speed at which the block power is going down each fixed frame.
End Type
  • Hit Count
  • Max Damage Blocked
  • Stat
Block CountHow many times can it block until it stops.
Max Damage BlockedThe maximum amount of damage that can be blocked until it automatically stops.
StatThe stat that determine if the block remains active or not.
Stat DrainShould the stat go down over time?
Drain AmountThe amount of the stat drained.
Drain IntervalThe interval between each stat drain.
Block Flat AmountThe flat amount that can be blocked.
Block Percent AmountThe 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 TypeYou can also select specific damage type that you created to be possible to block or not.
Block ActionsActions that can be triggered upon a successful block.
On Block ActionsTrigger a Game Action upon blocking.

Learn more about Game Action Templates here

Mount

Field NameFunction
MountThe prefab for the mount model. No components required on it.
Mount PositionThe position of the model in the prefab.
Mount ScaleThe scale of the model in the prefab.
Animator ControllerThe animator used while the mount is summoned.
AvatarThe Avatar used during the mount effect.
Parent ArmatureParent rider to mount armature.
Mount Bone NameBone name from the mount, where rider will be parented to.
PositionRider position on the mount.
RotationRider rotation on the mount.
Mounted Animation ParameterAnimation 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 EffectsThe list of effects applied on the caster while the mount effect is active.
Add StatsThe list of stat bonuses applied on the caster while the mount effect is active.

Flying

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

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

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 NameFunction
Persistent?Should this effect stay on the unit between sessions?
Endless?Is this effect not ending after a duration?
DurationHow long the effect lasts
Show in UIShould 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 NameFunction
Is State?Is this effect a state that stays on the target for a certain duration?
Is Buff?Is this a buff on self?
DurationThe total duration of the effect.

Stacking

Field NameFunction
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 StackHow many times maximum can this effect stack on one target?
Pulses CountHow many times is this effect is pulsing?

Visual Effects, Animations & Sounds

Learn more about Visual Effects, Animations & Sounds here

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