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 |
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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
The effect type defines its role or action.
Instant Damage & Damage over time
Field Name | Function |
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Main Damage Type | The base damage type of this effect:
|
Damage | The base amount of damage. |
Altered Vitality Stat | Which Stat will be affected by this effect |
Hit Type |
|
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 |
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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 |
|
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 |
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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. |
Not implemented yet.
Immune
Field Name | Function |
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Immune | The target is not taking any damage. |
Shapeshifting
Field Name | Function |
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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 |
|
Animator Culling Mode |
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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 |
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Dispel Type |
|
Effect Tags are created in the editor under Types > Effect Tags
Teleport
Field Name | Function |
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Type |
|
Game Scene | The game scene to teleport to. |
Location | The coordinates to teleport to. |
Directional | Direction Type:
Distance:
Block Layers:
|
Not implemented yet.
Not implemented yet.
Not implemented yet.
Pet
Field Name | Function |
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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 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 |
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Loot Table | The loot table to trigger. |
Knockback
Field Name | Function |
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Knockback Distance | The 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 Name | Function |
---|---|
Distance | The distance of the motion. |
Speed | The speed of the motion. |
Direction | A vector 3 representing the direction of the motion.
|
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 |
|
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 |
|
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. |
Learn more about Game Action Templates here
Mount
Field Name | Function |
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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
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 Name | Function |
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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: |
|
Conditions
Field Name | Function |
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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
Learn more about Visual Effects, Animations & Sounds here