# Skills

Fully customizable Skill System to create all kinds of Offensive, Passive, or Buff skills you can imagine. With Modules, you can create your own unique skills without limits.

You don’t need any Blueprint experience to create some skills, just use all of the 50+ parameters.

## Key Concepts

#### Cast time

Cast Time is the time it takes to perform a Skill. This is indicated by an Optional Progress bar that appears on the screen, which fills green over time.

The Casting Time can be reduced/increased by the Casttime **StatBonus** and by default, **Dexterity** and **Intelligence** is reducing it too.

* **CanWalkWhileCast** - Allowing the character to move while casting
* **CancelCastOnWalk** - Canceling casting if the character starts moving
* **CancelCastOnAttack** - Canceling casting if the character is receiving damage

#### Cooldown

While on cooldown, the skill can’t be used.

#### After Attack Delay

All skills are temporarily grayed out after execution, blocking their use.

#### After Attack Walk Delay

Disable the ability to move for a certain amount of time.

#### Overheat

The Overheat feature allows you to use skills multiple times based on the OverheatCount parameter, with each usage having its own cooldown (**OverheatResetCooldown**). Overheat counts can be replenished over time (**OverheatResetDelay**) either all at once or one at a time (**OverheatResetOrder**). If all overheat counts are used, the regular cooldown is applied and the count is reset to the maximum (**OverheatCount**).

* **OverheatCount** - The number of times this skill can be used with Overheat
* **OverheatResetCooldown** - The separate cooldown that will get used if more counts are available)
* **OverheatResetDelay** - The time to regenerate a new count while the skill wasn't used)
* **OverheatResetOrder** - If the OverheatResetDelay lapsed, the available overheat count is reset to the maximum number. If this value is set to true, only one count is added per reset instead of resetting to the maximum.

#### **Basic Attack**

Basic attacks are using Skills depending on the Damage- and AttackType or by the SkillIDOverride Parameter of the currently equipped Weapon.

\
**Default Skill-IDs for Basic Attack**

| Skill ID           | Attack Type                                  | Damage Type                                     |
| ------------------ | -------------------------------------------- | ----------------------------------------------- |
| **Physical**       | <mark style="color:orange;">**Melee**</mark> | <mark style="color:red;">**Physical**</mark>    |
| **Magical**        | <mark style="color:orange;">**Melee**</mark> | <mark style="color:purple;">**Magical**</mark>  |
| **PhysicalRange**  | <mark style="color:green;">**Range**</mark>  | <mark style="color:red;">**Physical**</mark>    |
| **MagicalRange**   | <mark style="color:green;">**Range**</mark>  | <mark style="color:purple;">**Magical**</mark>  |

All default Skill-IDs can be changed in [SetBasicAttackInfo](skill-functions/setbasicattackinfo)

#### Modules

The [Skill Module](skill-module) basically handles the whole logic of the skill, what it should do and how it should work. You can program your own unique skills with a lot of helpful Functions.&#x20;

{% embed url="https://www.youtube.com/watch?v=0KErmwoBHBc" %}
