RPG-System: All-In-One | Documentation
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  1. Skill System
  2. Skills

Skill Database Parameters

PreviousModifying Skill UpgradesNextCustom Skill Logic

Last updated 2 years ago

  • AddRangedAttackDistance - If true the attack range of the player will get added to the skill attack range

  • AddAttackRangeToTrace - Add Characters AttackRange to the Skill Trace

  • AfterAttackDelay - All skills are temporarily grayed out after execution, blocking their use

  • AfterAttackWalkDelay - Will get set after the execution of the skill, during that time the player can’t move

  • Attach - Attach the Skill Actor to the Owner

  • Fixed Damage- If set to true, the ATK/MATK of the player will not be added automatically to the damage calculation. This is useful for creating custom damage formulas per skill.

  • BoxTraceSettings

    • Distance

    • Length

    • Width

    • MinAngle

  • Buff

  • BuffStatusEffectID - The Status Effect which gets applied if the skill is a Buff

  • Can Crit

  • CanWalkWhileCast

  • CancelCastOnWalk

  • Cast

  • CastAnimPlayRateToASPD - Adjust the play rate of the animation based on the attack speed

  • CastTime

  • Cooldown

  • Critical Chance Bonus

  • Critical Damage Bonus

  • Damage - Base Damage

  • Damage Percent - Bonus damage in percent that will get added

  • Damage Type - Physical, Magical

  • DamageBoostPerHitCount - Increases the Damage by percent for each stack

  • Description - Description of the Item for the Tooltip

  • DivideDamageBoostPerHitCount - Reduce the Damage by percent for each stack

  • Element - Element of the Damage

  • EventInput

  • ExecuteAnimPlayRateToASPD - Adjust the play rate of the execution animation based on the attack speed

  • HasAttackBonus - If true, all attack bonuses of the player will get triggered on enemies

  • HideCastingBar - Hides the casting bar which displays the progress of the casting

  • Icon - Texture for the skill tree and hotbar

  • ImpulseRate - Ragdoll impulse rate

  • InstantExecute - Execute the Skill without needing to confirm it with the 'ExecuteSkill' function

  • InterruptCastWhenHit - Canceling casting if getting attacked

  • MaxAoeEnemyCount - The maximum number of enemies that can be hit simultaneously by AoE attacks.

  • MaxDistance - Maximum distance between the Character and Target/Skill Location. If Projectile, it's the max fly distance

  • MaxLevel - Maximum level of the skill

  • Multi-Hit Count - Amount of Hits

  • Multi-Hit Delay - Delay between hits

  • OnExecuteEvent - You can call events of your needs after this skill was executed

  • OnSelf - Spawn the Skill on Character's Location

  • OverheatCount

  • 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 has passed, 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.

  • Passive

  • PassiveBonus

    • AttackBonus

    • ElementBonus

    • StatBonus

  • Projectile

  • Projectile Life Time

  • Projectile Speed

  • RequiresTarget - You need an target to execute the skill

  • RequiredItemConsume - The required item that is needed to be in the inventory to use the skill, it will get consumed

  • RequiredItemType - The required item Type that is needed to be equipped to be able to use this skill

  • SelectLocation - Select a skill spawn location with your mouse/Camera view(MaxDistance). Otherwise it will spawn at the Players location

  • SkillModuleClass - The skill module class which should get used

  • SplitCastCooldownASPD - Only if 'UseCooldownASPD' is true. Splits the cooldown to Casting and Cooldown (50/50). Important for basic attacks. NOTE: Adjust 'Blend Out Trigger Time' of your Animation for a high Attack Speed!

  • SPConsume - Amount of SP needed to cast this skill

  • SingleTarget - It needs a target and it will only attack it without AoE

  • StatusEffectOnTarget - StatusEffect ID that get applied on the enemy

  • Skill Type

    • Default

    • Hold And Release

    • Toggle

  • StopMovementOnExecution

  • TraceType (Sphere, Box)

    • Distance

    • MaxAngle (The maximum angle difference to the skill to land a hit)

    • MinAngle (The minimum angle difference to the skill to land a hit)

    • Radius

  • UseCooldownASPD - Cooldown will get set based on the player's attack speed. You can still use 'Cooldown' for a fixed (minimum) Cooldown time

  • UseSkillModule - If you want to use custom skill modules this needs to be set to true

BasicAttack - Needs to be set to true if this skill is used as a basic attack

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