Game logic - Skill – Ylands
Jump to navigation
Jump to search
(Initial page) |
Lou Montana (talk | contribs) m (Text replacement - "{{DEFAULTSORT:{{#sub:{{PAGENAME}}|19}}}}" to "{{DEFAULTSORT:{{#sub:{{PAGENAME}}|13}}}}") |
||
(25 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
=Description= | =Description= | ||
*Allows creators to make their own custom skills and actions. | *Allows creators to make their own custom skills and actions | ||
*You can assign a skill to any player role or assign it to player via visual scripting | |||
*If there are skill present in your game, you can see a skill list in your inventory screen and you can change hotbar to skill hotbar by pressing ~ | |||
= Properties = | |||
=== Description === | |||
*A short description of your skill | |||
=== Icon === | |||
*Skill icon that will represent the skill in skill list and hotbar | |||
=== Overrides mode === | |||
*Enable this if you want the skill execution to completely override player motion input and state (e.g., walking, flying) | |||
*If you enable this option, it might be a good idea to add an animation, since no default animation will show | |||
*'''Note:''' This option muset be enabled if you want the "Movement" element to work! | |||
=== Duration === | |||
*Determines how long the skill lasts (will also affect the timeline) | |||
*'''Note:''' If you have elements on the timeline and set the duration to be shorter than the position of those elements, they will be deleted! | |||
=== Cooldown === | |||
*Set cooldown - how long you have to wait until the same skill can be used again | |||
=== Entry condition === | |||
*Set up condition a player must meet to execute the skill | |||
=== Entry cost === | |||
*Resource cost required to enter skill. Set up target resource and how much skill execution costs | |||
=== Interruption === | |||
*Set up what will interupt this skill | |||
=== Is Charged === | |||
*Turns on charge settings, where you can set up individual charge states and their duration | |||
=== Loops in === | |||
*Sets up whether the skill loops and in which state | |||
*None - skill does not loop | |||
*Last charge state - Last charge state loops as long as the button is held | |||
*Skill execution - Skill execution loops as long as the button is held | |||
=== Is Modal === | |||
*Turns on modal settings, where you can set up modal states | |||
*You are able to select modal skills in the skill hotbar to enter a "mode" from which you can execute elements on timeline via default action button.(Default LMB on PC) | |||
= | = Elements = | ||
*This is a list of elements creator can put on the timeline to create their custom skill | |||
=== Marker === | |||
*Serves as a reference point for visual scripting | |||
*Put it anywhere on a timeline to run custom script at specified time | |||
=== Sound === | |||
*Plays chosen sound effect | |||
*Can be instant or looped (switch is located top left, above properties) | |||
=== Full Body Animation === | |||
*Adds a full body animation chosen from the list | |||
*When chosen, animation is automatically set to its default duration | |||
*You can shorten or lengthen the animation | |||
*When shortening, the animation will cut off at the end point | |||
*When lengthening, the character will be stuck in the last animation frame until it ends | |||
*If you lengthen the animation, the part that is longer than its default duration will be highlighted in red | |||
=== Upper Body Animation === | |||
*Same as full body animation, but only affects the upper part of character's body | |||
=== Movement === | |||
*'''Note''': You have to check the '''Override mode''' option in properties for this element to work! | |||
*Movement is a timeline element that moves characters based on set time and velocity (X,Y,Z) | |||
*If you set up one movement element on timeline, start and end of timeline will be considered a zero vector and player will move between them and its element. | |||
*If you set up two ore more movement elements on timeline, you will move based on set velocity and time between those elements. Imagine setting up a first movement element at time 1, velocity (0,0,0) and second element at time 2, velocity (0,10,0). At time 1, player will start moving and during the 1 second, they will move 10 units up. | |||
=== Particle === | |||
*Plays chosen particle effect | |||
*You can either choose a particle effect in the editor and edit it, or choose a prepared template from game logic | |||
=== Melee hit === | |||
*Element that lets you define a sector around player that returns entities in that sector. | |||
*You can then manipulate those entities in visual scripting | |||
*Melee hit will detect obstructions and will not hit entities behind items and walls | |||
=== Movement restriction === | |||
*Allows restricting player movement | |||
*No running or no moving | |||
=== Change Speed === | |||
*Allows making player faster or slower | |||
=== Hide Item === | |||
*Hides any item currently held in hand | |||
=== Aiming Mode === | |||
*Switches to aiming mode, shows crosshair to see where exactly character is looking, useful for raycasts and projectiles | |||
=== Raycast Hit === | |||
*Casts a ray in camera direction or direction of the crosshair when aiming mode is active | |||
*You can manipulate objects or position hit by your raycast in visual scripting | |||
=== Projectile === | |||
*Shoots a projectile from player position, either in direction of where character is looking, or crosshair in aiming mode | |||
*Choose entity that will be used as a projectile by selecting a entity template | |||
*You can specify what will happen after projectile hits/misses/hits ground in visual scripting | |||
=== Shape Hit === | |||
*Element that lets you define a sector around player that returns entities in that sector. | |||
*You can then manipulate those entities in visual scripting | |||
*Shape hit will not detect obstructions and will hit entities behind walls. | |||
=== Modify Resource === | |||
*Modifies chosen resource (adds or subtracts value) | |||
=== Resource Cost === | |||
*Checks if player has enough of resource to continue executing skill | |||
*If they do, specified resource value is subtracted and skill continues | |||
*If they don't , skill is interrupted | |||
---- | |||
{{Navbox/Ylands}} | |||
{{DEFAULTSORT:{{#sub:{{PAGENAME}}|13}}}} | |||
[[Category: Game Logic]] | |||
[[Category: Ylands 1.3]] |
Latest revision as of 14:21, 24 November 2023
Description
- Allows creators to make their own custom skills and actions
- You can assign a skill to any player role or assign it to player via visual scripting
- If there are skill present in your game, you can see a skill list in your inventory screen and you can change hotbar to skill hotbar by pressing ~
Properties
Description
- A short description of your skill
Icon
- Skill icon that will represent the skill in skill list and hotbar
Overrides mode
- Enable this if you want the skill execution to completely override player motion input and state (e.g., walking, flying)
- If you enable this option, it might be a good idea to add an animation, since no default animation will show
- Note: This option muset be enabled if you want the "Movement" element to work!
Duration
- Determines how long the skill lasts (will also affect the timeline)
- Note: If you have elements on the timeline and set the duration to be shorter than the position of those elements, they will be deleted!
Cooldown
- Set cooldown - how long you have to wait until the same skill can be used again
Entry condition
- Set up condition a player must meet to execute the skill
Entry cost
- Resource cost required to enter skill. Set up target resource and how much skill execution costs
Interruption
- Set up what will interupt this skill
Is Charged
- Turns on charge settings, where you can set up individual charge states and their duration
Loops in
- Sets up whether the skill loops and in which state
- None - skill does not loop
- Last charge state - Last charge state loops as long as the button is held
- Skill execution - Skill execution loops as long as the button is held
Is Modal
- Turns on modal settings, where you can set up modal states
- You are able to select modal skills in the skill hotbar to enter a "mode" from which you can execute elements on timeline via default action button.(Default LMB on PC)
Elements
- This is a list of elements creator can put on the timeline to create their custom skill
Marker
- Serves as a reference point for visual scripting
- Put it anywhere on a timeline to run custom script at specified time
Sound
- Plays chosen sound effect
- Can be instant or looped (switch is located top left, above properties)
Full Body Animation
- Adds a full body animation chosen from the list
- When chosen, animation is automatically set to its default duration
- You can shorten or lengthen the animation
- When shortening, the animation will cut off at the end point
- When lengthening, the character will be stuck in the last animation frame until it ends
- If you lengthen the animation, the part that is longer than its default duration will be highlighted in red
Upper Body Animation
- Same as full body animation, but only affects the upper part of character's body
Movement
- Note: You have to check the Override mode option in properties for this element to work!
- Movement is a timeline element that moves characters based on set time and velocity (X,Y,Z)
- If you set up one movement element on timeline, start and end of timeline will be considered a zero vector and player will move between them and its element.
- If you set up two ore more movement elements on timeline, you will move based on set velocity and time between those elements. Imagine setting up a first movement element at time 1, velocity (0,0,0) and second element at time 2, velocity (0,10,0). At time 1, player will start moving and during the 1 second, they will move 10 units up.
Particle
- Plays chosen particle effect
- You can either choose a particle effect in the editor and edit it, or choose a prepared template from game logic
Melee hit
- Element that lets you define a sector around player that returns entities in that sector.
- You can then manipulate those entities in visual scripting
- Melee hit will detect obstructions and will not hit entities behind items and walls
Movement restriction
- Allows restricting player movement
- No running or no moving
Change Speed
- Allows making player faster or slower
Hide Item
- Hides any item currently held in hand
Aiming Mode
- Switches to aiming mode, shows crosshair to see where exactly character is looking, useful for raycasts and projectiles
Raycast Hit
- Casts a ray in camera direction or direction of the crosshair when aiming mode is active
- You can manipulate objects or position hit by your raycast in visual scripting
Projectile
- Shoots a projectile from player position, either in direction of where character is looking, or crosshair in aiming mode
- Choose entity that will be used as a projectile by selecting a entity template
- You can specify what will happen after projectile hits/misses/hits ground in visual scripting
Shape Hit
- Element that lets you define a sector around player that returns entities in that sector.
- You can then manipulate those entities in visual scripting
- Shape hit will not detect obstructions and will hit entities behind walls.
Modify Resource
- Modifies chosen resource (adds or subtracts value)
Resource Cost
- Checks if player has enough of resource to continue executing skill
- If they do, specified resource value is subtracted and skill continues
- If they don't , skill is interrupted