Game logic - Skill – Ylands
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*You can assign a skill to any player role or assign it to player via visual scripting | *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 ~ | *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= | = Properties = | ||
===Description=== | === Description === | ||
*A short description of your skill | *A short description of your skill | ||
===Icon=== | === Icon === | ||
*Skill icon that will represent the skill in skill list and hotbar | *Skill icon that will represent the skill in skill list and hotbar | ||
===Overrides mode=== | === Overrides mode === | ||
*Enable this if you want the skill execution to completely override player motion input and state (e.g., walking, flying) | *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 | *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! | *'''Note:''' This option muset be enabled if you want the "Movement" element to work! | ||
===Duration=== | === Duration === | ||
* | *Determines how long the skill lasts (will also affect the timeline) | ||
===Cooldown=== | *'''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 === | ||
===Entry condition=== | *Set cooldown - how long you have to wait until the same skill can be used again | ||
* | === Entry condition === | ||
===Entry cost=== | *Set up condition a player must meet to execute the skill | ||
* | === Entry cost === | ||
===Interruption=== | *Resource cost required to enter skill. Set up target resource and how much skill execution costs | ||
* | === Interruption === | ||
===Is Charged=== | *Set up what will interupt this skill | ||
* | === Is Charged === | ||
===Loops in=== | *Turns on charge settings, where you can set up individual charge states and their duration | ||
* | === Loops in === | ||
===Is Modal=== | *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= | = Elements = | ||
===Marker=== | *This is a list of elements creator can put on the timeline to create their custom skill | ||
* | |||
===Sound=== | === Marker === | ||
* | *Serves as a reference point for visual scripting | ||
===Full Body Animation=== | *Put it anywhere on a timeline to run custom script at specified time | ||
* | === Sound === | ||
===Upper Body Animation=== | *Plays chosen sound effect | ||
* | *Can be instant or looped (switch is located top left, above properties) | ||
===Movement=== | === Full Body Animation === | ||
* | *Adds a full body animation chosen from the list | ||
===Particle=== | *When chosen, animation is automatically set to its default duration | ||
* | *You can shorten or lengthen the animation | ||
===Melee hit=== | *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 | ||
===Movement restriction=== | *If you lengthen the animation, the part that is longer than its default duration will be highlighted in red | ||
* | === Upper Body Animation === | ||
===Change Speed=== | *Same as full body animation, but only affects the upper part of character's body | ||
* | === Movement === | ||
===Hide Item=== | *'''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) | ||
===Aiming Mode=== | *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. | ||
===Raycast Hit=== | |||
* | === Particle === | ||
===Projectile=== | *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 | ||
===Shape Hit=== | === Melee hit === | ||
* | *Element that lets you define a sector around player that returns entities in that sector. | ||
===Modify Resource=== | *You can then manipulate those entities in visual scripting | ||
* | *Melee hit will detect obstructions and will not hit entities behind items and walls | ||
===Resource | === 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 | |||
---- | ---- | ||
{{Ylands | {{Navbox/Ylands}} | ||
{{DEFAULTSORT:{{#sub:{{PAGENAME}}| | {{DEFAULTSORT:{{#sub:{{PAGENAME}}|13}}}} | ||
[[Category: Game Logic]] | [[Category: Game Logic]] | ||
[[Category: Ylands 1.3]] | [[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