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)
*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!
*'''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===
=== Cooldown ===
*Set cooldown - how long you have to wait until the same skill can be used again
*Set cooldown - how long you have to wait until the same skill can be used again
===Entry condition===
=== Entry condition ===
*Set up condition a player must meet to execute the skill
*Set up condition a player must meet to execute the skill
===Entry cost===
=== Entry cost ===
*Resource cost required to enter skill. Set up target resource and how much skill execution costs
*Resource cost required to enter skill. Set up target resource and how much skill execution costs
===Interruption===
=== Interruption ===
*Set up what will interupt this skill
*Set up what will interupt this skill
===Is Charged===
=== Is Charged ===
*Turns on charge settings, where you can set up individual charge states and their duration
*Turns on charge settings, where you can set up individual charge states and their duration
===Loops in===
=== Loops in ===
*Sets up whether the skill loops and in which state
*Sets up whether the skill loops and in which state
*None - skill does not loop
*None - skill does not loop
*Last charge state - Last charge state loops as long as the button is held
*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
*Skill execution - Skill execution loops as long as the button is held
===Is Modal===
=== Is Modal ===
*Turns on modal settings, where you can set up modal states
*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)
*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 =
*This is a list of elements creator can put on the timeline to create their custom skill
*This is a list of elements creator can put on the timeline to create their custom skill


===Marker===
=== Marker ===
*Serves as a reference point for visual scripting
*Serves as a reference point for visual scripting
*Put it anywhere on a timeline to run custom script at specified time
*Put it anywhere on a timeline to run custom script at specified time
===Sound===
=== Sound ===
*Plays chosen sound effect
*Plays chosen sound effect
*Can be instant or looped (switch is located top left, above properties)
*Can be instant or looped (switch is located top left, above properties)
===Full Body Animation===
=== Full Body Animation ===
*Adds a full body animation chosen from the list
*Adds a full body animation chosen from the list
*When chosen, animation is automatically set to its default duration
*When chosen, animation is automatically set to its default duration
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*When lengthening, the character will be stuck in the last animation frame until it ends
*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
*If you lengthen the animation, the part that is longer than its default duration will be highlighted in red
===Upper Body Animation===
=== Upper Body Animation ===
*Same as full body animation, but only affects the upper part of character's body
*Same as full body animation, but only affects the upper part of character's body
===Movement===
=== 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)
*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 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.
*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===
 
=== Particle ===
*Plays chosen particle effect
*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
*You can either choose a particle effect in the editor and edit it, or choose a prepared template from game logic
===Melee hit===
=== Melee hit ===
*
*Element that lets you define a sector around player that returns entities in that sector.
===Movement restriction===
*You can then manipulate those entities in visual scripting
*
*Melee hit will detect obstructions and will not hit entities behind items and walls
===Change Speed===
=== Movement restriction ===
*
*Allows restricting player movement
===Hide Item===
*No running or no moving
*
=== Change Speed ===
===Aiming Mode===
*Allows making player faster or slower
*
=== Hide Item ===
===Raycast Hit===
*Hides any item currently held in hand
*
=== Aiming Mode ===
===Projectile===
*Switches to aiming mode, shows crosshair to see where exactly character is looking, useful for raycasts and projectiles
*
=== Raycast Hit ===
===Shape 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
===Modify Resource===
=== Projectile ===
*
*Shoots a projectile from player position, either in direction of where character is looking, or crosshair in aiming mode
===Resource Deduction===
*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
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{{Ylands scripting navbox}}
{{Navbox/Ylands}}
{{DEFAULTSORT:{{#sub:{{PAGENAME}}|19}}}}
{{DEFAULTSORT:{{#sub:{{PAGENAME}}|19}}}}


[[Category: Game Logic]]
[[Category: Game Logic]]
[[Category: Ylands 1.3]]
[[Category: Ylands 1.3]]

Revision as of 17:29, 16 November 2022

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