Game logic - Skill – Ylands

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Revision as of 13:25, 8 June 2020 by Khanecz (talk | contribs)
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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

  • 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

Movement restriction

Change Speed

Hide Item

Aiming Mode

Raycast Hit

Projectile

Shape Hit

Modify Resource

Resource Deduction


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