Skills

This whitepaper is outdated:

We are currently in the process of updating the whitepaper to reflect our most ambitious development phase yet. Stay informed by signing up or joining our Telegram channel.

We have kept this version online for informational purposes only.

DecalType

Used to determine the shape of the area affected by the skill. Visually, if the decal shows multiple shapes, it will describe implicitly the property “projectileAmount”.

projectileAmount

Amount of projectiles launched by the skill. The direction, separation, and behavior will be visually described by the DecalType image.

DeliveryType

Used to determine the kind of input needed to execute the skill successfully.

Instant

Skill is executed at the press of the hotkey, or click.

HoldRelease

Skill is executed at the release of the press, or click. While pressing, player can keep rotating and aiming the skill.

Channeled

Skill is executed as long as the hotkey is pressed, stopping at release.

Toggle

Skill is activated when pressing the hotkey related, and deactivated when pressing it again. Cooldown is triggered when deactivating.

OnImpactCheck

When the skill collision impacts an entity, it identifies what type of entity was impacted. Used to set cases, as passing this check will activate different effects. More than one check can be passed, each one with different behaviors.

EnemyEntity

If set, will apply a its effects of the enemy or enemies hit.

AllyEntity

If set, will apply a number of effects on the allies hit.

Wall

If set, will apply behaviour when any “wall” tagged object is hit.

NoHit

If set, will apply behaviour if nothing is hit.

OnImpactCheck is subject to change. Check back here for further updates.

OnOriginBehaviour

When a skill is executed, having this value will mean a behavior will be triggered on the source of the skill.

EffectInAreaRange

If this value is more than zero, the skill will apply an effect on any entity within the radius indicated in this value.

DamageInArea

If EffectInAreaRange is more that zero, amount of damage inflicted by this skill.

SpawnEntity

When using the skill, select entity to spawn from a list. Optional.

HealInArea

If EffectInAreaRange is more than zero, amount of healing given by this skill.

OnImpactBehaviour

Next step after passing OnImpactCheck. Defines the effects that will be applied to the player or target.

Damage

Damage inflicted by the skill on each valid impact.

Knockback

Amount of units that the entity will be pushed backwards, in the opposite direction of the vector where it was hit.

Rebound

Optional. Amount of times the skill will “rebound” over valid entities.

EffectInAreaRange

If more than zero, describes the range where any effect will be applied, on valid entities.

HealTarget

Amount of healing that will be given to the valid entity.

HealSelf

Amount of healing that will be given to the player.

Pierce

If a valid entity is hit, this value allow the skill to keep going until, reducing its value by one. Stop the skill when this counter reaches zero.

Stop

If valid entity is hit, stop skill. If this value is not set, skill only stops or dissipates when under other conditions.

SpawnEntity

If the skill is successfully delivered, spawn entity on target.

ApplyStatusTarget

Status that will be applied to valid target, from a list.

ApplyStatusSelf

Status that will be applied player, from a list.

TravelType

Defines the type of projectile that will be used for the skill. If set, it disables all values with the prefix “Area”.

ProjectileTravel

Projectile will travel towards the target.

ProjectileInstant

Projectile will hit the target instantly.

Melee

No projectile is spawned. Instead, melee animations and collisions are used.

If Melee is chosen, most of the values for attacking will come from the animation. Animations are always in sets of three movements; one click will deliver the first hit, a second will deliver the second hit, and a third click will deliver the last. These clicks must be done within a period of time. If not performed within this period, the next click will be considered a new input; i.e, the first movement of the set again. This period is fixed at one second.

TravelBehaviour

Defines the type of movement of the skill towards its target.

Line

Projectile travels in a straight line towards its target.

Parable

Projectile travles in a parable towards its target.

TravelTime

Defines for how long the projectile will stay alive.

TravelSpeed

How fast the projectile entity travels towards its target. Use is contextual, based on TravelType.

TravelRange

How far the projectile can travel before being despawned.

TargetsArea

Boolean state. If active, the skill targets a specific area, and disables all values with the prefix “Travel”.

AreaSkillRange

A player's Maximum range of use for the skill. Sets boundaries for how far a skill can be used.

AreaSkillSize

Size of the area affected by the skill

PlayerIsProjectile

All values set for the skill will be applied to the player position, moving them towards the intended target.

Delay

Amount of delay from the press of the hotkey, until the skill is executed.

RotationPenalty

If the skill is in use, the percentage amount in which the rotation of the player will be reduced.

MovementPenalty

If the skill is in use, the percentage amount in which the movement of the player will be reduced.

Cooldown

When the skill is used, the time that must pass until is ready to be used again.

EnergyCost

Amount of energy expended when using the skill. If the cost cannot be deducted (returns negatives), the skill can’t be used.

EnergyGain

Amount of energy gained in a successful hit with the skill.

Last updated