Skills

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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”.

DeliveryType

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

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.

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.

OnImpactBehaviour

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

TravelType

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

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.

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.

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