Premade Asset Pack
A Premade Asset Pack (PAP) is an editor asset that bundles frequently used assets that are not Stat relations — Effects, Effect Packs, Linker Definitions, Stats and Processors — so they can be copied into a project in one step.
Like a Premade Relation Pack (which can reference one through its Assets field), a PAP removes repetitive work: create the assets once and reuse them across projects.
Fields
| Field | Description |
|---|---|
| Description | What the assets are for and how to use them. |
| Effect Packs / Effects | Effect assets to copy. |
| Linker Definition | Linker Definitions to copy. |
| Stats | Stat Definitions to copy. |
| Processors | Processor assets to copy (e.g. the Hit Rate Precontribution a dodge pack needs). Copied only — add them to your Process Definitions yourself. |
Extracting Assets
Use the Extract section to choose the destination folder where the referenced assets will be created. References between the copied assets are rewired to the copies.
Example
Dodge Chance needs a Processor most projects don't have yet: Precontribution_HitRate_Float(BS). It ships it in PAP_DodgeChance:
| Field | Value |
|---|---|
| Description | What the Processor does and where it goes: the BS Float chain's Precontributions, after Immune. |
| Processors | Precontribution_HitRate_Float(BS) |
Extract it into your Processors folder, then add the copy to your Process Definition yourself — a PAP only copies.
PAP_Knockback lists a single Effect Pack, Pack_$Name. Extracted with the Name Knockback, it also copies everything the pack references — its Set / Reset / Remove Effects and the Value Adapters that compute the knockback end point — fills in $Name (Pack_Knockback, Effect_SetKnockbackEndPoint…) and rewires the copied pack to the copies, so the new assets don't point back into the sample.
Shipped packs
PowerSamples/PremadePacks/PremadeAssetPacks: PAP_Knockback, PAP_Leap, PAP_LookToTheEnemyInSight, PAP_MovementRelated, PAP_SkillCastingOnProgress (PAP_SkillControllEffects), PAP_SkillUseSelfEffects; and the asset halves of several relation packs (PAP_DodgeChance, PAP_MeleeDeflect, PAP_TeleportToFoeInSight, PAP_DamageBoostOnNextAttack, PAP_BoostCritRateByCondition).