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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.

Pap reference

Fields​

FieldDescription
DescriptionWhat the assets are for and how to use them.
Effect Packs / EffectsEffect assets to copy.
Linker DefinitionLinker Definitions to copy.
StatsStat Definitions to copy.
ProcessorsProcessor 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:

FieldValue
DescriptionWhat the Processor does and where it goes: the BS Float chain's Precontributions, after Immune.
ProcessorsPrecontribution_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).