Skill
The Skill system is designed to support modern gameplay mechanics such as multi-state skills, different input systems, animation systems, and animation canceling. It is highly dynamic and extensible, allowing it to adapt to a wide variety of game designs.
Skills are divided into two types:
- Normal Skill
- Evolver Skill
The difference between them is the number of States they contain.
- A Normal Skill consists of a single State.
- An Evolver Skill consists of multiple States.
A State defines how a Skill behaves, including its activation conditions, casting behavior, and targeting logic.
Normal Skill
Evolver Skill
State Transitions
State transitions are driven entirely by the value of the StateNoStat.
Since StateNoStat is just another Stat, it can be modified by any logic you create with Power. This makes Evolver Skills extremely flexible and allows you to build a wide variety of gameplay mechanics.
Examples
Sequential State Progression
Increment the StateNoStat after each activation to cycle through different Skill States.
See the Legion Spear sample.
Charge Skills
Use States to represent different charge levels.
-
Deadeye String
- Holding the input (
Pointer Down) starts charging. - Releasing the input (
Pointer Up) switches to the firing State.
- Holding the input (
-
Stormchannel
- Charges while the input is held.
- Transitions through multiple States as the charge value reaches predefined thresholds.
Conditional State Transitions
Change States dynamically based on gameplay conditions.
-
Chain Hook
- After the hook connects, clicking again transitions to either Kick or Punch depending on the distance to the target.
-
Venomfang Blade
- If the target is far away, the Skill first performs a dash to the target.
- If the target is already nearby, it immediately transitions to the attack State.
Skill Levels
States can also represent Skill levels.
The StateNoStat can be used directly as the Skill level, allowing each level to execute a completely different State and behavior.