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Skill Extensions

A Skill object (SkillEntity) is the prefab a Skill Shot Targeter spawns. It holds the Effectors that deliver the Effect Packs and, optionally, an Actor for per-cast Stats. Skill Extensions are components on the same prefab that move it, limit it and end it.

Lifetime​

ExtensionDoes
SkillExtension_DisposeAfterTimedisposes the object after a duration (through a DisposableExtension_DisposeWithDuration, realtime or turn-based)
SkillExtension_DisposeAfterAllEffectorsDisableddisposes it once every Effector has used up its hits
SkillExtension_DisposeWithStatConditiondisposes it when a single / multi Stat check passes
SkillExtension_DisposeWithToggleStatedisposes it when its Toggleable Skill is turned off
SkillExtension_HitLimitdisables an Effector after as many hits as a Stat says (piercing that upgrades can raise)
SkillExtension_OnDisposeEffectTriggerapplies an Effect Pack when the object is disposed, if its checks pass — Entity is the object, Source the caster. Typical: refund a consumed buff when the shot hit nothing (hit count 0).

Movement (3D sample expansions)​

ExtensionDoes
SkillExtension_MoveAlongDirectionflies along a fixed direction at a fixed speed (optionally local)
SkillExtension_MoveAlongDirectionWithStatsdirection and speed read from Stats
SkillExtension_MoveAlongDirectionWithGravitya ballistic flight that falls with Gravity and stops on the ground layer
SkillExtension_HomingMoveflies forward and slowly turns toward the closest target in front of it (limited turn rate, fixed range, flat); raises RangeReached at the end of its flight
SkillExtension_LobFromSourcethrows the object in an arc from the caster's hand to the targeter's point (Launch Offset, Flight Time, Arc Height, optional spinning visual); raises Landed
SkillExtension_MoveToSourceafter Delay, lerps back to the caster over Duration, applies On Reach Effect Pack to the caster and disposes — boomerangs
SkillExtension_StickModelToHitTargetsticks the visual model to the Actor the Effector hit
SkillExtension_RecoverableProjectilea projectile you get back: it sticks into what it hits, drops when that Actor dies (or after a while, or at the end of its flight), and when the caster walks over it applies a Collect Pack (e.g. +1 ammo) and disposes
SkillExtension_TelegraphedBursta ground-targeted blast with a warning: highlights Radius for the telegraph duration, then hits everything inside once through an OverlapSphereDetector3D, plays a burst and disposes. Optional falling visual (meteor) or arming when a lob lands (bomb). Nothing can touch it before the blast.
SkillExtension_ProjectileRangeTrackerdisposes the projectile once it travelled the distance in its range Stat
SkillExtension_ProjectileRangeTrackerWithStatsthe same, but accumulates the travelled distance into a Stat (so Effects can extend or shorten the flight)
SkillExtension_BodyPartExtenderbinds an Actor Part on the object to the caster, so the object counts as a part of the caster (a shield or barrier that takes hits for it)

Highlights (3D sample expansions)​

SkillHighlightExtension_Range, _ProjectileRange, _ProjectileRangeSprite scale range indicators from the Skill's range Stats while aiming.

Targeter helpers (3D sample expansions)​

The Skill Shot Targeter places the object with three swappable assets:

KindOptions
ParenterSkillParenter_Global, _Body (a body part), _HumanoidPart (a humanoid bone), _PointingTarget
PositionerSkillPositioner_OffsetToSource, _OffsetToSourceBodyPart, _OffsetToSourceByPointer, _OnPointerBuiltIn, _ClosestRelatedActor (on the closest Actor of a relation — ground-targeted spells)
RotatorSkillRotator_IsometricSourceTowardPointer, _OffsetToSource, _OffsetToSourceBodyPart, _ToActorStatPosition
Projectile LayouterProjectileLayouter_Forward (a line), ProjectileLayouter_Radial (a fan / ring)