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
| Extension | Does |
|---|---|
SkillExtension_DisposeAfterTime | disposes the object after a duration (through a DisposableExtension_DisposeWithDuration, realtime or turn-based) |
SkillExtension_DisposeAfterAllEffectorsDisabled | disposes it once every Effector has used up its hits |
SkillExtension_DisposeWithStatCondition | disposes it when a single / multi Stat check passes |
SkillExtension_DisposeWithToggleState | disposes it when its Toggleable Skill is turned off |
SkillExtension_HitLimit | disables an Effector after as many hits as a Stat says (piercing that upgrades can raise) |
SkillExtension_OnDisposeEffectTrigger | applies 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)
| Extension | Does |
|---|---|
SkillExtension_MoveAlongDirection | flies along a fixed direction at a fixed speed (optionally local) |
SkillExtension_MoveAlongDirectionWithStats | direction and speed read from Stats |
SkillExtension_MoveAlongDirectionWithGravity | a ballistic flight that falls with Gravity and stops on the ground layer |
SkillExtension_HomingMove | flies 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_LobFromSource | throws 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_MoveToSource | after Delay, lerps back to the caster over Duration, applies On Reach Effect Pack to the caster and disposes — boomerangs |
SkillExtension_StickModelToHitTarget | sticks the visual model to the Actor the Effector hit |
SkillExtension_RecoverableProjectile | a 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_TelegraphedBurst | a 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_ProjectileRangeTracker | disposes the projectile once it travelled the distance in its range Stat |
SkillExtension_ProjectileRangeTrackerWithStats | the same, but accumulates the travelled distance into a Stat (so Effects can extend or shorten the flight) |
SkillExtension_BodyPartExtender | binds 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:
| Kind | Options |
|---|---|
| Parenter | SkillParenter_Global, _Body (a body part), _HumanoidPart (a humanoid bone), _PointingTarget |
| Positioner | SkillPositioner_OffsetToSource, _OffsetToSourceBodyPart, _OffsetToSourceByPointer, _OnPointerBuiltIn, _ClosestRelatedActor (on the closest Actor of a relation — ground-targeted spells) |
| Rotator | SkillRotator_IsometricSourceTowardPointer, _OffsetToSource, _OffsetToSourceBodyPart, _ToActorStatPosition |
| Projectile Layouter | ProjectileLayouter_Forward (a line), ProjectileLayouter_Radial (a fan / ring) |