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Skill State

A SkillState defines how a Skill behaves while it is active. It controls the activation flow, which parts of the Actor it occupies, casting, targeting, and the Effects triggered throughout the Skill lifecycle.

Fields​

FieldDescription
NameThe name of the Skill State.
Use TypeInstant: one use per activation. Toggleable: on with one activation, off with the next (or on input release).
Activation TypeWith Interaction: activated by input. Without Interaction: activated as soon as it can be (e.g. the follow-up State of an Evolver).
OccupiesThe Skill Channels this State holds while running (Power Editor › Enums › SkillChannelId: e.g. Weapon, Locomotion, Facing). Two States can run at the same time exactly when their channel sets don't overlap. Empty: exclusive if its Caster declares a casting Stat (the old behaviour). See Skill Controller.
On ConflictWhat happens when a channel it needs is already held: Deny (fail now), Queue (start automatically once the channels free), Preempt (stop a strictly lower-priority holder and take its channels).
PriorityHigher wins when preempting, and is served first out of the queue.
Queue WindowWith Queue: how long a queued request stays valid, in seconds.
Interruptible TransitionWhen this State's run ends, a higher-priority Skill already waiting for its channels starts first, instead of the use buffered behind this State (the next combo step). Off: the buffered use keeps the channels, so this Skill's chain is never cut in on.
Input Buffer WindowHow long a use pressed while this State is running is remembered, in seconds. The buffered use starts whichever State the Skill is on once this one goes idle — an Evolver chains into its next node. 0 disables buffering.
Use Blocker StatAn Int Stat (Stat From). While its value is greater than 0, the Skill can't be used — cooldowns, ammo, stuns, costs all feed this one Stat.
CasterThe Casting Model.
TargeterThe Targeting Model.
Skill Event EffectsEffect Packs triggered automatically at points of the Skill lifecycle.

Skill Event Effects​

Skill Event Effects map a Skill Event to an Effect definition.

SkillEventEffects reference

Effect definition​

FieldDescription
Use Predefined EffectOn: use Effect Pack. Off: read the pack from an Effect Pack Stat of the Source (Effect Pack Stat Key, in Effect Environment) — lets upgrades change what a Skill does.
TargetWho receives the pack: Source (the caster) or Entity (the Skill's own Actor). The Source of the Effect is always the caster.
Actor AdapterAn optional ValueAdapter_Actor that picks another Actor from the chosen one (e.g. its parent).
Effect Pack / Effect Pack Stat Key / Effect EnvironmentThe pack, or where to read it from.

Skill Events​

EventDescription
OnUseThe Skill is activated.
BeforeUseAfter activation, before casting begins. The place for a Conditional Effect that decides how this use plays out.
WhileCastingApplied when casting starts and stopped when the cast ends (or is interrupted). Use Temporary Effects: slows while winding up, a casting flag.
OnTriggeredAfter the Targeter has spawned its objects and their initializer packs have run. The place to consume a caster flag that the spawned object copied (next attack +100 %).
OnCastEndThe Casting Model finished casting. Unity Mecanim casters raise it on the CastEnd Animation Event; Direct Trigger casters one frame after casting begins.
WhileMountedApplied when the State is mounted and stopped when it is unmounted. For a Normal Skill: from creation to disposal. For an Evolver: per State.
OnUnmountThe State is unmounted (also when the Skill is disposed).
WhileUsingToggleable States only. Applied when toggled on, stopped when toggled off.
StoppedUsingToggleable States only. Triggered when toggled off.
OnInteruptedThe run was cut short before it finished.

On Interrupted​

OnInterupted can be triggered in several situations:

  • A toggle forced off. A Skill that fires while the input is held is interrupted when its Use Blocker Stat rises above 0 (e.g. out of ammo).
  • Casting interrupted. With Casting State Stat Controls The Casting State on, the cast ends when the casting Effect expires or the casting Stat returns to 0 before CastEnd — animation canceling, stuns.
  • Preempted. A higher-priority State with On Conflict = Preempt took its channels.
  • Interrupt stats. One of the Skill Controller's Interrupt Stat Keys turned on (e.g. Dead).
  • Max Cast Duration. A cast that never received its CastEnd event is force-completed after the Casting Model's Max Cast Duration.