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
| Field | Description |
|---|---|
| Name | The name of the Skill State. |
| Use Type | Instant: one use per activation. Toggleable: on with one activation, off with the next (or on input release). |
| Activation Type | With Interaction: activated by input. Without Interaction: activated as soon as it can be (e.g. the follow-up State of an Evolver). |
| Occupies | The 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 Conflict | What 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). |
| Priority | Higher wins when preempting, and is served first out of the queue. |
| Queue Window | With Queue: how long a queued request stays valid, in seconds. |
| Interruptible Transition | When 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 Window | How 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 Stat | An 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. |
| Caster | The Casting Model. |
| Targeter | The Targeting Model. |
| Skill Event Effects | Effect Packs triggered automatically at points of the Skill lifecycle. |
Skill Event Effects
Skill Event Effects map a Skill Event to an Effect definition.
Effect definition
| Field | Description |
|---|---|
| Use Predefined Effect | On: 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. |
| Target | Who receives the pack: Source (the caster) or Entity (the Skill's own Actor). The Source of the Effect is always the caster. |
| Actor Adapter | An optional ValueAdapter_Actor that picks another Actor from the chosen one (e.g. its parent). |
| Effect Pack / Effect Pack Stat Key / Effect Environment | The pack, or where to read it from. |
Skill Events
| Event | Description |
|---|---|
| OnUse | The Skill is activated. |
| BeforeUse | After activation, before casting begins. The place for a Conditional Effect that decides how this use plays out. |
| WhileCasting | Applied when casting starts and stopped when the cast ends (or is interrupted). Use Temporary Effects: slows while winding up, a casting flag. |
| OnTriggered | After 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 %). |
| OnCastEnd | The Casting Model finished casting. Unity Mecanim casters raise it on the CastEnd Animation Event; Direct Trigger casters one frame after casting begins. |
| WhileMounted | Applied when the State is mounted and stopped when it is unmounted. For a Normal Skill: from creation to disposal. For an Evolver: per State. |
| OnUnmount | The State is unmounted (also when the Skill is disposed). |
| WhileUsing | Toggleable States only. Applied when toggled on, stopped when toggled off. |
| StoppedUsing | Toggleable States only. Triggered when toggled off. |
| OnInterupted | The 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
0before 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
CastEndevent is force-completed after the Casting Model's Max Cast Duration.