Action (Asset)
This is the Action asset reference. If you want a tutorial, check out Creating an Action.
Spells and attacks are all actions. To link an action to a player, trainer, or NPC template, use the Player Action asset type.
Field | Type | Default | Description |
---|---|---|---|
Label | String | Set to a unique label for your action. Do not edit after setting up your action! | |
Name | String | Name your action, doesn't have to be unique. | |
Icon | Icon | Icon for your action. | |
M.Off/Def/Uti | Int | 0 | Momentum cost. |
Cooldown | Int | 1 | Cooldown in turns. |
Init Cooldown | Int | 0 | Start the battle with the ability on cooldown for this amount of turns. Usually used for boss mechanics. |
Hit Chance | Int | 90 | Hit chance in percent. Use 9001 for guaranteed hit. Not needed for beneficial actions. |
Override disable lv | Int | 0 | Overrides disable effects if above the disable effect's priority. |
Cast time | Int | 0 | Nr of turns needed to finish this action. |
Allow while charging | Boolean | False | When checked, this action may be used while the player is readying an action with a cast time. |
Taunt Override Charge | Boolean | False | If charged, taunt will override the cast target. |
Ripostable | Boolean | False | Allows the action to be riposted on miss. If the action missed, the action is run in reverse against the caster with the target as the new caster. |
Group | String | Lets you group spells in the action bar. Mainly used for potions. | |
Charges | Int | 1 | Max charges of the action that can be used. Each cooldown period adds 1 charge. |
Start Charges | Int | -1 | Set to -1 to start combat with max charges. Otherwise you can edit the nr of charges you start with. |
Min Targets | Int | 1 | Minimum targets to use this action. |
Max Targets | Int | 1 | Maximum targets that you can use this action on. |
Target | String | target | Overrides the target of the action. |
Detrimental | String | yes | Sets if the action is detrimental. Team makes it detrimental to players not on your team, and beneficial to players on your team. |
Allow detrimental self cast | Boolean | False | When true, it lets you use the action on yourself even if it's detrimental. |
Type | String | physical | Damage type |
Range | String | Melee is affected by knockdown, ranged by silence, none by neither. | |
Standard | Boolean | False | If set to standard, ALL players receive this action on game start. |
Hidden | Boolean | False | The only action that uses hidden is "end turn" which is technically an action. |
Semi hidden | Boolean | False | Hides the action in player inspect. Punishments use this. |
Hide from action selector | Boolean | False | Legacy option. Was used in repair kits. |
Do not generate text | Boolean | False | Prevents the game from trying to find a combat log text when using the action. |
No interrupt | Boolean | False | Prevents interrupt effects from interrupting this action (requires cast time). |
Permanent Charges | Boolean | False | Prevents cooldown from triggering. Can be used if you want to create an action with a finite amount of charges per battle. |
Reset Interrupt | Boolean | False | By default, having an ability interrupted causes it to go on cooldown. Checking Reset Interrupt finishes that cooldown immediately. |
Hide if no viable targets | Boolean | False | Hides the action from the action bar if no viable targets exist. |
Cast if no viable wrapper | Boolean | False | By default, actions can't be used if it doesn't have at least one wrapper that passes condition checks. This will bypass that. |
Can crit | Boolean | False | Can critically hit. |
No clairvoyance | Boolean | False | Doesn't show up when you use clairvoyance on the target. |
Max wrappers | Int | 0 | Max nr of wrappers to apply to each target. Use 0 for no limit. |
Description | String | Describe your action. See below for variables that can be used here. | |
Target Description | String | Allows you to have a separate description while hovering the arrow above a target. | |
Wrappers | Wrapper | Wrappers to apply. At least one wrapper must apply to a target to consider it castable unless Cast if no viable wrapper is checked. | |
Wrapper Mods | Wrapper Mod | Lets you modify wrapper values and reuse the same wrapper in multiple actions. | |
Riposte Wrappers | Wrapper | Requires Riposte checked. Wrappers to apply back to the user if successfully riposted. | |
Riposte Wrapper Mods | Wrapper Mod | ||
Passives | Wrapper | Lets you grant the user passives while the action is slotted. | |
Interrupt Wrappers | Wrapper | Requires a cast time. Lets you run wrappers on the caster if the action is interrupted. | |
Interrupt Wrapper Mods | Wrapper Mod | ||
Cast Passives | Wrapper | Passives that will affect the caster while they're charging this action. Requires a cast time. | |
Tags | Tag | Tags to add to the player while the action is slotted. | |
Aliases | String | Lets you add aliases to other action labels to share their texts. | |
Alternate Crit Formula | String | A math formula that overrides the default critical hit chance modifier. Should result in a number between 0 and 1. Requires Can Crit to be checked. | |
Conditions | Condition | Conditions required to use the action. Note that wrapper conditions are also checked, and if no wrappers match any targets, then it will also be considered to be unusable. Conditions must be match on both cast start and cast end (for charged actions). | |
Show Conditions | Condition | Conditions required to show this action in the action bar. A commonly used condition is inCombat. | |
Cast Conditions | Condition | Conditions required to start a cast (needs a cast time), but not required to complete a cast. | |
Finish Conditions | Condition | Conditions required to finish a cast (needs a cast time), but not required to start it. |
Common action tags
You should tag your actions, primarily to help NPCs decide how to use them. You'll want to use tags starting with ac_.
Tag | Description |
---|---|
ac_buff | Action is a buff |
ac_debuff | Action is a debuff |
ac_heal | Action has a healing component |
ac_npc_important | Action will be prioritized by NPCs and always used by NPCs whenever they can |
ac_npc_first | Use this first unless an important action is castable. Can be combined with ac_npc important to further increase ranking. |
ac_npc_important_last | Only works consistently for actions that don't require momentum. If no other actions can be used, then this will be used. |
ac_interrupt | Action has an interrupt component. |
ac_item | Action is tied to an item. |
ac_mana_heal | Action has a momentum restore component. |
ac_self_heal | Action has a self heal component. |
ac_taunt | Action has a taunt component. |
ac_mana_damage | Action has a momentum damage component. |
ac_npc_ignore_aggro | The NPC caster should ignore the aggro system and pick targets at random. |