General
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The Settings configuration holds a host of general settings including:
Activation Intervals
Global Adjustments
GUI Log and Logging Preferences
Ability Cancelling
Idle Mode Configuration
Hit Interruption/Prevention Toggles
One of the most important settings in this configuration is the Ability Activation Interval which determines the time till another ability can be activated globally, the smaller the number the faster the entity can activate abilities one after another. The setting can take a float value.
This setting helps control the flow of your ability activation for your characters, want fast attacks? Then have a small interval. Want some breathing space between casting spells? Increase the interval.
This interval can be adjusted temporarily by abilities, if for example a strong attack needs more recovery time before the next attack can activate.
This section also allows for you to configure the Input Combo Recycle Interval which is the interval between the last recorded input before the combination of recent inputs is recycled to start fresh.
This setting links directly to the functionality to trigger abilities from a combination of key inputs
i.e F > F> B will do a special attack.
This setting determines when the inputs recorded will be refreshed ready for a new set of input combinations. For example, if F > F is entered then the player has up until the interval to enter the B to do the special attack, if done after the interval the ability will not trigger and the player has to enter in again F > F > B.
Within ABC is a small number of global adjustments which can be modified permanently in the controller manager or temporarily through effects.
These adjustments will change the behaviour of the characters abilities at once, like reducing prepare time (reduce casting) or increasing cooldowns.
Global adjustments can be modified temporarily by effects to give the player a quick attack buff or an enemy a cooldown increasing debuff
The following global adjustments can be modified:
This setting is used to speed up or slow down all ability prepare times (how long it takes an ability to initiate) as a percentage. 100% means all abilities will prepare at the normal rate defined for each ability.
If for example the number is 50 then all ability prepare times will be halved. The lower the number the less time each ability will prepare for before activating. If higher then prepare times will globally increase.
If 0 is entered then it will default to 100. This can be modified during play by the ability effect: Adjust Ability Global Prepare Time.
Determines the base speed of the ability initiation. Normal default speed is 100%. Modify this setting to speed up or slow down the ability which includes animation speed. 50% will make the ability initiate slower, 150% will make the ability initiate faster.
This value will affect everything from when the ability should appear to animation speed adjustment. If you want to speed up a sword attack so the swing is faster or cast a spell faster then increase this value.
This setting is used to speed up or slow down all ability cooldowns as a percentage. 100% means all abilities will cooldown at the normal rate defined for each ability.
If for example the number is 50 then all ability cooldowns will be halved. The lower the number the faster each ability cooldown will be. If higher then cooldowns will globally increase.
If 0 is entered then it will default to 100. This can be modified during play by the ability effect: Adjust Ability Global Cooldown.
This setting is used to determine the chance for an ability to miss the target. Determines the chance that an ability can miss the target. by offsetting randomly on to the position it was intended to go to.
The higher the miss chance the more the entities abilities will miss. Abilities can be set to never miss by enabling the following setting: Ability Can Miss.
This setting requires an Unity text object which can be created from the Unity menu: GameObject > UI > Text. This object can be placed anywhere on the screen and will display a number of different ability and target events which can be turned on and off.
Examples of events include when an ability is ready to cast again, if not enough mana is available to cast the ability of when a target has been selected
Logging filters can be applied which allows the option of picking what type of events are logged. If the box is ticked and enabled then text relating to the box will appear in the log during play.
The options which can be filtered are:
Ready To Activate
Writes to the log when an ability is ready to activate again
Range
Writes to the log when an ability is unable to activate on the target due to being out of range
Facing Target
Writes to the log when an ability requires the entity to face the target to activate and the entity is not currently facing the target
Target Selection
Soft Target Selection
World Target Selection
Activation Error
Writes to the log if the ability is unable to activate for a number of reasons i.e a target is required
Not enough Mana
Writes to the log if the ability is unable to activate due to the entity not having enough mana
Preparing Ability
Writes to the log when an ability starts preparing
Ability Interrupted
Writes to the log when an ability has started activating but has been interrupted
Initiating Ability
Writes to the log when an ability starts initiating
Activating Ability
Writes to the log when the ability activates (projectile created/raycast sent) etc
Also writes to the log when the ability is waiting for a new target to activate
Scroll Ability Equip
Writes to the log when a scroll ability is equipped and active
Ammo Information
Writes to the log if a reload is required for the current scroll ability
Writes to the log when ammo is required to activate the ability but the entity does not have enough
Setting
Description
Enable Pooling
If enabled then when the game loads all objects (graphics etc) which have been setup for the ABC system will be created and placed in a “pool” increasing performance (as no objects will be instantiated during play). If disabled then objects will be created when needed.
Idle Mode
It is possible to set your characters to be placed in 'Idle Mode' during this time they will unequip any weapons that are currently equipped
Input Can Cancel
If enabled then key bindings can be setup to trigger cancel events which when pressed will cancel different features depending on the following scenarios,
including; Interrupting any ability currently activating, cancel the wait for a target to be selected (interrupting any ability waiting for a target to be chosen) and disabling any active Target, Soft Target or World Target.
Hits Can Interrupt Activation
If enabled then any ability the entity is currently activating can be interrupted after being hit (from a correctly setup effect being applied).
If disabled then no abilities being activated by the entity can be interrupted by a hit.
Hits Can Prevent Activation
If enabled then the entities ability activation can be prevented for a duration after being hit (from a correctly setup effect being applied).
If disabled then ability activation will never be prevented by a hit.
If the box is ticked then "Prevent Activation Duration" will appear which requires a float value which determines how long after a hit the entity can once again activate abilities.
It is highly recommended to read the tooltips in the blue boxes for a full description on what each setting does
If the load default icon is clicked then the ABC_GUI default prefab will be added to the Hierarchy and the txtAbilityLog will be added to the setting. This example can be used, referenced or edited.