Hit Animations

Hit animations can be setup below which can trigger when the entity is hit from either ability impacts or effects. This allows you to setup per character what animations they play when they get hit by an ability attack.

The animation which plays depends on the list order. The list will be cycled through until a dice roll matches and it's within the min/max probability. Animations at the top will be checked first.

Animations marked as "Only Activate From Effect/Direct Activation" will not be considered in the list order when being cycled through. These have to be played directly from an Ability setting or effect.

If '"Activate From Hit" is disabled then abilities can't be activated from a hit. If "Activate From Effect" is disabled then hit animations can't be activated from direct activation/effect

Hit Animations

An infinite amount of hit animations can be added. Within each Hit Animation is a space to name the group of animations set. This group name is used in other ability configuration when you want to set which hit animation to play. There is also a box to enable or disable the hit animation.

Hit Animations can be setup on the entity by pressing the “+ Add Hit Animation” button and can be removed by clicking the “X” for each section.

For each Hit Animation created you can add as many clips as you want, if the hit animation is chosen to play by ABC then one of the clips will be selected. The more clips you add the more dynamic the game will feel when a character is hit.

The last part to configure is the probability that the hit animation will be chosen to play one of the clips, if not being activated directly ABC will go through all the hit animations until it finds one from a dice roll which is between the min and max value.

It is highly recommended to read the tooltips in the blue boxes for a full description on what each setting does

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