Very Basic DataDriven Ability Guide

edited October 2015 in Drafts

This is a walkthrough intended for people very new to scripting.

The first thing we want to do before doing anything is establish what our ability will do. We want an ability that:

  • Targets units.
  • Targets enemies.
  • Plays an attack animation.
  • Has 4 levels.
  • Plays a stab sound when the ability is cast.
  • Has a cast range of 200.
  • Has a cast point of 0.1.
  • Has a cooldown of 3.5, 3, 2.5 and 2 for each level.
  • Costs no mana.
  • Does 200, 200, 300, 300 physical damage.
  • Shows an effect.

Phew, that's a lot of stuff. How are we going to manage all that?

First off, we're going to name our ability and tell the engine that this is an ability.

"basic_stab" // This is the name of our ability.
{ // Everything between these brackets defines what this ability does.
   "BaseClass"       "ability_datadriven" // This tells the engine that 'basic_stab' is an ability.