ChainAbility
Extends
Section titled “Extends”Properties
Section titled “Properties”| Property | Type | Description |
|---|---|---|
aimHand? |
boolean | Partial<CastAimWindow> |
Whether the hand that holds her item turns so the item’s tip faces the target round the release, over the clip’s wrist, and over what window: true takes the engine’s, characterMotion.castAim, and a window names its own seconds in, held past the release and out, each filled from the engine’s where left out. Left out, a projectile or a chain turns the hand and an area, with no target, does not. |
approach? |
boolean |
Whether a cast at a target past range walks the caster toward it, along the path a click to walk takes, and casts once she is in range, as Diablo’s click to attack does. Left out, it does; false refuses the cast with Refusal.OutOfRange. |
castSeconds? |
number |
Seconds of wind-up before the release, for an ability with no clip; 0 is instant. With a clip, the clip’s release mark is the cast time and this is left out. |
clip? |
string |
The one-shot clip the page plays at the cast, which registerClip named with a release mark: the cast releases where the clip does. |
cooldownSeconds |
number |
Seconds before it casts again; 0 starts only the global cooldown. |
cost? |
Readonly<Partial<Record<ResourceKey, number>>> |
What the cast spends, by the keys defineResource returns: { [mana]: 25 }. The cast holds it back under castReservation at its start and spends it at its release. Left out, it is free. |
damage |
AbilityDamage |
- |
faceTarget? |
boolean |
Whether the caster turns to face her target as the cast starts, over castTurnSeconds, while the wind-up runs. Left out, she does; false casts facing wherever she stands. An area cast has no target to face. |
falloff |
number |
Each jump’s damage over the one before it: 0.7 makes 40, 28, 20. |
icon? |
IconName |
The icon the ability bar shows for it, by the engine’s icon name. Left out, the bar shows a star, or the element the game hands it. |
jumpRadius |
number |
Metres from one struck target to the next. |
jumps |
number |
Strikes after the first. |
kind |
Chain |
- |
label |
string |
What a player reads on the bar: "Arcane Bolt". |
predicted? |
boolean |
Whether her page starts the cast on the press, in a room, before the room answers: the cost off her bar, the cast bar, the clip and, at the release, the cooldowns. Left out, it does; the room still decides every outcome. false sends the press to the room alone, and her page shows the cast once the room’s word on it arrives, a round trip later, as Unreal’s server-only net execution policy does. A game played alone runs every cast at once either way. |
range |
number |
Metres from the caster to the first target. |
rooted? |
boolean |
Whether the cast plants the caster’s feet: it ends the walk she is on as it starts, and a move, a jump or a new walk cancels it. Left out, it does, as most spell games have it; false casts on the run. |
slow? |
AbilitySlow |
- |