Skill are implemented as simple objects the have the intention of separating the entire skill logic in it’s own self contained blueprint.
All skills are stored in the DT_Skills
data table.
Type - Can be either Activation or Passive. Active skill must execute their logic in their blueprint and end. Passive skills are just added to the skill list of the character and must called when they are needed separately, or not called at all. In the example project, the the only passive skill is enemy step, which is called when the character jumps. The remaining skills are all active.
Skill - The actual skill blueprint class
Atribute requirement - Optional, but by default the system uses AP (ability points) as the resource for skills.
Display - Optional, used only for UI display when unlocking, etc
Prevention Tags - If the character has these tags, the skills can not be activated.
Required Tags - If the character have these tags, the skills can be activated.