daggerMoves

Moves are custom Scriptable Objects that can be created by navigating to the Projects window, right clicking and going to Create > Game Creator > Creatures > Move. These are what you'll drag into a creature's Moveset in the Creature Editor.

Id is used internally; pick something unique.

Name is the display name for the move.

Type is the elemental type of the move.

Class doesn't do anything internally (yet?), but allows you to organize them graphically in screens like Summaries (change range icons from physical to ranged, etc). There is a condition made for this!

Description is the move description for display purposes.

Battle Settings

Targeting (Not yet implemented) allows you to define who the move hits, whether it's a single enemy target, hits all opponents, etc.

Priority reflects how a move gets sorted in the move queue. This only applies to Phase-based battles and will be ignored in Active Turn battles. Higher numbers are higher priority, so a move with a Priority of 1 will be slower than a move with a Priority of 2.

Area Template (Not yet implemented) allows you to specify a Move Area Template (scriptable object), used only in Grid battles. See this page for more info.

Power is how damaging the move is in battle. 0, obviously, means no damage, usually used for Status type moves. Certain things like items or abilities

Accuracy is how often a move will hit. 100 means it will hit all the time, but this can be lowered using Accuracy lowering effects. To avoid this, tick on Always Hits below. This will guarantee a move will always hit (like Aerial Ace).

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Power and Accuracy are automatically taken into account during internal damage calculation.

Critical Bonus allows you to set a bonus to a creature's regular critical-hit ratio for moves like Slash or Razor Leaf. A creature's base Critical-Hit ratio is 0.05, which is 5%. Therefore, you'll want to use decimals to add to that with the Critical Bonus. For example, if you give a move a Critical Bonus of 0.15, a creature who uses that move will have a 20% chance to critical hit!

Instruction Lists

On Use - What will happen when the move is run via Run Move Instructions. You'll want to put, for damaging moves, things like Attribute Change > Target and set it a Creature Formula like Physical Damage or Ranged Damage. You can also put visual effects, SFX, and whatever else you want the move to trigger.

On Miss - What will happen if the move misses. Generally you'll want to instantiate some dialogue here like "missed!", but you can also add logic here for things like High Jump Kick, that damage the user On Miss.

On Critical - If the move does something special on a critical hit, you can set that here. For example, my custom move setup for Blade Slash causes Bleeding (status effect) on Critical Hit.

Move Data

Here you can add default or custom data entries for the move. This is generally used for things like "Makes Contact (bool)" or other tags Moves should carry, such as "Bite" for affecting abilities like Strong Jaw.

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