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VantageDocumentation

03 · Abilities

Eight abilities on one caster, each showing a different part of the ability system.

Blizzard falling on a group of targets with a firebolt in flight and the hotbar running its cooldowns.

Scene Scenes/03_Abilities. Assets Content/03_Abilities and Content/Shared.

What it teaches

  • An ability is a definition that says when and at what it can be cast, plus effect assets that say what happens.
  • Cast times, channels, cooldowns and the global cooldown are fields on the definition.
  • Projectiles, splash, cones and falloff are fields on the effect.
  • Taking damage interrupts a cast or channel and refunds its cost, unless the ability pushes back or ignores damage instead.
  • Effects need no code: cues on the ability and its area effects play particle prefabs for cast starts, casts, impacts and areas.
  • Ground abilities can be aimed first. A ring shows the area and turns red out of range; a click casts.

Assets

Every ability uses Resource Kind MP, Triggers GCD on and Ignores GCD off. Damage Reaction is Interrupt on every ability except Drain Life. Every splash has Target Mask Everything and Friendly Fire off, so it only hits units of other factions.

Key Ability Icon Id Targeting Mode Range Resource Cost Cast Time Cooldown
1 Firebolt flame Single Target 20 20 1 0
2 Arcane Missile sparkles Single Target 18 15 0 2
3 Frost Nova snowflake Self 0 40 0 8
4 Blizzard wind Ground Point 18 60 1.5 12
5 Drain Life droplets Single Target 12 30 0 6
6 Cleave swords Single Target 3 0 0 4
7 Heal heart-pulse Self 0 50 1.5 6
8 Meteor orbit Ground Point 20 80 2.5 15

Their ids are ability.firebolt, ability.arcane_missile, ability.frost_nova, ability.blizzard, ability.drain_life, ability.cleave, ability.heal and ability.meteor.

Ability Effects
Firebolt FireboltDamage, a Damage effect: 35 to 45 Fire, Channel Magic, Projectile prefab FireProjectile at Speed 18.
Arcane Missile ArcaneMissileDamage, a Damage effect: 16 to 22 Arcane, Channel Magic, Projectile prefab ArcaneProjectile at Speed 9, Arc Height 3, Homing on.
Frost Nova FrostNovaDamage, an AoE Damage effect: 18 to 24 Cold, Channel Magic, Splash Radius 6. Then FrostNovaChill, an AoE Buff effect: Buff Chilled, Splash Radius 6.
Blizzard BlizzardArea, a Persistent AoE Damage effect: 8 to 12 Cold, Channel Magic, Duration 6, Tick Interval 1, Splash Radius 4.
Drain Life No Effects. Is Channeled on, Channel Duration 4, Channel Tick Interval 0.5, Tick Effects DrainLifeTick, a Damage effect: 7 to 9 Shadow, Channel Magic. Damage Reaction Pushback.
Cleave CleaveDamage, a Damage effect: 25 to 30 Physical, Channel Melee, Splash Radius 3.5, Cone Angle 140.
Heal HealEffect, a Heal effect: 70 to 90.
Meteor MeteorDamage, an AoE Damage effect: 60 to 80 Fire, Channel Magic, Splash Radius 5, Falloff a straight line from 1 at the centre to 0.3 at the edge.

Chilled, a Buff Definition: Id buff.chilled, Default Duration 4, Stacking Policy Refresh, Modifiers Move Speed -0.5 with Is Percentage on, CC Category Slow.

Arcanist, the player’s Unit Definition:

Field Value
Id unit.arcanist
Faction Player
Pools HP: Base Max 300, Starting Current 300, Regen Mode Out Of Combat Only, 5 per second. MP: Base Max 400, Starting Current 400, Regen Mode Passive, 20 per second.
Min Damage / Max Damage 10 / 14
Move Speed 5.5
Granted Abilities The eight abilities in key order.

The targets:

Asset Settings
DummyGroupDummy Faction Enemy, HP 600, no basic attack, Move Speed 0.
DummyMovingDummy Faction Enemy, HP 600, no basic attack, Move Speed 3.
SparringPartner Id unit.sparring_partner, Faction Enemy, HP 800, Min / Max Damage 2 / 3, Attack Interval 1.2, Move Speed 4, Use Hostile AI on, Aggro Range 5.

Effects

Every effect prefab is in Kit/Vfx. The cues, by field:

Asset Field Vfx Prefab Vfx Seconds Scale To Area
Firebolt Cast Start Cue FireSparks 1.2 off
Firebolt Impact Cue FireBurst 1 off
Arcane Missile Cast Cue ArcaneSparks 1 off
Arcane Missile Impact Cue ArcaneBurst 1 off
Frost Nova Cast Cue FrostSparks 1 off
Frost Nova Impact Cue FrostBurst 1 off
FrostNovaDamage Area Cue FrostRing 1.2 on
Blizzard Cast Start Cue FrostSparks 1.6 off
BlizzardArea Area Cue FrostRing 1.2 on
BlizzardArea Pulse Cue FrostPulse 1 on
BlizzardArea Loop Cue SnowFall 0 on
Drain Life Cast Cue ShadowSparks 1.2 off
Drain Life Impact Cue ShadowBurst 0.8 off
Cleave Impact Cue PhysicalBurst 0.8 off
Heal Cast Start Cue HolySparks 1.6 off
Heal Cast Cue HealGlow 1.4 off
Meteor Cast Start Cue FireSparks 2.6 off
Meteor Impact Cue FireBurst 1 off
MeteorDamage Area Cue MeteorImpact 2 on
DummyGroupDummy, DummyMovingDummy, SparringPartner Death Cue DeathPuff 1.2 off

Unit cues play through the VtUnitPresenter on the Unit prefab. Area cues play at the centre of the area; the Loop Cue stays on Blizzard’s area until it ends. Drain Life’s impact plays on every channel tick, because the tick damage belongs to the ability.

Scene

Ground 40 × 40.

Object Setup
Player Player prefab at (0, 0, -2). Definition Arcanist. VtDemoReviveAfterDeath 3 seconds, Return To Start on. VtAbilityHotkeys with eight slots: abilities in the order above with Action left empty, so they cast on keys 1 to 8, and Ground Targeting set to Aim And Confirm. The prefab’s VtGroundTargetIndicator draws the ring.
Group Three Unit prefabs with DummyGroupDummy at (-5, 0, 6), (0, 0, 7.5) and (5, 0, 6). VtDemoReviveAfterDeath 3 seconds, Return To Start off.
Moving target Unit prefab with DummyMovingDummy at (-6, 0, 10). VtDemoPatrol with Offset (12, 0, 0) and Wait Seconds 1. VtDemoReviveAfterDeath 3 seconds, Return To Start on.
Sparring partner Unit prefab with SparringPartner at (9, 0, 0), outside its own Aggro Range of 5 so it waits for you. VtDemoReviveAfterDeath 3 seconds, Return To Start on.
Main Camera VtTopDownCamera, Default Height 17, so every target and its nameplate is on screen at the start and none of them sits under the lesson card.
Demo UI Lesson card, two VtUnitFrame with Unit Player and Region Top Left, one with Source Unit and one with Source Target Of Unit. VtBuffBar with Unit Player and Region Top Left. VtResourceBar with Unit Player, Bar Source Cast and Region Top Left. VtActionBar with Hotkeys set to the player’s VtAbilityHotkeys, Region Bottom Center and Slot Size Large.

Build it yourself

  1. Build the Unit, Player, FireProjectile and ArcaneProjectile prefabs as in Build the prefabs.
  2. Create the eight effects, Chilled, and the eight abilities with Create → Vantage → Abilities and the values above. Drag each effect into its ability’s Effects, or into Tick Effects for Drain Life.
  3. Create Arcanist and list the abilities under Granted Abilities.
  4. Create the three target definitions.
  5. Build the scene as in Build the shared layout with a 40 × 40 Level.
  6. Place the player, add eight slots to its VtAbilityHotkeys, drag the abilities in, and set Ground Targeting to Aim And Confirm. Check that the Player prefab has VtGroundTargetIndicator.
  7. Place the group, the moving target with a patrol, and the sparring partner, and set the camera’s Default Height to 17.
  8. For the effects, make a particle prefab per row of the effects table, or use any effect prefabs you have, and fill the cue fields. Author area prefabs for a radius of 1 and tick Scale To Area on their cues.

Try

  • Keys 1 to 8 cast. Point at a unit for single-target abilities.
  • Press 4 or 8, move the ring to where the spell should land, and left-click. The ring is the area and turns red out of range. Right-click or Esc cancels; pressing the key again casts.
  • Firebolt the moving target: it can walk out of the way of a straight projectile. Arcane Missile follows it.
  • Start a cast next to the sparring partner: its hits interrupt the cast and refund the mana.
  • Channel Drain Life next to the sparring partner: its hits shorten the channel instead of stopping it.
  • Cast again during the global cooldown and read the refusal.
  • Frost Nova the moving target and watch it slow down.
  • F10 hides every panel, R resets the scene.

In your own game

A new behaviour is a new effect class, not a change to the ability system. See Extending.