GASify
  • Introduction
  • Overview
  • Installation
  • Basic Usage
  • Ability System Component (ASC)
    • Attributes
    • Attribute Processors
    • Targetting System
  • Gameplay Ability (GA)
    • Gameplay Ability Implementations
    • Creating New Abilities
  • Gameplay Effect (GE)
    • Modifier
    • Calculation (GEC)
    • Behaviour (GEB)
  • Gameplay Tag
  • Gameplay Cue
  • Data Groups
  • Cookbook 🥣
  • Multiplayer / Networking
  • Contact & Note
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  • There are 2 types of Attributes: Resources and Stats.
  • AttributeName
  • Create different attributes for your game's mechanics:
  1. Ability System Component (ASC)

Attributes

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Last updated 1 year ago

The value representation of a parameter/mechanic in our system.

There are 2 types of Attributes: Resources and Stats.

1. Resources use baseValue. They are expendable (e.g. HealthPoints, Potions, Ammo, Coins).

2. Stats use currentValue. Not expendable (e.g. MaxHealth, MaxMana, JumpHeight, CritChance).

*Create and assign all needed attributes via the Editor Inspector or on Awake(). Creating and assigning attributes during runtime is not supported currently.

AttributeName

Attributes have a property called AttributeName, it is a simple reusable ScriptableObject that assigns the name and type for an Attribute object.

You can create as many different attributesNames as you want to represent different values in your mechanics.

Create different attributes for your game's mechanics:

Right click in Editor -> Create -> GAS -> AttributeName

*AttributeNames must be in the same folder as their library (AttributeNameLibrary)