### Quest Start Item Configuration Source: https://docs.anyrpg.org/scriptable-objects/items/quest-start-item Details on the properties required to define a Quest Start Item in AnyRPG. ```APIDOC ## Quest Start Item Properties ### Description Quest Start Items are specialized items that trigger a quest when used by a player. They inherit properties from standard Items and include specific quest-related configurations. ### Properties - **Quests** (List) - Required - A list of quests that the item can start. - **Start Quest** (Boolean) - Required - Must be true to allow the item to initiate the quest. - **End Quest** (Boolean) - Optional - If true, the quest can be auto-completed upon starting. - **Quest Name** (String) - Required - The name of the quest to start when the item is used. ``` -------------------------------- ### Channeled Object Script Dependencies Source: https://docs.anyrpg.org/monobehaviours/channeled-object-script This section outlines the prerequisites and setup required for the Channeled Object Script to function correctly. ```APIDOC ## Channeled Object Script Dependencies ### Description To ensure the Channeled Object Script operates as expected, the following dependencies and setup configurations must be met: ### Dependencies - A line renderer must be attached to the same prefab, using a material with a sprite sheet of a lightning bolt. - If *Start Object* and *End Object* are used, the prefab should have 2 gameobjects as children (with no components on them) that will serve as the start and end point of the lightning bolt. ``` -------------------------------- ### Environment Preview Usage Source: https://docs.anyrpg.org/shared-properties/environment-preview Instructions on how to edit and utilize Environment Previews. ```APIDOC ## Environment Preview Usage ### Description Instructions on how to edit and utilize Environment Previews. ### Usage - Edit environment preview on [Factions](https://docs.anyrpg.org/scriptable-objects/faction). - Edit environment preview on [Character Races](https://docs.anyrpg.org/scriptable-objects/character-race). ``` -------------------------------- ### Armor Creation Source: https://docs.anyrpg.org/scriptable-objects/items/armor Instructions on how to create a new armor item within the AnyRPG project. ```APIDOC ## Armor Creation To create a faction, find (or create) the *GameName/Resources/GameName/Item/Equipment* folder (or any subfolder of that folder) in the project tab and right click. Choose *Create > AnyRPG > Inventory > Equipment > Armor*. ``` -------------------------------- ### Clone the AnyRPG repository Source: https://docs.anyrpg.org/anymmo/getting-started/installing-anymmo/github-installation Use the git CLI to clone the project repository to your local machine. ```bash git clone git@github.com:AnyRPG/AnyRPGCore.git ``` -------------------------------- ### Checkout the network branch Source: https://docs.anyrpg.org/anymmo/getting-started/installing-anymmo/github-installation Switch to the required network branch after cloning the repository. ```bash git checkout network ``` -------------------------------- ### Unit Spawn Controller Interactable Overview Source: https://docs.anyrpg.org/monobehaviours/interactable-options/unit-spawn-controller-interactable Details regarding the configuration and dependency requirements for the Unit Spawn Controller Interactable. ```APIDOC ## Unit Spawn Controller Interactable ### Description The Unit Spawn Controller Interactable is a component used to manage unit spawning. It relies on specific configuration properties and requires an Interactable Monobehavior on the same GameObject. ### Dependencies - An Interactable Monobehavior must be present on the same GameObject. ### Properties - Inherits properties from [Unit Spawn Controller Config Properties](https://docs.anyrpg.org/scriptable-objects/interactable-option-configurations/unit-spawn-controller-config#properties). ``` -------------------------------- ### Environment Preview Properties Source: https://docs.anyrpg.org/shared-properties/environment-preview This section outlines the configurable properties for Environment Previews. ```APIDOC ## Environment Preview Properties ### Description This section outlines the configurable properties for Environment Previews. ### Properties - **Environment Preview Prefab** (Prefab) - Description: A physical prefab to spawn that contains the physical environment to show behind the character. - **Platform Material** (Material) - Description: The material to apply to the platform the character stands on. - **Top Material** (Material) - Description: The material to apply to the top of the virtual skybox surrounding the character. - **Bottom Material** (Material) - Description: The material to apply to the bottom of the virtual skybox surrounding the character. - **North Material** (Material) - Description: The material to apply to the north of the virtual skybox surrounding the character. - **South Material** (Material) - Description: The material to apply to the south of the virtual skybox surrounding the character. - **East Material** (Material) - Description: The material to apply to the east of the virtual skybox surrounding the character. - **West Material** (Material) - Description: The material to apply to the west of the virtual skybox surrounding the character. ``` -------------------------------- ### Creation of Weather Profile Source: https://docs.anyrpg.org/scriptable-objects/weather-profile Instructions on how to create a new Weather Profile asset within the Unity project. ```APIDOC ## Creation of Weather Profile ### Description To create a weather profile, navigate to the `GameName/Resources/GameName/WeatherProfile` folder in the project tab. Right-click within this folder and select `Create > AnyRPG > WeatherProfile`. ### Method Create Asset ### Endpoint N/A (Editor Action) ### Parameters N/A ### Request Example N/A ### Response N/A ``` -------------------------------- ### Mount Effect Creation Source: https://docs.anyrpg.org/scriptable-objects/ability-effects/mount-effect Instructions on how to create a new Mount Effect asset within the Unity editor. ```APIDOC ## Mount Effect Creation ### Description To create a mount effect, navigate to the project tab in Unity, find or create a folder within *GameName/Resources/GameName/AbilityEffect*, right-click, and select *Create > AnyRPG > Abilities > Effects > MountEffect*. ### Method Unity Editor Asset Creation ### Endpoint N/A ### Parameters N/A ### Request Example N/A ### Response N/A ``` -------------------------------- ### Behavior Profile Creation Source: https://docs.anyrpg.org/scriptable-objects/behavior-profile Instructions on how to create a new Behavior Profile asset within the Unity project. ```APIDOC ## Behavior Profile Creation To create a behavior profile, find (or create) the *GameName/Resources/GameName/BehaviorProfile* folder in the project tab and right click. Choose *Create > AnyRPG > BehaviorProfile*. ``` -------------------------------- ### Armor Integration Source: https://docs.anyrpg.org/scriptable-objects/items/armor Guidance on how to integrate armor into various aspects of the AnyRPG game system. ```APIDOC ## Next Steps * Configure a [Unit Profile](https://docs.anyrpg.org/scriptable-objects/unit-profile)'s *Equipment Name List* to provide this armor to newly created characters. * Configure a [Character Class](https://docs.anyrpg.org/scriptable-objects/character-class)' *Equipment Names* list to provide this armor to newly created characters of that class. * Configure a [Character Race](https://docs.anyrpg.org/scriptable-objects/character-race)'s *Equipment Names* list to provide this armor to newly created characters of that race. * Configure a [Class Specialization](https://docs.anyrpg.org/scriptable-objects/class-specialization)'s *Equipment Names* list to provide this armor to a newly created characters of that specialization. * Add armor to a [Loot Table](https://docs.anyrpg.org/scriptable-objects/loot-table) so that it can drop when an enemy is defeated. * Add armor to a [Vendor Collection](https://docs.anyrpg.org/scriptable-objects/vendor-collection) and make it available on a vendor. * Add armor to an [Equipment Set](https://docs.anyrpg.org/scriptable-objects/equipment-set) to give it unique set bonuses when one or more pieces of a set are equipped. * Add armor as an output to a [Recipe](https://docs.anyrpg.org/scriptable-objects/recipe) so that it can be crafted. ``` -------------------------------- ### Scene Node Creation Source: https://docs.anyrpg.org/scriptable-objects/scene-node Instructions on how to create a new Scene Node asset within the Unity project. ```APIDOC ## Scene Node Creation To create a scene node, find (or create) the *GameName/Resources/GameName/SceneNode* folder in the project tab and right click. Choose *Create > AnyRPG > SceneNodes > SceneNode*. ``` -------------------------------- ### Unit Spawner Configuration Properties Source: https://docs.anyrpg.org/monobehaviours/unit-spawn-node A reference of the available properties for configuring unit spawning behavior. ```APIDOC ## Unit Spawner Properties ### Description Configuration properties for defining how and when units are spawned within the AnyRPG system. ### Parameters - **Unit Profile Names** (string) - List of Unit Profiles to be spawned. - **Dynamic Level** (boolean) - If true, spawned characters match the player level. - **Unit Level** (integer) - Default level if Dynamic Level is false. - **Extra Levels** (integer) - Additional levels added to the player level if Dynamic Level is true. - **Default Toughness** (string) - The Toughness profile assigned to spawned characters. - **Spawn Timer** (float) - Base spawn time for regular mob spawns. - **Spawn Delay** (float) - Offset delay for multiple spawners. - **Despawn Delay** (float) - Delay before the GameObject is destroyed. - **Respawn Timer** (float) - Timer for respawning units; -1 disables respawning. - **Respawn On** (enum) - Trigger for respawns: Despawn, Loot, or Death. - **Max Units** (integer) - Maximum simultaneous units; -1 for infinite. - **Suppress Auto Spawn** (boolean) - If true, allows control via Unit Spawn Control Panels. ``` -------------------------------- ### Experience Scaling Configuration Source: https://docs.anyrpg.org/getting-started/configuring-your-game Configuration settings for experience points gained from quests and kills. ```APIDOC ## Experience Scaling Configuration ### Description Defines how experience points are calculated for quests and kills, including flat bonuses and level-based multipliers. ### Parameters - **Base Quest XP** (float) - Flat XP added to all quests. - **Quest XP Per Level** (float) - XP added to quests that scales with level. - **Use Quest XP Level Multiplier Denominator** (boolean) - If true, multiplies XP per level by (1/level). - **Quest XP Multiplier Level Cap** (int) - Cap for the level multiplier. - **Base Kill XP** (float) - Flat XP added to all kills. - **Kill XP Per Level** (float) - XP added to kills that scales with level. - **Use Kill XP Level Multiplier Denominator** (boolean) - If true, multiplies XP per level by (1/level). - **Kill XP Multiplier Level Cap** (int) - Cap for the level multiplier. ``` -------------------------------- ### Equipment Configuration Schema Source: https://docs.anyrpg.org/scriptable-objects/items/equipment Defines the properties used to configure equipment items, including visual UMA recipes and physical object attachments. ```APIDOC ## Equipment Configuration ### Description Defines how equipment items interact with UMA recipe profiles and physical object attachments when equipped. ### Parameters - **Uma Recipe Profile Name** (string) - The name of a shared UMA Recipe Profile defining which recipes are shown on a character. - **UMA Recipe Profile Properties** (object) - Specific properties of an UMA Recipe Profile that apply only to this equipment. - **Holdable Object List** (array) - A list of attachment nodes for physical GameObjects. - **Equipment Slot Profile Name** (string) - The name of an Equipment Slot Profile. - **Holdable Object Name** (string) - The name of a Prefab Profile containing a link to a GameObject. - **Use Universal Attachment** (boolean) - If true, ignores attachment points in the Prefab Profile and uses named attachments. - **Primary Attachment Name** (string) - The Node Name of an Attachment Point Node to use when equipped but not held. - **Unsheathed Attachment Name** (string) - The Node Name of an Attachment Point Node to use when equipped and held. - **Use Armor Modifier** (boolean) - If true, this item provides the wearer with armor. ``` -------------------------------- ### Combat and DPS Scaling Source: https://docs.anyrpg.org/getting-started/configuring-your-game Configuration for unit despawn timers and weapon DPS scaling. ```APIDOC ## Combat and DPS Scaling ### Description Settings for unit behavior after death and dynamic weapon power scaling. ### Parameters - **Default Despawn Timer** (float) - Time in seconds before a unit despawns after being killed and looted. - **Weapon DPS Budget Per Level** (float) - DPS increase per level for weapons with Dynamic Level enabled. ``` -------------------------------- ### Creation and Properties of Knock Back Effect Source: https://docs.anyrpg.org/scriptable-objects/ability-effects/knock-back-effect Instructions on how to create a Knock Back Effect asset and a detailed explanation of its properties. ```APIDOC ## Creation of Knock Back Effect ### Description To create a knock back effect, navigate to the project tab, find or create the *GameName/Resources/GameName/AbilityEffect* folder (or any subfolder), right-click, and choose *Create > AnyRPG > Abilities > Effects > KnockBackEffect*. ### Properties In addition to all the properties of its parent class, [Fixed Length Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects/knock-back-effect), knock back effects have the following properties: #### Knockback Type An enumeration of knockback types. - **Knockback**: The knockback direction will be calculated from the caster to the target. - **Explosion**: The knockback direction will be calculated from a point. #### Knock Back Velocity The speed the character should be knocked back at. #### Knock Back Angle The angle the character should be knocked upwards at. #### Explosion Radius The radius from the center point of the explosion where targets will be affected. #### Explosion Force The amount of force to apply to targets of the explosion. #### Upward Modifier The amount of upward force to apply to targets of the explosion. #### Explosion Mask The layers to hit when performing the explosion. ### Next Steps * Add a knock back effect to an [Ability](https://docs.anyrpg.org/scriptable-objects/abilities). * Add a knock back effect to another [Ability Effect](https://docs.anyrpg.org/scriptable-objects/ability-effects) to chain them together. ``` -------------------------------- ### Ability Configuration Parameters Source: https://docs.anyrpg.org/scriptable-objects/abilities Defines the properties used to configure ability behavior including casting time, cooldowns, and resource scaling. ```APIDOC ## Ability Configuration Parameters ### Description Configuration fields for defining how abilities function, including resource costs, casting mechanics, and cooldown logic. ### Parameters - **Resource Gain Per Level** (float) - The amount of Power Resource gained, multiplied by character level. - **Use Speed Multipliers** (boolean) - If true, cast time is affected by the Speed secondary stat. - **Use Animation Cast Time** (boolean) - If true, cast time is determined by the animation length. - **Ability Casting Time** (float) - Used if Use Animation Cast Time is false. - **Ability Cool Down** (float) - Cooldown time in seconds. - **Cool Down On Cast** (boolean) - If true, cooldown starts at the beginning of the cast. ``` -------------------------------- ### Cutscene Configuration Properties Source: https://docs.anyrpg.org/scriptable-objects/cutscene Details the properties available when creating a Cutscene Scriptable Object in the AnyRPG editor. ```APIDOC ## Cutscene Configuration Properties ### Description Defines the settings for a Cutscene object, including playback behavior, scene management, and subtitle synchronization. ### Properties - **Repeatable** (boolean) - If true, this cutscene can be played more than once. - **Require Player Unit Spawn** (boolean) - If true, the player unit must be spawned in the world for this cutscene to play. - **Use Default Faction Colors** (boolean) - If true, player faction will be ignored, and default faction relationship colors will be used for health bars. - **Timeline Name** (string) - The name of a Unity Timeline to trigger when this cutscene is played. - **Load Scene Name** (string) - The name of a scene to load to play this cutscene. - **Unload Scene On End** (boolean) - If true, the scene that was active before the cutscene played will be loaded when the cutscene ends. - **Auto Advance Subtitles** (boolean) - If true, the subtitles will be played automatically. If false, the timeline will control the subtitles. ### Subtitle Properties - **Audio Profile Name** (string) - The name of an audio profile to play when the cutscene is started. - **Subtitle Nodes** (list) - A list of subtitle text and times containing: - **Start Time** (float) - The time, in seconds after the start of the cutscene, to show the text. - **Show Time** (float) - The time, in seconds, that the text should be active after being shown. - **Description** (string) - The text to be shown. ``` -------------------------------- ### Item and Equipment Configuration Source: https://docs.anyrpg.org/wizards/new-equipment-set-wizard Configuration settings related to item quality, level scaling, and stat allocation for equipment. ```APIDOC ## Website Configuration: /websites/anyrpg ### Description This section details the configuration parameters for item generation and equipment properties within the 'anyRPG' project. ### Parameters #### Item Quality - **Item Quality** (string) - The item quality that will be assigned to all equipment in this set. - **Random Item Quality** (boolean) - If true, the equipment will have a random item quality assigned when looted, crafted, or purchased. #### Leveling and Scaling - **Dynamic Level** (boolean) - If true, the equipment will scale up to match the character level. - **Freeze Drop Level** (boolean) - If true, and dynamic level is set, the equipment will be fixed at the level the character was when the item was looted, crafted, or purchased. - **Level Cap** (integer) - If this is set to anything other than zero, equipment with a dynamic level will have this value as the maximum level it can scale to or freeze at. - **Item Level** (integer) - If dynamic level is false, the equipment will have this fixed level. - **Use Level** (integer) - The level the character must be to equip this equipment. #### Stats - **Primary Stats** (list of strings) - A list of primary stats that will apply to each piece of equipment. - **Random Secondary Stats** (boolean) - If true, the secondary stats will be chosen randomly from the list, up to the limit defined by the item quality. - **Secondary Stats** (list of strings) - A list of secondary stats that will apply to each piece of equipment. #### Equipment Type - **Use ** (boolean) - For each type of equipment (e.g., Use Helmet, Use Boots), if this is true, equipment of that type will be created. ``` -------------------------------- ### Equipment Properties Source: https://docs.anyrpg.org/scriptable-objects/items/equipment Details the unique properties of equipment in AnyRPG. ```APIDOC ## Equipment Properties ### Description This section details the unique properties of equipment items in AnyRPG, which extend the base properties shared by all Items. ### Properties - **Equipment Slot Type** (Equipment Slot Type) - The equipment slot type of this equipment. Refers to [Equipment Slot Type](https://docs.anyrpg.org/scriptable-objects/equipment-slot-type). - **Equipment Set Name** (string) - The name of any Equipment Set that this equipment belongs to. Refers to [Equipment Set](https://docs.anyrpg.org/scriptable-objects/equipment-set). ``` -------------------------------- ### Website Properties Source: https://docs.anyrpg.org/scriptable-objects/recipe Details the configurable properties for websites in AnyRPG. ```APIDOC ## Website Properties ### Description This section describes the properties that can be configured for a website within the AnyRPG system. These properties define various aspects of how content, such as recipes, is managed and learned. ### Properties - **Auto Learn** (boolean) - If true, this recipe is automatically learned at the appropriate level, defined in the *Required Level* field. - **Required Level** (integer) - The level the character must have reached to learn this recipe. - **Crafting Materials** (array of objects) - A list of Items required for the recipe. Each object contains: - **Item Name** (string) - The name of an Item that will be used up when crafting this recipe. - **Count** (integer) - The number of Items that are required. - **Item Output Name** (string) - The name of the new Item that will be created upon completing crafting. ```