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Player Character Setup Plugin

Atavism 10.2.0

Character Race: The Race of the Character Template. The options for this are set in the Option Choices Plugin

Character Class: The class of the character template. Options are defined in the Option Choices Plugin.

Faction: Faction to which character belongs, which determines the default stance to other factions. Options are defined in the Factions Plugin.

Instance Name: The instance where a character of the specified Class/Race spawns.

Spawn Location: Where the character will spawn. An object can be dragged from the scene into the GameObject box, or manually specify the x/y/z coordinates.

Orientation: The direction the character should face. Enter the desired angle around the y-axis.

Sprint: Defines the ability which will be used for the player sprint effect. Sprint as any other key can be bound in the Login scene -> Scripts -> Atavism Settings component.

Stats

Starting Level: Specify the starting level for the character.
Auto-attack: Specify what ability the character has as an auto-attack. If you leave this blank, the character will have no auto-attack.

 

You can define all attributes for the player character:

attack_speed (Attack Speed): Speed for auto-attack (delay between auto attacks in milliseconds)

cast_time (Cast Time): Statisting that is designed to affect casting time

cooldown (Cooldown): Statistic that affects all custom cooldowns for abilities

cost (Cost): Affects the cost of all abilities

critic (Critical chance): Chance for a critical attack

crush_resistance (Crash Resistance): Resistance to crash attacks

damage_dealt (Damage Dealt): Multiplier of damage dealt by the player to enemies

damage_rec (Damage Received): Multiplier of damage received by the player

dexterity (Dexterity): Attribute responsible for physical accuracy

endurance (Endurance): One endurance point is equal to 10 health-max points

evasion (Evasion): Attribute responsible to evade physical attacks

glob_cooldown (Global Cooldown): Affects global cooldown value for abilities

health (Health): The base health value for the character. This is not the final health, the health mod stat (by default, endurance) will be added on top of this to give a final health value.

health-max (Health): Maximum health

health_dealt (Health Dealt): Multiplier of relating effects applied by the player

health_rec (Health Received): Multiplier of healing effects received by the player

health_shift (Health Shift): Example stat that is assigned to the Health statistic and affecting its regeneration value (shift value)

intelligence (Intelligence): Magical accuracy

interruption_chance: (Interruption Chance): Determines a chance to interrupt casting ability by an enemy

interruption_resistance: (Interruption Resistance): Determines resistance to interrupt casting abilities

magical_critic (Magical Critical Chance): Critical chance for a magical attack

magical_crit_power (Magical Critical Power): Critical damage power for magical attacks

magical_evasion (Magical Evasion): Attribute responsible to evade a magical attacks

magical_resistance (Magical Resistance): Resistance to magical attacks

mana (Mana): The base mana value for the character. This is not the final mana, the mana mod stat (by default, willpower) will be added on top of this to give a final mana value.

mana-max (Mana): Maximum mana

movement_speed (Movement Speed): Attribute responsible for movement speed

parry (Parry): Parry attribute decreases damage by 40%

perception-stealth (Perception Stealth): Statistic that defines perception level. If it’s higher than other entities stealth statistic it will cause that the player will see these entities

physical_crit (Physical Critical Chance): Critical chance for a physical attack

physical_crit_power (Physical Critical Power): Critical damage power for physical attacks

physical_defense (Physical Defense): Attribute which is transferring with ratio 1:1 three parameters: Crash, Pierce and Slash Resistance

physical_evasion (Physical Evasion): Attribute responsible to evade physical attacks

pierce_resistance (Pierce Resistance): Resistance to piercing attacks

potential (Potential): Determines power of a magical attacks

range (Range): Affecting ranges for abilities

slash_resistance (Slash Resistance): Resistance to slashing attacks

sleep_chance (Sleep Chance): Determines a chance to apply sleep effect

sleep_resistance (Sleep Resistance): Determines resistance to sleep effects

stamina (Stamina): Example vitality stat that is assigned to be used in a sprint ability

stamina-max (Stamina): Maximum stamina

stealth (Stealth): Statistic opposite to perception-stealth. If it’s higher than other entities perception-stealth statistic it will cause that the player will be invisible for them

strength (Strength): Determines power of a physical attacks

stun_chance (Stun Chance): Determines a chance to apply stun effect

stun_resistance (Stun Resistance): Determines resistance to stun effects

weapon_cooldown (Weapon Cooldown): Affects weapon cooldown value for abilities

weight (Weight): Actual weight

weight-max (Weight): Maximum weight carried by the player

willpower (Willpower): One willpower point is equal to 10 mana-max points

 

The starting value of stats and how they increase as player levels up can be set for each Race/Class template. It follows the format of starting stat value, how much the value changes each level (as a number), and then how much in percentage it changes. The formula is:

(base_value + (increase * (level-1))) * (1 + ( (percentage / 100) * (level - 1)))

As an example:

  • crush_resistance: 5
  • Increases by: 2 and Percent: 3

This means the player starts with 5 for their crush resistance then when they level up to level 2 it will be 7. At level 10 it will be:

(5 + (2 * (10-1))) * (1 + ( (3 / 100) * (10 - 1))) = 29.21 (which will be rounded down to 29).

Important note: After you will create player character template you can assign skills and items to it in the edit tab

Skills

After a Race/Class template has been created skills can be added. Skills added to a template are known by the character as soon as they are created, and do not cost the player anything to learn. All of the abilities the skill has at level 0 or 1 are also given to the player. These abilities, if non-passive, will then be put on the players action bar allowing them the use of abilities as soon as they first log in.

Items

The last thing that can be set for starting characters is the items they have. Just like Skills, there is no limit to the number of items that can be given to a starting character (but take care not to fill their bags too much). The amount of an item can be set (count) and whether or not it is equipped on the character.

Most games will have starting characters geared up with a weapon and at least some pants and a chest item equipped.

Atavism 10.1.0-

Character Race: The Race of the Character Template. The options for this are set in the Option Choices Plugin

Character Class: The class of the character template. Options are defined in the Option Choices Plugin.

Faction: Faction to which character belongs, which determines the default stance to other factions. Options are defined in the Factions Plugin.

Instance Name: The instance where a character of the specified Class/Race spawns.

Spawn Location: Where the character will spawn. An object can be dragged from the scene into the GameObject box, or manually specify the x/y/z coordinates.

Orientation: The direction the character should face. Enter the desired angle around the y-axis.

 

Stats

 
Starting Level: Specify the starting level for the character.
Auto-attack: Specify what ability the character has as an auto-attack. If you leave this blank, the character will have no auto-attack.
 

 

You can define all attributes for the player character:

attack_speed (Attack Speed): Speed for auto-attack (delay between auto attacks in milliseconds)

critic (Critical chance): Chance for a critical attack

crush_resistance (Crash Resistance): Resistance to crash attack

dexterity (Dexterity): Attribute responsible for physical accuracy

endurance (Endurance): One endurance point is equal to 10 health-max points

evasion (Evasion): Attribute responsible to evade a physical attack

health (Health): The base health value for the character. This is not the final health, the health mod stat (by default, endurance) will be added on top of this to give a final health value.

health-max (Health): Maximum health

intelligence (Intelligence): Magical accuracy

magical_critic (Magical Critical Chance): Critical chance for a magical attack

magical_evasion (Magical Evasion): Attribute responsible to evade a magical attack

magical_resistance (Magical Resistance): Resistance to magical attack

mana (Mana): The base mana value for the character. This is not the final mana, the mana mod stat (by default, willpower) will be added on top of this to give a final mana value.

mana-max (Mana): Maximum mana

movement_speed (Movement Speed): Attribute responsible for movement speed

parry (Parry): Parry attribute decreases damage by 40%

physical_crit (Physical Critical Chance): Critical chance for a physical attack

physical_defense (Physical Defense): Attribute which is transferring with ratio 1:1 three parameters: Crash, Pierce and Slash Resistance

potential (Potential): Determines power of a magical attack

slash_resistance (Slash Resistance): Resistance to slashing attack

strength (Strength): Determines power of a physical attack

weight (Weight): Actual weight

weight-max (Weight): Maximum weight carried by the player

willpower (Willpower): One willpower point is equal to 10 mana-max points

 

The starting value of stats and how they increase as player levels up can be set for each Race/Class template. It follows the format of starting stat value, how much the value changes each level (as a number), and then how much in percentage it changes. The formula is:

(base_value + (increase * (level-1))) * (1 + ( (percentage / 100) * (level - 1)))

As an example:

  • crush_resistance: 5
  • Increases by: 2 and Percent: 3

This means the player starts with 5 for their crush resistance then when they level up to level 2 it will be 7. At level 10 it will be:

(5 + (2 * (10-1))) * (1 + ( (3 / 100) * (10 - 1))) = 29.21 (which will be rounded down to 29).

 
Important note: After you will create player character template you can assign skills and items to it in the edit tab

 

Skills

After a Race/Class template has been created skills can be added. Skills added to a template are known by the character as soon as they are created, and do not cost the player anything to learn. All of the abilities the skill has at level 0 or 1 are also given to the player. These abilities, if non-passive, will then be put on the players action bar allowing them the use of abilities as soon as they first log in.

 

Items

The last thing that can be set for starting characters is the items they have. Just like Skills, there is no limit to the number of items that can be given to a starting character (but take care not to fill their bags too much). The amount of an item can be set (count) and whether or not it is equipped on the character.

Most games will have starting characters geared up with a weapon and at least some pants and a chest item equipped.