An ability is a entity file that can be assigned to a ship as the "front end" for a buff. The Ability file, usually in the format AbilityX.entity (where X is the name of the ability), controls a majority of what is shown to the player: its activation cost (if any), whether it is active or passive (see below), its cooldown time, whether Autocast is available and when it should trigger, as well as the buff it casts and what that buff is cast on. All Abilities have the entityType Ability.
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| - An ability is a entity file that can be assigned to a ship as the "front end" for a buff. The Ability file, usually in the format AbilityX.entity (where X is the name of the ability), controls a majority of what is shown to the player: its activation cost (if any), whether it is active or passive (see below), its cooldown time, whether Autocast is available and when it should trigger, as well as the buff it casts and what that buff is cast on. All Abilities have the entityType Ability.
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abstract
| - An ability is a entity file that can be assigned to a ship as the "front end" for a buff. The Ability file, usually in the format AbilityX.entity (where X is the name of the ability), controls a majority of what is shown to the player: its activation cost (if any), whether it is active or passive (see below), its cooldown time, whether Autocast is available and when it should trigger, as well as the buff it casts and what that buff is cast on. All Abilities have the entityType Ability. Ships in base Sins are limited to four abilities. Ships in Entrenchment can use five, but the fifth must be passive as it sits behind the Upgrade slot.
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