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Abilities


The Ability System adds full combat abilities to CustomNPC+. Give NPCs powerful attacks with visual telegraphs, launch energy projectiles, set traps, chain abilities into combos, and let players unlock abilities of their own.


How Abilities Work

Every ability follows a phase-based flow: Wind-up (charge with telegraphs/animations) → Active (fire, deal damage, apply effects) → Dazed (optional recovery if interrupted).

Core Settings: Cooldown (universal + per-ability), Targeting (Aggro/Self/AOE Self/AOE Target), Range (min/max), Lock Movement/Rotation per phase, Interruptible wind-up, Weight (NPC priority), Invulnerability per phase, Ignore I-Frames, Free on Cast, and Magic Damage (separate type with split ratios).

Abilities can be configured on individual NPCs or saved as global presets.


Melee Abilities

  • Slam - Leap toward target, AOE on impact. Configurable radius, knockback, leap height. Air slams deal reduced damage
  • Heavy Hit - Powerful single strike with bonus knockback and configurable hit delay
  • Cutter - Slashing arc in a cone with configurable angle and reach

All melee abilities support configurable damage, knockback, and potion effects on hit.


Energy Projectiles

A full projectile system with a Variant System for patterns like dual-fire or barrages.

Types: Orb (homing spheres, dual-fire/barrage variants), Disc (spinning, optional boomerang, vertical/horizontal), Beam (sustained, Free Aim mode), Laser Shot (instant hitscan, no homing).

Shared Settings: Anchor Point (7 presets + custom offset), Display (colors, glow, transparency, size), Homing (toggle, turn rate, range), Combat (damage, knockback, AOE splash), Hit Type (Single/Pierce/Multi with max hit count), Lifespan (speed, max age, max distance), Size Interpolation, Proximity Alpha, and Explosions (configurable radius, toggleable block damage).


Energy Barriers

Defensive constructs that block incoming attacks.

  • Dome - Spherical barrier around the caster
  • Wall - Flat panel with optional launch mode (fires forward dealing damage/knockback)
  • Shield - Held panel following the caster's facing direction

Properties: HP/durability, melee vulnerability toggle, damage absorption (redirects caster damage to barrier), projectile reflection, ally/target filtering, custom position offsets.


Defensive Abilities

  • Guard - Reduces incoming damage by configurable %. Ends on duration or max hit count
  • Counter - Absorbs attacks and counter-attacks. Flat or percentage-based counter damage with counter animation
  • Dodge - Fully evades incoming attacks. Randomized dodge animations from up to 3 slots

Movement Abilities

  • Charge - Rush forward dealing damage in path. Configurable speed, hit width, knockback. Direction locks during wind-up
  • Dash - Quick directional movement without damage. Supports directional key input
  • Teleport - Instant relocate to target's position

AOE Abilities

  • Shockwave - AOE burst from caster with configurable radius and knockback
  • Sweeper - Rotational sweep around caster. Can run alongside other abilities in chains
  • Vortex - Pulling force dragging entities toward center while dealing damage

Hazards & Traps

Hazards

Persistent damaging zones with configurable damage interval, zone count (up to 20), shape (circle/square), height, and duration. Can affect caster.

Visual Presets: Default, Toxic, Inferno, Arcane, Electric, Frost.

Traps

Proximity-triggered, sit dormant until an entity enters trigger radius. Configurable arm time, trigger count, cooldown, damage radius, knockback. Can be hidden until triggered.

Presets: Hidden, Venom (Poison), Explosive (Fire), Cursed (Weakness), Shock (Mining Fatigue), Snare (Slowness).

Zone Visuals

Both have configurable ground fill, concentric rings, rotating borders, accents (static/swaying/flickering), lightning arcs, and particles with multiple motion types.


Ability Effect

Support ability for buffs, debuffs, healing, and custom effects.

Targeting: Self or AOE Self (with Allies/Enemies/All filter based on Party/Faction).

Applies: Flat and percentage healing (instant or over time), vanilla potion effects, custom effects, and mod-registered effect actions.

Built-in Variants: Self Heal, Healing Aura, Poison Debuff.


Custom Ability

Blank-slate ability for scripters with hooks: Start, Execute, Tick (with phase/count), Complete, Toggle / Toggle Tick (multi-state). Full telegraph control with all shapes. Supports instant and multi-state toggle modes.


Burst System

Abilities fire multiple times in rapid succession as a single use.

  • Burst Amount - Additional repetitions after initial cast
  • Burst Delay - Ticks between each burst
  • Replay Animations and Overlap Mode (previous entities persist during next burst)

Available on most ability types including energy projectiles, melee, and movement abilities.


Chained Abilities

Chain abilities into sequential combos with configurable delays between entries. Options: Wind-up All (simultaneous wind-up), Chain Cooldown, Chain Conditions (checked once for the whole chain).

Concurrency: Effect, Hazard, Trap, and Sweeper types can execute alongside the primary ability instead of waiting.

Works with the ability hotbar and supports live previewing in the editor.


Telegraph System

Visual ground indicators during wind-up that shift color before firing.

Shapes: Circle, Ring (donut), Line (rectangle), Cone (fan/wedge), Point, Square.

Features: ARGB color customization for telegraph and warning phases, entity-following or fixed position, proper ground/air height handling, saved as reusable presets.


Animations & Sound

Per-phase animations (Wind-up, Active, Dazed) with optional animation-synced duration. Custom sound events for wind-up and active phases. Phase colors on the caster. Multiple animations can be registered under one common name.


Effects & Conditions

Potion Effects

Abilities can apply potion effects on hit with configurable type, duration, and amplifier (up to 255). Supports modded effects via manual potion IDs.

Presets: Fire, Slowness, Weakness, Poison, Wither, Blindness, Nausea, Hunger, Mining Fatigue.

Conditions

Control when abilities can be used. Each checks Caster, Target, or Both:

  • HP Threshold - Above/below/equal (flat or percentage)
  • Hit Count - Times hit within a time window
  • Has Item - Holding, wearing, or carrying a specific item
  • Quest Completed - Player completed a specific quest
  • Has Effect - Has a specific custom effect

Player Abilities

Ability Hotbar

12-slot bar accessed by holding HUD Key + scroll wheel. Shows icons with cooldown progress. Horizontal or vertical layout with 3, 5, or 7 visible slots. Configured via drag-and-drop in the CNPC+ Inventory Ability Tab, customized in the HUD Editor.

Player Features

Unlock via scripting/commands, per-ability cooldowns, cancel on double-tap during wind-up, ability visibility toggle, proper state management (logout/dimension/death/respawn cleanup, movement suppression during locks), and flight safety.


Scripting API

Ability Events: StartEvent, ExecuteEvent (both cancelable), InterruptEvent, CompleteEvent, HitEvent (cancelable, modifiable damage/knockback), TickEvent (phase + count), PlayerAbilityEvent.

Energy Projectile Events: Fired, Update, EntityImpact, BlockImpact, Expired.

Ability Extender System: Register custom lifecycle hooks (onAbilityStart, onAbilityTick, onAbilityComplete, onAbilityDamage) per ability. Scripts are instanced per use.


Ability Preview

Live preview in the editor — test telegraphs, animations, projectiles, burst patterns, and chains on a dummy NPC with no world effects.


Commands

  • /kam ability list|types|prebuilts - List abilities, types, or built-ins
  • /kam ability info|delete|reload <name> - View, delete, or reload abilities
  • /kam ability give|remove <player> <ability> - Player ability management
  • /kam ability giveChain|removeChain <player> <chain> - Chain management
  • /kam ability player - Manage player abilities