Abilities
Abilities are the core of the Combat plugin. An ability is any action a character performs: attacking, casting a spell, drinking a potion, buffing an ally, or placing an area effect.
Creating an Ability
Open the Spark Editor, go to Combat > Abilities and click Create New.
Each ability entry defines:
Display Name
Name shown in-game.
Description
Tooltip text.
Icon
Sprite for UI display.
Ability Type
Determines targeting behavior and area of effect.
Activation Type
Determines cast timing (instant, channeled, incantation).
Effects
List of effects that execute when the ability hits.
Ability Types
The ability type controls targeting and area of effect:
Direct Target
Targets a single entity. Requires line of sight and range check.
Action Target
Targets the entity in front of the caster (action game style).
Self
Targets the caster. No targeting needed.
AoE (Area of Effect)
Affects all entities within a radius around a point.
Direct Target AoE
Targets an entity, then applies effects in a radius around them.
Direct Target Projectile
Fires a projectile at a target.
Action Projectile
Fires a projectile in the forward direction.
Ground
Targets a point on the ground (click-to-place).
Cone
Affects entities in a cone in front of the caster.
Rectangle
Affects entities in a rectangular area.
Aura
Continuously applies effects to nearby entities.
Choose the type that matches your ability. A sword slash might use Action Target or Cone. A fireball might use Direct Target Projectile. A heal might use Self or Direct Target.
Activation Types
The activation type controls how the ability is cast:
Instant
Fires immediately with no cast time.
Channel
The caster channels for a fixed duration. Uses an animator bool for animation.
Incantation
The caster performs a cast animation. Fires when animation completes. Can be interrupted.
Effects
Effects are the actions an ability performs when it hits. Each ability has a list of effects that execute in order. Every effect has an optional Delay field (0–10 seconds) that delays its execution after the ability fires.
Spark includes 8 built-in effect types:
Damage Effect
Deals damage to an entity by reducing a target stat. This is the primary combat effect.
Base Damage
Base damage amount before formulas and scaling.
Main Damage Type
Primary damage classification (e.g., Physical, Magical).
Secondary Damage Type
Optional sub-classification (e.g., Fire, Frost) for more precise scaling.
Calculation Formula
Optional nCalc formula for custom damage calculation.
Target Stat
The stat to reduce (e.g., Health).
Status Condition Modifiers
Bonus damage based on active statuses on the target (flat or percentage, per-stack).
Play Hit Animation
Trigger the "Hit" animator parameter on the target.
Play VFX
Spawn a visual effect on the target with configurable offset, scale, and duration.
Stagger NPC
Stop NPC movement on hit for a configurable duration.
Play Audio
Play a sound effect on hit.
Healing Effect
Restores a target stat on an entity. Works identically to Damage but adds instead of subtracts.
Base Healing
Base healing amount before formulas and scaling.
Main Healing Type
Primary healing classification (e.g., Direct Heal).
Secondary Healing Type
Optional sub-classification (e.g., Holy, Nature).
Calculation Formula
Optional nCalc formula for custom healing calculation.
Target Stat
The stat to increase (e.g., Health).
Status Condition Modifiers
Bonus healing based on active statuses on the target.
Play Audio
Play a sound effect on heal.
Apply Status Effect
Applies a status effect to the target entity.
Status Entry
The status to apply.
Duration Override
Override the status's default duration (0 = use default).
Play Audio
Play a sound effect on application.
Modify Stat Effect
Temporarily modifies stat values while a status is active. When the status ends, modifications are automatically reversed.
Stat Modifications
List of modifications, each with:
— Target Stat
Which stat to modify.
— Target Property
Which property (e.g., "value", "current", "maximum").
— Modification Type
Add, Subtract, Multiply, Percentage, or Set.
— Value
The amount for the chosen modification type.
Knockback Effect
Pushes the target away from the caster. Requires a KnockbackReceiver component on the target.
Distance
Distance in meters the target is pushed.
Duration
How long the knockback movement takes (0.05–2 seconds).
Curve
Animation curve controlling knockback speed over time.
Always Apply
Bypass ability restrictions and apply regardless of target state.
Play Audio
Play a sound effect on knockback.
Damage Object Effect
Deals damage to ObjectCombatEntity targets (destructible objects in the world, separate from normal entity damage).
Object Damage
Damage amount to deal to the object.
Dispel Effect
Removes dispellable status effects from the target.
Dispel Count
Number of statuses to remove (0 = remove all dispellable).
Target Tag
Only dispel statuses with this tag (empty = any dispellable status).
Trigger Effect
Executes a Spark trigger sequence as an ability effect. This bridges the ability system with the trigger system, letting you use any trigger type (give items, load scenes, gain currency, etc.) as part of an ability.
Trigger To Execute
The trigger entry to execute.
Combos
Combos are sequences of abilities that chain together. Create combo entries in the Combat > Abilities > Combos tab. A combo defines an ordered list of abilities that must be activated in sequence within a time window.
Tooltip Keywords
Tooltip keywords are special terms that appear highlighted in ability descriptions. For example, "Burning" could be a keyword that shows its own tooltip when hovered.
Create keywords in the Combat > Abilities > Tooltip Keywords tab. Each keyword has a display name, description, and color.
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