Combat

Attacks

Configure every attack in your game from the CMS. Each attack defines its damage entries, range, cooldown, resource cost, and audiovisual feedback. Mark one attack as the default and the engine assigns it to any entity without a specific loadout.

01 Damage

Each attack carries one or more damage entries. Every entry targets a specific statistic defined in the Statistics page and deals a fixed amount of damage. You can stack multiple entries to hit several stats in a single strike.

A sword slash that removes 20 vitality. A poison bite that removes 15 vitality and 5 stamina in one hit. A siege hammer that only targets durability on structures.

Available options
  • Target statisticWhich statistic the damage applies to (selected from your Statistics list).
  • AmountHow much damage this entry deals per hit.
  • Damage typeCurrently "absolute" — the full amount is applied (before defense reduction).
02 Range & Zone

Range determines how close the attacker needs to be. AOE radius is optional and controls whether the attack hits a single target or an area around the point of impact.

A melee sword with no AOE for single-target duels. A bomb set to Medium range with Large AOE radius to clear groups of enemies.

Available options
  • RangeMelee (close quarters), Medium (mid-distance), or Long (ranged projectiles).
  • AOE radiusOptional area of effect: Small, Medium, or Large. Leave empty for single-target attacks.
03 Cooldown & Cost

Every attack has a cooldown in seconds. Optionally, an attack can consume a statistic on each use, forcing players to manage their resources between strikes.

A basic punch with a 1-second cooldown and no cost. A fireball spell with 6 seconds cooldown that costs 30 mana per cast. A healing aura with 20 seconds cooldown that drains 50 energy.

Available options
  • CooldownSeconds between two uses of this attack.
  • Cost statisticWhich statistic is consumed on use (e.g. mana, stamina). Optional.
  • Cost amountHow much of that statistic is consumed per use.
04 Animation & Effects

Bring attacks to life with animations, visual effects, and sounds. Animation and VFX model paths are linked through the Studio plugin's Linker tab. Sounds use Roblox asset IDs directly. Screen shake and hit stun add weight to every impact.

A slash animation with a whoosh sound on swing and a thud on impact. A spell with a particle burst VFX, medium screen shake, and 0.3 seconds of hit stun on the target.

Available options
  • AnimationPath to the attack animation, linked via the Studio plugin Linker tab.
  • VFX modelPath to the visual effect model, linked via the Studio plugin Linker tab.
  • Swing soundRoblox asset ID played when the attack starts.
  • Impact soundRoblox asset ID played when the attack connects.
  • Screen shake intensityHow much the camera shakes on hit. Leave empty for no shake.
  • Hit stun durationSeconds the target is stunned after being hit. Leave empty for no stun.