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combat-system
by NhomNhem
⭐ 1🍴 0📅 Jan 15, 2026
SKILL.md
name: Combat System description: Guidance for managing data-driven combat, animations, and action windows in ArchSurvivor.
Combat System Skill
This skill provides instructions for implementing and maintaining the Action-Survivor ARPG combat system.
1. Core Data Structures
AttackDefinition(SO): The atomic unit of an attack.- Contains
ClipTransition(Animancer). - Defines
ActiveWindow(Vector2: x=Startup, y=Cancel). - Holds Juice data (Shake, HitStop, Phantom).
- Contains
ComboDefinition(SO): A sequence ofAttackDefinitionassets.HeroCombat: The runtime component that manages the current combo index and target detection.
2. Animation & Timing Rules
- Direct Reference: Never use string IDs for combat animations. Refer to the
ClipTransitiondirectly from theAttackDefinitionSO. - Action Windows:
- Startup:
0toStartupPercent. Player is locked, no damage. - Active:
StartupPercenttoCancelPercent. Damage is applied viaOnHitevent. - Recovery/Cancel:
CancelPercentto1.0. Player can buffer the next attack or dash to cancel the current animation.
- Startup:
3. Implementation Workflow
- Create
AttackDefinitionassets for each strike. - Configure
ClipTransitionin the Inspector (Speed, Fade). - Add an Animancer Event named
OnHitto the.animfile at the impact frame. - Group attacks into a
ComboDefinition. - Assign the
ComboDefinitionto theHeroCombatcomponent.
4. Senior Debugging
- Use the Combat Designer Window (ArchSurvivor > Combat Designer) for bulk balancing.
- Check
HeroAttackState.csfor logic regarding state transitions during theCancelwindow.
Score
Total Score
50/100
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