Battle ranges are used to define the use range and affect range of abilities and items.
Battle Ranges #
Battle ranges are used to limit the available targets for abilities and items by defining a range in which they can be used.
Abilities and items use battle ranges to define their use range and affect range.
Range Settings #
The range settings are used in non-grid battles or when the grid shape type is set to None.
Minimum Range #
Optionally use a minimum range between user and target.
Maximum Range #
Optionally use a maximum range between user and target.
Combatant Triggers #
Optionally use combatants that are within the user’s Combatant Trigger components.
Combatant triggers use colliders (with Is Trigger enabled) to determine which combatants are within them and for how long.
Learn more about combatant triggers in this documentation.
Raycast Line of Sight #
Optionally use line of sight checks to determine if targets can be used.
This uses a raycast from user to target to check for any obstacles between them.
Make sure your layer mask and layer setup in Unity are correct.
Move AI Settings #
Define if the combatant’s move AI will be used to move into range.
This can also use the stop angle of the move AI’s hunting or caution settings, e.g. moving to the target’s back or side.
Check Height Differences #
Optionally check the height difference between user and target.
E.g. only use targets that are above the user.
Grid Shape #
The grid shape settings are only used in grid battles. They define the grid cells and combatants on them that can be targeted.
The shape type defines how the grid cells are defined:
- None
Uses the range settings (i.e. no special grid handling). - All
Uses the whole grid. - Range
All cells within a defined range of the origin cell. - Mask
Only defined cells around the origin cell.
This is set up with a visual grid mask. - Ring
All cells on a ring with a defined range (radius) around the origin cell.
Line of Sight #
Optionally use line of sight checks to determine if targets can be used.
This’ll check a line on the grid, i.e. cells in the line are blocked, occupied, etc.
Check Height Differences #
Optionally check the height difference between user and target.
E.g. only use targets that are above the user.
Variable Conditions #
Optionally check variable conditions.
The grid cell’s variables are available via the Local origin. The grid cell’s game object must have an Object Variables component attached.
Mask #
When using Mask shape type, you need to set up the avaialble cells in a visual mask.
To create a mask, define the Range and click on the Create Mask button – an empty mask will be created (based on the used grid type set up in Battle System > Battle Grid Settings). You can enable/disable cells by clicking on them.
When using the Range shape type, this is what the shape would look like using masks. A range of 1 looks like this in square and hexagonal grids (visualized by using a Mask):
A range of 2 looks like this in square and hexagonal grids (visualized by using a Mask):
Battle Range Templates #
Battle range templates allow setting up reusable battle ranges – this is what you’ll usually do instead of defining a new battle range on each ability or item. They are set up in Templates > Battle Range Templates.
The battle range templates have the same settings as battle ranges you can set up in abilities or items – see above for more details.
Using Battle Ranges #
Battle ranges are used by abilities and items to define their use range and affect range.
The default use range for all abilities/items is set up Battles > Battle System > General Settings in the Range Settings > Default Use Range. Each ability and item can optionally define their own use range or affect range in their Target Selection Settings.
Setting up use/affect ranges for abilities/items and the default use range allows defining different setups for different battle systems (in case you use multiple battle systems in your game).
Use Range #
The use range is used when selecting targets for an ability or item.
Only targets that are valid according to the defined battle range (e.g. min/max distance, line of sight, etc.) can be selected.
This is used for Single and Group target ranges – Single uses one of the available targets in range, Group uses all available targets in range.
Affect Range #
Abilities and items can affect all combatants of the same group as the target if they are within a defined range to the target.
E.g. an explostion ability targeted at a single combatant can affect additional combatants around the selected target.
The affect range targets can be determined in two different ways:
- Calculation
Each time the outcome is calculated (targets not available in battle animation schematics). - Execution
When the action is started (targets available in battle animation schematics).
If your battle system is set up in a way that might allow combatants to move around during actions, this can lead to possible affect range targets moving out of the affect range before they’re selected, especially using Calculation.
The player casts an explosion ability, targeting a single combatant. The ability uses a cast time.
During the cast time, the targeted combatant uses it’s base attack, running up to the player. When the explosion ability hits, no enemy combatants are within affect range any longer.