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Skill
By default, skills ignore the rarity field in favor of using Skill.PowerCost + 1
. This field is added by the modloader to allow setting a custom rarity to a skill. Should be between 0 and 4.
Note that the default rarity is capped based on the number of islands completed, so on island 2, there are no weapons of rarity 3, and on islands 3 and 4, there are no weapons of rarity 2 or 3. Additionally, rarity of 4 is used for weapons that do not match any class in the squad.
To implement more complex logic that considers the island count, override Skill:GetRarity
.
If this field is true (default), the skill will be available in the weapon deck UI and will appear in the weapon deck in games. If false, it will be removed from both. Useful to gate a skill behind an achievement unlock.
In most cases, it is easier to override Skill:GetUnlocked
, allowing calling a function to check the status of a skill. This function is called when the weapon deck UI is open or when the weapon deck is reshuffled.