Archived on 2026-10-24. The Godot rewrite is cancelled. Migration decisions and work checklists below are withdrawn. Original claims, code examples, file paths, and completion statements have not all been revalidated. Use the current documentation and issue register for maintenance decisions.
Unity Ability Behavior Catalog¶
Purpose¶
Catalog current Unity ability behavior by AbilityType. This is a trace map for auditing the existing code, not a design for another engine.
Global Ability Runtime¶
| Area | Current Unity Behavior |
|---|---|
| Data asset | Assets/Script/Game/Data/Ability.cs stores type, cooldownTime, staminaCost, isOnCooldown, and currentCooldownTime. |
| Registration | AbilityFunction.AddAbility appends the asset reference to Player.AbilityHolder.abilities and resets cooldown fields. Character abilities are added by AbilityHolder.PlayerSettingsAbilityFirstTime; upgrade abilities are added by UpgradeFunction.SelectUpgrade. |
| Cooldown | AbilityFunction.UseAbility blocks if the ability is missing or isOnCooldown. Unless bypassed, CooldownTimer sets isOnCooldown, starts CurrentCooldownTimer, waits 0.5 seconds, then waits (cooldownTime - 0.5f) * cooldownModifier, then clears cooldown. |
| Coroutine ownership | AbilityFunction starts behavior coroutines on AbilityHolder and tracks replacement by a string key made from function and ability name. |
| Behavior location | Most ability behavior is not on the Ability asset. It is hardcoded across AbilityHolder, PlayerWeapon, Player, and PlayerAttack. |
| Asset risk | Several ability assets currently serialize runtime cooldown state such as isOnCooldown: 1 or nonzero currentCooldownTime. |
Character Ability Catalog¶
| AbilityType | Trigger Source | Cooldown Behavior | Owning Script / Method | Related Prefabs | Affected Stats / State | Dependencies / Notes |
|---|---|---|---|---|---|---|
Dash |
Player dash input in AbilityHolder.Update |
Uses ability cooldown rules but asset cooldown is 0; stamina gate uses character dash cost | AbilityHolder.Dash |
dash audio, roll explosion/vacuum/airstrike/tidal effects via linked abilities | stamina, invulnerability, movement force, dash state, DodgeRoll count | Triggers many roll abilities: BARoll, TacticalFire, RunandGun, FocusDodge, BombRoll, VacuumDodge, Airstrike, TidalVeil; skips some effects under SuddenDeath. |
Frenzy |
AbilityHolder.Update for Soldier |
Asset cooldown 30, modifier SoldierFrenzyCDModif |
AbilityHolder.Frenzy |
soldierFrenzyEffect |
SoldierIsFrenzy, weapon/reload behavior |
Duration scales from max stamina. Soldier dash can reload ammo while frenzy exists. |
ProtoBarrier |
AbilityHolder.Update; auto when shield inactive and stamina/cooldown allow |
Cooldown is overwritten from reload speed; stamina cost can be rewritten from max stamina threshold | AbilityHolder.ProtoBarrier, ProtoSwordActivator, ProtoSword |
knightProtoBarrier, knightProtoBarrierExplosion, knightSuperSlash |
shield, stamina, weapon projectile swap, reflected/absorbed damage behavior | Player.TakeDamage contains barrier damage behavior; PlayerWeapon triggers sword logic on fire. |
StarBurst |
Star Wanderer weapon fire and charge logic | No normal cooldown; tied to charge/projectile state | PlayerWeapon.CheckReadyFireWeapon, PlayerWeapon.AttackModify, AbilityHolder.StarBurstShield |
charge indicator effect | projectile type, damage scaling, hit count | StarBurstShield is present but appears empty. Unknown / needs manual confirmation. |
LusterBurst |
PlayerWeapon.FireWeapon when ability exists |
Counter style behavior, not standard cooldown | AbilityHolder.LusterBurst |
Archer burst projectile path | projectile swap, magic damage, pierce chance | Character evolution hook for Archer. |
ArtemisBurst |
AbilityHolder.Update |
Standard cooldown, asset cooldown 10 | AbilityHolder.ArtemisBurst |
archerArtemisArrow |
spawns arrow carriers, damage based on ammo/magic | Evolution-like Archer behavior. |
GroundBreaker |
Miner weapon fire and crit/cooldown hooks | Cooldown based on reload speed; crit counter coroutine | AbilityHolder.GroundBreakerCooldown, GroundBreakerCrit, GroundBreaker |
Miner attack projectile, minerGem via LuckyFind |
assured crit count, projectile swap, LuckyFind chance | Character evolution hook for Miner. |
LuckyFind |
Triggered by Miner GroundBreaker chance | Bypasses cooldown in activator | AbilityHolder.LuckyFind |
minerGem |
spawns gem item/effect | Also appears as ability asset/evolution. |
RocketBarrage |
AbilityHolder.Update when nearest enemy list is nonempty |
Standard cooldown with Star Wanderer missile cooldown modifier | AbilityHolder.RocketBarrage |
zenovaMissileCarrier |
spawns homing missiles | Depends on player target list. |
SkyYingSword |
Celestial weapon mode and upgrade interactions | No standard cooldown | PlayerWeapon.CheckReadyFireWeapon, PlayerAttack, AbilityHolder.PlayerSettingsAbilityFirstTime |
celestialYinSword, lightning, soaring sword |
weapon exclusivity, lightning mark, companion swords | Name appears as SkyYingSword; future docs should preserve current spelling. |
HeavenYangSword |
AbilityHolder.Update while rotator count below target |
Cooldown based on reload speed | AbilityHolder.CelestialYangSword |
celestialYangSword, celestialYangSwordRotator |
spawns circular swords | Celestial character behavior. |
AbyssOrb |
Priestess weapon exclusivity and orb setup | No standard cooldown | AbilityHolder.PlayerSettingsAbilityFirstTime, PlayerWeapon.CheckReadyFireWeapon, PlayerAttack |
priestessAbyssOrb |
companion orb/projectile behavior | Unknown / needs manual confirmation for full orb attack rules. |
TidalVeil |
Dash grants stacks; damage can break/deactivate | Stack uses bypass; break uses reload-derived cooldown | AbilityHolder.TidalVeilStack, TidalVeilDeactive, Player.TakeDamage |
priestessTidalVeilObject |
shield stacks, water projectile flag | Priestess character behavior. |
General Ability Catalog¶
| AbilityType | Trigger Source | Cooldown Behavior | Owning Script / Method | Related Prefabs | Affected Stats / State | Dependencies / Notes |
|---|---|---|---|---|---|---|
NoRefereces |
Placeholder/default | None known | Data enum / assets with type 0 | None known | None known | Several assets use type 0 while their behavior is upgrade-switch based. Unknown / needs manual confirmation. |
FreezingPendant |
Weapon hit modifier | No standard cooldown | PlayerWeapon.AttackModify, PlayerAttack.OnTriggerEnter2D |
hit/freeze effects from attack prefab | freeze/slow status on enemies | Projectile flag copied into spawned explosions/vacuum. |
ExplodingEnchantment |
Weapon hit modifier | No standard cooldown | PlayerWeapon.AttackModify, PlayerAttack.OnTriggerEnter2D |
explosion prefab on attack | extra magic explosion damage | Carries poison/freeze/CImpact flags into explosion. |
Ricochet |
Projectile hit | No standard cooldown | PlayerWeapon.AttackModify, PlayerAttack.OnTriggerEnter2D |
bounce projectile from current attack | additional chained projectile | Uses nearest enemy search/list; special handling for Celestial/Priestess projectile types. |
FuturePills |
Upgrade/passive | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | Unknown | Enum and asset exist; behavior not confirmed in inspected core methods. |
PoisonVial |
Weapon hit modifier | No standard cooldown | PlayerWeapon.AttackModify, PlayerAttack.OnTriggerEnter2D |
poison status effect | poison ticks, damage based on skill amp | Also applied by vacuum. |
FailedVitamin |
Health/stat update and evolution timer | Evolution waits 120 seconds | Player stat checks, UpgradeEvoFunction |
None known | health-related behavior | Exact runtime stat effect Unknown / needs manual confirmation. |
DoubleEdge |
Weapon damage calculation | No standard cooldown | PlayerWeapon.AttackModify |
None known | +60 percent damage style modifier | May combine with SuddenDeath. |
FleeBoots |
After taking damage | Standard cooldown | Player.TakeDamage, AbilityHolder.FleeBoots |
None known | temporary movement/escape effect | Exact stat change Unknown / needs manual confirmation. |
FocusDodge |
Dash | Standard cooldown | AbilityHolder.FocusDodge |
None known | dodge-linked effect | Exact stat change Unknown / needs manual confirmation. |
ThornArmor |
After taking damage | No standard cooldown; evolution tracks reflected damage | Player.TakeDamage, UpgradeEvoFunction |
reflected damage effect via player damage code | reflect damage count | Evolves after ReflectedDamageCount >= 500. |
SurvivalFitness |
Dash and damage reactions | No standard cooldown | AbilityHolder.Dash, Player.TakeDamage |
None known | stamina cost reduction/recovery | Affects dash stamina cost and post-hit stamina behavior. |
QuickHand |
Passive/upgrade | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | Unknown | Asset/enum exists, behavior not confirmed in inspected paths. |
FirstAid |
After taking damage | Standard cooldown | Player.TakeDamage, AbilityHolder.FirstAid |
None known | healing/recovery | Exact values Unknown / needs manual confirmation. |
TrueVitamin |
Health/stat update | No standard cooldown | Player stat checks |
None known | health-related evolved effect | Evolved from FailedVitamin; exact values Unknown / needs manual confirmation. |
DemonPact |
Upgrade/passive | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | Unknown | Asset exists; current runtime hook not confirmed. |
JetPropulsion |
After taking damage and upgrade activation | Standard cooldown for start/crash cycle | UpgradeFunction, Player.TakeDamage, AbilityHolder.JetPropulsionStart, JetPropulsionCrashed |
crash effect | movement/bonus buildup, crash state | UpgradeFunction.JETPROP starts activator and resets bonus. |
LightBlessing |
AbilityHolder.Update |
Standard cooldown | AbilityHolder.LightBlessingCycle |
lightBlessEffect, lightBlessFail |
blessing/fail state | Exact effects Unknown / needs manual confirmation. |
FatalFK |
Critical hit | No standard cooldown | PlayerWeapon.AttackModify |
None known | crit/stat bonuses | Name likely Fatal Flow Knowledge. |
PiercingBullet |
Critical hit | No standard cooldown | PlayerWeapon.AttackModify |
current projectile | projectile hit/pierce behavior | Exact fields changed Unknown / needs manual confirmation. |
CCombo |
Weapon fire | Standard cooldown | PlayerWeapon.FireWeapon, AbilityHolder.CCombo |
None known | combo counter/attack behavior | Ignored when fixed modifier disables CCombo. |
PotOverlord |
Potion system | Unknown / needs manual confirmation | AbilityFunction.CallPotion likely adjacent |
Unknown | potion state | Behavior not confirmed. |
MageApp |
Upgrade stat modification | No standard cooldown | UpgradeFunction.SelectUpgrade |
None | HP/STM/SAMP scaling | HP/STM gains halved, skill amp gains doubled. |
PSkin |
Upgrade/stat and evolution timer | Evolution waits 120 seconds | UpgradeFunction, Player stat checks, UpgradeEvoFunction |
None known | damage taken reduction, stamina to HP conversion | Also one of evolution paths. |
FailedSupplement |
Upgrade/stat and evolution timer | Evolution waits 120 seconds | Player stat checks, UpgradeEvoFunction |
None known | stamina/skill related | Exact runtime effect Unknown / needs manual confirmation. |
TrueSupplement |
Evolved effect | No standard cooldown | Player stat checks |
None known | stamina/skill related | Evolved from FailedSupplement; exact values Unknown / needs manual confirmation. |
TacticalFire |
Dash | Standard cooldown | AbilityHolder.TacticalFire |
None known | attack/fire modifier | Exact stat changes Unknown / needs manual confirmation. |
RunandGun |
Dash | Standard cooldown | AbilityHolder.RunandGun |
None known | move/fire modifier | Current spelling is RunandGun. |
CImpact |
Critical hit and projectile hit | No standard cooldown; evolution tracks crit count | PlayerWeapon.AttackModify, PlayerAttack.OnTriggerEnter2D, UpgradeEvoFunction |
stun/impact effect from attack | stun flag, crit counter | Evolves after CImpactCritCount >= 100. |
PanicFrenzy |
After taking damage | Standard cooldown or passive trigger | Player.TakeDamage, AbilityHolder.PFrenzy |
berserkEffect maybe |
frenzy-like state | Exact behavior Unknown / needs manual confirmation. |
BARoll |
Dash | Standard cooldown; skipped by SuddenDeath |
AbilityHolder.AidRoll |
None known | heal/support on roll | Asset name Band Aid Roll. |
RPGBuff |
Upgrade/passive | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | Unknown | Asset/enum exists; behavior not confirmed. |
UMalice |
Dash | No standard cooldown | AbilityHolder.Dash |
None known | self damage/stat gain | Paired with CMalice. |
BerserkerBlood |
Weapon fire | No standard cooldown | PlayerWeapon.FireWeapon |
None known | attack behavior | Exact values Unknown / needs manual confirmation. |
EmergencyShield |
Low health or lethal damage | Standard cooldown | Player.TakeDamage, AbilityHolder.EmergencyBarrier |
emergencyBarrierObject, emergencyBarrierExplodeObject |
blocks/prevents lethal damage, shield explosion | Called EmergencyBarrier in script methods/prefabs. |
Revive |
Upgrade selection | No ability cooldown | UpgradeFunction.SelectUpgrade |
None | revives inactive players, restores HP/stamina, camera, cooldowns | UpgradeList.REVIVE handles behavior, not ability coroutine. |
Multishoot |
Weapon fire | No standard cooldown | PlayerWeapon.FireWeapon, AttackModify, AbilityHolder upgrade handling |
extra projectiles/extra swords/orbs | adds two projectiles, damage multiplier 0.3 | Special handling with SkyYingSword and AbyssOrb. |
SuperMagnet |
Evolution condition/collectible behavior | Evolution waits for coin count >= 300 | UpgradeEvoFunction, collection code |
magnet/vacuum effects | magnet radius/collection | Evolved from magnet path; full runtime effect Unknown / needs manual confirmation. |
GKStaff |
Boss upgrade selection | No cooldown | UpgradeFunction.SelectUpgrade |
None | crit damage/chance/skill amp | Boss upgrade. |
GKArmor |
Boss upgrade selection | No behavior in switch beyond comment | UpgradeFunction.SelectUpgrade |
None | Unknown | Case exists but no effect found. Unknown / needs manual confirmation. |
UltraMagnet |
AbilityHolder.Update |
Standard cooldown, asset cooldown 30 | AbilityHolder.UltraMagnetCycle |
magnet effect if assigned | magnet/collection behavior | Exact effect Unknown / needs manual confirmation. |
ADPact |
Upgrade/passive | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | Unknown | Asset Ancient Demon Pact exists. |
CMalice |
Dash | No standard cooldown | AbilityHolder.Dash |
None known | self damage/stat gain | Paired with UMalice. |
ETArmor |
After taking damage | Standard cooldown for triggered effect; evolution target from ThornArmor | Player.TakeDamage, AbilityHolder.ETArmorTriggered, UpgradeEvoFunction |
explosion effect | reflect/explosion/Judgement chance | Evolved thorn armor behavior. |
Sniper |
Passive/weapon | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | range/damage likely | Behavior not confirmed in inspected paths. |
SurvivalInstinct |
AbilityHolder.Update, Player stat checks |
No cooldown found | AbilityHolder.SurvivalInstinctActivator, Player |
None known | survival stat behavior | Exact thresholds Unknown / needs manual confirmation. |
Strafe |
Passive/weapon | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | movement/attack likely | Behavior not confirmed. |
Sharpshooter |
Passive/weapon | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | crit/range likely | Behavior not confirmed. |
Assassination |
Weapon fire with target conditions | Standard cooldown, asset cooldown 3 | PlayerWeapon.FireWeapon, AbilityHolder.Assassination |
None known | execute/bonus attack behavior | Exact thresholds Unknown / needs manual confirmation. |
AdrenalineRush |
After taking damage | Standard cooldown, asset cooldown 3 | Player.TakeDamage, AbilityHolder.AdrenalineRushStart |
None known | temporary stat boost | Exact stat changes Unknown / needs manual confirmation. |
PManiac |
Potion system | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | potion behavior | Asset Potion Maniac exists. |
BombRoll |
Dash | Standard cooldown, asset cooldown 5 | AbilityHolder.BombRoll |
rollExplosion |
explosion around player | Uses pool. |
Armored |
Upgrade selection | No ability cooldown | UpgradeFunction.SelectUpgrade |
None | bonus damage and HP from attack speed | Caps derived bonus at 150. |
AdeptLearner |
Upgrade stat gains | No cooldown | UpgradeFunction.SelectUpgrade |
None | increases most basic stat upgrade gains by 1.5x | Passive ability check. |
AcidicPool |
In-development/special | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | Unknown | Asset exists, not confirmed in core behavior. |
Opportunist |
Passive/upgrade | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | Unknown | Asset exists, behavior not confirmed. |
Invigorate |
Passive/upgrade | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | Unknown | Asset exists, behavior not confirmed. |
Chainmail |
Passive/upgrade | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | Unknown | Asset exists, behavior not confirmed. |
FinalForm |
After taking damage | Standard cooldown/one-shot style trigger | Player.TakeDamage, AbilityHolder.FinalFormBoost |
finalformEffect |
final form boost, prevents repeat with state flags | Skipped/altered by SuddenDeath. |
VampireBE |
Weapon hit heal | No standard cooldown | PlayerWeapon.AttackModify, PlayerAttack.OnTriggerEnter2D |
None known | heals on hit | Disabled by SuddenDeath. |
UniqueCons |
Damage intake | No cooldown | Player.TakeDamage |
None | stamina conversion to reduce damage | Current spelling is UniqueCons; asset name Unique Constitution. |
SuddenDeath |
Multiple damage/heal exclusions | No cooldown | Player, PlayerWeapon, PlayerAttack, AbilityHolder |
None | blocks revive/heal/vampiric/roll aid; changes damage rules | Cross-cutting passive. |
AlchemistTouch |
Passive/upgrade | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | Unknown | Asset exists; behavior not confirmed. |
SWBody |
Passive/upgrade | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | Unknown | Asset Stalwart Body exists. |
JetCrash |
Jet propulsion crash | Triggered from JetPropulsion state |
AbilityHolder.JetPropulsionCrashed |
crash effect | crash damage/state | Enum exists; current asset/upgrade mapping Unknown / needs manual confirmation. |
SureFire |
Weapon fire | No standard cooldown | PlayerWeapon.FireWeapon |
None | assured shot/crit behavior | Exact effect Unknown / needs manual confirmation. |
LateBloomer |
Passive/upgrade | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | stat scaling likely | Behavior not confirmed. |
UnsteadyHand |
Weapon fire | No standard cooldown | PlayerWeapon.FireWeapon, AttackModify |
None | unstable shot/damage behavior | Exact effect Unknown / needs manual confirmation. |
Enrage |
After taking damage | Triggered if not already enraged | Player.TakeDamage, AbilityHolder.Enrage |
enragedEffect |
enraged state | Exact stat changes Unknown / needs manual confirmation. |
Quartet |
Reward rolling | No cooldown | RewardRoller |
reward UI | special reward choices may increase to 4 | Behavior found in reward selection. |
Quintet |
Reward rolling | Unknown / needs manual confirmation | RewardRoller or related |
reward UI | reward choice count likely | Exact behavior not confirmed. |
SoulWager |
Weapon damage calculation | No cooldown | PlayerWeapon.AttackModify |
None | random HP/damage tradeoff | Disabled/altered by SuddenDeath. |
BloodThirst |
Weapon fire/damage taken | Standard cooldown, asset cooldown 60 | PlayerWeapon.FireWeapon, Player.TakeDamage, AbilityHolder.BloodThirst |
blood effect if assigned | healing/attack state | Need exact trigger thresholds. Unknown / needs manual confirmation. |
DePetrify |
Evolved PSkin behavior | No cooldown | Player stat checks, UpgradeEvoFunction |
None | damage/stamina behavior | Evolved from PSkin; exact values Unknown / needs manual confirmation. |
Rebuke |
Damage taken and weapon fire | Bypass/standard mixed | Player.TakeDamage, PlayerWeapon.FireWeapon, AbilityHolder.Rebuke |
rebuke effect if assigned | retaliatory/projectile behavior | Exact state Unknown / needs manual confirmation. |
VacuumDodge |
Dash | Standard cooldown, asset cooldown 5 | AbilityHolder.VacuumRoll, PlayerAttack |
rollVacuum |
vacuum plus poison/freeze application | Named Vacuum Roll in asset. |
ReloadShield |
Reload start/weapon state | Standard cooldown, asset cooldown 7 | PlayerWeapon, AbilityHolder.ReloadShieldDuration, Player.TakeDamage |
reloadShieldObject |
absorbs damage during reload shield | Current shield HP/duration in script state. |
StaminaBoost |
Passive/upgrade | Unknown / needs manual confirmation | Unknown / needs manual confirmation | Unknown | stamina behavior | Asset exists, behavior not confirmed. |
Shrapnel |
Weapon hit modifier | No cooldown | PlayerWeapon.AttackModify, PlayerAttack.OnTriggerEnter2D |
split/bounce projectiles | projectile split behavior | Exact spawn pattern Unknown / needs manual confirmation. |
Airstrike |
Dash | Standard/uses current cooldown field | AbilityHolder.Airstrike, PlayerAttackCarrier |
airstrikeBomb |
spawns bombs | In-development asset also exists. |
StellarShield |
AbilityHolder.Update |
Standard cooldown, asset cooldown 30 | AbilityHolder.StellarShield, Player.TakeDamage |
stellarShieldObject, stellarShieldExplodeObject |
blocks/absorbs damage and explodes | Similar to EmergencyShield but proactive cooldown cycle. |
HydraBarrage |
Weapon hit modifier | No cooldown | PlayerWeapon.AttackModify, PlayerAttack.OnTriggerEnter2D |
split projectiles | splits to nearest enemy, split count scales by level/10 | Depends on target search. |
LastStand |
Lethal damage | Standard cooldown/one-shot behavior | Player.TakeDamage, AbilityHolder.LastStand |
lastStandEffect |
prevents death / last stand state | Exact recovery values Unknown / needs manual confirmation. |
TranscendEclipse |
AbilityHolder.Update |
Standard cooldown, asset cooldown 3 | AbilityHolder.TranscendOn, EclipseOn |
transcendArea, eclipseArea |
alternates area effects | Eclipse damage scales with missing HP in PlayerAttack. |
WarCry |
AbilityHolder.Update |
Standard cooldown, asset cooldown 6 | AbilityHolder.WarCryRoar, PlayerAttack |
warCryRoar |
enemy slow/freeze and area effect | Area applies WarCry flag to attacks. |
Meditate |
AbilityHolder.Update |
Mixed heal and cooldown methods | AbilityHolder.MeditateHeal, MeditateCooldown, Player stat checks |
meditateEffect |
heal/cooldown cycle | In progress/unclear. Unknown / needs manual confirmation. |
Judgement |
Damage reaction / ETArmor chance | Standard cooldown through activator | Player.TakeDamage, AbilityHolder.JudgementSword |
judgementSword |
sword spawn/damage | Method marked in progress. Unknown / needs manual confirmation. |
Ability Logic Stored Together In One Script¶
Assets/Script/Game/Entities/Player/Core/AbilityHolder.cs currently stores character-specific abilities, general passives, dash-linked abilities, shield abilities, attack-spawning abilities, companion spawns, cooldown overrides, and several in-progress methods together.
Notable method groups:
| Group | Methods |
|---|---|
| Character startup | PlayerSettingsAbilityFirstTime |
| Update activators | DashInput, FrenzyActivator, ArtemisBurstActivator, ProtoBarrierActivator, StarWandererMissileActivator, CelestialYangSwordActivator, LightBlessActivator, UltraMagnetActivator, SurvivalInstinctActivator, StellarShieldActivator, TranscendandEclipseActivator, WarCryActivator, MeditateActivator |
| Character abilities | Dash, Frenzy, ProtoBarrier, ProtoSword, NeoSword, LusterBurst, ArtemisBurst, GroundBreaker*, LuckyFind, RocketBarrage, CelestialYangSword, TidalVeil* |
| General abilities | EmergencyBarrier, StellarShield, JetPropulsion*, AdrenalineRushStart, FinalFormBoost, ETArmorTriggered, TacticalFire, RunandGun, FocusDodge, BloodThirst, AidRoll, BombRoll, VacuumRoll, ReloadShieldDuration, LastStand, EclipseOn, TranscendOn, Rebuke, Airstrike, Meditate*, WarCryRoar, JudgementSword |
Open Questions¶
- Which ability assets with
type: 0are intentional data-only upgrade labels versus broken references? - Which in-development abilities are reachable in production reward tables?
- Are cooldown fields on assets expected to be reset manually after play mode?
- Exact behavior for abilities marked Unknown / needs manual confirmation.