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~ Feature List ~

Combat

This is the list of features you can add to an actor which has a 'CombatManager' component. You can also customize each of these features by creating your own manager.

  • Team Properties

Tell which team is hostile, neutral or allied to which other team. Assign color and name to each team. Tell each skill what team it is supposed to hit.

  • Auto Team Color

You can assign a material slot to team coloring. It will automatically switch to the color you assigned to its team.

  • Damage Types

Add customized damage types and their effects. Create frost damages which apply a freezing effect to any target damaged. Also add bonus to specific damage types like “+20% physical damages”.

  • Status Management

Status are temporary effects such as 'Stunned', 'Feared' or 'Empowered' for instance. They temporarily the capabilities of their target.

  • Combat Effects

Built-in combat effects and communication: apply / receive damage, heal, knockback, status and cleanse.

  • Floating Texts

Healing and dealing damages display combat texts. These texts can be fully customized (to change color depending on the type of damage dealt for instance).

  • Death Types

Make the attached actor die in different ways: ragdoll, anim sequence, anim montage or destructible mesh. All settings exposed.

  • Hit Feedback Material

You can specify a color and a list of material slots. These slots will flash to the specified color when taking damages.

  • Combat Dispatchers

You can easily react to game events related to combat.

Action

This is the list of features you can add to an actor which has an 'ActionManager' component. You can also customize each of these features by creating your own manager.

  • State Machine

Add actions to the user. For each action specify which actions cancel or prevent it. Easily find out if an action can be performed and which actions are currently being taken.​

  • Crowd Controls

Dynamically modify a user’s state machine by adding or removing allowed actions or simply turning off the state machine (in the case of a Stun for instance). Also provides an advanced way of forcing a character to take action (in the case of a Fear for instance, forcing a character to move away from the user).

  • Input Keys

For each action specify which key belongs to it. Quickly find out which key is currently bound to an action. Automatically update key display when rebinding an action.

  • Action Dispatchers

You can easily react to game events related to actions.

Stat

This is the list of features you can add to an actor which has a 'StatsManager' component. You can also customize each of these features by creating your own manager.

  • Stat System

Handle a list of stat, it’s minimum, maximum, current, spend values and its list of current modifiers (things which affect how much of a stat the user has). Most of MCE system communicate with the StatManager at some point.

  • Stat Modifier

Dynamically increase or decrease a stat by a flat or a ratio value.

  • Progress Bar

Easily bind fully customizable progress bars to stat values. The progress bar will automatically receive updates when the stat gets modified. You can automatically specificy a custom color for each progress bar.

  • Regeneration System

Easily add a regeneration system to any stat.

  • Cost & Requirement System

Simple cost system to check and consume user’s resources to do things such as casting a skill, equipping an item or learning a skill.

  • Stat Overlay

Add a fully customizable interface which dynamically displays every stats and modifiers.

  • Stat Dispatchers

You can easily react to game events related to stats modification.

Skill

Adding a SkillManager to an actor makes it able to cast Skills. Here is the list of features available when creating new skills.

  • Stat Management

Most complex skills have a StatManager to dynamically modify their values (such as Damage, Range or Cooldown).

  • Passive Skills

Create complex passive effects which dynamically react game events. Things such as triggering an effect when reaching a certain stat threshold or when performing a certain action.

  • Skill Modifier

Dynamically modify the stats of a skill or apply scripted changes to it. Such as damage types, icon, range, radius or even hit effects. Think Skill Runes from Diablo or Talents from Heroes of the Storm.

  • Combat Effects

Apply base combat effects described in the combat features.

  • Animation Behavior

Time skill effects perfectly by using anim notifies.

  • Weapon Behavior

Create automatic fire or scopes for shooter weapons.

  • Weapon Recoil

Easily add crosshair recoil to your weapon skills.

  • Cooldown

Start, end, reduce or refresh one or all skill cooldowns. Easily react to these events.

  • Projectile

A simple projectile system to create prefab or customized projectiles. Specify custom settings such as range, number of targets to pierce or hit effects.

  • Aura

Add buffs and debuffs to actors around your characters using the built-in aura system.

  • Finders

Use raycasts, sphere, cube and cone collision checkers to find skill targets. Sort them depending on their team and the skill properties (should it targets only allies?).

  • Recast

Give the opportunity to recast the skill a fixed amount of times after using it.

  • Stack

Give the skill a fixed amount of stack which are always regenerating.

  • Secondary Uses

Give the skill a serie of different use. Things such as first use teleport, second use go back to initial location.

  • Beam

Fully customizable beam system which proccs at a fixed rate.

  • Charge

Create skills which charge as you hold them and fire upon release, triggering gameplay effects depending on the amount of charge.

  • Teleport

Customized teleport system only for the user.

  • Dash

An approximately working networked dash system.

  • Summon

Summon AIs to fight alongside the user.

  • Camera Shake

Easily add specific camera shakes to skill effects.

  • Surface Hit Effects

Not directly coded in MCE but available for customization. Trigger specific FX when hitting specific surface type with specific damage type.

  • Skill Slot

A fully customizable widget which reacts to every skill events: cooldown, use, modification, destroy or replacement.

  • Skill Bar

A skill category system to tell each skill if it’s an active or a passive skill, how many skills of each category the user can learn and how to display them on the interface.​

  • FX and Sounds

Built-in system to trigger sounds and display FX at specific moments: when using the skill, when hitting a target, when being blocked by a wall or when a projectile reaches max range.

  • Skill Dispatchers

You can easily react to game events related to skills.

Status

  • Runtime Modifier

Easily create crowd controls, bonus effects or debuffs to modify stat, skills and actions during playtime.

  • Checkers

Add rules to automatically deactivate the status under certain circumstances: after a fixed amount of time, if the target moves too far away from the source, if the target gets damaged or if the target loses sight on the source.

  • Tick Effect

Add and customize a periodic tick effect. Think poison or burning.

  • Stack

Stack status when two of the same types are applied on the same target. Customize effects based on how many stack a status has.

  • Attachment Socket

A system which unifies and makes it simple to specify to what socket status FX are attached to.

  • Status Icon

A fully customizable widget which reacts to every status events: cooldown, use, modification, destroy or replacement.

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