Ability Definitions, Templates & Effects
ICustomAbilityService.TryCreateFromTemplate produces an immutable draft from a compatible native CombatAbilityConfig. AbilityGameplayOverrides then replaces only supported fields; null values inherit the template.
Ability definition responsibilities
- target area, target relationship, tile occupancy, and row rules;
- major-action, skill-roll, focus, ranged, kamikaze, charge, and ammo flags;
- existing AbilityAnimation identity;
- AbilityAiTendency;
- ordered native effects;
- tags.
Ordinary weapon damage uses AbilityStatChange with both flat values null. Its final scaling comes from the granting item's skill roll. AbilityAddStatus accepts an existing FTK2 status key such as STATUS_FIRE_00; activation fails closed if the referenced key is absent.
Template rules
- Pick a native template with a compatible action graph and presentation.
- Template gameplay is captured for readback and remains unchanged.
- Activation clones into FTK2's runtime ability registry and aliases the template presentation/icon under the custom ID.
- A missing template, native collision, presentation failure, unsupported shape, or failed validation returns a typed result and removes partial owned insertion.
The Toolkit does not define new status types, animation assets, VFX, or SFX in 0.5.9.