Custom Abilities & Attacks
Custom abilities are runtime proven end to end in FTK2.ModAPI 0.5.9.
The accepted ExampleMod run proved this complete native path:
registration → activation → custom item reference → inventory tooltip
→ localization/presentation/icon → equipped weapon enumeration
→ combat enumeration/button → visible and selectable action
→ native execution → correlated enemy HP damage → clean shutdown
The tested community.example:flame_cleave action reduced its correlated target from 14 HP to 0. The session completed with 69 passes, 0 failures, and 0 errors; the full automated suite passes 599 / 599 checks.
What the public API supports
- namespaced CustomAbilityDefinition recipes;
- creation from compatible native FTK2 templates;
- typed targeting, row/tile rules, action flags, focus/ammo flags, animation identity, AI tendency, effects, and tags;
- native stat-change effects and references to existing FTK2 statuses;
- owner-scoped localization plus template presentation/icon reuse;
- item action references with per-item SkillRollData;
- native equipment, combat action, and execution integration.
New status definitions, passive definitions, animations, VFX, SFX, and arbitrary action-graph authoring are not implied. Reuse only the existing native resources and supported properties established by the chosen template.
Start with Creating Flame Cleave, then read Definitions & Templates, Skill Rolls, Combat Integration, and Limitations.