Skill Component (9)

This component expresses, that the object can trigger a skill that manipulates the world around it. A skill is, generally speaking, the root of a behavior tree that may be executed.

Execution may be triggered in different ways, such as equipping an item, attacking another object in the game, or clicking a button in the hotbar.

Skills also contain information on which icon this skill/attack has, as well as what amount of damage the skill will deal or how much health, armor or imaginagtion it will restore.

Relevant Database Tables

This component uses the following tables:

Relevant Game Messages

XML Serialization <skil>

Note

What kind of skills, active ones? Why would they be saved? Action bar skills and skill uses are handled using different packets, so what would this be?

This was empty in the packet, if you find a sample that isn’t empty please add content.