Ninja Bear Studio Plugins Help

Combat Abilities and Effects

Ninja Combat provides Gameplay Abilities and Gameplay Effects that define common combat actions and combat states. Abilities usually perform actions, such as attacking, blocking, evading, or locking on a target. Effects usually represent the resulting state, such as being blocked, staggered, invulnerable, locked on, or recovering resources.

These abilities and effects are designed to work with the provided Combat Attribute Set, which defines values such as Health, Stamina, Mana, Poise, regeneration delays, damage, and other combat-related attributes.

Most projects can use the default abilities and effects as provided, but they can also be duplicated, subclassed, or extended when different values, tags, durations, animations, or behavior are needed.

Gameplay Abilities

The following Gameplay Abilities are provided by Ninja Combat.

Ability

Description

Block

Applies the blocking state. May also affect the provided Movement Component and Anim Instance.

Cast

Provides flexible spellcasting modes, such as auras, buffs, debuffs, targeted effects, and other effect-based actions.

Combo

Orchestrates abilities into a combo driven by a State Tree.

Death

Handles fatal strikes and the death flow. May include context for specific death animations.

Evade

Performs directional evades with optional invulnerability frames.

HitReaction

Handles non-fatal strikes. May include context for specific hit reaction animations.

Knockdown

Handles a knockdown state.

KnockdownRecovery

Handles the recovery from a knockdown state.

LaunchProjectile

Launches projectile actors.

MeleeAttack

Scans for targets using predefined melee scan policies.

OpportunityAttack

Plays paired animations using the Contextual Animation System. Supports camera animations.

Parry

Specialized melee attack that parries an incoming attack.

Riposte

Specialized post-parry attack.

Stagger

Specialized reaction state that handles a stagger.

TargetLock

Locks on a target and supports target switching. May also affect the provided Movement Component and Anim Instance.

Gameplay Effects

The following Gameplay Effects are provided by Ninja Combat.

Category

Effect

Description

Vital Stats

ReplenishHealth

Restores Health over time, based on Gameplay Attributes. Can be cancelled via Gameplay Tags.

Vital Stats

ReplenishStamina

Restores Stamina over time, based on Gameplay Attributes. Can be cancelled via Gameplay Tags.

Vital Stats

ReplenishMana

Restores Mana over time, based on Gameplay Attributes. Can be cancelled via Gameplay Tags.

Vital Stats

CancelStaminaRegeneration

Temporarily cancels Stamina regeneration. Duration is based on the Stamina regeneration delay attribute.

Vital Stats

CancelManaRegeneration

Temporarily cancels Mana regeneration. Duration is based on the Mana regeneration delay attribute.

Vital Stats

Dead

Represents the dead state. Usually applied by fatal damage and removes other relevant combat effects.

Damage

Damage

Base damage effect. Usually used as a parent for more specific damage effects.

Damage

MeleeHit

Damage effect tagged as a melee impact. Also applies Poise damage by default.

Damage

RangedHit

Damage effect tagged as a ranged impact. Also applies Poise damage by default.

Damage

FatalDamage

Applies damage based on the target's current Health, making the hit fatal.

Defense

BlockCooldown

Prevents the target from blocking again for a certain amount of time. Usually applied after a breaker hit.

Defense

BlockCost

Used by the Block Ability to check if the target can start blocking.

Defense

Blocking

Indicates that the target is currently blocking.

Defense

EvadeCooldown

Prevents the target from evading again for a certain amount of time.

Defense

Evading

Indicates that the target is currently evading.

Defense

Invulnerability

Makes the target invulnerable and immune to damage.

Defense

LastStand

If the Last Stand aspect is configured, restores Health and reduces the available Last Stand charges.

Poise and Stagger

RecoverPoise

Restores Poise over time, based on Gameplay Attributes.

Poise and Stagger

DamagePoise

Damages Poise, temporarily interrupts Poise recovery, and attempts to apply the Stagger effect.

Poise and Stagger

CancelPoiseRecovery

Temporarily interrupts Poise recovery, usually after damage has been inflicted.

Poise and Stagger

Stagger

Staggers the target, potentially allowing Opportunity Attacks or reducing defenses.

Opportunity Attacks

OpportunityAttacker

Applied to the attacker performing an Opportunity Attack. Also applies invulnerability.

Opportunity Attacks

OpportunityVictim

Applied to the victim of an Opportunity Attack.

Opportunity Attacks

ParryWindow

Indicates the part of an attack that can be parried.

Target Lock

LockedBySource

Indicates that the owner has been locked by the effect's source.

Target Lock

LockedOnTarget

Indicates that the owner is currently locked on a target.

Locomotion

Strafing

Indicates that the character is strafing from an external source, such as a locomotion framework.

For details about how damage is calculated, mitigated, modified, and applied, see Damage and Mitigation.

07 July 2026