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Combat Handlers

These are additional handlers, still based on the Gameplay Ability System, but providing certain flows mostly related to Ninja Combat.

Combat Combo

This input handler will properly handle a Ninja Combat combo, with Activation/Advancement features.

You can use this handler for both or either of the combo features. Activation will send the initial set of tags to activate the Combo Ability (i.e. Combat.Ability.Combo) and Advancement will check for an active combo window and send the provided set of tags (i.e. Combat.Event.Combo.Attack.Primary).

This handler can be also used by the secondary combo keys, only handling follow-up events, but not the activation.

Even though this is mostly designed considering Ninja Combat's input system, it's just a GAS based check using gameplay tags, so if your combo system also follows that approach, this can be used too.

Property

Purpose

ComboStateTag

The gameplay tag that represents an active combo state.

ActivationTags

Gameplay tags that will be used to start the Combo ability.

AdvancementTag

Gameplay tag representing the Advance Combo Event.

Default, Hold, Combo

An Input Handler that handles three combo/attack ability scenarios from the same Input Action.

  1. Default Activation: Triggers a default ability, when the input is quickly released.

  2. Hold to Activate: Triggers a different ability, like a "hold" attack.

  3. Combo Event: Sends a Gameplay Event to the active default ability.

The accompanying input handler just requires a "Hold" trigger. Make sure to set the trigger as "One Shot", otherwise this handler will keep trying to activate the same ability each frame.

Last modified: 01 September 2025