Penguin Action Toolkit
  • 🐧Welcome
  • Guide
    • Step-by-Step Guide
      • Step 1: Install PAT
      • Step 2: Tutorial Scene
      • Step 3: Character - Action States
      • Practice 0: Add an Input Tag
      • Step 4: Character - Tags
      • Practice 1: Combo
      • Step 5: State Modifiers
      • Practice 1.1 & Ex: Grant Tag Mod
      • Step 6: Animation Montage
      • Step 7: Trigger Animation Event
      • Practice 1.2: Back to Grant Tag Mod
      • Step 8: Animator
      • Step 9: Attributes
      • Practice 2: Cost HP
      • Step 10: Effects
        • Step 10.1: Hitbox & Hurtbox
  • Definition & Inspector Detail
    • Actions
      • Action State
      • State Modifier
      • Move Set
    • Tag
    • Attribute
    • Effect
    • Player
    • Input
    • Locomotion
  • Tutorial
    • Installation
    • Contents of the Assets
    • Character
      • Create a Character
    • Set Up Player
    • Create a new Tag
    • Create a new Modifier
    • Use Attributes
    • Effect
      • Create an Effect
      • Apply Effects
    • Animation
      • Animatior Controller
    • PAT Manager
  • Beneath the Feathers
    • The Other One
    • Help on the Way
    • Victim or the Crime
    • Unbroken Chain
  • PAT Game Jam
    • Save the Penguin
    • Schedule
    • Terms & Conditions
  • FAQ
    • Change to Your Own Model
Powered by GitBook
On this page
  • Attribute Usage
  • Related Modifier
  • Attribute Recovery
Edit on GitHub
  1. Tutorial

Use Attributes

PreviousCreate a new ModifierNextEffect

Last updated 6 months ago

Attribute Usage

Related Modifier

To use for one action, you may attach UseAttributeMod to an Action State and choose the attribute through Resource Tag.

Typically, the current attribute amount needs to be equal or greater than the required Amount for this action state to be triggered.

Use Attribute Mod inspector
  • Resource Tag Choose the resource tag that is bound to the attribute.

  • Amount How much a character needs to cost for entering this state. This amount will be subtracted from the current amount.

  • Can Over Use Even if the current attribute amount is less than the required amount, as long as it is greater than 0, it can still be triggered and will set the current amount to 0.

  • Ban Recovery If checked, the specified attribute will not start its recovery while the Agent is still in this Action State.


Attribute Recovery

  1. You may set auto recovery through the attribute component.

  2. For other ways of recovery, you probably need to write an Effect for it.

Attribute