A weapon skill defines common properties for weapons of the same type. It can also be optionally required that a character knows it in order to equip or use weapons of that type.
Scanned 9/6/2026
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---
description: >-
A weapon skill defines common properties for weapons of the same type. It can
also be optionally required that a character knows it in order to equip or use
weapons of that type.
---
# Weapon Skill
## Creation
To create a weapon skill, find (or create) the _GameName/Resources/GameName/WeaponSkill_ folder in the project tab and right click. Choose _Create > AnyRPG > WeaponSkill_.
## Properties
| Name | Description |
| ----------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Default Weapon Skill | If true, this skill is considered to be in use by an unarmed character. |
| Attack Speed | Attacks with animations shorter than this value will be calculated to have taken this long. Auto-attacks cannot happen more often than this number of seconds. |
| Default Hit Effects | A list of [Ability Effects](../architecture/ability-system/ability-effects.md) that will be cast on the target when the weapon does damage from a standard (auto) attack. |
| On Hit Effects | A list of [Ability Effects](../architecture/ability-system/ability-effects.md) that will be cast on the target when the weapon does damage from any attack, including a standard (auto) attack. |
| Animation Profile Name | An [Animation Profile](animation-profile.md) that can overwrite default animations to match the weapon. |
| On Hit Audio Profiles | An [Audio Profile](audio-profile.md) that contains a link to an audio clip that can be played whenever any physical [Ability](abilities/) is cast while the weapon is equipped. |
| Animation Event Audio | If the animation has StartAudio() events while it is playing, this [Audio Profile](audio-profile.md) will be played in response to those events. |
| Play Attack Voice | If true, the character will play their attack voice clip when animated abilities are used. |
| Ability Animation Object List | <p>A list of physical prefabs to attach to the character unit when a weapon is being animated during an attack. This could be arrows, special spell or glow effects, etc.<br><strong>Holdable Object Name</strong><br>The name of a <a href="prefab-profile.md">PrefabProfile</a> that contains a link to a GameObject.<br><strong>Use Universal Attachment</strong><br>If true, attachment points from the <a href="prefab-profile.md">PrefabProfile</a> will be ignored, and the universal attachment in the <em>Attachment Name</em> field will be used.<br><strong>Attachment Name</strong><br>The <em>Node Name</em> field from one of the <em>Attachment Point Nodes</em> in an <a href="attachment-profile.md">Attachment Profile</a>.</p> |
| Ability Object List | <p>A list of physical prefabs to use when the weapon is being used after the animation phase of an attack. This could be arrows, special spell or glow effects, etc.<br><strong>Holdable Object Name</strong><br>The name of a <a href="prefab-profile.md">PrefabProfile</a> that contains a link to a GameObject.<br><strong>Use Universal Attachment</strong><br>If true, attachment points from the <a href="prefab-profile.md">PrefabProfile</a> will be ignored, and the universal attachment in the <em>Attachment Name</em> field will be used.<br><strong>Attachment Name</strong><br>The <em>Node Name</em> field from one of the <em>Attachment Point Nodes</em> in an <a href="attachment-profile.md">Attachment Profile</a>.</p> |
## Next Steps
* Add a weapon skill to a [Weapon](items/weapon.md) to allow it to use these shared properties.
* Add a weapon skill to [Capabilities](../shared-properties/capabilities.md), allowing any character with those capabilities to wield weapons that require the skill.
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