Skip to main content Module ability_editor Copy item path Source AbilityBalanceReport AbilityBrowserState AbilityCastQueue AbilityComparison AbilityDatabase AbilityDbStats AbilityDefinition AbilityEditor AbilityEditorExtendedState AbilityEditorInput AbilityEditorLayout AbilityEditorState AbilityEffectChain A chain of effects that triggers on ability hit.
Each link can spawn sub-abilities, apply more effects, or modify damage. AbilityEfficiencyProfile AbilityHotbar AbilityLoadout AbilityModifier AbilityPowerBudget AbilityPowerBudgetReport AbilityRank AbilitySearchIndex AbilitySessionStats AbilitySoundSet AbilitySynergy AbilityTagFilter AbilityTooltip AbilityUnlockBook AbilityUnlockEntry AbilityUpgradeBuilder AbilityUseRecord ActiveAura ActiveStatusEffect AnimationBinding AnimationBindingRegistry AppliedEffect AreaDenialManager AreaDenialZone AuraDefinition AuraEffect AuraManager BounceParams BounceState CastContext CastInterruptData CastQueueEntry CastResult CastSimulator ChainContext ChainLightningParams ChainLink ChannelTickPlan ComboDefinition ComboManager ComboStep ComboTracker ConditionalModifier CooldownEntry CooldownManager CooldownPreview DamageFormula DamagePreview DamageResult DotInstance DotTracker EffectScheduler ElementalAura ExtendedMcSimResult FormulaTesterConfig FormulaTesterResult FormulaTesterState HealFormula HotbarSlot ImmunityWindow InteractionMatrix InterruptEvent LightningJump MitigationProfile MultiTargetCalculation MultiplierStack Resolves stacked damage multipliers using the standard additive-within-category, multiplicative-between-category model.
Categories: base, increased (additive within), more (multiplicative between). OccluderSegment ParabolicArcParams ParticleEmitter ProcEffect ProcManager ProjectileParams QueuedCast RangeIndicator ResonanceResult ResonanceTracker ResourceEfficiency ResourceOverflowEvent ResourceState RuntimeAbilityModStack RuntimeAbilityModifier ScalingCoeff Stat-based scaling coefficient ScalingPreviewRow ScheduledEffect ScreenShake SessionStatsTracker SpellBookState StackRule StanceDefinition StanceManager StatusEffectDefinition StatusEffectEditorState StatusImmunityTracker StatusInteraction StatusStatMod TalentEdge TalentNode TalentOptimizationGoal TalentOptimizationResult TalentTree TalentTreeEditorState TalentTreeTier TalentUpgradePath TargetingVisualizer TickResult TimelineFrame TimelineSummary TrailEffect VfxPreviewData AbilityChange AbilityCondition AbilityEditorAction AbilityEditorTab AbilitySortColumn AbilityTag AbilityType ApplicationBehavior AreaIndicator CastabilityResult ChainAction ChainTrigger ComboTrigger CooldownCategory DamageElement FalloffCurve InterruptType KnockbackDirection OverflowBehavior ProcOutcome ProcTrigger RangeIndicatorType ResonanceType ResourceType ScheduledEffectType SpellBookTab StackBehavior StatusEffectType StatusReaction SynergyType TargetPriority TargetingMode UnlockCondition abilities_by_resource_type abilities_sorted_by_cooldown ability_database_integrity_check ability_editor_extended_demo ability_editor_full_init ability_editor_main ability_editor_session_demo ability_fuzzy_search ability_power_score ability_to_description_text angle_between_2d angle_distance Angular distance between two angles (radians) build_ability_editor build_efficiency_profiles build_range_indicators_for_ability build_scaling_preview_table build_vfx_preview calculate_multi_target_damage check_ability_balance circle_intersects_rect closest_point_on_segment_2d compare_abilities compare_increased_vs_more compute_aoe_total_damage compute_cast_interrupt compute_resonance compute_resource_efficiency compute_status_magnitude compute_talent_path_dps_gain cone_intersects_circle create_starter_ability_database detect_synergies exp_decay Exponential decay: value decays toward target with rate per second export_ability_database_to_string filter_abilities_by_type find_breakeven_stat_value find_first_occluder find_upgrade_paths_for_node full_damage_pipeline Compute the effective damage after full pipeline: multiplier stack + resistance + armor reduction generate_cooldown_preview_table greedy_talent_optimizer has_line_of_sight infer_tags_from_ability inv_lerp Inverse lerp: find t such that lerp(a, b, t) == v knockback_velocity lerp_f32 Lerp between two f32 values parabola_peak_position parse_scaling_coefficients rank_abilities_by_dps rank_abilities_by_efficiency reflect_vec2 reflect_velocity_off_normal remap Remap value from [a,b] range to [c,d] range ring_contains_point rotate_vec2 run_ability_editor_frame run_extended_monte_carlo run_formula_test scale_status_duration segments_intersect_2d serialize_ability_brief serialize_damage_formula simulate_ability_vs_profile simulate_bounce simulate_chain_lightning simulate_status_timeline smoothstep Smoothstep interpolation (3t^2 - 2t^3) spring_towards Critically-damped spring toward target (avoids overshoot) status_tick_damage summarize_ability_database summarize_timeline validate_ability_export_string validate_ability_power_budget wrap_angle Wrap angle to [-PI, PI]