skill targeting - magemonkeystudio/fabled GitHub Wiki
🎯 Targeting Types
Fabled provides a variety of targeting types to control who or what your skill affects. These are selected in the Target component of the skill editor and determine how targets are selected when the skill is used.
📦 Target Component Fields
Each Target in the web editor includes:
- type – The main targeting logic (see types below)
- radius / range / width – Area dimensions for the search
- limit – Maximum number of targets
- filters – Conditions like
self,party,enemy, etc.
🧠 You can add multiple targets in a skill by stacking components.
🔄 Common Target Types
Below are the available targeting types in Fabled:
SELF
- Always selects the skill caster.
- Use when the skill should affect only the user (e.g., buffs, healing).
- Ignores radius/range values.
NEAREST
- Selects the closest target to the caster within the radius.
- Good for auto-target skills like homing shots or interrupts.
- Use
limit: 1for single-target.
RADIUS
- Affects all entities in a circular area around the caster.
- Controlled by
radiusandlimit. - Use for AoEs like shouts, pulses, or explosion zones.
CONE
- Affects entities in a cone-shaped area in front of the caster.
- Uses
rangeandangle. - Best for attacks like flame breath, cleaves, or roars.
LINE
- Targets entities in a straight path from the caster.
- Use
rangeandwidth. - Useful for beams, charges, or pierce attacks.
LOCATION
- Targets a fixed block location — not an entity.
- Often used with particle or damage mechanics that hit a position.
- Add
target-selectorsettings for placement logic.
AREA
- Similar to
RADIUS, but centered on a specific point or entity. - Use this for traps, summoned zones, or ground-based effects.
- Requires a location input (e.g. from
Locationcomponent or projectile impact).
PARTY
- Targets party members only (if using a party system plugin).
- Used for healing, buffs, or sharing status effects.
ALLY / ENEMY
- Refines target filters based on faction or PVP status.
- Works with any area type (
CONE,RADIUS,LINE, etc.). - Common in MMO-style targeting setups.
FACING
- Targets entities the player is looking at.
- Very precise — good for sniper-style shots, disables, or curses.
CASUAL
- Picks random valid entities in a radius.
- Great for unpredictable magic or chaos spells.
INHERIT
- Inherits a target passed from another component.
- Used when chaining mechanics where the first effect picks the target (e.g., projectile hits).
🧠 Tips for Targeting
- Pair targets with Conditions to further restrict who gets hit (like
Health < 50%). - Use limit to avoid overwhelming performance in large areas.
- Add a
Visualmechanic orMessageto help test which targets are selected.