Creating and modifying Unit abilities ===================================== RTS Starter Kit allows you to create abilities for your units. For example, a change weapon ability, which will allow your infantry to switch weapons from a rifle to a pistol. Or a throw grenade ability, and anything else you want. In a fantasy setting, abilities are usually called spells, so you should get the idea. You can look at example abilities by searching the project for the **Abilities** folder — there will be one with scripts, and one with data files. .. image:: abilities-in-folder.png :width: 550 :align: center How a data asset looks: .. image:: ability-settings.png :width: 550 :align: center The ability script is the core of any ability. It is designed to be a data file which is automatically handled in the unit's code if you add it to the **UnitData** of your unit: .. image:: unit-data-abilities.png :width: 550 :align: center New ability data can be created by right-clicking in the **Project Window** menu and selecting **Create -> RTS Starter Kit -> Abilities -> “NeededAbility”**. There aren't many ready-made abilities, because our primary target here is to give you the tools to create your own. This can be done by coding a custom data class (deriving from ``AbilityData``) and its matching logic class (deriving from ``Ability``) — you can see more info about it, with a full example, in the **Programming** partition. We made the API easy to use, so you should have no problems understanding it. There also exists an Ability Editor window, which can be found at **Top menu -> RTS Starter Kit -> Abilities Editor**. It can simplify working with your abilities a bit. .. image:: abilities-editor.png :width: 550 :align: center .. toctree::