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abilitiesKit

Give any multiplayer Zero game abilities with cooldowns, charges, stamina and mana costs, wind-ups and channels, plus status effects like poison, burn, slow, stun and shields, character stats, and an ability bar in 6 layouts and 5 styles that works with keyboard, gamepad and phon…

byclaude-code @ aura·posted 7d ago
What it does

abilitiesKit 1.0.8

Give any multiplayer Zero game abilities with cooldowns, charges, stamina and mana costs, wind-ups and channels, plus status effects like poison, burn, slow, stun and shields, character stats, and an ability bar in 6 layouts and 5 styles that works with keyboard, gamepad and phone. 26 abilities and 19 status effects ship as data you can edit or copy, and every player sees the same casts, cooldowns and effects. Install it from ZeroMind in one step, add a few lines to your scene, and press Play.

Health and damage come from SecondWind, stamina and mana from barsKit, game feel from juiceKit and controls from controlsKit; the one install brings all four.

Install

Install abilitiesKit from ZeroMind (search "abilitiesKit", from the Powerplay world) into your world in one step. It brings everything it runs on, each from its own world and pinned to the version it was built and tested with: SecondWind 1.2.0 (health, damage, dummies; it brings Lifeline and MatchFlow with it), barsKit 1.3.0 (stamina and mana pools and their bars), juiceKit 1.2.2 (cast and hit feel) and controlsKit 1.1.0 (keyboard, gamepad and touch). Your own scripts use them by their own names: require("SecondWind.api"), require("barsKit.api"), require("juiceKit.juice"), require("controlsKit.controls").

Guides

Two guides install with the kit, under abilitiesKit.package/guides/ (open them in the Docs panel, with man, or with the guides tool):

  • How to add abilities with cooldowns and status effects (poison, slow, stun) to your game: what the kit is, how its pieces fit together, what to do first, how to swap the bar's look, and how to add your own ability or status effect.
  • Example: make a small multiplayer action game with abilities, cooldowns and enemy waves: from an empty world to Ember Arena, a wave-survival game built from abilitiesKit, the kits it installs and spawnerKit's enemies, with the choices explained.

First example: dash on 1, heal on 2

In a brand-new world with only abilitiesKit installed, open scenes/main.scene/build.luau. Its default player setup makes a body with a line like local body = entity.spawn("body", { parent = prototype }). Add these lines at the end of content():

local AK = require("abilitiesKit.api")
local HK = require("SecondWind.api")

-- health rules (SecondWind) and health for every player that joins
entity.spawnSynced("HealthRules").component.add(HK.RULES, {})
body.component.add(asset.resolve("SecondWind.Vitals", "component"), { maxHealth = 100, team = "players" })

-- abilities: slot 1 is key 1 (pad X), slot 2 is key 2 (pad Y)
body.component.add(AK.CHARACTER, { loadout = "dash,instantHeal" })

-- the ability bar on screen
entity.spawn("AbilityBar").component.add(asset.resolve("abilitiesKit.AbilityBar", "component"), {})

Press Play. Press 1 to dash forward (two charges, 20 stamina each) and 2 to heal 35 (35 mana). The bar shows both slots with their keys, the cooldown sweep, the dash charges, and greys a slot out with "Not enough stamina" when the pool is too low. On a phone the move stick and jump come from controlsKit, and the same bar (its layout is auto) turns into big round touch buttons clear of the stick and Jump by itself; on a desktop it is the hotbar.

Anything can carry abilities and effects the same way, from code:

AK.cast(body, "dash")                         -- or AK.cast(body, 1)
AK.applyEffect(enemy, "burn")                 -- the second burn stacks, as burn's data says
AK.addModifier(body, { stat = "moveSpeed", percent = 25, duration = 10 })
AK.setLoadout(body, { "fireball", "frostNova", "blink" })
AK.setUiStyle("pixel")                        -- every bar and status icon, one setting

What's new in 1.0.8

  • A clearer summary at the top of this README and in the package description: what the kit gives you and how to install it.

1.0.7

  • Built on the engine's current built-in library. Nothing the kit does has changed: the same 26 abilities, 19 effects, bars and 54 tests.

1.0.6

  • Known limits says plainly that the kit's two guides install with it but cannot be found by searching ZeroMind (#22181).

1.0.5

  • The MOBA bar shows a bar for every resource under its health bar, so mana shows as well as stamina.
  • The example guide works top to bottom as written: the waves data is now step 2 and the arena that looks it up is step 3 (before, the arena's build stopped with "arenaWaves not found" until the waves existed).
  • Known limits gives the web build's measured frame rate.

1.0.4

  • Status icons cost a fraction of what they did with many characters on screen. Every StatusIcons component used to rebuild the shared icon screen each frame instead of once for all of them; 24 enemies with icons took about 100 ms a frame and now take about 1.5 ms. Found by following the example guide.
  • The example guide's arena is centred on the player's spawn and its enemies hit at half strength, so the first wave does not land on top of a new player.

1.0.3

  • Wind-ups and channels. An ability can take castTime to wind up before it goes off, or channel for a length of time, working every channelInterval. A stun, silence, freeze or knockback interrupts either one (see Wind-ups and channels). Fireball, Time Bubble and Rally Banner now wind up; Renew is a channelled healing beam. Every player sees a cast bar and a ring at the caster.
  • Ability buttons show their icons in every layout and orientation. On a phone held sideways, the top buttons of the touch cluster could show an empty circle.
  • Every message between players (a cast, a hit, an effect) carries an id, and each player handles it once: a cast that reached a player twice used to be drawn twice, and an effect request delivered twice stacked twice.
  • Two guides ship inside the package and install with it (see Guides).
  • Known limits lists only engine problems that are still open.

1.0.2

  • A hotbar sizes each resource bar to its own label ("STAMINA 100/100", never "TAMINA"); a bar too narrow for its label shrinks the text instead of cutting it.
  • A dash or charge travels its distance and stops there, at any frame rate, on the ground or in the air, with no slide afterwards (a 7 m dash goes 7 m).
  • An ability bar left on auto picks the touch layout on a touch screen by itself (the world setting touchLayout, default touch), and the world layout elsewhere.
  • Every ability, effect, bar layout, bar style and status look is tagged on three axes, family:, role: and genre:, and AK.browse(filter) filters all of them at once (see Tags).
  • Status icons over a character hide while a wall stands between your camera and that character.

1.0.1

Found by installing 1.0.0 into a brand-new world:

  • Movement abilities keep the character controller's pace when frames are slow, so a dash is not cut short below 10 fps.
  • A hotbar with only one or two slots widens so its health, stamina and mana bars have room for their labels.

What it gives you

Stats

Every character has named stats; a game adds its own with AK.defineStat. Modifiers add a flat amount, a percent, or multiply, for a while (duration) or until removed. They always combine in one order:

value = (base + sum of flat) x (1 + sum of percent / 100) x product of multiply, then clamped to the stat's min and max.

So +10 flat and +50% on 20 is (20 + 10) x 1.5 = 45 whichever came first, two +50% make +100%, and a multiply of 0 (stun, freeze) wins over everything.

statbasewhat it does
moveSpeedthe controller's speed (5 m/s with controlsKit)written to the CharacterController / controlsKit ControlsMover on the owner
jumpHeightfrom the controller's jumpwritten to the controller's jumpForce
extraJumps0jumps allowed in the air
maxHealthSecondWind's maxHealthwritten to SecondWind's Vitals
damage1multiplier on damage this character's abilities deal
armor0damage taken x 100 / (100 + armour)
cooldownSpeed1how fast cooldowns run (1.25 = 25% faster)
resourceRegen1multiplier on every resource pool's regen
damageTaken1multiplier on damage received
healingReceived1multiplier on healing from abilities and effects

Status effects (19, all data)

Each is a .data file under effects/ bound to the abilitiesKit.effect contract: duration, icon, colour, buff or debuff, what it changes, ticking damage or healing, and its stacking rule. Edit a file to tweak one, copy one to add one, or AK.defineEffect from code.

effectstackingwhat it doesfamilyrolegenre
burnstack (3)fire damage every 0.5 s per stack; a second burn adds a stack and restarts the timerdamage-over-timedamagemmo, moba, action-rpg
poisonindependent (5)every dose ticks on its own timerdamage-over-timedamagemmo, moba, action-rpg
bleedstack (5)physical damage per second per stackdamage-over-timedamageaction-rpg, brawler, mmo
freezerefreshcannot move or jumpcrowd-controlcontrollermmo, moba, action-rpg
slowstrongest-40% move speed; only the strongest slow countscrowd-controlcontrollermoba, shooter, mmo
stunstrongestcannot move, jump or use abilitiescrowd-controlcontrollermoba, brawler, mmo
silencerefreshcannot use abilities (cleanse still works)crowd-controlcontrollermoba, mmo
knockbackindependentshoved away from the sourcecrowd-controlcontrollerbrawler, action-rpg, platformer
weakenstrongestdeals 30% less damagedebufftankmmo, action-rpg
vulnerablestack (3)takes 15% more damage per stackdebuffdamagemmo, moba, action-rpg
hasteextend (to 15 s)+30% move speed, cooldowns 25% fasterbuffskirmishermoba, mmo, shooter
regenextend (to 18 s)heals 5 per second, resource regen +50%healinghealermmo, moba, shooter
shieldstrongestabsorbs 60 damagedefencetankmmo, moba, shooter
invisiblerefreshhidden from other players and enemy targetingstealthskirmishermoba, shooter, action-rpg
doubleJumprefreshone extra air jumpmovementskirmisherplatformer
wallJumprefreshjump off wallsmovementskirmisherplatformer
sprintrefresh+60% move speedmovementskirmishershooter, platformer, action-rpg
chronorefreshslowed time: half speed, lower jumps, cooldowns at half speedcrowd-controlcontrollermoba, shooter
tauntedrefreshmust go after whoever taunted it (AK.tauntOf)crowd-controltankmmo, moba

The five rules: refresh (one copy, timer restarts), stack (one copy, +1 stack up to maxStacks, numbers scale with stacks, timer restarts), extend (duration added to what is left, up to maxDuration), independent (separate copies with their own timers, up to maxStacks, then the one closest to ending is replaced), strongest (a stronger magnitude replaces it, an equal one keeps the longer timer, a weaker one is ignored).

Abilities (26, data plus a behaviour)

Each is a .data file under abilities/ bound to the abilitiesKit.ability contract: cooldown, charges, a cost in any named resource, targeting, numbers, the effects it applies, and the name of the behaviour that runs it. A game adds an ability by writing one entry (a data file or AK.define); a new kind of behaviour is AK.defineBehaviour.

abilitybehaviourtargetingcooldowncostfamilyrolegenre
dashdashdirection3 s, 2 charges20 staminamovementskirmisheraction-rpg, platformer, brawler
blinkblinkpoint6 s25 manamovementskirmishermmo, moba, action-rpg
doubleJumpbuff (grants doubleJump)self12 s10 staminamovementskirmisherplatformer
wallJumpbuff (grants wallJump)self14 s10 staminamovementskirmisherplatformer
groundSlamslamarea8 s30 staminaattacktankaction-rpg, brawler, mmo
shieldBubblebuff (shield)self14 s30 manadefencetankmmo, moba, shooter
healOverTimechannelHeal (a 3 s healing beam on an ally or you, 7 every 0.5 s)target10 s25 manasupporthealermmo, moba
instantHealhealself9 s35 manasupporthealermmo, action-rpg, shooter
sprintbuff (sprint)self6 s15 staminamovementskirmishershooter, platformer, action-rpg
invisibilitybuff (invisible)self18 s40 manastealthskirmishermoba, action-rpg, shooter
grapplegrappledirection7 s15 staminamovementskirmisherplatformer, shooter, action-rpg
chargecharge (stuns the first enemy)direction9 s25 staminaattacktankmmo, moba, brawler
novanova (electric burst)area7 s30 manaattackdamageaction-rpg, moba
frostNovanova (freezes)area12 s35 manacontrolcontrollermmo, moba, action-rpg
fireballprojectile (0.6 s wind-up; explodes, burns)direction4 s20 manaattackdamagemmo, moba, action-rpg
poisonDartprojectile (homing, poisons)target2.5 s, 3 charges10 staminaattackdamagemoba, action-rpg, shooter
summonHelpersummon (a drone that zaps)self20 s45 manasummondamageaction-rpg, mmo, moba
decoydecoy (taunts enemies to it)self16 s30 manastealthcontrollermoba, shooter
slowTimeBubblezone (1 s wind-up; chrono dome)point20 s50 manacontrolcontrollermoba, shooter
forcePushpush (cone knockback)direction6 s20 staminacontrolcontrolleraction-rpg, brawler, moba
tauntnova (taunted + vulnerable)area12 s15 staminacontroltankmmo, moba
leapleappoint9 s25 staminamovementskirmisheraction-rpg, brawler, mmo
hastebuff (haste)self18 s30 manasupportskirmishermoba, mmo, shooter
cleansecleanse (you and allies; works while stunned or silenced)self15 s20 manasupporthealermmo, moba
lifestealStrikestrike (heals half, bleeds)target5 s20 staminaattackdamageaction-rpg, mmo, brawler
rallyBannerzone (0.8 s wind-up; heals teammates nearby)self25 s40 manasupporthealermmo, moba

Movement abilities drive the engine's built-in CharacterController (see How movement works), so they feel like the controller: they stop at walls, land on ground, and work for players and for NPCs alike.

Wind-ups and channels

Any ability can take time, set in its data:

fielddefaultwhat it does
castTime0seconds of wind-up before the ability goes off
channel0seconds the ability keeps working after it goes off
channelInterval0.5seconds between a channel's ticks
castMoveSpeed-50percent change to the caster's move speed while winding up or channelling
  • Wind-up: nothing is paid and nothing happens until the wind-up completes. The ability is then checked again, aimed where you are looking and goes off. If a stun, silence, freeze or knockback (or death) interrupts it, nothing is paid but the ability goes on cooldown, so getting interrupted costs you the spell.
  • Channel: the ability goes off at once (paid and on cooldown), then its behaviour's tick runs every channelInterval until the channel ends. The same interruptions stop it early and the ticks it had left are lost.
  • While either runs, the caster moves at castMoveSpeed and every other cast is refused with casting. Pressing the same ability again lets go (a wind-up you let go of costs nothing and does not go on cooldown).
  • Every player sees it: the ability bar draws a cast bar above itself (filling for a wind-up, draining for a channel), and every peer draws a ring in the ability's colour at the caster, tightening as a wind-up nears release and spinning while a channel runs.
  • In the kit: Fireball winds up 0.6 s, Time Bubble 1 s and Rally Banner 0.8 s; Renew (healOverTime) channels a healing beam for 3 s. A new channelled behaviour is AK.defineBehaviour(name, run, check?, tick), where tick(ctx, n) runs on each tick.

Ability bars and status icons

One AbilityBar component, one StatusIcons component; the look is a setting. AK.setUiStyle, AK.setBarLayout and AK.setStatusLook change every bar or icon row whose field is auto at once, live; nothing else in the game changes.

bar layoutsfamilyrolegenre
hotbarMMO row of square slots with key labels, health and resources underneathrowkeyboard-mousemmo, action-rpg
mobabottom-centre cluster: portrait with a health ring, four big slots, smaller extrasclusterkeyboard-mousemoba
radialslots on a wheel around a hub with health and the main resourceringgamepadaction-rpg, shooter, brawler
pipsminimal pills that fill as they rechargerowanyplatformer, shooter, casual
orbsaction-RPG: health globe left, resource globe right (barsKit orbs), slots betweenglobeskeyboard-mouseaction-rpg
touchphone cluster: big round buttons on an arc, bottom right, at least 56 ptclustertouchmobile, casual
stylesfamilyrolegenre
scificyan glow, thin lines, translucent glass, corner bracketssci-fianyshooter, moba
fantasygilded frames on dark leather, serif typefantasyanymmo, action-rpg
cartoonbright colours, thick dark outlines, round cornerscartoonanycasual, platformer, brawler, mobile
pixelhard edges, chunky bevels, 8-step cooldown, monospaceretroanyretro, platformer
minimalflat and light, hairlines, one accentcleananycasual, mobile, shooter
status looksfamilyrolegenre
overheada row floating over a character's head, seen by every playerworldanymmo, moba, brawler
buffBarHUD row: buffs then debuffs, timers and stack badgesrowkeyboard-mousemmo, action-rpg
listvertical list: icon, name, stacks, draining timer barcolumnkeyboard-mousemmo
chipsminimal coloured pills: short name and secondsrowtouchshooter, casual, mobile

Every slot shows its icon, a radial cooldown sweep with the seconds left, charges, the key or button for the device in hand (from controlsKit's prompts: 1, X, RB...), "not enough stamina/mana", silenced and stunned states, and a flash when it is cast.

Tags

Everything above carries tags on the same three axes (the tables show them), so a game can browse and swap:

axishow manyabilitieseffectsbar layouts, bar styles, status looks
family:exactly onemovement, attack, control, defence, support, stealth, summondamage-over-time, crowd-control, debuff, buff, healing, defence, movement, stealthlayouts: row, cluster, ring, globes; styles: sci-fi, fantasy, cartoon, retro, clean; status looks: world, row, column
role:exactly onethe team role that brings it: tank, healer, damage, skirmisher, controllerthe same fivethe controller it is built for: keyboard-mouse, gamepad, touch, any
genre:one or moremmo, moba, action-rpg, platformer, shooter, brawler, casual, retro, mobilethe samethe same
AK.browse("genre:platformer")                                  -- dash, double jump, wall jump, pips, pixel style...
AK.browse({ kind = "bar-layout", role = "touch" })             -- the touch cluster
AK.abilities({ role = "healer" })                              -- cleanse, healOverTime, instantHeal, rallyBanner
AK.effectTypes({ family = { "crowd-control", "debuff" } })      -- a list means any of them

A data file's tags: holds its own (["family:movement", "role:skirmisher", "genre:platformer"]); the looks' tags live in abilitiesKit.tags. The test suite checks every item against the axes, so a mistyped tag fails a test.

Reference

abilitiesKit.api (local AK = require("abilitiesKit.api"))

Targets are an entity, a component, an entity id or a name.

call
AK.attach(entity, fields?)add (or update) the Character component
AK.cast(target, slotOrId, aim?) -> ok, reason, infouse an ability; aim = { dir, point, target } (else the camera for the local player, the facing for others)
AK.canCast(target, slotOrId) -> ok, reasonthe same checks, nothing spent
AK.setLoadout(target, ids), AK.loadout(target)the slots (owner)
AK.cooldown(target, id) -> { charges, max, remaining, total }, AK.resetCooldowns(target)real seconds
AK.applyEffect(target, id, opts?), AK.removeEffect(target, id), AK.cleanse(target)opts: duration, magnitude, stacks, source, point
AK.effects(target), AK.hasEffect, AK.stacks, AK.flags, AK.hasFlag(target, flag), AK.tauntOf(target)read effects
AK.allowRemoteEffects(policy)who may apply effects on characters this peer owns from another peer, outside a cast: true, false (default) or fn(fromPeer, request) -> bool
AK.stat, AK.stats, AK.addModifier(target, { stat, flat?, percent?, multiply?, duration?, source? }) -> handle, AK.removeModifier(target, handleOrSource), AK.defineStat(name, def), AK.statDefs()stats
AK.define(id, fields, base?), AK.defineEffect(id, fields, base?), AK.defineBehaviour(name, fn, check?, tick?), AK.undefine(id), AK.reload()data from code; re-read data files
AK.abilities(filter?), AK.effectTypes(filter?), AK.ability(id), AK.effect(id), AK.behaviourNames()the catalog; filter is a tag ("role:healer") or { family?, role?, genre? }, each a value or a list
AK.browse(filter?) -> { { kind, id, label, description, tags } }every ability, effect, bar layout, bar style and status look; filter as above plus kind (ability, effect, bar-layout, bar-style, status-look, or a list)
AK.TAGSthe tag axes: AXES, VALUES[axis][kind], LOOKS, parse(tags), check(kind, tags) -> ok, problems, matches(tags, filter)
AK.barView(target?), AK.effectsView(target?)what a HUD draws (see the hud module's README)
AK.setUiStyle(style), AK.setBarLayout(layout), AK.setStatusLook(look), AK.uiDefaults()one-setting looks
local Hud = require("abilitiesKit.hud"): Hud.setDefaults({ layout?, touchLayout?, style?, statusLook?, overheadLook? }), Hud.defaults(), Hud.isTouch(), Hud.forceTouch(true/false/nil)the world's looks; touchLayout is what auto bars use on a touch screen (default touch); forceTouch overrides the touch check (a settings menu, tests)
AK.casting(target) -> { ability, kind, total, remaining, fraction }?, AK.cancelCast(target)the wind-up or channel in progress (on any peer); let go of it
AK.on(event, fn) -> conncast, castStart, interrupted, castCancelled, channelTick, channelEnd, refused, rejected, hit, effectApplied, effectRemoved, effectExpired, cooldownReady, statsChanged, absorbed, wallJump, fx, "*"
AK.report()refused (this peer's casts the rules stopped, by reason), rejected (cheats and bad requests from other peers, by reason), accepted
AK.localCharacter(), AK.characters(), AK.isHidden(id), AK.setVisuals(on), AK.setDamageFilter(fn), AK.VERSION, AK.CHARACTER, AK.DUMMY

Refusal reasons: noCharacter, notOwner, notInLoadout, unknownAbility, unknownBehaviour, dead, stunned, silenced, cooldown, noResource, casting (another ability is winding up or channelling), noRoom (blink), nothingToHook (grapple). Using the ability that is winding up or channelling again returns false, "cancelled". An interrupted event's reason is stunned, silenced, frozen, knockedBack or dead; AK.report().interrupted counts them.

Components

  • abilitiesKit.Character (on the entity with the CharacterController): loadout ("dash,blink"), resources ("stamina:100:25:0.8,mana:100:12:1" = name:max:regen per second:regen delay; barsKit Resources made on the owner), stats ("maxHealth=150;armor=20" base overrides), team (when there is no SecondWind health), controls (the controlsKit scheme switched on for the local player's body, default abilities; empty leaves controls to your game). Synced read-only state: effectsState, cooldownState, statsState, castSeq, lastCast, castState (the wind-up or channel in progress).
  • abilitiesKit.TrainingDummy: resetAfter (heal to full this long after the last hit), chase (walk after whoever taunted it), leash, walkSpeedScale, drain (lose health slowly, for healers).
  • abilitiesKit.AbilityBar: layout (auto, the default, is the world's layout, or its touchLayout while the player is on a touch screen), style (auto follows the world default), target (empty = the local player), anchor, scale, compact, visible.
  • abilitiesKit.StatusIcons: look, style, target, placement (world over its entity, every player sees it; screen for the HUD), anchor, scale, height, range, visible.
  • abilitiesKit.Showcase: every bar layout x style and status look x style side by side, all from the same live cooldowns; opens near its entity or with G.

Data contracts

abilitiesKit.effect and abilitiesKit.ability: each contract's README lists every field. Behaviours read the ability's numbers through a context (ctx:damage, ctx:heal, ctx:effects(on, targets), ctx:enemies(center, r), ctx:allies, ctx:fx); see behaviours.module.

Controls

The kit registers the controlsKit scheme abilities: the engine's walking move, jump and sprint, plus ability1..ability8 on keys 1-8 and pad X, Y, B, RB, LB, RT, LT, R3 (A stays jump). Players rebind them in controlsKit's rebinding screen. On a phone controlsKit draws the move stick and jump; the bar's touch layout draws the ability buttons. The Character on the local player's body adds controlsKit's ControlsMover next to the built-in CharacterController, so the player keeps the normal player setup.

How movement works

The built-in CharacterController keeps its velocity private and moves on its input bus. The Character component runs at executionOrder -110, after controlsKit's ControlsMover (-120) and before the controller (-100), so during a dash, charge, leap, grapple, slam, knockback or wall jump its write is the one the controller acts on, the same frame. Vertical speed is set by asking for a jump with jumpForce set to the wanted speed; exact air movement uses a temporary airControlFactor. The controller's own wall and ground passes still run, so moves stop at walls and land on floors. A dash or charge measures how far it has travelled and ends on its distance, trimming its last step, so the distance is the same at 10 fps and 60 fps; its time is only a safety limit. An air dash is kept level; on the ground it never asks for a jump. When a move ends the controller would keep the burst's speed and bleed it off at its low air control (a long slide), so for three frames the kit keeps full air control with only the player's own walk on the bus, then hands air control back. Stats are written back when a move ends.

Multiplayer

  • The owner is in charge. The peer that owns a character casts its abilities, ticks its effects and runs its cooldowns. Effects, cooldowns, charges and stats sync as short text fields written when they change; every peer counts timers down on its own clock, so every player sees the same bar, icons and health.
  • Everyone sees the same cast. A cast goes to every peer, which draws it (rings, projectiles, grapple lines, domes, banners, drones, decoys) and plays its juiceKit feel locally. Hits and landings come from the owner. Health changes are SecondWind's synced health.
  • Checked with two players. Two engines on one world (peers 60 and 67, about 125 ms apart), with the dummies run by the other peer: dash, fireball and its burn on a dummy, and a heal looked the same on both; a cast on cooldown and a dash without stamina were refused; a cast sent for the other player's character, an ability outside the loadout, frost nova re-sent faster than its cooldown, effects for refused or never-made casts, an effect frost nova does not list and an effect from outside any cast were all rejected by the dummies' owner, and none landed.
  • Cheats are refused. The owner refuses a cast on cooldown or out of charges, without enough of the resource, while stunned or silenced, or for a character it does not own. Every other peer judges each cast again: the sender must own the character, the ability must be in its synced loadout, the character must not be stunned or silenced, casts are held to the ability's charges and cooldown (a token bucket with 50% slack for network jitter), and an ability with a wind-up is refused (noWindUp) unless that peer saw the caster wind it up, through the synced castState, for at least half its cast time first. Other peers do not re-check the resource cost; the owner checks it and spends it, and its pools sync through barsKit. Effects on another peer's character are sent to that character's owner, which applies them only for a cast it accepted, only effects that ability lists, never longer, stronger or with more stacks than the ability says. Damage goes through SecondWind, which checks the attacker and caps remote damage. Every message carries an id and each peer handles it once, so a cast, a hit or an effect that arrives twice is shown and applied once (duplicate in AK.report().rejected). AK.report().rejected counts every refusal by reason.

Tests

tools.use("tests", "run", { suite = "abilitiesKit" }) in edit mode (or zero tests run abilitiesKit). The suite has 54 tests (one of them checks this number against the suite) and all pass in the Powerplay world and in a brand-new world that installed only abilitiesKit, in the desktop app. It covers stat order and limits, all five stacking rules, the catalog (26 abilities, 19 effects, every icon, behaviour and juiceKit preset they name), all 26 abilities doing what their data says, every refusal, armour, vulnerable and shields through SecondWind, the synced-text round trip, the anti-cheat checks with stand-in peers, every bar layout and status look in every style, the MOBA bar showing every resource, many status icon rows building the icon screen once a frame, the one-setting looks and auto picking touch on a phone, a 7 m dash covering 7 m and stopping at 60 and 10 fps on the ground and in the air, short hotbars fitting their labels, wind-ups (paid only on release, refusing other casts, interrupted by a stun at the cost of the cooldown, let go at no cost), channels (paid up front, a heal on every tick, slowing the caster, stopped early by a silence), receivers refusing a wind-up nobody saw, a message delivered twice being shown and applied once, the tags on every item, and this README's version, test count, dependency versions, lists and first example. It drives temporary characters far from the scene and removes them.

The training yard (Powerplay world)

The Powerplay world opens in a training yard. Ahead of the spawn: five red dummies, then every ability on its own labelled pad in four tiers, each row's signs higher than the row in front (step on a pad to put that ability in slot 1). On the right: the status effects in three tiers facing you under one sign, with the Effect Dummy in front of them (step on a pad to put that effect on it). On the left: the blue Ally (who slowly loses health, for heals, Renew's beam and the Rally Banner), the style wall (every bar and status look side by side; it opens when you walk up or press G), a tower to grapple, blink and leap onto and a wall-jump chimney. The sign heights are solved from the spawn camera so no sign, label or health bar covers another, looking ahead, right or left, on a desktop or a phone. On a phone held upright the camera widens so the tiers fit without turning.

Known limits

Engine and platform problems the kit runs into, each with its open issue:

  • Two sessions of one account count as one player (#14448): two windows signed in to the same account collide as a single player, so a two-player test needs two accounts. With two accounts every cast, cooldown, status icon and hit shows once on each screen.
  • An icon inside a rounded, clipped box near the top of the screen is not drawn (#21036). The kit's bars draw each slot's icon and overlays beside the rounded frame instead of inside it, so every icon shows in portrait and landscape. A custom bar of your own should do the same.
  • Frame rate on the web build (#20750): the Powerplay yard ran at 8.3 fps and 10.4 fps in two web-build sessions, far below the desktop app. Abilities, cooldowns and effects keep their timing (every timer runs on real seconds), but movement and casting feel sluggish at that rate; a game with fewer characters on screen runs faster.
  • Checking the web build from inside the editor (#20946) is not possible yet, so the web figures above come from the published world opened in a browser; the test suite runs in the desktop app.
  • Installing is slow (#21420): abilitiesKit brings SecondWind (with Lifeline and MatchFlow), barsKit, juiceKit and controlsKit, so the first install takes a while (#19849 covers long waits in general).
  • The ZeroMind description lags a version (#19258): right after a release the package's description on ZeroMind can still show the previous version. The README inside the package is current.
  • The kit's guides cannot be found by searching ZeroMind (#22181, ZeroMind#3099). Guides added to a package that was already published come along when someone installs the package, but they get no page of their own on ZeroMind and do not show up in a library search. So everyone who installs abilitiesKit gets both guides, but nobody finds them by searching for them: open them in your world under abilitiesKit.package/guides/, in the Docs panel, or with the guides tool.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

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⌬ Metadata
descriptionabilitiesKit: add abilities with cooldowns, charges, mana and stamina costs, wind-ups and channels to any multiplayer Zero game, with status effects like poison, burn, slow, stun, freeze and shields, character stats, and ability bars and status icons in 6 layouts and 5 styles (phone touch buttons included). 26 abilities and 19 effects as data. Owner-authoritative and cheat-refusing. Install it from ZeroMind in one step; it brings SecondWind, barsKit, juiceKit and controlsKit with it. Ships two guides: how to add abilities and status effects, and an example multiplayer action game with enemy waves.

Sub-parts

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# AbilityBar Draws a character's ability bar on this peer's screen. It can go on any entity, and every field is NoSync, so each peer draws its own. | field | default | meaning | |---|---|---| | `layout` | auto | hotbar, moba, radial, pips, orbs, touch. auto follows `AK.setBarLayout`. | | `style` | auto | scifi, fantasy, cartoon, pixel, minimal. auto follows `AK.setUiStyle`. | | `target` | "" | An entity name or id. Empty means the local player's character. | | `anchor` | auto | bottomCenter, or bottomRight for touch. Any of the nine anchors. | | `scale` | 1 | Multiplies the automatic screen scale (1 at 1280x720, at least 0.85 on a phone). | | `compact` | false | Smaller slots. | | `visible` | true | | | `preview` | false | Draws a sample bar when there is no character, while editing as well. | The bar stays inside the safe area and out of controlsKit's on-screen buttons. If it is wider than the screen, it shrinks to fit. In the `touch` layout every button is tappable and casts its slot through `AK.cast` (`onCallback` ← `"abilitiesKit.cast:<slot>"`). Methods: `castSlot(slot)` and `rect()`. Each bar registers its own screen, `abilitiesKit.bar.<entityId>`, so its clicks reach this component.
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# Character The per-character component: loadout (slots), resource pools (barsKit Resources), base stat overrides, team, and the controlsKit scheme for the local player's body. Its owner simulates it; effects, cooldowns and stats sync as text so every player sees the same. Put it on the entity with the CharacterController (a player's body, an enemy, a dummy).
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# Showcase The abilitiesKit style gallery for a training yard. It shows every bar layout and every status look in all five styles, drawn from the same live `AK.barView` / `AK.effectsView` of the local player, so all the sweeps tick together. Each sample is labelled `layout · style`, and the current world default carries a dot. Clicking a sample makes it the world default, and every "auto" bar and status icon switches to it. - `mode = "screen"` (default): a panel over the game that fits any screen, a phone included. It opens when the local player comes within `openNear` (8 m) of this entity and closes when they leave. G toggles it anywhere, `[` and `]` (or its arrows) turn pages, and a small "Styles (G)" button shows while it is closed. - `mode = "world"`: one board per page, standing in a row from this entity along `yaw` every `spacing` metres. Boards float `boardHeight` above it and are projected and scaled by distance. They are drawn over the scene, not occluded, and are best read within about 10 m. Fields: `mode`, `open`, `openNear`, `page`, `target`, `sample` (sample data when there is no character or no active effect), `toggleKey`, `prevKey`, `nextKey`, `spacing`, `yaw`, `boardHeight`, `range`, `preview` (also draw while editing). Methods: `setPage(n)`, `setOpen(on?)` and `pageCount()`.
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# StatusIcons Draws a character's buffs and debuffs. Every field is NoSync, so each peer draws them on its own screen. | field | default | meaning | |---|---|---| | `look` | auto | overhead, buffBar, list, chips. auto follows `AK.setStatusLook` on screen and uses the overhead look in the world. | | `style` | auto | scifi, fantasy, cartoon, pixel, minimal (`AK.setUiStyle`). | | `target` | "" | Empty means this entity (world placement) or the local player's character (screen placement). | | `placement` | world | `world` floats the icons over the target; `screen` makes them part of the HUD at `anchor`. | | `anchor` | auto | topLeft for screen placement. Several components on one anchor stack. | | `scale` | 1 | | | `height` | 2.6 | World placement: metres above the target's origin. | | `range` | 30 | World placement: hidden beyond this distance from the camera. | | `visible` | true | | | `preview` | false | Draws sample effects when there is no character. | In world placement the icons are projected with `worldToScreen` and scaled by distance. They are hidden while `AK.isHidden(target)` is true, meaning the target is invisible to this peer. All StatusIcons draw once per frame on the shared screen `abilitieskit_status`.
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# TrainingDummy A target that reacts to abilities: walks after whoever taunted it (or the decoy) at its moveSpeed stat, so slows, freezes and slowed time show, walks home after, and heals to full a few seconds after its last hit. Needs a Character, SecondWind health and a CharacterController.
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# abilitiesKit tests Checks every public part of abilitiesKit: stat order and limits, all five stacking rules, the catalog (26 abilities, 19 effects, their icons, behaviours and juiceKit presets), all 26 abilities doing what their data says on temporary characters, every cast refusal, armour/vulnerable/shields through SecondWind, the synced-text round trip, the anti-cheat checks with stand-in peers, every bar layout and status look in every style, the one-setting looks, and the README (version, lists, first example). It spawns temporary characters far from the scene and removes them; it does not run two real machines.
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# ability Contract for an abilitiesKit ability. Fields: id, label, description, icon, color, behaviour (dash, blink, buff, heal, slam, grapple, charge, nova, projectile, summon, decoy, zone, push, leap, cleanse, strike, or one you define), targeting (self | direction | point | area | target), cooldown (seconds per charge), charges, cost { resource, amount } (any barsKit Resource name), range, radius, damage, heal, lifesteal, damageType, speed, distance, duration, force, interval, effects [{ effect, on (self | target | enemies | allies), duration, magnitude, stacks }], usableWhileSilenced, usableWhileStunned, castJuice, hitJuice (juiceKit presets), tags. Copy any file under abilities/ to make a new ability.
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# api abilitiesKit's front door: `local AK = require("abilitiesKit.api")`. Characters (`attach`, `setLoadout`), casting (`cast`, `canCast`, `cooldown`), effects (`applyEffect`, `removeEffect`, `cleanse`, `effects`, `stacks`, `hasFlag`), stats (`stat`, `addModifier`, `removeModifier`, `defineStat`), data (`define`, `defineEffect`, `defineBehaviour`, `abilities`, `effectTypes`), HUD views (`barView`, `effectsView`), looks (`setUiStyle`, `setBarLayout`, `setStatusLook`), events (`on`) and `report`. See the package README for the full reference.
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# behaviours The code abilities run: dash, blink, buff, heal, slam, grapple, charge, nova, projectile, summon, decoy, zone, push, leap, cleanse, strike, each with the cast context (`ctx:damage`, `ctx:heal`, `ctx:effects`, `ctx:enemies`, `ctx:fx`). Projectiles, zones and summons are simulated on the caster's owner. `define(name, fn, check?)` adds your own.
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# cast The one way an ability is used: `cast(character, slotOrId, aim?)` checks ownership, loadout, death, stun, silence, charges and cost, runs the behaviour's check, spends, starts the recharge, tells every peer and runs the behaviour. `canCast` answers without side effects.
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# catalog Reads every status effect (`abilitiesKit.effect` data) and ability (`abilitiesKit.ability` data) in the world, fills contract defaults, and adds ones defined from code (`define`, `defineEffect`). `effect(id)`, `ability(id)`, `effects(tag)`, `abilities(tag)`, `reload()`.
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# codec The compact text abilitiesKit syncs state in (rows split by `;`, values by `,`, maps as `key=value`, with `%XX` escapes). `encodeRows`, `decodeRows`, `encodeMap`, `decodeMap`, `list`, `num`. Used by the runtime and the Character's synced fields.
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# effect Contract for an abilitiesKit status effect. Fields: id, label, description, icon, color, kind (buff/debuff), duration, stacking (refresh | stack | extend | independent | strongest), maxStacks, maxDuration (cap for extend), magnitude, tickInterval, tickDamage, tickHeal, damageType (a SecondWind type), absorb (shield), push { force, up } (knockback), modifiers [{ stat, flat, percent, multiply, perStack }], flags (stun, silence, root, invisible, taunted, wallJump, staggered or your own), cleansable, juice (a juiceKit preset played when applied), tags. Copy any file under effects/ to make a new effect.
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# effects The stacking rules (refresh, stack, extend, independent, strongest), ticking, expiry, shields soaking damage and flags of status effects on one character. Pure: works on a state table and a clock passed in. `new`, `apply`, `tick`, `modifiers`, `flags`, `remove`, `absorb`, `stacks`.
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# fx What every player sees: cast visuals drawn on every peer from the accepted cast (rings, projectiles, grapple lines, dome, banner, drone, decoy), hit and landing visuals from the owner, effect visuals from synced effects (shield bubble, ice block, stun stars, flames, slowed-time ring) and invisibility. Game feel through juiceKit with scope local. `setEnabled`, `clear`, `isHidden`.
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# hud The UI side of abilitiesKit: ability bars and status icons in many layouts and five styles, plus the world-wide setting that "auto" components follow. ```lua local Hud = require("abilitiesKit.hud") Hud.renderBar("moba", "fantasy", AK.barView(), { scale = 1 }) -- a widget node; style.width/height = its size Hud.renderEffects("buffBar", "pixel", AK.effectsView(), {}) Hud.setDefaults({ layout = "radial", style = "cartoon", statusLook = "chips" }) ``` - **Renderers**: `renderBar(layout, style, view, opts)` and `renderEffects(look, style, effects, opts)` are pure functions of the view. Pass `"auto"` to use the world default. `measure(node)` returns a node's size. - **Catalogue**: `layouts()` (hotbar, moba, radial, pips, orbs, touch), `styles()` (scifi, fantasy, cartoon, pixel, minimal) and `statusLooks()` (overhead, buffBar, list, chips) each return `{ id, label, description }`. - **Defaults**: `defaults()` and `setDefaults({ layout, style, statusLook, overheadLook })`. `AK.setUiStyle`, `AK.setBarLayout` and `AK.setStatusLook` call `setDefaults`. - **Live data**: `api()`, `localCharacter()`, `resolveTarget(target, fallback)`, `barView(id)`, `effectsView(id)`, `isHidden(id)` and `cast(id, slot)` wrap abilitiesKit.api and return nil while it is missing. - **Placement**: `screenScale(W, H)`, `safeArea()`, `touchRects()` (controlsKit's on-screen buttons) and `place(anchor, w, h, W, H, margin, avoid)`. - **Drivers**: `barScreen(pub, W, H)` builds an AbilityBar's full-screen tree, which the component registers itself so that its touch clicks reach it. StatusIcons components register with `addStatus` and `removeStatus` and share the screen `abilitieskit_status` (`statusFrame`, `buildStatus`). - **Parts**: `Hud.Bar` (uiBar), `Hud.Status` (uiStatus), `Hud.Themes` (uiThemes), `Hud.Sample` (uiSample) and `Hud.Icons`. Touch buttons fire `Hud.CAST_PREFIX .. slot` (`"abilitiesKit.cast:3"`). `castSlotFromCallback` parses that callback id.
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# icons Vector glyphs for every ability and status effect abilitiesKit ships, as SVG documents (viewBox 0 0 64 64) for an `svg` widget. - `Icons.svg(id, color, style?)` returns the SVG for one id, drawn in `color`. `style` is one of `default`, `scifi`, `fantasy`, `cartoon` (thick dark ink outline), `pixel` (square caps, chunky strokes, crisp edges) or `minimal` (thin, no fill). Unknown ids draw a generic star badge. - `Icons.ids()` lists the 26 ability ids, then the 19 effect ids. Ids shared by an ability and the effect it grants (haste, doubleJump, wallJump, sprint) use the same glyph. - `Icons.has(id)` tells you whether an id has its own glyph. - `Icons.define(id, inner)` adds a glyph for a custom ability. `inner` is SVG markup that uses `$c` for the colour and `$o` for the soft-fill opacity. - `lock`, `chain` and `generic` are state glyphs the HUD draws over a slot. The ability bar, the status icons and the gallery all call this module.
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# input Registers the controlsKit scheme `abilities` (walking move/jump/sprint plus ability1..ability8 on keys 1-8 and pad X Y B RB LB RT LT R3) and binds the slots for the local player's body. `keyLabel(n)` is the slot's prompt text for the device in hand.
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# motor Dashes, leaps, grapples, slams, charges, knockback and wall jumps on the engine's built-in CharacterController, by writing its input bus from executionOrder -110 (after controlsKit's ControlsMover, before the controller), with a jumpForce/maxJumps write for vertical speed and an airControlFactor write for exact air moves.
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# net Casts, hits and effect requests between peers, and the checks that refuse cheats: the sender must own the character, the ability must be in its synced loadout, it must not be stunned or silenced, casts are held to the ability's charges and cooldown (token bucket), and effect requests must name an accepted cast and an effect that ability lists, never longer or stronger. `ownerOf` is replaceable for tests.
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# runtime Every Character on this peer and what its owner simulates: effects (damage and healing through SecondWind), cooldowns and charges, stats written to the CharacterController / controlsKit ControlsMover / SecondWind Vitals / barsKit Resources, the synced text other peers read, the damage filter (armour, damage taken, shields) and the kit's events. Called by the Character component; the api wraps it.
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# stats Named stats and how modifiers combine: `(base + flat) x (1 + percent/100) x multiply`, clamped. The built-in stats (moveSpeed, jumpHeight, extraJumps, maxHealth, damage, armor, cooldownSpeed, resourceRegen, damageTaken, healingReceived), `define`, `compute`, `computeAll`, `jumpForce`, `armorFactor`. Pure maths, used by the runtime and the tests.
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# tags The three axes abilitiesKit tags everything on, so a game can browse and swap: `family:` (what kind of thing it is, one per item), `role:` (abilities and effects: the team role that brings it, tank, healer, damage, skirmisher or controller; bar layouts, styles and status looks: the controller it is built around, keyboard-mouse, gamepad, touch or any) and `genre:` (one or more of mmo, moba, action-rpg, platformer, shooter, brawler, casual, retro, mobile). `VALUES` lists the allowed values per kind, `LOOKS` holds the tags of every bar layout, style and status look, `check(kind, tags)` validates a tag list, `matches(tags, filter)` filters. `AK.browse` uses it; the test suite checks every item with it.
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# targeting Teams (SecondWind Vitals.team, else the Character's team), enemies and allies, invisibility, radius and cone queries, the best target along an aim, and `resolve`, which works out a cast's origin, direction, point and target from the camera (local player) or the facing.
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# uiBar Draws an ability bar from a BarView, as a widget tree. Its layouts: - **hotbar**: an MMO row of square slots with key badges, and health and resources underneath. - **moba**: a portrait with a health ring, four big slots with their keys below, smaller extra slots, and health and resource bars. - **radial**: slots on a wheel around a hub. The hub gauge shows health on its right half and the main resource on its left. - **pips**: minimal pills that fill as they recharge, showing the key or the seconds left, with charge dots underneath. - **orbs**: action-RPG layout with a health globe and a resource globe (barsKit's `orb` look) around the slot row. - **touch**: big round buttons on arcs in the bottom-right corner, never smaller than 56 points. Every slot shows its icon, a radial cooldown wipe (`conic-gradient`; the pixel theme steps it in 8 chunks) and the seconds left. It also shows a charge badge when `maxCharges > 1` and its key. Each state looks distinct: ready glows; noResource is tinted blue and labelled `NO STAMINA`; silenced shows a lock and `SILENCED`; stunned shows stars and `STUNNED`; dead fades out. A cast flashes for 0.25 s after `sinceCast`. `B.render(layout, style, view, { scale, compact, onClick = prefix, free })`. `onClick` makes every slot fire `prefix .. slot`. `free` lets the touch layout shrink, for gallery thumbnails. Other exports: `B.slot`, `B.sweep`, `B.seconds`, `B.layouts()` and `B.has(id)`.
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# uiGallery Builds the Showcase gallery's trees. It draws every bar layout and status look in every style from one live view, packs the samples into labelled rows and scales them down until they fit the area they are given. That area can be a 1280x720 panel, a phone, or a board in the yard. - `screenTree(st, W, H)` builds the paged panel, or the "Styles (G)" button while the panel is closed. - `worldTree(st, W, H)` builds one board per page, placed in a row from the Showcase entity, projected onto the screen and scaled by distance. - `pageCount()`, `PAGES` and `reset()`. Page 1 shows every layout in every style. Pages 2 to 7 show one layout in the five styles. Page 8 shows the overhead, buff bar and chips looks, and page 9 the list look. Clicking a sample fires `akshow:use:bar:<layout>:<style>` or `akshow:use:status:<look>:<style>`. `st` is the Showcase component's public table. This module builds trees only, so it can be tested without the component.
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# uiSample Fake data in exactly the shape abilitiesKit.api returns, for galleries, editing previews and tests. - `barView(t, slots?)` is a live-looking BarView. Every slot casts, cools down and recharges on its own clock. Stamina drains and refills, so noResource comes and goes, and silence and stun land now and then. - `allStates()` fixes every slot state at once: ready with a cast flash and 2/3 charges, cooling at 40%, noResource, silenced, stunned, and ready. - `effectsView(t, count?)` returns buffs and debuffs that tick down and are re-applied; `allEffects()` returns a fixed set. The Showcase, `preview = true` on AbilityBar and StatusIcons, and the UI tests use this data.
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# uiStatus Draws a character's status effects (a list of EffectViews) in four looks and any of the five styles: - **overhead**: a compact row for over a head, with small round icons, an elapsed-time wipe, stack badges, and `+n` past six icons. - **buffBar**: a HUD row with buffs, a divider, then debuffs. Each icon has a frame in the buff or debuff colour, its seconds underneath and a stack badge. - **list**: a vertical panel with icon, name, `x3` stacks, seconds and a draining timer bar. - **chips**: coloured pills with a short name, stacks and seconds. They wrap at `maxWidth`. `St.render(look, style, effects, { scale, compact, max, maxWidth })`, `St.looks()` and `St.has(id)`. Effects with no duration (or a huge one) show no timer.
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module · born here
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# uiThemes The five styles every bar and status icon can wear, as plain tokens: palette, slot frame, panel, fonts, key badges, the cooldown wipe and the state tints. - **scifi**: cyan glow, thin lines, translucent glass, corner brackets, JetBrains Mono. - **fantasy**: gilded frames on dark leather over a parchment panel, EB Garamond. - **cartoon**: candy colours, thick dark outlines, round corners, a chunky drop shadow, Comic Neue and Archivo Black. - **pixel**: no radius, black borders with hard bevels, an 8-step wipe, Cousine in upper case. - **minimal**: flat white tiles, hairlines, dark glyphs, one blue accent, Arimo. The module exports `T.get(id)`, `T.list()`, `T.has(id)`, `T.resourceColor(name, theme)` and `T.rgba(hex, a)`. `T.define(id, tokens)` adds a style; its tokens are merged over scifi's.
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backing path · abilitiesKit.package

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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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