Give any Zero game a dash on key 1, a heal on key 2 and twenty-four more, with cooldowns, charges, stamina and mana, wind-ups and channels, buffs and debuffs, and an ability bar that looks the way your game does.
Walk into the training yard and try everything:
- 26 abilities, each on its own labelled pad. Step on one and it goes into slot 1 of your bar. Dash, blink, leap, grapple and ground slam on the built-in character controller; fireballs that wind up and set dummies burning, poison darts, frost and arcane novas, a time-slowing dome, force push, taunt, a lifesteal strike, a summoned drone, a decoy, a rally banner that heals your team, a channelled healing beam, shields, haste, invisibility, cleanse, double-jump and wall-jump grants.
- Wind-ups and channels. Fireball, Time Bubble and Rally Banner wind up before they go off; Renew channels a healing beam. A stun or silence interrupts them: a wind-up costs nothing but still goes on cooldown, a channel loses the ticks it had left. A cast bar and a ring at the caster show it to every player.
- 19 status effects on a row of pads. Burn, poison, bleed, freeze, slow, stun, silence, knockback, weaken, vulnerable, haste, regen, shield, invisible and more. Each one stacks its own way, chosen in its data: refresh, stack up to a limit, extend, run as separate copies, or keep only the strongest.
- Training dummies that burn, freeze, get shoved and chase whoever taunts them, plus an ally to heal.
- The style wall (press G): every ability bar layout (MMO hotbar, MOBA cluster, radial wheel, minimal pips, action-RPG orbs, phone touch cluster) in sci-fi, fantasy, cartoon, pixel and minimal, and every status icon look, all running off your own live cooldowns. One setting swaps the whole game's look.
- Stats you can push around: move speed, jump height, max health, damage, armour, cooldown speed and resource regen, plus any stat your game invents.
Multiplayer from the ground up. The player who owns a character is in charge of its abilities. Everyone sees the same casts, the same status icons over each head and the same health, once each. Cheats are refused: casting on cooldown, without enough stamina, while stunned or silenced, skipping a wind-up, or for somebody else's character.
Keyboard, gamepad and phone. Keys 1-8, pad buttons with the right prompts on each slot, and big touch buttons on a phone in portrait or landscape.
Use it in your game: install abilitiesKit from ZeroMind in one step (the current version is 1.0.8). The one install brings what it builds on: Second Wind for health and damage, Gaugeworks barsKit for stamina and mana, Juicebox juiceKit for game feel and Thumbstick Studio controlsKit for controls. Abilities and effects are data files, so a designer adds one by writing an entry.
Two guides come with it: How to add abilities with cooldowns and status effects (poison, slow, stun) to your game, and Example: make a small multiplayer action game with abilities, cooldowns and enemy waves, which builds a wave-survival arena with spawnerKit's enemies step by step. They install with the kit; ZeroMind's search doesn't find them on their own yet, so open them in your world after installing. The kit's README has a five-minute first example, the full reference and a 54-test suite.
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