PricingAbility system
The engine every ability in your game runs on: cooldowns, state gating, server validation. You buy this once and add abilities to it, which is what makes ability fifty as cheap to add as ability two.
Without a system, every new move is a new script with its own cooldown, its own remote and its own bugs. With one, a move is a small module that says what it does, and the system handles who may cast it, when, and whether the server agrees.
It ships with three example abilities and documentation, so you or another scripter can add more without me. If you only need a single move scripted into a game you already have, that is the one-ability service instead.
Scripting only. You bring the animations, VFX, sounds, models and UI art; I write every line of the code that makes them work.

UI, combat, movement, skills, cutscenes, full stack, impacts.

Server bootstrap, combat, hitbox, blocking, movement, skills, rocks, ragdoll, shared/server utils, integrations, polish.

Server bootstrap, combat, hitbox, blocking, movement + advanced wall mechanics, skills, ragdoll, shared utils, camera.

Combat, blocking/parry, posture, grip/carry, execution, movement + advanced, camera, skills, ragdoll, rocks, shared utils.

Combat, hitbox, blocking/parry/posture, execution, movement, shared systems, server utilities, visual polish.

Dashing, running, 8-way walking, parry/counter/clashing, cutscene ultimate, rocks/dust/ragdoll/death, UI scripting.
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