publicVector3Direction;//direction of skill, if not inferrable from the character's current facing.
publicint[]TargetIds;//networkIds of targets, or null if untargeted.
publicintLevel;//what level the Action plays at (server->client only). Levels are 0-based, with 0 being weakest.
publicfloatAmount;//can mean different things depending on the Action. For a ChaseAction, it will be target range the ChaseAction is trying to achieve.