Difference between revisions of "Skill creation"
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* '''Target''', usually affects one target with a non-projectile effect. | * '''Target''', usually affects one target with a non-projectile effect. | ||
* '''Shout''', a self-buff or area of effect skill. | * '''Shout''', a self-buff or area of effect skill. | ||
− | * '''Projectile''', fires one or more projectiles along a preset path. | + | * '''Projectile''', fires one or more projectiles along a preset path. Can be used for a self-jump as well. |
* '''ProjectileStrike''', a series of projectiles which rain from the sky rather than originating from the caster. | * '''ProjectileStrike''', a series of projectiles which rain from the sky rather than originating from the caster. | ||
* '''Cone''', cause an effect in a cone shape determined by angle and range. | * '''Cone''', cause an effect in a cone shape determined by angle and range. | ||
* '''Zone''', cause an effect in a rectangular or square shape | * '''Zone''', cause an effect in a rectangular or square shape | ||
* '''Jump''', a self-teleport skill. | * '''Jump''', a self-teleport skill. | ||
− | * ''' | + | * '''MultiStrike''', a self-teleport skill that is also an attack. |
− | * '''Teleportation''', a teleportation of | + | * '''Rush''', a directional movement skill that requires a walkable path. |
+ | * '''Teleportation''', a teleportation of one or more characters | ||
* '''Summon''', create one or more characters or objects. | * '''Summon''', create one or more characters or objects. | ||
* '''Wall''', create one or more characters or objects. | * '''Wall''', create one or more characters or objects. | ||
+ | * '''Dome''', create a persisting area of effect with a dome visual. | ||
* '''Rain''', a large area of effect skill that usually changes the atmosphere and creates a distribution of surfaces. | * '''Rain''', a large area of effect skill that usually changes the atmosphere and creates a distribution of surfaces. | ||
* '''Storm''', a large area of effect skill that usually changes the atmosphere and creates a distribution of surfaces, as well as raining projectiles down. | * '''Storm''', a large area of effect skill that usually changes the atmosphere and creates a distribution of surfaces, as well as raining projectiles down. | ||
− | * ''' | + | * '''Tornado''', a large area of effect skill that usually clears surfaces and statuses. |
+ | * '''Quake''', a large area of effect skill with screen shake and ground-based visual effects. | ||
===== Basic Parameters ===== | ===== Basic Parameters ===== | ||
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* '''Damage Range''', the percentage of variation in damage. | * '''Damage Range''', the percentage of variation in damage. | ||
* '''DamageType''', the type of damage. | * '''DamageType''', the type of damage. | ||
+ | * '''Damage''', an optional source of the damage amount which can take the caster or target's current or maximum armor or vitality | ||
* '''UseWeaponDamage''', if yes, multiplies your weapon damage by the Damage Multiplier | * '''UseWeaponDamage''', if yes, multiplies your weapon damage by the Damage Multiplier | ||
+ | * '''UseWeaponProperties''', if yes, the skill can inflict on chance hits of your weapon and other properties, like "ignite." | ||
+ | * '''DivideDamage''', if yes, splits the damage among the targets or projectiles you fire. | ||
+ | * '''Stealth Damage Multiplier''', multiplies the damage if you are in stealth. | ||
+ | * '''Distance Damage Multiplier''', the percentage extra damage you gain per 1m farther away you are from a target. | ||
=== Range === | === Range === | ||
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* '''Range''', The range of a cone or zone skill like Ground Slam. | * '''Range''', The range of a cone or zone skill like Ground Slam. | ||
* '''HitRadius''', Typically the area of effect of a teleporting or rushing character. | * '''HitRadius''', Typically the area of effect of a teleporting or rushing character. | ||
+ | * '''AddRangeFromAbility''', (?) | ||
''Example:'' Ricochet has a TargetRadius of 13 for the initial target, an AreaRadius of 5 for determining the area the projectile can bounce to other enemies, and an ExplodeRadius of 0, so that the arrow does not deal damage to multiple enemies each time it hits an enemy. | ''Example:'' Ricochet has a TargetRadius of 13 for the initial target, an AreaRadius of 5 for determining the area the projectile can bounce to other enemies, and an ExplodeRadius of 0, so that the arrow does not deal damage to multiple enemies each time it hits an enemy. |
Revision as of 18:46, 1 September 2017
You can edit or create a wide array of skills with the Stats editor. While the skill creator is quite powerful, complex skills may require scripting.
Skill Parameters
Every skill requires the following parameters to be filled out.
Skill Type: Determines the fundamental behavior of the skill.
- Target, usually affects one target with a non-projectile effect.
- Shout, a self-buff or area of effect skill.
- Projectile, fires one or more projectiles along a preset path. Can be used for a self-jump as well.
- ProjectileStrike, a series of projectiles which rain from the sky rather than originating from the caster.
- Cone, cause an effect in a cone shape determined by angle and range.
- Zone, cause an effect in a rectangular or square shape
- Jump, a self-teleport skill.
- MultiStrike, a self-teleport skill that is also an attack.
- Rush, a directional movement skill that requires a walkable path.
- Teleportation, a teleportation of one or more characters
- Summon, create one or more characters or objects.
- Wall, create one or more characters or objects.
- Dome, create a persisting area of effect with a dome visual.
- Rain, a large area of effect skill that usually changes the atmosphere and creates a distribution of surfaces.
- Storm, a large area of effect skill that usually changes the atmosphere and creates a distribution of surfaces, as well as raining projectiles down.
- Tornado, a large area of effect skill that usually clears surfaces and statuses.
- Quake, a large area of effect skill with screen shake and ground-based visual effects.
Basic Parameters
- Entry, a unique name so that the skill can be referenced in scripts or other locations. Usually a structure of "Skilltype_Skillname."
- Ability, Which ability tree this skill belongs to, which determines how it is sorted in the skill menu and which primary attribute scales its damage. Can be None.
- Level, (?)What level this skill scales to. All existing skills are set to -1 level, which means the skill's damage scales with character level.
- Tier, (?)
- ActionPoints, how many action points the skill costs.
- Cooldown, the cooldown in turns. Can be set to -1 for a once per combat skill.
- Memory, the memory cost
- Magic Cost, How many source points the skill costs
Damage
- Damage Multiplier, the base damage, "100" being an average damage skill, or using exact weapon damage if is a weapon skill.
- Damage Range, the percentage of variation in damage.
- DamageType, the type of damage.
- Damage, an optional source of the damage amount which can take the caster or target's current or maximum armor or vitality
- UseWeaponDamage, if yes, multiplies your weapon damage by the Damage Multiplier
- UseWeaponProperties, if yes, the skill can inflict on chance hits of your weapon and other properties, like "ignite."
- DivideDamage, if yes, splits the damage among the targets or projectiles you fire.
- Stealth Damage Multiplier, multiplies the damage if you are in stealth.
- Distance Damage Multiplier, the percentage extra damage you gain per 1m farther away you are from a target.
Range
- TargetRadius, How far a Target, Projectile, or Teleportation, skill can reach
- AreaRadius, How far an area of effect a shout or rain spell can reach from the caster, or the area of effect of a target or projectile skill.
- ExplodeRadius, The area of effect that a projectile deals damage in. This is often but not always the same as AreaRadius.
- AddWeaponRange, (?) If your weapon range is greater than the primary range factor, than it takes into your weapon range into account.
- Range, The range of a cone or zone skill like Ground Slam.
- HitRadius, Typically the area of effect of a teleporting or rushing character.
- AddRangeFromAbility, (?)
Example: Ricochet has a TargetRadius of 13 for the initial target, an AreaRadius of 5 for determining the area the projectile can bounce to other enemies, and an ExplodeRadius of 0, so that the arrow does not deal damage to multiple enemies each time it hits an enemy.
Example: Whirlwind has an AreaRadius of 3, but has AddWeaponRange as yes, so a spear with 3.5m weapon range will have half a meter more range.
Example: Battering Ram has a HitRadius of 1, meaning the character can hit characters or objects in a 2m wide path.
Conditions
TargetConditions: what conditions targets must meet to be direct targets of this skill. This can include simple logic, like "IF", "not" (!), "and" (&), "or" (|), and parentheses.
AOEConditions: conditions for an AOEBoost skill property.
Conditions can include Character, Self, Nonself, Ally, Party, Player, Enemy, Item, Dead, Summon, NonSummon, MySummon, Owner, Party, Combat, Locked, AllowDead, FacingMe, CanPickup, HasStatus, InSurface, Surface.
Example Target Conditions
- NonSelf;Ally;!Dead;NonSummon // only target alive, non-summon allies (not including the caster)
- Tagged:UNDEAD;FacingMe // only target undead characters that are facing you (e.g., for a holy light spell)
- (InSurface:SurfaceFire)|SurfaceFire // target either characters standing in fire, or a fire surface directly.
- (Chain Heal): !Dead&((!Enemy&!DamagedOnHeal)|(Enemy&DamagedOnHeal)) // target living allies that aren't damaged by healing (undead or decaying touch), but also target enemies if they are damaged by healing
ForceTarget: If yes, you cannot cast this without targeting a valid target (e.g., no targeting terrain)
CanTargetCharacters: if yes, can target characters
CanTargetItems: If yes, can target items.
CanTargetTerrain: If yes, you can target the terrain. Useful for skills that can manipulate surfaces, like Shocking Touch. Also good for area of effect attacks like Ground Slam, where you might want to target a space inbetween two characters to hit them both. Otherwise, make this no to prevent accidental casts.