CombatAi Archetypes And Modifiers

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The following archetypes already exist in D:OS2 and can have their modifiers overridden:

  • base
  • berserker
  • bomber
  • healer
  • mage
  • melee
  • ranged
  • ranger
  • rogue
  • warrior

The following modifiers (and their default value in the base archetype) can be used:

  • SCORE_MOD (100.0): A general modifier that you probably shouldn't change, but you're welcome to try
  • MULTIPLIER_DAMAGE_SELF_POS (1.0): Damage score on self that's considered positive (e.g. when removing the BURNING status, which 'removes' damage)
  • MULTIPLIER_DAMAGE_SELF_NEG (1.0): Damage score on self that's considered negative (this is just damage)
  • MULTIPLIER_DAMAGE_ENEMY_POS (1.0): Same as MULTIPLIER_DAMAGE_SELF_POS, but for enemies (this is just damage)
  • MULTIPLIER_DAMAGE_ENEMY_NEG (1.0): Same as MULTIPLIER_DAMAGE_SELF_NEG, but for enemies (e.g. when removing the BURNING status, which 'removes' damage)
  • MULTIPLIER_DAMAGE_ALLY_POS (1.0): Same as MULTIPLIER_DAMAGE_SELF_POS, but for allies
  • MULTIPLIER_DAMAGE_ALLY_NEG (1.5): Same as MULTIPLIER_DAMAGE_SELF_NEG, but for allies
  • MULTIPLIER_DAMAGE_NEUTRAL_POS (1.0): Same as MULTIPLIER_DAMAGE_SELF_POS, but for neutrals
  • MULTIPLIER_DAMAGE_NEUTRAL_NEG (1.0): Same as MULTIPLIER_DAMAGE_SELF_NEG, but for neutrals
  • MULTIPLIER_HEAL_SELF_POS (1.0): Healing score on self that's considered positive (this is just healing)
  • MULTIPLIER_HEAL_SELF_NEG (1.0): Healing score on self that's considered negative (e.g. when removing the RESTORATION status, which 'removes' healing)
  • MULTIPLIER_HEAL_ENEMY_POS (1.0): Same as MULTIPLIER_HEAL_SELF_POS, but for enemies (e.g. when removing the RESTORATION status, which 'removes' healing)
  • MULTIPLIER_HEAL_ENEMY_NEG (1.0): Same as MULTIPLIER_HEAL_SELF_NEG, but for enemies (this is just healing)
  • MULTIPLIER_HEAL_ALLY_POS (1.0): Same as MULTIPLIER_HEAL_SELF_POS, but for allies
  • MULTIPLIER_HEAL_ALLY_NEG (1.0): Same as MULTIPLIER_HEAL_SELF_NEG, but for allies
  • MULTIPLIER_HEAL_NEUTRAL_POS (1.0): Same as MULTIPLIER_HEAL_SELF_POS, but for neutrals
  • MULTIPLIER_HEAL_NEUTRAL_NEG (1.0): Same as MULTIPLIER_HEAL_SELF_NEG, but for neutrals
  • MULTIPLIER_DOT_SELF_POS (1.0): Same as MULTIPLIER_DAMAGE_SELF_POS, but for damage over time
  • MULTIPLIER_DOT_SELF_NEG (1.0): Same as MULTIPLIER_DAMAGE_SELF_NEG, but for damage over time
  • MULTIPLIER_DOT_ENEMY_POS (1.0): Same as MULTIPLIER_DAMAGE_ENEMY_POS, but for damage over time
  • MULTIPLIER_DOT_ENEMY_NEG (1.0): Same as MULTIPLIER_DAMAGE_ENEMY_NEG, but for damage over time
  • MULTIPLIER_DOT_ALLY_POS (1.0): Same as MULTIPLIER_DAMAGE_ALLY_POS, but for damage over time
  • MULTIPLIER_DOT_ALLY_NEG (1.0): Same as MULTIPLIER_DAMAGE_ALLY_NEG, but for damage over time
  • MULTIPLIER_DOT_NEUTRAL_POS (1.0): Same as MULTIPLIER_NEUTRAL_SELF_POS, but for damage over time
  • MULTIPLIER_DOT_NEUTRAL_NEG (1.0): Same as MULTIPLIER_NEUTRAL_SELF_NEG, but for damage over time
  • MULTIPLIER_HOT_SELF_POS (1.0): Same as MULTIPLIER_HEAL_SELF_POS, but for healing over time
  • MULTIPLIER_HOT_SELF_NEG (1.0): Same as MULTIPLIER_HEAL_SELF_NEG, but for healing over time
  • MULTIPLIER_HOT_ENEMY_POS (1.0): Same as MULTIPLIER_HEAL_ENEMY_POS, but for healing over time
  • MULTIPLIER_HOT_ENEMY_NEG (1.0): Same as MULTIPLIER_HEAL_ENEMY_NEG, but for healing over time
  • MULTIPLIER_HOT_ALLY_POS (1.0): Same as MULTIPLIER_HEAL_ALLY_POS, but for healing over time
  • MULTIPLIER_HOT_ALLY_NEG (1.0): Same as MULTIPLIER_HEAL_ALLY_NEG, but for healing over time
  • MULTIPLIER_HOT_NEUTRAL_POS (1.0): Same as MULTIPLIER_NEUTRAL_SELF_POS, but for healing over time
  • MULTIPLIER_HOT_NEUTRAL_NEG (1.0): Same as MULTIPLIER_NEUTRAL_SELF_NEG, but for healing over time
  • MULTIPLIER_CONTROL_SELF_POS (1.0): Control score on self that's considered positive. Control score comes from the statuses KnockedDown, Blind, ShacklesOfPain, Fear, Charmed, Incapacitated, and any Consume status that makes you lose control. (e.g. removing KnockedDown)
  • MULTIPLIER_CONTROL_SELF_NEG (2.0): Control score on self that's considered negative. (e.g. applying KnockedDown)
  • MULTIPLIER_CONTROL_ENEMY_POS (1.0): Same as MULTIPLIER_CONTROL_SELF_POS, but for enemies (e.g. applying KnockedDown)
  • MULTIPLIER_CONTROL_ENEMY_NEG (1.0): Same as MULTIPLIER_CONTROL_SELF_NEG, but for enemies (e.g. removing KnockedDown)
  • MULTIPLIER_CONTROL_ALLY_POS (1.0): Same as MULTIPLIER_CONTROL_SELF_POS, but for allies
  • MULTIPLIER_CONTROL_ALLY_NEG (2.0): Same as MULTIPLIER_CONTROL_SELF_NEG, but for allies
  • MULTIPLIER_CONTROL_NEUTRAL_POS (1.0): Same as MULTIPLIER_CONTROL_SELF_POS, but for neutrals
  • MULTIPLIER_CONTROL_NEUTRAL_NEG (1.0): Same as MULTIPLIER_CONTROL_SELF_NEG, but for neutrals
  • MULTIPLIER_BOOST_SELF_POS (1.0):
  • MULTIPLIER_BOOST_SELF_NEG (1.0):
  • MULTIPLIER_BOOST_ENEMY_POS (1.0):
  • MULTIPLIER_BOOST_ENEMY_NEG (1.0):
  • MULTIPLIER_BOOST_ALLY_POS (1.0):
  • MULTIPLIER_BOOST_ALLY_NEG (1.0):
  • MULTIPLIER_BOOST_NEUTRAL_POS (1.0):
  • MULTIPLIER_BOOST_NEUTRAL_NEG (1.0):
  • MULTIPLIER_ARMOR_SELF_POS (0.75):
  • MULTIPLIER_ARMOR_SELF_NEG (0.75):
  • MULTIPLIER_ARMOR_ENEMY_POS (0.75):
  • MULTIPLIER_ARMOR_ENEMY_NEG (0.75):
  • MULTIPLIER_ARMOR_ALLY_POS (0.75):
  • MULTIPLIER_ARMOR_ALLY_NEG (1.50):
  • MULTIPLIER_ARMOR_NEUTRAL_POS (0.75):
  • MULTIPLIER_ARMOR_NEUTRAL_NEG (0.75):