Skill creation

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Revision as of 22:06, 26 August 2017 by Baardvark (talk | contribs) (Range and Conditions)
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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.

Universal Skill Parameters

Every skill requires the following parameters to be filled out.

Entry: a unique name so that the skill can be referenced in scripts or other locations. Usually a structure of "Skilltype_Skillname."

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.
  • Cone, cause an effect in a cone shape determined by angle and range.
  • Jump, a self-teleport skill.
  • Rush, a self-directed movement skill.
  • Teleportation, a teleportation of a character.
  • Summon, create one or more characters or objects.
  • ProjectileStrike, a series of projectiles which rain from the sky rather than originating from the caster.
  • Rain, a large area of effect skill that usually changes the atmosphere and creates a distribution of surfaces.

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.

UseWeaponDamage: if yes, multiplies your weapon damage by the Damage Multiplier

Range and Conditions

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.

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.

Conditions

ForceTarget: If yes, you cannot cast this without targeting a valid target (e.g., no targeting terrain)

TargetConditions: what conditions targets must meet to be targets of this skill. This can include simple logic.

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.