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SUGGESTION - Target dummy
Alynxkia replied to tecknotot's topic in Grounded 2: Feedback & Suggestions
It would be nice for there to be some reason to use the dummies. In addition to weapon damage feedback, I wouldn’t mind if there was like a fourth tier to weapon mutations only allowable by interacting with the dummies with that particular weapon. There’s a part of me that feels like it should be a truly tedious amount of interactions, something most players would not attempt to do in one go and instead would just put in some training time when they’re back at base at night and eventually unlock. -
Sounds like something to claim while not in Australia
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Block and Parry while dual wielding
Joseph Shaw replied to Jay.bro's topic in Avowed: General Discussion (NO SPOILERS)
Thanks, if you do play a magic build next, I highly recommend getting a hold of the arcane seal spell for spell reduction. Once you have that it’s a game changer, and specially from a maxed out Auroch’s Skin Grimoire. -
Possible Errors ------------------ extra brackets anywhere? ] and }? Did you type ," instead of ",? Not enough brackets? extra "," before the end of any section? not a "," where there should be one? You can't have IDs past the letter f. Must be hexidecimal friendly. It's possible to generate bad IDs. Does the code start with the Gamedata header & {[ String tables reference the right folder name inside the string code?? Abilities are not in the AbilityMods section, or ability mod component brackets(if that exists)? Did you finish each segment to return to Game Data? ItemMods/StatusEffects end with } ] } for example This is really to segment each GameDataObjects-->Data-->Component segment If it's an ability, does it have the right level? You lowered the levels so you can test it. Did you copy+paste code from 5.0 or later? This includes extra lines for turn-based mode. Does your code reference files like /\folder\/ instead of /folder/ ? It looks like it's all /folder/ format now. If the menu keeps spinning gears so you can't load a save, then that means you probably - have two text strings w/ same ID in the stringtable files. - Or </Entry> at the beginning of the text string instead of <Entry> - Or you put the text after </DefaultText> instead of before - have two of the same debug names - have two of the same main ID numbers (GUID) - you can't use "<" and probably other similar symbols in those xml files as normal text Did you even activate your new mod? If there's nothing wrong in the output log but you can't load your item (or whatever) Did you change the required class IDs and levels and UsageType to a class source so they fit the ability trees correctly? If your ability has an "O" at the bottom left corner, that means the ability doesn't work right (no string/ID conflict) (I think this is false) Abilities upgrading from another ability do not use UpgradedFromID in their ability gamedata. It's replaced via the progression table. Passive abilities do use the UpgradedFromID in the ability section SpecialEffects spelled "Receive" mostly wrong! ApplyStatusEffectToEnemyByDamageRecieved is "correct" although Recieved isn't a word +Sometimes you just have to copy a different piece of code that does the same thing. When making Execution, I compared my DamageMult code to Sworn Enemy. They were the exact same, but Sworn Enemy worked. Copied it, remade it, and it worked. Attack target types force it against all possible targets in attacks connected to it? Hostile attack --> Friendly attack must have the first attack allow "All" targets "ForcedTarget" can only be "None" or "Self" and not much else Child/Transfer parent effects may have been copied, without changing it back to "None" so another effect is referenced but not linked to it Did you add the ability to the ring, granting it to your character? Did you change the class that uses the ability? Did you change the level of the ability to one that your dual-class character can use (7 or lower, not 8 or 9)? Your fancy trigger effects on special effects may have caused the ability to not show up "OnHit" isn't an event! It's OnPlainHit you dummy, unless it's a vfx Stack Overflow error when you try to grant an item/ability means your attacks self-reference each-other, or some other circular reference maybe. The first time you try, the game will just immediately quit. Did you put the Vfx in the StatusEffects section instead? Or some other similar category mix-up? The VFX can prevent the ability from loading if you put Event": "OnHit" for a SE that itself doesn't check for an event Did you mix ApplicationBehavior with ApplicationType? If depending upon an autogranted passive, and the passive isn't given via an item, then you have to retrain your character to level up and get the autogrant. If the item or ability didn't load, then you probably - misspelled the StatusEffectType - mistaken StatusEffectType name, i.e. there is no AttackTargetOnEventWithChance - misspelled an entry in TriggerAdjustment - conditional used an invalid InstanceID Attacks use "Deflect" damage types not "Deflection". Passives already learned will always be the old versions. If testing a passive, an ability on the ring should replace the old one, but it's not safest to test
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The All Things Political Topic - What's Going On...?
BruceVC replied to Lexx's topic in Way Off-Topic
I have often mentioned that Trump likes to joke and troll the media and yet many people dont seem to know when he is joking Yesterday he made me laugh when he realized how Ukraine cant have an election Constitutionally under martial law https://people.com/trump-jokes-no-more-elections-if-united-states-at-war-11792856 " During one part of their press conference, the U.S. president latched onto a statement by Zelenskyy about pausing elections during wartime, and spun it to hint at the possibility of him outlasting his two-term limit in 2028. "So you're saying during the war you can't have elections," he said, interrupting the Ukrainian president's remarks. "So, let me just say, three and a half years from now... if we happen to be in a war with somebody, no more elections. Oh, that's good." -
The All Things Political Topic - What's Going On...?
BruceVC replied to Lexx's topic in Way Off-Topic
Why because they want an end to the war and they aware they need to engage with Trump in the normal obsequious way, all world leaders do that when they meet Trump if they want the meeting to be constructive. Its really easy to do once you understand Trump. But Trump was also very complimentary to the EU leaders End of day its clearly only the US who can get both Russia and Ukraine to the negotiating table and achieve a significant and lasting peace And that means keeping Trump happy around how you engage with him Compare this meeting with Zelensky to the disastrous one in February, that wasn't funny -
tecknotot started following SUGGESTION - Target dummy
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Wouldn't it be nice if the target dummy did something (instead of just be a decorative statue) like give us feedback on how much damage a certain weapon does? (at a certain tier?)
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Grounded 2 Bugs and Feedback
davidjjanson replied to Makayla's topic in Grounded 2: Feedback & Suggestions
Smaller bugs and feedback: Sorting. I can't get sorting in my inventory to work when I have a chest open. Pressing the sort button or key do nothing. I can't get sorting in chests to work at all. If I open a drying rack, "w" isn't an option unless I also have an empty slot selected in my inventory. The default is that the upper level square is selected, so if there is something there, I have to manually select an empty slot for "w" to work. It really should have the same behavior as looting a corpse... merge with existing items or take the next slot. I really need multiple hotbars, like Grounded 1. One hotbar for weapons, one for consumables. I never really needed the 3rd, but it was handy to swap armor or trinkets. A single hot bar doesn't cut it. The hotbar should show and be accessible when mounted. I shouldn't have to dismount or use the inventory to eat shrooms or light a torch. I've noticed several times that if I use the mouse to click a button in the inventory, the escape keyboard key no longer escapes the dialog. I can click the on screen escape button though. I agree with a previous poster that I should be able to lock some inventory items. I'm able to manage items like mushrooms and arrows (and weapons ) by only storing them in chests that don't hot-sort. But I like to keep a stack of clover for making markers without it getting sucked off me when I click "n". -
Grounded 2 Bugs and Feedback
davidjjanson replied to Makayla's topic in Grounded 2: Feedback & Suggestions
Omni tool feedback. I like having the tool being abstract better. I didn't like having to carry around (and pointlessly repair) 4 tools, 6 weapons and consumables. The tools used too much inventory. Repairing the wrench (over and over) while repairing my hard-built house is disheartening. The omni tool makes that a little less painful. However, I don't like is so much activity tied to the E button where I don't have enough control. I'm chopping grass even though I'm trying to pick up an item. I'm mounting my ant even though I'm trying to bust a tooth. Nothing catastrophic but it keeps happening. Unfortunately, I don't have a suggested solution. I'll experiment with remapping the omni tool to another key. -
https://www.bbc.com/news/videos/crlzey2j406o What a completely different and positive meeting with Trump compared to the disaster in February, the EU and Zelensky should be very happy with the outcome which was expected considering the number of prominent EU leaders who attended Zelensky had clearly been prepped around how to engage with Trump and this included he was smartly dressed and he received a compliment from a right-wing journalist he thanked Trump and the US on several occasions he presented a personal letter to Trumps wife who cares about the reality of the thousands of kidnapped Ukrainian children. This went down very well with Trump, he likes this personal touch Zelensky avoided responding in too much detail around his expectations when asked certain questions Trump was also much more relaxed and complimentary to both Ukraine and the EU leaders who travelled to the US. He joked about several things But key takeaways which we have to wait and see how these things unfold the US would be involved in a peace keeping role in Ukraine in some form with the EU. This would be part of the peace negotiation agreements around security guarantees for Ukraine Trump wants to arrange a Putin and Zelensky direct meeting Trump believes Putin will make compromises The US is selling Ukraine an additional $90 billion in weapons I do think we are some distance off to this war ending but this was a very constructive engagement with both Russia and Ukraine and a good step in the right direction For me it highlights again the global influence and agency of the US, it really is the only country that can bring the likes of Russia and Ukraine with the EU to the negotiating table in a significant way
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Grounded 2 Bugs and Feedback
davidjjanson replied to Makayla's topic in Grounded 2: Feedback & Suggestions
I died 3 times yesterday and each time, my backpack was below the surface. Once I could see it 3 cm down. Another time I stood right over it and looking down, didn't get a distance. the 3rd time, it moved to the starting location by itself but still inaccessible. In none of these did I die on a strange surface where the location of the backpack should have been in question. In all 3 instances, I did a game restore and the backpacks moved to the starting location but were still inaccessible. I then quit and reloaded and *then* they were on the surface and accessible. I'm playing single player in a hosted multiplayer game. Not sure if that matters. Interestingly, I've never had troubles with my backpack when other players were in my game. -
Grounded 2 Bugs and Feedback
davidjjanson replied to Makayla's topic in Grounded 2: Feedback & Suggestions
My ant mount is too needy. Any time I need to "E" to do an activity (dig, pick up, break things), my ant must constantly put its nose in my way and force me to mount it. Its like a needy puppy, I can't get anything done. The ant really should try to keep a little distance so its not blocking me from doing other things. -
Yesterday while I was playing with my husband we were doing take out the O.R.C soldiers by the bbq, unfortunately the strangers speech started during battle and we didn't hear a word of it and we were to busy fighting to read the screen. It would be great if there was a transcript that could be read later or the strangers speech could be delayed until after fighting so we know what she said. We both feel like we missed some important clues
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I want to have a pouch for trinkets that is separate from regular inventory so that I can carry more of them around with me. I end up not using many of them as it’s not convenient to carry them around wasting my inventory space. It doesn’t have to hold all of them, but I would like at least five slots to hold spare trinkets. I actually wanted to go with small plushies being an option for the stuffed insects. While the big ones are neat, I also dislike how much space they take up. I basically want them all to be the size of the aphid. But I am fine with the skill tree idea where we use their corpses to traverse it… still kind of want the mini plushies as base decor but they don’t need to serve the same function as the skill tree.
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I also find the map lacking. Somehow I find it worse than Grounded 1 which was literally just outlines. They almost went and put too much effort into trying to make it pretty rather than useful. I understand that it is designed to look like a brochure map. Bravo, it does look like that, but I have fancy high-tech arm gear and I want to be able to have a far more useful map in it. Preferably one that can zoom in further and has a couple layers so that explored cave systems can be displayed. I did get through the entire first game many, many, times without being able to see the caves systems, but they have gone for a much bigger world this time around and it would be nice to know when I have found something that I haven’t already explored as it’s not mapped yet. I would not like the tunnels displaying ahead of exploration though. I want to find things on my own. I suppose I can just start building something outside of cave entrances to show that I’ve already gone through them so it’s not really really world ending.
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I’m gonna keep commenting and liking suggestions that involve paint or dyes because I really want them. I want something to do with all my surplus items I’ve collected and I really really enjoy building and would like to make more unique builds. But when it comes to ingredients, I want the developers to focus on items that players tend to gather way too much of during their gameplay and let those be something we can go to town with for paints/dyes.
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While I am used to the radial menu as I’m a controller user, I fully support getting a building menu similar to Grounded 1. It was just far more convenient to see what your current options were in that menu type.
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I wanna say this also had egg white in it
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Made an approximation of bibimbap. Grocery store near me sells shaved steak and I marinated that in some Bibigo BBQ sauce and also cooked down some shiitake mushrooms in a miso soy mix. Fried an egg over easy and served it all with some fresh veggies; shredded carrots, green onion, cilantro, and maybe something else I'm forgetting. Big dollop of gochujang on top and kimchi and sliced cucumber on the side. A lime may have also made an appearance.
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Block and Parry while dual wielding
Jay.bro replied to Jay.bro's topic in Avowed: General Discussion (NO SPOILERS)
We can only hope. I love the combat in the game and want it to expand only very little. I really didn't realize that it had been that long since I started this thread. I figure it'll be around a week after the update if we're gonna get a new roadmap. Not positive just a bunch. It will be fun to look back on it. You have fun as well man. I think if they don't do the parry dual wielding function ill try a new magic only playthrough. I ain't great with the magic in combat but I need to give it a dedicated run instead of just throwing it in on less than optimized builds for it. -
This list has been tremendously helpful for me over time. Keep in mind the Bleeding keywords and the Keywords Everywhere keywords are from my own mods, not the original game: Cast Speed ----------- Fast (0) - e4c738a7-4d3f-407f-b035-cc76191fe26b Average (3) - eacb53e3-6eb5-422a-92ca-99cc883ae4a9 Slow (4.5) - 3bf6c8e7-49b6-46b1-8c62-cb9121f0d22a Very Slow (6) - e2258426-92df-4a1d-b12c-927feb8328cd Recovery Time -------------- Instant - 039ef4b4-eeb3-42d3-9817-a8df05c53515 Very Fast (2) - cd5ad068-453b-41f9-8779-db38ff00dd20 Fast (3) - 9d15e1c1-c6e1-4b25-bc1d-bf3707f6f534 Average (4) - 566840d9-1561-4243-8ca7-889df9869847 Slow (4.5) - 2065a64b-0d53-48b8-9cfd-600992c389fd Magma (7) - 25de92c5-7e24-4702-b42d-2250df3049bc Poison/Damage Over Time Interval Rates and Speeds Tick Rates ------------------------------------------------- per 3 seconds - 25acc41f-26a4-4ef7-9b7d-0f1bf0ddfe9f per 5 minutes - 5920c451-2a26-4a9a-bb52-4a1fbf27a4ad per 1 second - 03ac1cf3-40d3-44ee-a9ae-9f3ee81b22fb per 0.33 seconds - 47b8ed3c-8899-4ab8-aa01-e51a374ab3ba <----Only While moving!! per 6 seconds - b757a629-60fd-4de5-b56a-09a8b8927f20 per 12 seconds - cf4a693e-5ec4-437c-b9e0-9133d416d023 per 15 seconds - 4aa3df8a-4fbd-41e0-b6aa-1e40fbcf15e2 per 30 seconds - 9ad89927-55e1-4385-b5ad-a420beec5d7c Bleeding Keywords b1eed000-64f6-426b-b4c2-773621c8b949 b1eed111-64f6-426b-b4c2-773621c8b949 b1eed222-64f6-426b-b4c2-773621c8b949 b1eed333-64f6-426b-b4c2-773621c8b949 b1eed888-64f6-426b-b4c2-773621c8b949 (ability) Damage Types official name ---------------- Burn Shock Corrode Freeze Raw Crush,Pierce,Slash Keywords ---------------- Great Sword - 3a2f20c5-5d12-4f5f-bb0d-856cc7a55d86 Stilleto - 49c7559d-ff65-4187-bcde-5ebce3710098 Quarterstaff - 7f914929-7c42-4e6f-a004-14996afe63e6 Shredder_Spell (cipher) - 902ae78f-1151-4f14-9db6-a7a1c728a1eb cipher_spell - 04f1f10c-5b4c-42ce-8fc2-01ce366851ad cipher_willattack - 19a83987-8860-4301-842d-9518ef2ef079 deception - 6960b36f-9ed7-4f29-be5f-bbdca0f4b5ce mind - f5842f97-b963-40b5-adc2-d69330adcf96 echo - 1905d6d9-766d-4eba-aeba-b2efc96104a8 wound_ability_keyword - 6a6d39b2-7883-49eb-aa94-b0304dc05d89 keywords for the damage types but not actually damage types fire - f0dbb330-1b06-4175-8ce4-efe790b99213 electricity - 9c7d6f36-50ff-4b08-a528-74789abe0599 Frost - f8a513bb-3e92-4d10-b59f-abbdf71d8af4 Acid - 56895011-1aab-4413-827b-51a126c04555 water - 97b18bd3-b3e4-4777-a8bc-f0808022dd79 poison - b1533df4-9d22-468a-9671-1187714ba91c wind - d657e91c-fd75-4be1-aa57-5db1516d3ce4 elements - a7a06148-9a41-44fe-9cc8-31acef0e13aa Rejuvenation - 88f77e03-9180-4830-a2ac-18c8023fec35 evocation - 3f075d80-787a-493e-bbaa-6da3d6dc2d0f conjuration - ad3de01a-e7a8-4a5e-9ec3-7d858d1ffea7 illusions - 69d9e77c-1a78-4af0-b590-0ea1620ab60b enchanting - 6149f072-d79d-4429-8dbd-3f014e8f013c Transmutation (Transformation?) - ab88e534-596e-4f40-b54e-9dd8b2cab983 Cleansing - 4b098b3f-f5c3-46b7-a2aa-34dc07fa2c31 Condemnation - bf3b4557-b7ac-4e41-ba9a-db241b443a56 Inspiration - 3a1316f1-e932-4b0f-9891-7db7bd5825ec Protection - e726ab76-e91a-4d6e-9525-7eb148964b58 Punishment - 59769d5a-5886-4343-a208-3ff4b4a2c105 Restoration - d5e4e9b4-9565-4654-9e2e-2d68d8847c20 flanked - 8ca098ca-731e-481d-b958-a337064afd6c gaze abilities - 30171246-34fc-4066-b6da-6aa100db273d decay - 2f013adc-8e9d-480a-bc65-ba1c7b66dc6c disease - 115559b3-0105-496e-8b95-2795969f62d2 plant - 504782eb-f943-42a1-93dc-cbec74d42c66 ground - 0ccf0af6-8870-4798-ae79-30ac5318f42e beasts - 7905202d-358e-4ca7-ba17-acfed0718a02 invisible - fe80a668-dcb3-4cea-ae2e-70d47dc91348 deception - 6960b36f-9ed7-4f29-be5f-bbdca0f4b5ce mind - f5842f97-b963-40b5-adc2-d69330adcf96 concentration - 985dd0c0-7487-4f0d-a60a-28d071960a6b Alchemy_Passive_SE_PowerLevel_PoisonsSelf - 50c8cfad-cfeb-42b3-ae29-0e51f50b0126 Alchemy_Passive_SE_PowerLevel_Potions - 52bab8df-37f8-468c-97a6-aa622fdc1d9e Drug - 54954403-ad47-4867-9ec4-02fdb8040f73 (not in SE, only ability) Potion - b904d1af-cebd-423d-a764-cfe9a824ff38 (not in SE, only ability) 69bcfab4-b45d-43b5-abf4-7de4a520583c - Rubble_Pile_Invulnerable_SE_KeywordImmunity Alcohol_penalties - 63103c1e-dfe1-4ee8-8bd9-54e9b55a07fc alcohol_beneficial_effects - 1af594c4-9a2a-47d7-a5b2-f4887f580b14 bomb_keyword - 94e6077c-dbb7-44d7-8c30-ff4984bfeff7 Body_Inspiration - 66f96765-0ec1-4cf1-a49b-a8264df055b7 Mind_Inspiration - ae8eaf9c-6fdc-4c63-9aac-8ee874082c0f Inspiration_Might - fc61b9aa-7b06-4e69-b85d-16965ff28143 Inspiration_Constitution - c34af1a5-f6d3-4365-a7a7-d08422ac0948 Inspiration_Dexterity - bbef3990-aeb1-49ba-b6b4-b86c9059c0c3 Inspiration_Perception - 29f54a26-bac6-4dee-8b12-a9270a956c71 Inspiration_Intellect - 10599782-9812-451d-8e24-693c06bb4062 Inspiration_Resolve - 6bc52c8a-13b4-4b21-b889-dd08c54aa879 Affliction_Might - c3e2ddf8-7df5-4a4d-9b09-6410ff36e80c Affliction_Constitution - 84282d6d-16e1-4446-8363-12f12d2ed1dd Affliction_Dexterity - 3863b3d1-5d16-46f6-b971-aaea803cd530 Affliction_Perception - 147667b0-6ef2-444e-b0e4-97622f3d8329 Affliction_Intellect - 8efaa258-a1ec-46d3-9690-86445078b67d Affliction_Resolve - 1aa8802e-b5cf-4ac2-bd6a-dd619cde4e65 Body_Affliction - 13d9f275-8a57-4f99-9ead-ef798ce7c53a mind affliction - 4cb9e779-269f-42e3-8855-feabb837d50c 'Keywords Everywhere' Mod Keywords ----------------- status_effect_keyword_enfeebled 93d0ed78-ef3a-4e01-97e0-bbd3610dd9c9 status_effect_keyword_paralyzed 682606a5-9d1a-47ba-9422-66173fbaadc3 status_effect_keyword_petrified b355ae14-8407-494c-b559-30e1176a2255 status_effect_keyword_stunned 07b738c8-faa6-4aaa-91f1-5874b3c15d6a status_effect_keyword_charmed 8668960f-c20a-458e-a6ee-7d72d7641a8f status_effect_keyword_dominated 74557bcc-81ed-42f6-975f-d8745c36cf4a status_effect_keyword_confused 524b2cfe-2e72-48bf-8dda-6d6767fb5b7a status_effect_keyword_blinded 67f5ed46-22a1-40d9-b2c5-71cb8165217d status_effect_keyword_frightened 25543574-736f-4ce7-a62e-1b599739f835 status_effect_keyword_terrified cb6304a6-a00f-4662-aab8-27b974423b7f status_effect_keyword_staggered c483f797-b12d-4104-8d13-c24a6ab04bd6 status_effect_keyword_dazed 6729e2fe-4a6c-4742-9082-0c1444cd3a34 status_effect_keyword_hobbled cc69f4c6-9e7e-4167-82dc-6749f398e351 status_effect_keyword_shaken 4e572861-b426-4469-936f-1496cb3db4df status_effect_keyword_distracted 843eff52-ff8a-493f-afb5-9a0d6daa7f79 status_effect_keyword_disoriented ceab5546-c77f-4f6c-b8b4-191dae058fb9 status_effect_keyword_immobilized 77134d89-42e6-47ee-8d44-b2f16c57e78f movespeed_slow_keyword 1ac51cc2-92c2-4675-9194-c39611630b3c (Status Effects only) movespeed_fast_keyword f5cbd28b-c881-4b16-8bef-d2066508303a (Status Effects only) jump_keyword b4ed06e4-f3f9-4386-a936-14cb70d49b73 (Attacks only) teleport_keyword eb264954-e9fc-4514-a7fb-57b29576e66c (Attacks only) comprehensive_ability_activated_weapon_attack_keyword caa001a1-76d2-425f-86bd-3442c117ab4d (abilities, attacks, next statuses via attacks) fighter_ability_activated_weapon_attack_keyword ffc26cd5-d908-4b70-a6b7-893501099eb7 (abilities, attacks, next statuses via attacks) Other Keywords from Mods ------------------ potion_non_healing_keyword 8a639392-391c-4a56-81c2-b299065a17d3 potions augmented mod zealous_auras_keyword a298e8ec-edc3-41f5-b7e1-c38348aaa651 paladin augmented mod monk_attack_combo 29b2fba5-312c-4d6c-99f9-5f5f5519aed3 monk augmented mod AfflictionTypeID ----------------- Not Keywords Categories of afflictions Might - fda623d6-29a2-4e02-be6a-25c332ff194f Constitution - 5d1b11b3-9435-4de1-a9dd-f23d85bbe09e Dexterity - 912396df-94ce-454f-806e-ad15969a02b1 Intellect - 42a17f02-5ade-4826-a41a-09a6042598f8 Perception - 5d192433-3732-42fb-8bd2-9043dbf5c4e9 Resolve - a50f1a60-cf8d-413f-8b11-b973c0e78d6e Flanked - 4a0073d5-9fe8-4b01-89f1-a16caeff7925 Injury? - 86a25ab7-5687-4205-8866-65767ad567c2 Not Sure if These Are In StatusEffects -------------------------------------- Keyword_Unarmed - 1ff3caa3-e731-4c31-96b4-e03c300e3f3c ?Keyword_Weapon_Proficiency - bb68a03d-507e-4799-9a4e-abe7377d1e56 Quick_Item_Antivenom - 6f6be47b-8fb4-46ba-bdc1-386b181093a3 Quick_Item_Poison - 073e9d07-1ae8-4e2b-bac6-0cf820c83e75 Scroll - d19105b8-4e0e-42cc-b915-43caad7ee7f5 (There is a different keyword for scrolls also!) Non_Affliction_Stun_Effect_Keyword - f15d7576-7296-43fe-a440-49d26f8acbf5 SkillValueID/SkillDataID --------------- stealth - 8cc41e27-e62f-4e75-9f7d-ae47986895d2 arcana - e5f33551-ec5c-4cc8-b5f2-1eb03d210374 explosives - e67f20e3-5bf9-4d87-9bda-211405107362 athletics - fefc4d3d-250d-4c32-85e0-62a851240e62 intimidate - 3ad9194b-4f41-480e-aa75-1c82df43be84 metaphysics - 98051b85-d7e5-4746-a66c-260e2fcd2d4b religion - 98cc5a0d-1387-42e3-9202-417bc42b53ad survival - 9c7962b8-bf69-4670-ba67-acc86a09fca8 bluff - 6fa62ec8-6695-4a1d-8553-7486b0ac20c4 diplomacy - c7e22ee0-bdd6-4ca8-99f0-a46f3dd66606 history - c6b6f87a-0381-4219-93eb-77ae2b64f0af insight - f5d2c2bf-1ffd-4741-b6d8-31ae01985d4b streetwise - eb8da173-4a3e-4910-94e8-dd0c1436ca40 slight of hand - 3b073ebf-0a4a-48a3-947d-ad38bef10b36 mechanics - 3affbb70-86bd-41f3-82c6-325326d40796 alchemy - 1b26af87-fd19-4dc6-9380-4f5cec7aefd5 ClassValueID ---------------- fighter - 6e6750b6-61d7-4b61-9713-55957e0f0591 ranger - 1718929c-1faf-4292-b82c-7e2a7c20b3ab rogue - 8efd7667-8bc9-4020-b7f6-5a91b9d04e48 barbarian - 825817d4-1fb0-4e5c-bf84-473743ad98de Monk - f0036bfb-53d5-4d0c-b11a-b780d788a108 druid - 568f1c26-1398-4e67-8b81-0f6a60e6cdde wizard - acfd1303-4699-4939-91eb-6ac46d4af0bd priest - f7cb46af-a719-41c0-9a53-107eefdbce2b paladin - f64b5a21-2dd1-41ae-8562-60ce099b25aa cipher - ccdc9675-e2a7-46fa-83e9-7a5368b56265 chanter - b4a0f1d1-b8f7-47e7-b899-99e478004a37 Race -------------- Beast Primordial Spirit Vessel Wilder Ability Keywords ------------------- Frenzy_Keyword - 5b7bdbcd-2613-482d-82b5-25718eec2184 Marked_Prey_Keyword - 10475b40-06d5-441f-954a-6aafb070814d scroll - de36c86e-d606-4fd0-97f3-43acd39ded24 season_autumn - d442f190-1cf1-4582-854e-06004ebcb401 Season_Spring - 115b45a1-eef1-4e96-9a9a-587bdedc1d50 season_summer - 6604dd7e-5379-4cef-87a5-d1f91a507ff6 season_winter - f8463e47-7fa6-4738-8ec3-a3b40819341d spiritshift - f58f91d7-58af-4dee-855f-6fa8ae8579b7 spiritshifted - a457d3b9-b5c7-4c2c-817b-65c2835b19cf Summon_Creature_Keyword - e4164ba1-116f-4e51-a678-507c0d4e3f5a Sworn_Enemy_Keyword - 6ab7d7ae-7dea-4d7c-93eb-5844abceb7fe tanglefoot - ce59b760-fc27-425b-b6f9-65f43611ded0 Noise Level ------------- ExtremelyLoud - 6bfdad12-a1d0-42cc-b797-c9d2dac2af05 Loud - 82bc1ce9-3a81-41ca-a61a-cc1f73a53de7 Quiet - 15743f94-1026-40b0-8e13-a667b3f66f63 Silent - cfd4a8e0-3941-40cb-b05d-604ec49279d5 Item Mods ------------ Legendary Armor - f23d7b9f-563a-4a5a-b7c4-d572e2386ddf Legendary Weapon - 8b93c088-542b-46a8-a5a3-df0e74854157 Superb Weapon - 4aa940c7-6a95-4be7-ad33-651afb6d5dde Exceptional Weapon - b420d957-6932-4b02-8e02-1393b07f390d Fine Weapon - 7d7b81f7-7322-441f-a366-5d15d30379f5 AfflictionIDs ---------------- <<Body Afflictions>> Staggered - 63816b93-ffde-4ecc-9d02-4ed3821ae250 Dazed - 67277fcc-222e-4e5a-895e-a7fba406f215 Stunned - f9d7ee58-565d-471c-8743-49a73a5f22a9 Non_Affliction_Stun_Effect_Keyword - f15d7576-7296-43fe-a440-49d26f8acbf5 (stasis shell) Constitution Sickened - 6afb2f77-9f6f-47df-a5f4-833620ce0495 Weakened - 4a5db01f-8aa3-4b2d-92e6-946d616af3da Enfeebled - 447a11f1-528f-4ee7-b9dd-7558559338a4 Dexterity Hobbled - ca56695c-f3ec-4df3-8f1a-129514fbd5a0 Immobilized - 4733a65b-3598-45f5-9e28-b033d7c2eb36 Paralyzed - 61b4d85c-ab23-4071-8393-c8e9eddb507a Petrified (not in Dexterity AfflictionIDs list, but linked) - 18d62e11-5b22-40ff-9643-cdae28a0192a <<Mind Afflictions>> Intellect Aff_Confused - 584932e2-a825-4914-9d0d-fce3be5afa5a Aff_Charmed - 3a38c219-245e-4e60-bf1e-94bb101effe0 AFF_Dominated - 8c749c92-28e5-4160-9cce-4ae1b574b845 Perception Distracted - 336dd1d9-3367-4ef7-be0f-f1de3a0904f1 Disoriented - 35166ee4-7fb0-4c17-90fe-02384e51ed23 Blinded - f2f2315f-2d46-45b9-ad37-948e74724f43 Resolve Frightened - e81eac83-1b1b-4081-bee3-5609667b6690 Shaken - 9b9c4ee2-bf70-49a0-812c-c1ed6a1dbf22 Terrified - 6aa2ba0a-b879-4cf3-9b5c-0f919bcd213d Affliction Keywords -------------------- Body_Affliction - 13d9f275-8a57-4f99-9ead-ef798ce7c53a Mind_Affliction - 4cb9e779-269f-42e3-8855-feabb837d50c Affliction_Dexterity Keyword - 3863b3d1-5d16-46f6-b971-aaea803cd530 Affliction_Constitution Keyword - 84282d6d-16e1-4446-8363-12f12d2ed1dd Affliction_Intellect Keyword - 8efaa258-a1ec-46d3-9690-86445078b67d Affliction_Might Keyword - c3e2ddf8-7df5-4a4d-9b09-6410ff36e80c Affliction_Perception Keyword - 147667b0-6ef2-444e-b0e4-97622f3d8329 Affliction_Resolve Keyword - 1aa8802e-b5cf-4ac2-bd6a-dd619cde4e65 WeaponTypeIDs - Not Keywords --------------- Bows Arbalest - 2e9ee8be-aa84-47ba-8590-c9652cf9cb42 Crossbow - 3a67f4c2-3bfd-4665-ae85-3d654b333e91 HuntingBow - 7e80095e-047a-40c3-b85a-ca4fffdf7a4d WarBow - ca1e480d-aa0c-4433-86e9-80094e238766 Firearms Arquebus - 7269d072-f54a-4609-a2cf-585d7b2421ec Blunderbuss - 8076be03-6667-496d-b162-4b758a1fae58 Pistol - fd08a210-659c-44fa-821b-bd454e117ee8 Class Base Progression Tables Skill Tree IDs ------------------------------------------- cipher - 12ba861c-8f31-45af-869f-e02a9a677484 fighter - dcc7b7db-c31b-4075-869c-bd660bfe4ee2 ranger - d574de6c-f4cb-4948-9a71-fb372700e6a5 barbarian - 67621a56-397e-4fae-8e04-59890b25c7fc rogue - 958174ed-bef9-4d9b-9bc0-25bef1864623 monk - dc561d91-7bc9-4314-acff-837511566964 druid - 879d3662-bdf7-4585-99e4-0af2df117c50 priest - a52e8b61-9343-4716-8a55-3168be143cc4 wizard - 8b5635bf-28b1-4836-9712-66c99553ccf2 paladin - 7af80bf4-f8fc-48ff-b02e-884b2e7b12f9 Race IDs per characters.gamedatabundle ------------------------------------------- wilder - 834dbc64-f9d9-4f6c-a905-521715a4fbb9 Vessel - b5eecdb5-7a1e-41f8-844c-91238fe76444 Spirit - e1f03010-342b-4242-93a4-c92d6747c162 Primordial - f5a6d1c1-62bf-4dbf-bd63-67d053f843a0 Orlan - 25308722-9480-477a-94cf-d40b6fd0886e None - 35543a56-0f77-49d5-a32d-82f5d25dc0e6 Human - 74e606b7-022a-40af-858d-83dd90a98e62 Godlike - b85d4148-b922-43a2-831c-f189c0b3569d Elf - c3520c0a-dff9-45b1-9ee0-d905c933b62b Dwarf - 1f60b08e-1966-4bb6-8cdb-757294dcc18a Beast - 9ddbdd0b-3611-45c2-873e-bf0d9591f481 Amua - 5ea84750-17c7-419b-8beb-c121c5d68c55 Subrace IDs per characters.gamedatabundle ------------------------------------------- Xaurip - 4a285a85-875b-4717-bf5c-f5738fb9e099 Material Replacement IDs ------------------------ Temporal Freeze - 0bb22ee4-92f6-4def-8744-8c7988478d79 Stone/Petrified - bd7c71f8-0279-4c81-ba1b-1df90a18085a Iron - 94ba3150-fe9d-4eaf-9554-6d4f656d1598 Stealth/Invisible - 47a028fa-6dfb-49ae-b2d2-c605d5cff3cd Ice - d41a2e34-ae3b-4208-b40c-f42abe5c3b02 Gold - 9f81ee2f-4ba1-4856-a919-418d5e7a38bd Ghost - f0e55a4c-b18a-4d1d-9d52-78ca0de0831c Fire - bb757746-d14e-4eeb-adaf-02619fa32b63 Eothas - abef037b-f99c-40e9-8886-1999e55c863a Darkness2 - fcecd4af-c555-4ce6-80f2-2ad91b893a53 Darkness - 57b75701-4f28-4fc0-aaa7-82b05c6d69c2 Dark (ghost dark?) - 8df4545f-b848-488f-8823-87257b636297 Celestial - 170b7175-9e12-43d4-b451-acf28044925d Berath - bb525f8c-43f5-4f9c-aa59-22083bbe7cca Avatar - 99cb76db-2eb4-4856-b7dd-df8a9a002cd1 Ash - acaa7800-726f-4995-b743-bbb849276c39 Arkemyr's - 857e7a56-7ae6-4d07-9792-9bf3c1bb401b Tentacle (ghostly) - 18cde2f2-cb2d-4acc-b080-8d95d881a6dc Wael - 67ce2eba-4e05-48ed-b1fe-75d878a53dea Watcher - f304c7a0-933f-41d7-8b69-7337906b99ec Water - c72ab39d-4e67-4c5c-83b8-550f61db098f Water Tentacle - MaterialReplacementWater_Tentacle Wood - c03250ad-d49b-414b-8095-2be87a806ba9 Subclass GUID ------------------------- Berserker - af9a1ea8-c0d3-4724-95ca-0cf1564d36da Tactician - 42220e71-66c3-46bf-8b6f-44a3e84f29a2 (old mod version, removed) ----------------------------- Bleeding Afflictions - - - - - - - - Bleeding Affliction TypeID - b133d123-1b17-4a3e-9793-ad0963b3f216 Bleeding Light - b133d111-e0fe-426f-aecd-a823842cecea Bleeding Medium - b133d222-e0fe-426f-aecd-a823842cecea Bleeding Heavy - b133d333-e0fe-426f-aecd-a823842cecea EventValue -------------- OnLaunchesAttack "EventValue": "None", "EventValue": "OnActivateAttack", "EventValue": "OnAllyKO", "EventValue": "OnApply", "EventValue": "OnAttacked", "EventValue": "OnBeforeAttackRollCalculated", "EventValue": "OnClear", "EventValue": "OnCriticallyHit", "EventValue": "OnDamaged", "EventValue": "OnDealsDamage", "EventValue": "OnEngagedByOther", "EventValue": "OnEngageOther", "EventValue": "OnEngageOtherBroken", "EventValue": "OnHealthPercentBelow", "EventValue": "OnHitOrCriticallyHit", "EventValue": "OnHostileEffectExpired", "EventValue": "OnInterval", "EventValue": "OnLaunchesAttack", "EventValue": "OnMissed", "EventValue": "OnPostAttackRollCalculated", "EventValue": "OnPrimaryAttackHit", "EventValue": "OnRest", "EventValue": "OnScoringCriticalHit", "EventValue": "OnScoringGrazeHitOrCriticalHit", "EventValue": "OnScoringHitOrCriticalHit", "EventValue": "OnScoringKill", "EventValue": "OnSecondaryAttackHit", "EventValue": "OnUnconscious", "EventValue": "OnWeaponChange", "EventValue": "OnWoundAdded", "EventValue": "StartsAttackingSameTargetAsAlly",
-
Dumping my ability modding notes for anyone else who might need it. Because testing isn't always perfect, some of this may prove to be incorrect, but I mod successfully with it. *I prefer to test abilities by adding the item to a ring (ring_rau) and then equipping the ring. The ability pops up in the class abilities menu +Then type toggleresourcelimit to be able to use the ability even if you're not in that class +passives already learned by your character will be the old versions, unless using a ring or something which does overwrite it! ! attacks.gamedatabundle is missing Launching Kick, flagellant's path upgrade, 198dcb3b-f4f2-4e86-8f7d-9416cfb86f96, wtf! abilities.gamedatabundle =========================== "UpgradeDescriptions": [ { "String": 2034 } ], "UpgradedFromID" --> links to another ability "AbilityClassID" --> Class that uses this ability "AbilityLevel": 5 "IsPassive" --> Puts it on the right hand side of level-up screen? "IsCombatOnly" --> Vital feature unique to abilities "UniqueSet" - looks like it's for groups of abilities that take an area (Storms, Walls are the only ones) "StatusEffectsIDs" - Applies Statuseffects to self or the attack if it's a full-attack ability (twinned shot) Non-Necessary --------------- "InterruptsOn": Hit,Crit,Graze,None,Miss? >>>WeaponAttackAbilityComponent (Weapon Attack Ability) "Type": "FullAttack" or Primary or Secondary or None (not used) "DefendedBy": "Count" <---no override, so inherits the weapon attack's info "AfflictionsDefendedBy": "Count" "AttackStatusEffectsIDs" - Additional StatusIDs to apply "IsMultiHit" - True = weapon attack applies in a line and goes through enemies like a beam "ProjectilePrefab" - overrides the projectile animation !Abilities that use WeaponAttackAbilityComponent can't link to a status effect AttackTargetOnEvent-->OnHit. OnApply works fine. Shackle_Shot was my problem for this. SharedTargetAbilityComponent can have PartyMember for abilities where you're hitting the same dudes progressiontables.gamedatabundle ================================= +Must include all code for a class, in my experience. The new code isn't added, it's replaced. Copy+paste it! +Two types of abilities here. Unlock, and AutoGrant. AutoGrant is added automatically I guess, unlock is chosen by the player. "AddAbilityID" "RemoveAbilityID" - for upgraded abilities, remove the old one "MinimumPowerLevel" - level needed to choose it (dual-class gets 1 power level per 2 levels) "RequiresAbilityID" - "Conditional" - for subclass restrictions or for upgraded abilities it'll require the old ability Conditional ==================== > "FunctionHash" - set to 0, the game creates a hash for this > "ParameterHash" - set to 0, the game creates a hash for this > "Parameters" - Subclass ID or Ability ID providing the restriction > "Operator" - 0=And, 1=Or, for multiple conditions in this Components section (the Operator just below "Conditional" should always be 0 though) > Example: "Components": [{ }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "Flags": "", "FullName": "Boolean ProgressionTableHasAbility(Guid)", "FunctionHash": -1793712019, "ParameterHash": 124907666, "Parameters": ["e1668937-c325-45ec-a53e-7fb9ba421abe"], "UnrealCall": "" }, "Not": true, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "Flags": "", "FullName": "Boolean ProgressionTableIsSubclass(Guid)", "FunctionHash": 0, "ParameterHash": 0, "Parameters": ["36675937-fef0-4248-aef8-61d41844ea5f"], "UnrealCall": "" }, "Not": true, "Operator": 0 } Conditionals from any folder seem to be useable (/AI,/RPG,/Global, etc. in the Obsidian Game Data Formats documentation) "VisibilityConditional" - for subclass restrictions, same as conditional but restricts view of the ability IsAttributeScoreValue - conditional used in abilities like Colossal in lax3_abilities.gamedatabundle - allow abilities based on Attribute Score!! IsCurrentActionType(Guid, ActionType) - While whatever your commanded action is, i.e. whatever is in the circle above your character. ActionType not given in the official Obsidian documentation! You can see it used in aibehaviors.aibehaviorbundle. It appears to be the AIBehaviorType list in the Enumerations document, but "UseWaypoint" isn't on that list!! Could also be CustomAIActionType, which only has UseAbility, Attack, and UseItem "UseObject" "Attack" "ConsumeItem" "SwitchWeaponSet" "UseWaypoint" "Cast" "Grapple" "Move" "MoveToWaypointInCombat" So far I only know that Attack works. Grapple and some others not listed here don't seem to work for the Targeting conditional I tried. Boolean HasMoveRateEffectWithValue(Guid, Operator, Single) does not work +If you want to create a status effect based on if the enemy is alone, it was done with Azure blade by AttackEnemyOnEvent and the attack has a target conditional IsAllyCount Boolean HasStatusEffectType(Guid, StatusEffectType) work with "Invisible", as you'll notice it's actually never on your current effects when applied Boolean IsCurrentActionType(Guid, ActionType) doesn't activate and deactivate abilities for the ActivationPrerequisites well, for "Cast" action type +From the Improved Single Classes Mod: "Prior version will incorrectly grant abilities to multiclass characters. Apparently HasClass is not supported on a progressiontable, only ProgressionTableIsClass, which doesn't seem to check for other classes outside the current table." ActivationPrerequisites (in abilities) appears to start the effect on the conditional, but also cancel it when that condition is no longer true! - my Abbadon's Ultimate ability Respair did this when it was just an activation conditional and one StatusEffect. It would trigger when HP was 20% then immediately disappear ------------------- Typically in Boolean algebra, R1 and R2 or R3 would be evaluated like (R1 and R2) or R3, but that's not the case here. The conditionals are evaluated in order. If any AND conditional is false, the whole condition fails. If any OR conditional is true, the whole condition passes. In either case, evaluation will short-circuit (not evaluating any more conditionals). If neither of those things occur, the result is based on the operator of the last conditional. If it's AND, the result is RN (the result of the last conditional) If it's OR, the result is RN OR RN-1 As far as I can tell, the evaluation order is left-to-right (top-to-bottom in JSON) ------------------- Instances =================== Target - 1a26e100-0000-0000-0000-000000000000 - sometimes really needs a connected attack to work Attacks =============== +Damage and other basic attack stats isn't modified after the attack is launched, even if it's a projectile that takes time to hit new foes (not sure about bouncing) +Bounce damage can go down but it can't go up via AttackOverride: FullAttack because the bounce data only works for the Attack in that gamedata (momentum_shot) +Each bounce is another chance for a linked effect to occur "OnApply" +Attacks must have a ForcedTarget (and maybe AffectedTargetType) that allow for the connected attacks to start. So A hostile attack that also heals friends in an AOE can't have ForcedTarget: Hostile. +Targeting and Visual effects are why your abilities don't work. VFX are finicky and targeting works when consistent succession of attacks. +TeleportAttacks can't have Require****Object: true +TeleportAttacks only hit a location so effects won't work unless they are also targeting a location (AOE spells) +TeleportBeamAttacks can have Require****Object: true +ForcedTarget can be "None" or "Self" but not much else. Can't be "Friendly" or "Ally" etc. +Attack targeting appearances (red circle vs yellow circle) can be overridden by "HostilityOverride" Defunct Status Effect Types, Ability Types, etc. ================================================ +"PassiveAbility" (different than IsPassive: True) abilities don't work when copied. They're special because Nothing refers to them so they somehow work on their own. +IsMarked: True doesn't seem to work at all. +MarkedPrey doesn't seem to work at all. Nothing references the PassiveAbility, so maybe just using another means of applying the desired StatusEffect works. (worked for me in Clear Shot) +EngagementRadius doesn't seem to work +BonusHealingMult can't use attack filter, even though BonusHealMult can +VerticalLaunch, when stacked, doesn't apply all the stacks immediately, or at least they decrease rapidly on the gui. After a few launches, especially with a lot of stacks (100 stacks of 1), the launch time for any future launch becomes much longer and inconsistent. +Boolean HasStatusEffectType doesn't work with "Immunity" or "AfflictionImmunity" but it does work with "AfflictionResistance" ! +BeneficialEffectDurationMultiplier doesn't seem to work +BonusPotionEffectOrDurationPercent definitely doesn't work +DamageMinimum doesn't work with negative values, at least +OnSuccessfulInterrupt doesn't seem to work, and is never used +EnemiesNeededToFlankAdj does nothing when -1, or at least the minimum is still 2 +DOTTickMult works but it's visuals are screwed up to be negative when it should start with a plus sign, so overwrite with a text string +16 statuseffects appears to be the limit, seen at Minor Avatar and not working with more unless child effects are linked to them +UnadjustedDamageBonus doesn't show up in the combat log, the end damage is just bigger from that multiple of your initially rolled damage - also doesn't show up in text correctly, but it does use the attack filter +DamageMinimum does work but doesn't adjust the maximum damage in the GUI, so it looks wrong. Also it can use the attack filter +SuspendHostileEffects doesn't use the attack filter +"None" effects that also use "Transfer" can cause the ability description to freak out and say object not defined, only curable by changing SE type StatusEffects =================== +You just can't have some VFX on status effects. The mod won't load. prefabs/effects/abilities/monk/fx_flagellants_path_tp.prefab is one of them. +You can link an effect to the caster, even if the effect must be a Child (Affliction), the affliction effect can be Transfer, which links to an identical effect for the caster - So Child-->Transfer-->statusEffect works +ApplyOverTime only works for straight values, and is only used for Health and Damage by Obsidian +StackedChildrenApplyEffects "true" makes things stack that aren't stacking. In my Fireform attack, a stacking ApplyOnTick ApplyStatusEffectOnEvent applying a stacking DamageMult wasn't stacking the DoT applications, it was only applying at the interval rate, until StackedChildrenApplyEffects "true" +You can't increase the duration of outgoing effects, only afflictions. Duration has to be extended as they are received or existing +"Boolean IsStatusEffectCount(Guid, Guid, Operator, Int32)" is used for effects based on number of stacks Stun -------------- "ef17d967-79f8-4cb6-ae93-a19e4d3eb8d2", Might -5 (all these have infinite base duration) "9fd4396f-b41b-40f7-9d7f-049d1ab466b9", Penetration -4 (useless unless "Stunned" effect is resisted. It's here b/c lesser afflictions) "45537b43-aa00-4ee7-8f70-84f60a6b1d65", Stunned (infinite base duration) "b83921b4-08a3-4327-a33b-365580ac88ad" Deflection -10 ----------------- +AoEMult is not AOEMult like in the enumerations manual +OneHitUse will apply to the attack of the ability and expire if it's linked from the abilities section, but this only works for my code if I do this too: "TriggerAdjustment": { "TriggerOnEvent": "OnPostAttackRollCalculated", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "true", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 1, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 1 - The problem with this is that it clears after the first instance, so AoE attacks are only affected by the effect for one random target in the AoE - You can't link it via ApplyStatusOnEvent (OneHitUse) --> StatusEffect (OneHitUse) because it stays on the character forever! Unlike official code But it finally goes away if you attack with something that's NOT part of the OneHitUse AttackFilter criteria. Ability instead of spell, etc I'm doing it exactly like strike the bell's penetration and it's not working The frickin' melee attack that was just for visual flair was ruining a lot too. Skill at least started when I took that out. - AoEMult doesn't work with it either, looks like +OneHitUse will work perfectly if in a WeaponAttackAbilityComponent under the AttackStatusEffectsIDs section +Having statusEffect directly in the ability seems to flow down into all or some of the attacks of that ability (clear shot_test_2) +Bounce damage can go down but it can't go up via AttackOverride: FullAttack because the bounce data only works for the Attack in that gamedata (momentum_shot) +Bounces don't repeat if you make it hit InRangeOrder true +UseCharacterLevel": "true" in power level scaling can cause the effects to not load Apply/AttackOnEvent ---------------- +The target is you, unless it's an SE in an Attack or ApplySEtoEnemy +the OnEvent statuses use the attack filter when the event is relating to an attack. +OnActivatesAttack effects before the attack is launched, and triggers for subsidiary attacks, not just attacks launched from an animation +OnLaunchesAttack does not target the enemy, it targets the self for the status +OnLaunchesAttack is before attack rolls occur for that attack +AttackOnEvent can't have Visual Effects. The mod won't load. +ApplyStatusEffectToSelfByDamageTypeReceived is a delicate, frustrating baby that you don't want to work with when you test this you need to take godmode off +ApplyStatusEffectToSelfByDamageRecieved and the damage statusEffect linked to it might need to be IsHostile "true" if the damage is instant!! (I've done otherwise) +OnClear doesn't trigger from Child effects expiring +OnEngagementByOtherBroken triggers every enemy attack if something like an aura is decreasing their max engagement +StatusEffectsOnAttackIDs (in the ItemMod) applies the effect to the target hit, but be careful because this is never used +When in godmode you don't count as OnAttacked +OnAttacked doesn't include OnMissed, it's only when you're grazed hit or crit +AttackEnemyOnEvent requires a 1 in the Value as it represents the percent chance to trigger! AttackFilter ---------------- +weapon attack abilities and their secondary effects don't register with this, unless source: weapon is included, and they're never a class ability +the OnEvent statuses use the attack filter when the event is relating to an attack. +Source: NonSpellAbility will apply to -all- attacks if alone, and applies to all abilities, even spells, of the ClassTypeID if defined +TargetType can be SingleTarget, AOE, or None (default) +AdjustDurationOfHostileEffects doesn't ever use Attack Filter in the Obsidian code +AttackTarget TargetHostility is Default, Hostile, or NonHostile +TargetHostility can use HostileEver, but this ignores a lot of attacks, mostly only working on melee or teleport+hit attacks +TargetHostility Nonhostile doesn't seem to trigger attacks from you onto allies (tried OnScoringHit, attack filter nonhostil, targetfilter nonhostile) +AttackFilter and AttackTargetFilter work fine with multiple keywords and inspiration keywords, but sometimes they don't Ex: My Rightousness ability was based off of High and Mighty, which do the same thing, but Righteousness didn't work +"Not" works like Not OR NOT when multiple keywords are used +AttackFilter HealthPercentage doesn't work with DamageMultiplier, you have to have an ability w/ conditional based on HP AttackTargetFilter does work though +ApplyStatusEffectToEnemyByDamageDealt automatically uses the attack filter, damageType AND can (not must) use the event value for OnScoringGrazeOrHitOrCriticalHit +"NonHostile" isn't in any attack filters and didn't work with AoEMult +Attack Speed doesn't seem to use the Attack Target filter +ClassTypeID is the class value ID and doesn't work by itself, but does when "source" parameters are used (spell/NonSpellAbility) - weapon attack abilities are not affected, and are instead affected by weapon-only effects without the ClassTypeID involved - even if source "Weapon" is used +DefendedBy must be "Deflect" instead of deflection Does StatusEffectDefense work? Not used in ANY files. Would be awesome to have defense vs. "Stunned" or "KnockUp" for example. AdjustBeneficialDuration doesn't use the attack filter, it can use KeywordValueID though! It isn't impossible to react when someone misses you---Soul Mirror is the only ability that uses AttackHitType": "Miss", with AttackReflectChance Trigger Notes ---------------- ? When using ApplyStatusEffectToEnemyOnEvent then AttackTargetOnEvent, which is now on the enemy, the Trigger section counts the enemy as the "effect target" but the attack still comes from you, right? (ex: Soul_Storm_Stack) +OnMovementEnd sometimes "doesn't work" because it triggers automatically an extra time, immediately when you don't want it to! - So if you have it cancel on the 2nd time, via MaxTriggerCount: 2, RemoveEffectAtMax: True, then it works as intended - I can't tell when exactly it triggers, but apparently at the end of casting, and at rest. Maybe the beginning of the current action. +When this isn't done in a way the game likes, it will cause your ability to not show up +OnHit is not an event! OnPlainHit is. +ApplyStatusEffectToSelfByDamageRecieved is 1) spelled incorrectly, and 2) doesn't work if you have God mode on! The damage is logged but doesn't trigger!! +OnMissed didn't trigger in the TriggerAdjustment when I used it to try and clear a status giving defense up to one miss +StartsAttackingSameTargetAsAlly begins the instant you and someone else start targeting the same target +OnUnconscious happens just before death, so clear on death still works with it +OnHealthPercentBelow and OnHealthPercentAbove simply do not work as a trigger unless you're Obsidian I guess. Try the AttackTarget filter instead +OnApply doesn't work for stacking effects because they're stacked instead of being reapplied. They're already applied. No effect unless otherwise applying. Basic TriggerAdjustments -------------------------- "TriggerAdjustment": { "TriggerOnEvent": "OnLaunchesAttack", <----When you attack, below will happen "TriggerOffEvent": "None", "ValidateWithAttackFilter": "true", "ParamValue": 0, "ValueAdjustment": 1.05, <----Value of StatusEffect will be x105%. Multiplicative! "DurationAdjustment": 5, <---Duration of StatusEffect will be +5 seconds "ResetTriggerOnEffectTimeout": "false", <---only used by one StatusEffect "MaxTriggerCount": 10, <---Will stack 10x "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", <----remove effect at max stacks for this condition "ChanceToTrigger": 1 <---This adjustment will happen every time you launch an attack Ranged Attack Notes ---------------------------- +"ProjectileCountAdjustment" on Abilities must be 0 if you want additional ranged attack rays per level (every 2 power levels) - It looks like this only works if everything else is default too, on the abilities side of it, not the attack side - Actually it looks like it only works if you copy my arc_nova wizard ability and multiHit_ray attack. It seriously only works if you paste that code, then change it. What Counts as An Attack -------------------------------- +AoE pulses don't count +RandomAoE pulses (AoE in AoE) do count as attacks, but probably not an attack launch Keywords ------------------- +HasKeyword is only used for attacks and companion statuseffects. +Keyword conditionals don't appear to work with affliction/inspiration keywords ?+AttackTargetOnEvent is it possible to add keywords to these attacks? Removing Statuses ------------------- +"Immunity" status effect with the keyword in the AttackFilter clears the statuses with that keyword and makes immune to those keyword attacks Immunities ----------------- +Armor immunities should be implemented via ArmorRating 999. The AI glitches and repeatedly attacks that person fast after their unresponsive hit, and the hits can get queued and then released all at once when the ArmorRating becomes reduced lower than 999 Stacking --------------------- +Multiple StatusEffects that do the same thing but for different reasons? --> "StackingRuleOverride": "Always" in the Ability section - or only the highest DamageMultiple bonus will take effect, for example Unlisted Special Ability/Attack/StatusEffect GameData Types --------------------- AttackAuraGameData (attacks.gamedatabundle) - on a few attacks in expansion Lax3 - This is awesome for auras on you affecting enemies, but you can't extend the duration on events AttackGrappleGameData AttackFirearmGameData Push and Pull -------------- +Pushing can cause enemies to bounce if you apply multiple statuseffect pushes +pushes don't apply if the push would cause it to go past a wall. They're applied, but the target doesn't push, just gets hit there +Pushing is more smooth if done by chaining attacks that push, like my air nova spell DynamicValue -------------- +Multiplies the Stat by the MultiplyBy factor and adds it to the BaseValue e.g. Ardent_SE_Will StatusEffectType "Will", BaseValue 20, DynamicValue Stat "Health", MultiplyBy -15, Operator "Add" (never change this) Add -15 Will multiplied by the target's current health ratio, to the constant base value of 20, for total of +5/+20 Will at Min/Max HP GUI Tricks ---------------- + Current Effects is slightly different than the ability GUI. It will have some abilities that are AppliedOnEvent that don't show in ability previews. + ApplyStatusEffectOnEvent x2 or x3 hides something from the ability GUI, but puts it on the Current Effects if the intermediary ApplyStatusEffectOnEvent are instant. + If you hide abilities from GUI you can also force it to show all status effects, but this often doesn't get what you need + Afflictions show up in their own group listing of status effects in the summary, so they'll be bundled up + If something is showing up in a bad order, it's because it's part of a different attack, target, or duration group. Attack vs. a defense type, vs. a hostility type, target type, Infinite, Instant, Affliction etc. +"None" effects that also use "Transfer" can cause the ability description to freak out and say object not defined, only curable by changing SE type Deep Mechanics ---------------- +Negative "Health" effects appear to be treated as damage, as they are steepened with damage% bonuses