Hi, thanks for your questions, I'll do my best to answer 😄
If you right-click the topmost row in the tree view, you can select "Add Component..." and add any valid components.
If you expand AttackBase row and right-click e.g. AttackBeam, you get to create a gamedata of that type instead.
No, but that sounds like a good feature!
Like getting a full list of other objects that reference a specific StatusEffect, or just which data types that can reference StatusEffects?
If it's the latter, try searching the official documentation pages for Components and Structures, then manually Ctrl+F for "StatusEffectGameData".
If it's the former, it's a feature that would be very useful but isn't available. For now, the closest thing is querying for a specific data type that may refer to a specific StatusEffect and see if that matches, for example:
#GenericAbility.StatusEffects[*]=LAX02_Food_Ekkevit_SE_Hangover
^ will display abilities that contain your status effect
Ooooh, it makes me very happy that someone is getting use of the use script functions!
This script should do the trick, just replace the contents of the SubclassPairs: https://gitlab.com/noqn/apotheosis-user-scripts/-/blob/main/swap_subclass_checks.cs
(Note that IsPaladinOrder or IsDeity are used in some conversations instead of the HasSubclass conditional. In case you specifically want to replace Paladin/Priest subclass checks, you would have to edit this script to properly replace those checks too.)
Yeah I saw your thread, I briefly checked the decompiled code with dnSpy to see how it's implemented, but didn't get any answers from what I looked at. Anyhow, my guess is that it's hardcoded so that only Custom1 shows up.
No, but that would be a good feature.
I've considered a data view where you get to visualize all mod files of the current mod, get to see exactly which changes those files make, compare the changes with vanilla/dependent mod values, etc.
Some kind of JSON preview would be a good thing on top of that (and really nice as a separate feature regardless).
If you create a BaseProgressionTableAppend object, you'll only have the option to add new abilities to the referenced table, not edit ones that already exist in it.
The advantage is that it will be fully compatible with other mods that edit the same table, so I highly recommend it if you only need to add new stuff.
Editing the CharacterProgressionTable or ClassProgressionTable objects directly will however allow you to edit the existing abilities, at the cost of overriding/getting overriden by all other mods that edit the same table.
(I might've misunderstood this question, let me know if that's the case.)
Hm, this might be tricky, don't know if there're any vanilla spells that only trigger once like that.
Something like this for finding StatusEffects which trigger on a spell attack at least:
#StatusEffect{AttackFilter.Source=Spell && EventValue=OnLaunchesAttack}
I think if you edit the ApplicationPrerequisites of the StatusEffect you might be able to achieve that (though testing may be required):
HasStatusEffect(Target, Your_SE_here)