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Grape_You_In_The_Mouth

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Everything posted by Grape_You_In_The_Mouth

  1. There is a new topic in this forum for each patch that describes what the new patch has changed, and how it may affect mods. If you have not read those, it is worth trying.
  2. Do you know which key word are unsafe for new statuseffects? There is a "boss" keyword for example. So many of those keywords are not in any StatusEffect. They seem to be listed in groups in the Keyword List of gui.gamedatabundle. For instance, there are two "scroll" keywords in different places, and they are sometimes alphabetical until the next group is reached.
  3. To make an effect only affect specific categories, you can use keywords in the AttackFilter section. Keywords act as categories/tags. Here is how I made boots that increase the Area of Effect size for only Burn, Shock, Freeze, and Corrode abilities. "StatusEffectType": "AoEMult", . . . "AttackFilter": { "KeywordsIDs": [ "f0dbb330-1b06-4175-8ce4-efe790b99213", "9c7d6f36-50ff-4b08-a528-74789abe0599", "f8a513bb-3e92-4d10-b59f-abbdf71d8af4", "56895011-1aab-4413-827b-51a126c04555" ], . . . } You could also change "AttackHostility": "Default", to "Hostile" if you wanted only offensive spells to be affected. How do you get the keywords? I have no idea, I can't find a list anywhere. Here's the List of Keywords I have so Far: Keywords ---------------- Cypher stuff (Mental & something else?) 902ae78f-1151-4f14-9db6-a7a1c728a1eb 04f1f10c-5b4c-42ce-8fc2-01ce366851ad fire - f0dbb330-1b06-4175-8ce4-efe790b99213 shock - 9c7d6f36-50ff-4b08-a528-74789abe0599 frost - f8a513bb-3e92-4d10-b59f-abbdf71d8af4 corrode - 56895011-1aab-4413-827b-51a126c04555 restoration - d5e4e9b4-9565-4654-9e2e-2d68d8847c20 evocation - 3f075d80-787a-493e-bbaa-6da3d6dc2d0f illusion - 69d9e77c-1a78-4af0-b590-0ea1620ab60b enchanting - 6149f072-d79d-4429-8dbd-3f014e8f013c flanked - 8ca098ca-731e-481d-b958-a337064afd6c gaze abilities - 30171246-34fc-4066-b6da-6aa100db273d plant - 504782eb-f943-42a1-93dc-cbec74d42c66 If you instead wanted to make an item that gives +3 Power Levels to Priest spells in the Restoration category, that is instead at the end of the code: "KeywordValueID": "d5e4e9b4-9565-4654-9e2e-2d68d8847c20", . . . "ClassValueID": "f7cb46af-a719-41c0-9a53-107eefdbce2b", Maybe you hate that idea and want to make a weapon effect that only affects enemies that are flanked instead? The AttackTargetFilter is your happy place: But first you define this effect only for the weapon: "AttackFilter": { . . . "Source": "ParentEquippable", Then it only hits flanked targets: "AttackTargetFilter": { "KeywordsIDs": [ "8ca098ca-731e-481d-b958-a337064afd6c"
  4. Here's how to make an effect occur after a certain amount of time after combat starts. This will have to be an ability, because abilities can have the status of "IsCombatOnly" and that starts and stops the effects automatically. This ability will give -0.2 Power Levels per History skill after 60 seconds. "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "head_history_lessons_Ability", . . . "IsPassive": "true", "IsCombatOnly": "true", "StatusEffectsIDs": [ "4971be2c-d568-4b14-b6a3-41e5805e41c7" ], Then you have your first status effect, which will be the countdown timer that triggers the next effect (your truly desired effect) after the duration. The countdown timer uses ApplyAtEnd, but Obsidian uses OnClear instead. If you use OnClear it appears that you have to change a couple more settings. Note: The first effect (the countdown timer) will describe the effects because it's linked to those effects. So in the game it will look like those effects are happening but they are not---it's just the timer. That is why it is hidden from the GUI (HideFromCombatTooltip, HideFromCombatLog, HideFromUI), when Obsidian made drug crashes, so it doesn't appear that your effects are happening when truly they are only about to happen! Also, notice that the first effect (the countdown timer) can be a good or bad effect, so "IsHostile" should be something that helps the player when they have better intelligence or resolve! { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "head_history_lessons_SE_powerlevel_decrease_ApplyOnEvent", "ID": "4971be2c-d568-4b14-b6a3-41e5805e41c7", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "ApplyStatusEffectOnEvent", "OverrideDescriptionString": 305149979, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "UseDurationTime", "Duration": 60, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyAtEnd", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "true", "HideFromCombatLog": "false", "HideFromUI": "true", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [ "b928e3c4-2c79-4ed3-bddb-757ef34b834a" ], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "head_history_lessons_SE_powerlevel_decrease", "ID": "b928e3c4-2c79-4ed3-bddb-757ef34b834a", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "PowerLevel", "OverrideDescriptionString": 305149980, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "SkillValue", "SkillDataID": "c6b6f87a-0381-4219-93eb-77ae2b64f0af", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": -0.2, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 1, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "true", "ClearOnCombatEnd": "true", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] } ] }
  5. Wow, thanks for confirming this. I thought I wasn't doing it right but then I realized that it only appears incorrectly, because drug crashes are hidden from the GUI until the OnClear happens. I did not hide my effects from the GUI, so I see the countdown timer before the OnClear happens, and in the GUI it says the bad effect is already happening---but it's not, it's just the timer. The timer will describe the bad effects because it's linked to those effects, that is why it is hidden, when Obsidian made drug crashes. My code was actually working just as intended! What's even worse was that the ability changes Power Levels, which are harder to see in the game (because I'm a big ol' noob). I think you just saved me many many hours of work---I would have re-created my entire ability and it would be incorrect. I mean wow, thanks man. You seriously just saved my weekend.
  6. Creating an effect that happens after another one finishes seems to be pretty complicated. Obsidian seems to use EventType:OnClear for drug "crashes" after the 180 seconds is over. Another modder prefers to use ApplicationType:ApplyAtEnd instead, with the EventType being OnApply. What's the right way to do this?
  7. Just made a glove that gives a bonus to deflection, scaling with your Sleight of Hand ability, applying when you get grazed by melee weapons, stackable up to 20x. It's pretty cool that you can link all of those status effects! { "GameDataObjects": [ { "$type": "Game.GameData.EquippableGameData, Assembly-CSharp", "DebugName": "hands_sleight", "ID": "72e3962c-56ae-4f58-bfd4-23336778484c", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 305149968, "DescriptionText": 305149969, "FilterType": "Clothing", "InventoryAudioEventListID": "fb712b7c-32bf-4e9c-b5bd-595abd18298e", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "IsJunk": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 750, "IconTextureSmall": "gui\/icons\/items\/hand\/glove_01_s.png", "IconTextureLarge": "gui\/icons\/items\/hand\/glove_01_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "None", "EquipmentSlot": "Hand", "AppearancePiece": { "ModelVisualDataPath": "" }, "ItemModsIDs": [ "8589d499-27a7-4c84-80c5-3a33c7404f88" ], "OnEquipVisualEffects": [], "RestrictedToClassIDs": [], "RestrictedToPlayer": "false", "EquipConditionals": { "Operator": 0, "Components": [] }, "ProficientAbilityID": "00000000-0000-0000-0000-000000000000", "CannotUnequip": "false", "ItemRendererPrefab": "", "ItemModel": "", "AnimationController": "", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] } ] }, { "$type": "Game.GameData.ItemModGameData, Assembly-CSharp", "DebugName": "a_sleight_angle", "ID": "8589d499-27a7-4c84-80c5-3a33c7404f88", "Components": [ { "$type": "Game.GameData.ItemModComponent, Assembly-CSharp", "DisplayName": 305149970, "HideFromUI": "false", "EnchantCategory": "None", "Cost": 8, "CursesItem": "false", "DurabilityDamage": 0, "StatusEffectsOnEquipIDs": [ "c58ad9f4-ff8c-4213-8b13-9962b4f54382" ], "StatusEffectsOnLaunchIDs": [], "StatusEffectsOnAttackIDs": [], "AbilityModsOnEquipIDs": [], "OnEquipVisualEffects": [], "DamageProcs": [], "AbilitiesOnEquipIDs": [] } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "hands_sleight_angle_SE_ApplyOnEvent", "ID": "c58ad9f4-ff8c-4213-8b13-9962b4f54382", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "ApplyStatusEffectOnEvent", "OverrideDescriptionString": 305149971, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 1, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 20, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "true", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "true", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "Melee", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "Weapon", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Hostile" }, "ExtraValue": 60, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [ "195b5fc6-9e89-49c6-99b1-0768f9859ad1" ], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnGrazed", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "sleight_angle_SE_deflect_stack", "ID": "195b5fc6-9e89-49c6-99b1-0768f9859ad1", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Deflection", "OverrideDescriptionString": 305149972, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "SkillValue", "SkillDataID": "3b073ebf-0a4a-48a3-947d-ad38bef10b36", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 0.1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "UseDurationTime", "Duration": 60, "MaxStackQuantity": 20, "ApplicationBehavior": "StackIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "true", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] } ] }
  8. Well, item modding is super easy once you know what to look for. In 8 hours I created a psionic blade like Templar Assassin that hits enemies in a small cone behind it. The key there was using the new weapon as a base, then adding in the changes from another weapon that does a similar ability. Also, I just created a cool new eye patch that scales a stat with your skill levels. This is also super easy but you have to find the Skill ID in other items: Here are the skill IDs that I found. They can be used in either SkillDataID or SkillValueID but these are the places I found them: 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 intellect? - 1b26af87-fd19-4dc6-9380-4f5cec7aefd5 SkillValueID ---------------- 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 The code for this looks like: { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "journeyman_SE_bluff", "ID": "82c29fce-5487-4fed-99cf-6141a248affd", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Perception", "OverrideDescriptionString": 305149966, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "SkillValue", "SkillDataID": "6fa62ec8-6695-4a1d-8553-7486b0ac20c4", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 0.5, "Operator": "Add" }, and then it's the rest of the code for that Status Effect. The DynamicValue section is what performs the work here. It multiplies the Skill amount by 0.5 and adds the stat. Like always, you link your Item to an ItemModsID, ItemMod to a StatusEffect(on equip). There's actually another StatusEffect for this item that does the same thing, but reduces the stat (Perception) for each increase in Diplomacy.
  9. I was actually able to make this sword work exactly the way I wanted. You get -3 Will and +5% weapon damage per hit with the weapon. The +damage only works for the sword's damage, and the damage bonus is cleared after battle, but the Will reduction isn't cleared until 90 seconds later. The code structure seems to need the following: Item > Item Mod IDs > Attack IDs Item Mod >Status Effect (Apply on Event) >>Status Effect (Real status effect) You can see this pretty clearly in The Producer's Sword mod, which is an example great sword that has some complicated abilities. But you have to piece the code together because it's all in separate files. I had to use a different type of Status Effect to make the item work, because there's isn't a "ApplyStatusEffectToSelfOnEvent". The way Obsidian makes the skills is by having a status effect enabled when wielding the weapon and hitting a target, and that links to another status effect which occurs afterwards. Other Notes -------------------- Item Mods are in the top of the Items.gamedatabundle code Racial accuracy bonuses on items are in the "filter" section of attacks, with Race or IsKith option (IsKith "true",) The "AttackFilter" section of status effects determines the source applicable to the effect Example: (+Deflection vs. melee weapons would be "Range": "Melee", and "Source": "Weapon", for your status effect that increases Deflection.) { "GameDataObjects": [ { "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "swordslaying", "ID": "632aba8a-0a38-484b-adc2-638a3a8aee10", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 305149951, "DescriptionText": 305149952, "FilterType": "Weapons", "InventoryAudioEventListID": "d9ef8ec9-f1fb-4d0b-88b7-49d7c0310019", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "true", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 25, "IconTextureSmall": "gui/icons/items/weapons/sword/sword_basic_s.png", "IconTextureLarge": "gui/icons/items/weapons/sword/sword_basic_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "Sword", "EquipmentSlot": "AnyWeapon", "AppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/sword/a_sword01.asset" }, "ItemModsIDs": [ "bd418c6c-2544-4fb9-bde9-cd0f2207d2cf", "8b93c088-542b-46a8-a5a3-df0e74854157" ], "OnEquipVisualEffects": [], "RestrictedToClassIDs": [], "RestrictedToPlayer": "false", "EquipConditionals": { "Operator": 0, "Components": [] }, "ProficientAbilityID": "e56c9809-5046-48a8-9334-491b053c79a7", "CannotUnequip": "false", "ItemRendererPrefab": "prefabs/itemrenderers/genericitemrenderer.prefab", "ItemModel": "art/character/weapons/sword/sword01/w_sword01.fbx", "AnimationController": "", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.WeaponComponent, Assembly-CSharp", "Stance": "OneHanded", "AnimationStanceID": "42de436a-5f52-4bc5-8310-076eb320abc4", "StatusEffectsOnLaunchIDs": [], "IsDisplayedWhenAlternate": "true", "IsUniversalType": "false", "AttackID": "0426199b-2065-4cd6-8618-e3a84cc79648", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "ForceBackScabbard": "false", "ScabbardAppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/sword/a_sword01_scabbard.asset" }, "ScabbardRendererPrefab": "prefabs/itemrenderers/genericitemrenderer.prefab", "ScabbardModel": "", "AudioEventListID": "00000000-0000-0000-0000-000000000000" } ] }, { "$type": "Game.GameData.AttackMeleeGameData, Assembly-CSharp", "DebugName": "SwordSlayingAttack", "ID": "0426199b-2065-4cd6-8618-e3a84cc79648", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": [ "7de64ef2-2625-43a7-b66f-76d853b8fd80" ], "AttackDistance": 0.75, "MinAttackDistance": 0, "AttackVariationID": "536366a9-5173-415f-89a6-be3127e0fb68", "UseParentEquippableHand": "false", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "9d15e1c1-c6e1-4b25-bc1d-bf3707f6f534", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "All", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 6, "DamageData": { "DamageType": "Slash", "AlternateDamageType": "Pierce", "Minimum": 13, "Maximum": 19, "DamageProcs": [] }, "Require****Object": "true", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Deflect", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "00000000-0000-0000-0000-000000000000", "LaunchBone": "RightWeapon", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "AdditionalAttackOnTooltip": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 4, "InRangeOrder": "true", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "true", "Delay": 0, "NeverBounce": "false" } }, { "$type": "Game.GameData.AttackMeleeComponent, Assembly-CSharp", "EngagementRadius": 1, "IsUnarmed": "false" } ] }, { "$type": "Game.GameData.ItemModGameData, Assembly-CSharp", "DebugName": "swordslayingwill_ItemMod", "ID": "bd418c6c-2544-4fb9-bde9-cd0f2207d2cf", "Components": [ { "$type": "Game.GameData.ItemModComponent, Assembly-CSharp", "DisplayName": 305149953, "HideFromUI": "false", "EnchantCategory": "None", "Cost": 3, "DisplayEvenIfCostZero": "true", "CursesItem": "false", "StatusEffectsOnEquipIDs": [ "a6d9fff1-c99e-4d3e-9278-64d0dfe260b2" ], "StatusEffectsOnLaunchIDs": [], "StatusEffectsOnAttackIDs": [], "AbilityModsOnEquipIDs": [], "OnEquipVisualEffects": [], "DamageProcs": [], "AbilitiesOnEquipIDs": [] } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "swordslayingwill_SE_ApplyOnEvent", "ID": "a6d9fff1-c99e-4d3e-9278-64d0dfe260b2", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "ApplyStatusEffectOnEvent", "OverrideDescriptionString": 305149954, "UseStatusEffectValueAs": "None", "BaseValue": -3, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 1, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "ParentEquippable", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 90, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [ "f67a23b2-b38b-490b-8000-b4127e1d7ed2", "62f7d98c-9ee0-49eb-b2b5-84adfc91e0c4" ], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnScoringGrazeHitOrCriticalHit", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "swordslaying_SE_will", "ID": "f67a23b2-b38b-490b-8000-b4127e1d7ed2", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Will", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "None", "BaseValue": -3, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "UseDurationTime", "Duration": 90, "MaxStackQuantity": 99, "ApplicationBehavior": "StackIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "true", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "swordslaying_SE_damageproc_slash", "ID": "62f7d98c-9ee0-49eb-b2b5-84adfc91e0c4", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "BonusDamageProc", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0.03, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "UseDurationTime", "Duration": 90, "MaxStackQuantity": 99, "ApplicationBehavior": "StackIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "true", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "ParentEquippable", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "Slash", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] } ] }
  10. Wow, that was the only problem I guess. Thanks 100,000x dude!
  11. Thanks House. The problem with the examples posted here already is that they do not change the items significantly. I've already come across problems. My IDs match, my json and Strings are valid. I always get this error in the output_log: ERROR: Failed to load game data bundle C:/GOG Games/Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/Sword of Slaying\design\gamedata\swordslaying.gamedatabundle. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) How do you review your code for a weapon to know it's accurate? I've created a sword that will give extra % damage bonuses each hit, but it reduces your Will each hit also, stackable up to 30 times. I used your godclub as a base, and changed it to reflect the basic properties from the normal sword code. I used the Hel Beckoning sword for graphics references. For the special effects, I altered a version of Relentless_SE_Will and it's parent special effect, Relentless_SE_ApplyOnEvent. What's interesting is that I could cut out all of the special effect code and just make a legendary sword without an issue, but it was the extra good stuff that didn't work. I'm sure you've had these problems before. How did you think about fixing them? (Note: I changed the code to apply on enemies to be safe for testing and haven't added the +%dmg effect yet) (bd418c6c-2544-4fb9-bde9-cd0f2207d2cf = Legendary itemmod) { "GameDataObjects": [{ "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "swordslaying", "ID": "632aba8a-0a38-484b-adc2-638a3a8aee10", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 305149951, "DescriptionText": 305149952, "FilterType": "Weapons", "InventoryAudioEventListID": "d9ef8ec9-f1fb-4d0b-88b7-49d7c0310019", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "true", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 25, "IconTextureSmall": "gui/icons/items/weapons/sword/sword_basic_s.png", "IconTextureLarge": "gui/icons/items/weapons/sword/sword_basic_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "Sword", "EquipmentSlot": "AnyWeapon", "AppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/sword/a_sword01.asset" }, "ItemModsIDs": [ "bd418c6c-2544-4fb9-bde9-cd0f2207d2cf", "8b93c088-542b-46a8-a5a3-df0e74854157" ], "OnEquipVisualEffects": [ { "VisualEffect": "prefabs/effects/items/weapons/fx_hel_beckoning.prefab", "AttachPoint": "Fx_Bone_01", "EmissiveColor": { "A": 0, "R": 0, "G": 0, "B": 1 }, "EmissiveGlowScale": 0.5 } ], "RestrictedToClassIDs": [], "RestrictedToPlayer": "false", "EquipConditionals": { "Operator": 0, "Components": [] }, "ProficientAbilityID": "e56c9809-5046-48a8-9334-491b053c79a7", "CannotUnequip": "false", "ItemRendererPrefab": "prefabs/itemrenderers/genericitemrenderer.prefab", "ItemModel": "art/character/weapons/sword/sword01/w_sword01.fbx", "AnimationController": "", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.WeaponComponent, Assembly-CSharp", "Stance": "OneHanded", "AnimationStanceID": "42de436a-5f52-4bc5-8310-076eb320abc4", "StatusEffectsOnLaunchIDs": [], "IsDisplayedWhenAlternate": "true", "IsUniversalType": "false", "AttackID": "0426199b-2065-4cd6-8618-e3a84cc79648", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "ForceBackScabbard": "false", "ScabbardAppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/sword/a_sword01_scabbard.asset" }, "ScabbardRendererPrefab": "prefabs/itemrenderers/genericitemrenderer.prefab", "ScabbardModel": "", "AudioEventListID": "00000000-0000-0000-0000-000000000000" } ] }, { "$type": "Game.GameData.AttackMeleeGameData, Assembly-CSharp", "DebugName": "SwordSlayingAttack", "ID": "0426199b-2065-4cd6-8618-e3a84cc79648", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": [ "7de64ef2-2625-43a7-b66f-76d853b8fd80" ], "AttackDistance": 0.75, "MinAttackDistance": 0, "AttackVariationID": "536366a9-5173-415f-89a6-be3127e0fb68", "UseParentEquippableHand": "false", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "9d15e1c1-c6e1-4b25-bc1d-bf3707f6f534", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "All", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 6, "DamageData": { "DamageType": "Slash", "AlternateDamageType": "Pierce", "Minimum": 13, "Maximum": 19, "DamageProcs": [] }, "Require****Object": "true", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Deflect", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "00000000-0000-0000-0000-000000000000", "LaunchBone": "RightWeapon", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "AdditionalAttackOnTooltip": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 4, "InRangeOrder": "true", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "true", "Delay": 0, "NeverBounce": "false" } }, { "$type": "Game.GameData.AttackMeleeComponent, Assembly-CSharp", "EngagementRadius": 1, "IsUnarmed": "false" } ] }, { "$type": "Game.GameData.ItemModGameData, Assembly-CSharp", "DebugName": "swordslayingwill_ItemMod", "ID": "bd418c6c-2544-4fb9-bde9-cd0f2207d2cf", "Components": [ { "$type": "Game.GameData.ItemModComponent, Assembly-CSharp", "DisplayName": 305149953, "HideFromUI": "false", "EnchantCategory": "None", "Cost": 3, "DisplayEvenIfCostZero": "true", "CursesItem": "false", "StatusEffectsOnEquipIDs": [ ], "StatusEffectsOnLaunchIDs": [], "StatusEffectsOnAttackIDs": ["a6d9fff1-c99e-4d3e-9278-64d0dfe260b2"], "AbilityModsOnEquipIDs": [], "OnEquipVisualEffects": [], "DamageProcs": [], "AbilitiesOnEquipIDs": [] } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "swordslayingwill_SE_ApplyOnEvent", "ID": "a6d9fff1-c99e-4d3e-9278-64d0dfe260b2", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "ApplyStatusEffectToEnemyOnEvent", "OverrideDescriptionString": 305149954, "UseStatusEffectValueAs": "None", "BaseValue": -3, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 1, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 30, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "true", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "ParentEquippable", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "true", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 90, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": ["f67a23b2-b38b-490b-8000-b4127e1d7ed2]"], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnScoringGrazeHitOrCriticalHit", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "swordslaying_SE_will", "ID": "f67a23b2-b38b-490b-8000-b4127e1d7ed2", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Will", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "None", "BaseValue": -3, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "UseDurationTime", "Duration": 90, "MaxStackQuantity": 30, "ApplicationBehavior": "StackIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "true", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] } ] }
  12. Thanks a ton. My VisualStudioCode won't let me format the files because they're too big or long or something. Super annoying.
  13. Is this a quest mod? Was this hard to make and what did you have to do? I'm curious about the limitations of the game for modding new quests.
  14. I've seen Zilbest's tutorial which is helpful but there are 1400 lines of code on the item I'm looking at (an item from the Reliquary mod) and it's hard to even skim through it all to see what really needs to be changed. Anyone have any notes or guides on making a badass weapon with flames and special powers? I'm sure everyone wants to make new items, and if we don't make it easily understandable, then we'll never reach peak animu mod culture for this game.
  15. Vague question possibilities: "Deep" game in the same category as "heavily strategic"? - I assumed this was gameplay, but I'm stuck on depth as intellectual depth (story). Art as "Deep"? It was just buildings and people. If it was the statue of liberty lesbian-kissing the statue of justice, that would be deep. The artstyles were almost exactly the same, the only difference was that PoE was mature in the physical character proportions, and no drawing lines in the 2D art. "Fitting of an Isometric RPG" - At the beginning I thought "an isometric RPG doesn't have to be any of this." At the end I thought "Yeah sure Pathfinder art is fine in an iso-RPG." The art was so bad, I wanted to be positive somehow. "Games purchased this year" - Including expansions? What if the expansions took me 40 hours to play through? The sliders - great idea but the middle usually seemed great because "the perfect balance works for me" except that's super uninformative? What does 15 mean vs. 100? 15% or much less than in usual games? What if it's 15% vs. the counter-balancing characteristic---What's "15 open world" mean when balanced by "85 planned location"? ====================== If they listen to me about the unused gameworlds they can thank me as they fly off in their private jets/mars-ships Took me an hour.
  16. I can't participate in the beta but the fixes look good---I wasn't even aware of these except for confident aim, but that means I appreciate fixing the underknown bugs even more, as I had no idea combat was being affected by these. Love that fixes are continuing, as this is a hallmark RPG for future players to experience. Also, would have to say that from a money perspective I'd be fine with no new updates. Game plays great and combat errors are unnoticeable to me.
  17. Reading the first page of this thread make me wonder how anyone could possibly be so hurt about this issue, other than immaturity. Obsidian doesn't have time or money to fix every bug, and other games have bugs, too---end of story. That's it. That's all there is to it. The beta patches aren't for fixing every problem we notice. It allowed them to make sure the new version of bugfixes didn't crash everyone's game and destroy their items and saves. Oh, and we can respec characters but "dammit you don't want to." Well hey, if it's impossible for someone to pretend like one ability doesn't exist, out of the hundred or more that do exist, I wouldn't call that person reasonable.
  18. The game balance is pretty awesome compared to Baldur's Gate and D&D, both of whom had a much bigger team than Obsidian's PoE team.
  19. Pathfinding never made me quit. Never was it so bad that I had to load from 2-saves-before or reload multiple times.
  20. No walk toggle please. Waste of money, and who would want to move slower through maps? I agree that it adds immersion but this is a C-priority item.
  21. Also is it just me or is this Daermon guy a huge joy to read. "and i like, but 8 better for me " It's like the most enjoyable opinions all wrapped into one person somehow.
  22. This game is so good, I can't believe they're planning on waiting a while for PoE 2. This is JES's highest rated game and it was 5 years ago that Fallout NV came out, so I'm wondering if: - there's some system problems getting in the way, such as waiting for Unity 5 or an easier way to create the game environment maps - there's some drama going on (Tim Cain's been working on Tyranny for the past year, not PoE, but he's systems design so maybe that's not an issue. Also, a founder left the company which is like losing a family member--if everyone hated him, not as big a deal, but if everyone loved him, it's like being orphan Annie and getting dragged back to the school of hard knocks. Either way, it might take time for the team to just get experienced enough to fill the vacant position properly, which is a logistical problem at the very least) - there's some logistics going on. Technically, logistics are always going on, but they might have already made some promises that they need to keep, or they're waiting for more people, or they're waiting for Fig to help them instead of kickstarter, or it's the wrong season to announce anything and they're tired of questions, etc. etc. If I had to guess, I'd say J.E. Sawyer probably just saw Spring Breakers starring James Franco and Disney pop-star Selena Gomez, and Josh came into the office with corn rows, a grill, full-body tattoos, and let everyone know that he'd be having a "Spring Break fo' evah, dawg."
  23. Yeah guys hold up I'm sorry I'mma let you finish but I didn't like all the reading and I never read the golden-texted NPC stories, but I'm on my 3rd playthrough now and I'm doing a slowwww burrrrn and just enjoying it for the story and I'm loving it. I'm almost to the mega lore-dump a.k.a "Act 3" so I'm sure there will be too much elf-god peyote visions, but this game hits me harder every time and I haven't seen any text that is superfluous this time around (maybe they edited it?). One of my first two playthroughs was done without reading any of the descriptive text (unless maybe skimming if part of the main story), and I think that was my worst game experience actually. Edit: I think I might know part of the difference in my enjoyment across playthroughs. A lot of the descriptive text in the main story is vaguely describing important pieces of the narrative puzzle, which will only be clear to you later on in the game. So now that I've played the game already, these introductory dream-like descriptions are not random, but recognizable.
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