February 21, 20205 yr Hi again, I conducted another experiment in statuseffects and found that the entitled works, but it's not pretty. As implied it adds or subtracts a set amount of recovery. Even if I were to roll with this I'm not sure what amount would be 'balanced'. In any case the code is below. { "GameDataObjects": [{ "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "One_Handed_Style", "ID": "aae5f771-2718-4654-b13c-dd3e7234d56b", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "StatusEffectsIDs": ["c5194896-0e76-4d39-855c-3459c4a9f56d", "7b4eba79-d0b0-4d81-8929-49ea77e41512"] } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "One_Handed_Style_SE_Recovery", "ID": "7b4eba79-d0b0-4d81-8929-49ea77e41512", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "SingleWeaponRecoveryMultiplier", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": -0.1, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "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": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "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 } ] } ] }
March 4, 20205 yr Very interesting. As verification, it is handled as a case in "AdjustRecoveryTime" for CharacterStats (in the dlls via IlSpy). Awkwardly, I can't find a check anywhere for if there character is wearing a shield. As such, this may apply even if using a shield but with one weapon. The weird appearance is probably due to the entry for "SingleWeaponRecoveryModifier" in the status effect manager having a display string and tactical string of -1. Which is fixable in statuseffects.gamedatabundle, thankfully. { "StatusEffectType": "SingleWeaponRecoveryMultiplier", "DataType": "4097", "OperatorType": "Add", ----> "DisplayString": -1, <---- "WildcardString": -1, "TacticalString": -1, "AttackFilterDisplayStyleID": "2187499c-ae27-41cd-a373-74cfe55fa59f", "AttackTargetFilterDisplayStyleID": "e3c2a249-5355-4d0f-a9e6-ff9441c76e0c" }, { "StatusEffectType": "DualWieldWeaponRecoveryMultiplier", "DataType": "4097", "OperatorType": "Multiply", "DisplayString": 4040, "WildcardString": -1, "TacticalString": 5233, "AttackFilterDisplayStyleID": "2187499c-ae27-41cd-a373-74cfe55fa59f", "AttackTargetFilterDisplayStyleID": "e3c2a249-5355-4d0f-a9e6-ff9441c76e0c" },
March 4, 20205 yr PPS: I am not sure what operator type "add" will end up doing. In some places it looks like the calculation for recovery time ignores the attached "operator type" field, but I am not sure it is universal.
March 4, 20205 yr Add likely works, and will go to the normal "additive bonus" stage, meaning that it will happen after default multipliers, but before "PostAdd" multipliers. It doesn't seem like status effects can cause "PostAdd" multipliers, however, except lashes, etc. NB: adding a negative modifier as "addition" could possibly reduce the recovery time to 0 or less, which would simply remove recovery time (there is a case which causes recovery time <0 to become 0f, I believe).
April 25, 20205 yr Author Hi Kyberus, Belated thanks for info, makes it less ugly at least. I'll revisit it when I have some time in the near future.
April 25, 20205 yr On 2/21/2020 at 7:28 PM, Grape_You_In_The_Mouth said: What I'm really curious about but haven't tested yet is StatusEffectDefense Most likely its function is to decrease the status effect inflicted by 1 increment. The opposite of weakness which I tested So enfeebled turns down to weakened, Inflicting weaken will cause sickened and inflicting sickened is probably nullified.
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