Modding/Skills
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skill sval structure
Name/Type/Description
description-params array
- Arrays of strings for each line item to show what base and upgrades modify
icon array
- PNG file to use for skill icon
Dict skill
- Class - Skill Classes
- Stop-Conditional Array
- 4 Strings (condition type / condition / operator / value)
- Movements Array
- 3 values (i2 / v2 / b)
- Binds Dict (Required)
- Seems to be used to set up variables for values that could be modified by upgrades or skill-modifiers? Needs confirmation.
- Effects Array
- 1 or more Effects triggered on Skill start
- Finish-Effects Array
- 1 or more Effects triggered on Skill end
- Modifiers Array (Required)
- 1 or more Modifiers
- Actions Dict
- 1 or more Actions
- Timeline Array
- 2 values (int / string)
- Timelines-Looping Array
- 2 values (int / string)
Upgrades Array
- Effects on base skill from purchasing upgrades
Modifier-Skills Array
- Sub skills that can be purchased within a skill
- Contains additional skill dicts (as above)
Skill Classes
Skill
CelestialOrbs
Juggernaut
ManaShield
PassiveSkill
NullSkill
StackSkill
Active Skill
BuffAoe
Charge
ChargeUnit
DropEffect
DropUnit
Explode
GrappleHook
MeleeSwing
ShootProjectile
- ShootProjectileFan
- ShootProjectileTarget
ShootRay
SpawnUnit
SpewProjectiles
StaggeredSpawnUnits
TempBuffAoe
ToggleableSkill
Whirlnova
Whirlwind
Player Skill
PlayerSkillAutomatic
PlayerSkillDirectional
PlayerSkillDirectionalChannelling
- ShootBeam
PlayerSkillDirectionalCharged
PlayerSkillPosition
- HookShot
Skill Properties
Skill
- Actor@ m_owner;
- ScriptSprite@ m_icon;
- PlayerSkillType m_type;
- string m_id; Must be unique
- string m_name;
- uint m_skillId;
- string m_actionId;
- uint m_actionIdHash;
- uint64 m_tags;
- bool m_wasBlocked;
- bool m_isActive;
- float m_skillSpeed;
- float m_modSkillSpeedMul;
- float m_modCooldownMul;
- float m_modDamageMul;
- PointCost m_modCost;
- float m_modCritDamage;
- float m_modCritChance;
- vec3 m_modDamageLeech;
- float m_modSlowScale;
Active Skill
- AnimString@ m_animation;
- AnimString@ m_animationWalk;
- int m_animCountdown;
- string m_fx;
- SoundEvent@ m_sound;
- SoundEvent@ m_soundStart;
- SoundEvent@ m_soundHold;
- SoundInstance@ m_soundHoldI;
- float m_speedMul;
- float m_idleCdMul;
- float m_castSpeedMul;
- array<Modifiers::IModifier@> m_modifiers;
- int m_cooldown;
- int m_cooldownC;
- int m_castpoint;
- int m_castingC;
- PointCost m_cost;
- float m_timeScale;
- bool m_blocking;
- bool m_ignoreBlocking;
- ConditionalList@ m_conditionals;
- bool m_holding;
- vec2 m_queuedTarget;
PlayerSkill
- AnimString@ m_animation;
- AnimString@ m_animationWalk;
- float m_moveSpeedMul;
- ivec2 m_moveSpeed;
- float m_castSpeedMul;
- ivec2 m_blocking;
- int m_castingT;
- int m_cooldownC;
- int m_cooldown;
- PointCost m_cost;
- array<Modifiers::IModifier@> m_modifiers;
- array<PlayerSkillActionListEntry@> m_actions;
- array<SkillMovementEntry@> m_movements;
- float m_movementsDir;
- float m_moveCastSpeedScale;
- bool m_moveRelativeToMove;
- bool m_moveRelativeToMoveForward;
- bool m_moveScaledByCastSpeed;
- bool m_animationScaledByCastSpeed;
- ConditionalList@ m_conditionals;