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		<id>https://wiki.hammerwatch2.com/index.php?title=Console_commands&amp;diff=672</id>
		<title>Console commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Console_commands&amp;diff=672"/>
		<updated>2023-09-08T16:20:11Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: /* Cheat commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The commands below are available by opening the console using the tilde (~) key. This key is usually located below the escape key. These commands don&#039;t save to your configuration file so they will not stick once you close the game.&amp;lt;br&amp;gt;To save a command to your HW2.exe.cfg file you can either add the command manually by editing the file or type &amp;lt;code&amp;gt;save &#039;&#039;your command &amp;amp; argument&#039;&#039;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;save_curr &#039;&#039;your command&#039;&#039;&amp;lt;/code&amp;gt;.&amp;lt;br&amp;gt;Example:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;save ui_scale 0.75&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;save_curr ui_scale&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game config commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Game config commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_hdr&lt;br /&gt;
| Enables or disables the use of HDR rendering.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_laser_sight&lt;br /&gt;
| Changes the Aim Guide option. 1 for on, 0 of off, -1 for Auto.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_local_player_marker&lt;br /&gt;
| Adds a colored circle below your character&#039;s sprite. True or False.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_mousemove_speed&lt;br /&gt;
| Multiplier for the speed of the mouse cursor movement on gamepads.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_movedir_snap&lt;br /&gt;
| Snap angle for the movement direction on gamepads.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_potion_delay&lt;br /&gt;
| Add a delay before you can reuse your potion. This can prevent rogue keyboards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_richpresence&lt;br /&gt;
| Enable or disable rich presence for discord and steam.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_shadows&lt;br /&gt;
| Shadow quality. 0 = off, 1 = sun only, 2 = all.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_smooth_scrolling&lt;br /&gt;
| Enables or disables smooth camera scrolling.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | rg_brightness&lt;br /&gt;
| Brightness of the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | rg_contrast&lt;br /&gt;
| Contrast of the colors.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | rg_gamma&lt;br /&gt;
| Gamma value of the colors.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | rg_crt_curve&lt;br /&gt;
| Multiplier for the CRT curve effect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | rg_pixel_perfect&lt;br /&gt;
| Whether the scene needs to render in pixel perfect mode or not. Pixel perfect in this sense means that the game will be rendered in 1x sprite scale and then upscaled (faster). If it&#039;s disabled, the game is rendered in its full size and sprites are scaled instead (slower). Disabling pixel perfect allows for a few smoother effects like shadows.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Video config commands==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Video config commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | v_resolution&lt;br /&gt;
| Affects the games resolution. Example: v_resolution 1600x900&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | v_fullscreen&lt;br /&gt;
| Enables or disables fullscreen. Use 0 or 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | v_vsync&lt;br /&gt;
| Enables or disables vsync. True or False&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | v_forced_aspect_ratio&lt;br /&gt;
| Set the aspect ratio for the game. This can be used to achieve a zoomed out view.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Console config commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Console config commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_bgcolor&lt;br /&gt;
| Background color of the console. Set as a vec4: *cs_bgcolor 1 0 0 0.5* for a red transparent console background.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_fgcolor&lt;br /&gt;
| Text color of the console. Set as a vec4.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_enabled&lt;br /&gt;
| Enable or disable the use of the console entirely. Useful if you need the console toggle button for something else.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_height&lt;br /&gt;
| The height of the console window, in a multiplier of the screen height: 0.5 means 50% of the screen height.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_show_build&lt;br /&gt;
| Whether to show the game&#039;s build ID in the bottom left of the screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_show_log&lt;br /&gt;
| Shows recent log additions as an overlay at the top of the screen&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_show_log_count&lt;br /&gt;
| The amount of recent lines to be displayed for cs_show_log&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_speed&lt;br /&gt;
| The speed for the console toggle animation. The higher the faster.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | condump&lt;br /&gt;
| Dumps the contents of the console to a file, doesn&#039;t include timestamps, format is condump &amp;quot;filename&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cheat commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Cheat commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | e_cheats&lt;br /&gt;
| e_cheats is required for any of these commands to work. Once toggled on, a red text will appear top right. &#039;&#039;&#039;Cheats are only available on modded profiles.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | change_level&lt;br /&gt;
| change/load [[Levels|level]] to the chosen relative path argument. ex: levels/testDoodad.lvl&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_scale&lt;br /&gt;
| Changes the scaling of the game. The default for a 16:9 resolution would have a game scale of 4.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | g_timescale&lt;br /&gt;
| Affects the game speed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_change_weather&lt;br /&gt;
| Change the current weather, options are fair windy rain_2 rain_3 snow_1 snow_2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_clear_flags&lt;br /&gt;
| Clears all currently set flags - will probably break your save&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_clear_inventory&lt;br /&gt;
| Clears all inventory items, including key items&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_clear_skills&lt;br /&gt;
| Resets all skill point allocations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_explore_level&lt;br /&gt;
| Uncovers the entire map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_finish_quest &amp;lt;quest-id&amp;gt; &lt;br /&gt;
| will mark the specified quest as completed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_give_item &amp;lt;id&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
| will give the amount of the specified [[items|item]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_give_and_equip_item &amp;lt;id&amp;gt;&lt;br /&gt;
| will give and equip the specified item&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_give_experience &amp;lt;amount&amp;gt;&lt;br /&gt;
| grants the specified amount of experience&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_give_gold &amp;lt;amount&amp;gt;&lt;br /&gt;
| grants the specified amount of gold&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_give_health &amp;lt;amount&amp;gt;&lt;br /&gt;
| grants the specified amount of health&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_give_mana &amp;lt;amount&amp;gt;&lt;br /&gt;
| grants the specified amount of mana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_give_many_equipment &amp;lt;slot&amp;gt; &amp;lt;quality&amp;gt; &amp;lt;tier&amp;gt; &amp;lt;amount&amp;gt; 0 = random&lt;br /&gt;
| gives many equipment with the specified [[Equipment#Equipment_Properties|parameters]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_give_random_equipment &amp;lt;amount&amp;gt;&lt;br /&gt;
| gives the specified amount of random equipment&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_give_tier &amp;lt;tier&amp;gt;&lt;br /&gt;
| grants the specified tier, apprentice, adept, expert, master&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_give_uniques &amp;lt;slot&amp;gt; &amp;lt;tier&amp;gt; &amp;lt;amount&amp;gt; &amp;lt;tag&amp;gt; &lt;br /&gt;
| grants many unique items with the specified [[Equipment#Equipment_Properties|parameters]], and [[Equipment#Unique_Equipment_Tags|tags]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_god&lt;br /&gt;
| Toggles godmode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_killall&lt;br /&gt;
| Will kill all enemies on the current level&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_levelup &amp;lt;amount&amp;gt;&lt;br /&gt;
| Will level your character up by the specified amount of levels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_list_all_items&lt;br /&gt;
| Will print all items and ids in the game to the console/log&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_list_flags&lt;br /&gt;
| Lists all currently set flags&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_list_quests&lt;br /&gt;
| Lists all quests and their IDs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_noclip&lt;br /&gt;
| Toggles noclip&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_play_music &amp;lt;value&amp;gt;&lt;br /&gt;
| Plays specified track. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_play_ambience &amp;lt;value&amp;gt;&lt;br /&gt;
| Plays specified track. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_plr_hidden&lt;br /&gt;
| when true, hides the character on screen&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_plr_level_progress &amp;lt;level&amp;gt;&lt;br /&gt;
| Sets the character to the specified level, with the correct tier and key items for that level as well as a random selection of level appropriate gear&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_refil_potions&lt;br /&gt;
| Refills your potions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_revive&lt;br /&gt;
| Revivies you&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_set_flag &amp;lt;flag&amp;gt; &amp;lt;value&amp;gt; &amp;lt;persistent&amp;gt;&lt;br /&gt;
| Can be used to set/unset a flag&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_show_tailor&lt;br /&gt;
| Opens the Tailor UI to chance character colors&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_solve_quest &amp;lt;id&amp;gt;&lt;br /&gt;
| Marks the specified quest as solved&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cht_start_quest &amp;lt;id&amp;gt;&lt;br /&gt;
| Starts the specified Quest&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Debug commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Debug commands (* denotes e_cheats is required)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | cs_show_menu*&lt;br /&gt;
| Displays a menu at the top of the screen with many debug options and useful information about the current save&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | list_flags&lt;br /&gt;
| Lists the current flags in the console&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_scripts* &lt;br /&gt;
| Displays scripts on screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_scripts_compact* &lt;br /&gt;
| When scripts are being drawn, this will toggle whether they are compact or not. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_scripts_lines* &lt;br /&gt;
| When scripts are being drawn, this will toggle whether connecting lines are drawn. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_collision* &lt;br /&gt;
| Draws object collision.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_physics* &lt;br /&gt;
| Draws object physics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_raycasts* &lt;br /&gt;
| Shows raycasts. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_pathfinds* &lt;br /&gt;
| Shows pathfind information&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_line_of_sight &lt;br /&gt;
| Toggles the line of sight visibility/fog of war effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | debug_widgets&lt;br /&gt;
| useful for debugging on screen widgets. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_cursor_unit&lt;br /&gt;
| Displays unit name when the mouse is over it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | dump_level_save*&lt;br /&gt;
| dump the level in a file in the game repository&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | res_dump_generated 1&lt;br /&gt;
| this has to be set in your config file, but will write all files generated at runtime to a temp folder in the game directory. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Editor config commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Editor config commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_script_line_alpha&lt;br /&gt;
| Configure the alpha of the script lines.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_script_line_scroll&lt;br /&gt;
| Whether script links should be animated and scroll. The higher the faster.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | r_draw_scripts_lines_head&lt;br /&gt;
| The size of the arrow head for script links&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ed_grid_color&lt;br /&gt;
| Changes the RGBA of the grid. Ex: 0.5,0.1,0.1,0.8 will make it red.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ed_grid_width&lt;br /&gt;
| Changes the pixel width of the grid. default 1.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ed_history_limit&lt;br /&gt;
| The limit of changes that the editor will remember.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiplayer/Lobby commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Multiplayer/Lobby commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | lobby_say&lt;br /&gt;
| Send a chat message via the console.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Sound commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume&lt;br /&gt;
| Master sound volume scale.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume_env&lt;br /&gt;
| Environment sounds volume scale.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume_music&lt;br /&gt;
| Music volume scale.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume_sfx&lt;br /&gt;
| Sound effects volume scale.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume_ui&lt;br /&gt;
| UI sounds volume scale.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | snd_volume_voice&lt;br /&gt;
| Voice sounds volume scale.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==UI commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | UI commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_bars_visibility&lt;br /&gt;
| Whether to show the health/mana bars in the middle of the screen. -1 = never, 0 = only when health or mana is not full, 1 = always.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_draw_plr_names&lt;br /&gt;
| Whether to show player names above player heads. -1 = never, 0 = only in town, 1 = always.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_draw_plr_names_real&lt;br /&gt;
| Whether to show player&#039;s Steam/GOG names instead of their character names above their heads.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | ui_scale&lt;br /&gt;
| The scale multiplier of the entire UI.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== unsorted commands==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | Unsorted Commands&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | bind&lt;br /&gt;
| can be used to set custom keybinds, for example bind f4 &amp;quot;killall&amp;quot; binds the console command killall to the f4 key&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | track MYVAR &lt;br /&gt;
| See in real-time the MYVAR console variable value. To remove you can restart your game, or use &amp;quot;cs_show_vars 0&amp;quot; to hide all.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight: bold;&amp;quot; | plot 60 MYVAR &lt;br /&gt;
| See in real-time the MYVAR console variable value as a plot. The first argument value seems to be (the number of frame times 2) that the values are kept. To remove you can restart your game, or use &amp;quot;cs_show_vars 0&amp;quot; to hide all.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== All commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; font-family:&#039;Trebuchet MS&#039;, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot; | alias&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | bgfx_debug_ifh&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | bgfx_debug_stats&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | bgfx_debug_trace&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | bgfx_debug_wireframe&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | bgfx_device_id&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | bgfx_renderer&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | bind&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | change_level&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | check_static_units&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_change_weather&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_clear_flags&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_clear_inventory&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_clear_skills&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_damage&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_explore_level&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_finish_quest&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_and_equip_item&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_combo&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_experience&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_gold&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_health&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_item&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_mana&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_many_equipment&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_random_equipment&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_stamina&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_tier&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_give_uniques&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_god&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_god_cannon_game&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_killall&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_levelup&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_list_all_items&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_list_flags&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_list_prompts&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_list_quests&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_listenemies&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_lose_cannon_game&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_noclip&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_open_interface&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_play_ambience&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_play_music&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_plr_damage_fire&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_plr_damage_poison&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_plr_free_health_cost&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_plr_free_mana_cost&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_plr_free_stamina_cost&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_plr_hidden&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_plr_level_progress&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_plr_level_skills&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_plr_reset_cooldowns&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_print_charcreate_colors&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_refill_potions&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_remove_item&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_revive&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_set_flag&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_set_scalar&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_show_tailor&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_solve_quest&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_spawn_equipment&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_spawn_equipment_usable&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_spawn_gold&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_spectate&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_spectate_next&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_start_quest&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_stop_quest&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_tutorials_unlock&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_unlock_all_cards&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cht_win_cannon_game&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | clear&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | clear_debris&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | condump&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | countdown&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | crash&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_bgcolor&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_enabled&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_fgcolor&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_height&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_menu_save&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_show_build&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_show_cheats&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_show_log&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_show_log_count&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_show_menu&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_show_script_errors&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_show_vars&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | cs_speed&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | dbg_cht_fill_equipment&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | dbg_cht_ignore_equipment_requirements&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | dbg_clear_unit_kills&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | dbg_list_baseitem_modifiers&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | dbg_list_existing_modifiers&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | dbg_list_tags&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | dbg_list_unit_kills&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | dbg_print_key_binds&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | dbg_track_unit_kills&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | debug_dungeon_prefabs&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | debug_list_units&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | debug_merge_count&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | debug_track_flag_set&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_default_axis_sensitivity&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_frametime_render&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_gore&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_language&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_laser_sight&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_multi_test&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_simulate_platform&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_start_difficulty&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_start_level&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_start_sessions&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_start_sessions_controls&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_tile_effects&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_time_hour&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | g_vfx_quality&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | help&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | lobby_say&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | net_stat_singleplayer&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | particle_blocks&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | physics_report&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | print&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | ui_waypoint_player&lt;br /&gt;
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| style=&amp;quot;text-align: font-weight: bold;&amp;quot;&amp;quot; | unit_id_high&lt;br /&gt;
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{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Levels&amp;diff=671</id>
		<title>Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Levels&amp;diff=671"/>
		<updated>2023-09-08T16:19:27Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: Created page with &amp;quot;levels/aridara/altar.lvl  levels/aridara/prelude.lvl  levels/aridara/pyramid.lvl  levels/aridara/_region.lvl  levels/astral_heights/cave.lvl  levels/astral_heights/observatory.lvl  levels/blackbarrow/cave_a.lvl  levels/blackbarrow/cave_a_2.lvl  levels/blackbarrow/cave_a_3.lvl  levels/blackbarrow/cave_b.lvl  levels/blackbarrow/cave_c.lvl  levels/blackbarrow/cave_d.lvl  levels/blackbarrow/cave_folks.lvl  levels/blackbarrow/cave_k.lvl  levels/blackbarrow/cave_l.lvl  levels/...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;levels/aridara/altar.lvl&lt;br /&gt;
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levels/aridara/prelude.lvl&lt;br /&gt;
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levels/aridara/pyramid.lvl&lt;br /&gt;
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levels/aridara/_region.lvl&lt;br /&gt;
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levels/astral_heights/cave.lvl&lt;br /&gt;
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levels/astral_heights/observatory.lvl&lt;br /&gt;
&lt;br /&gt;
levels/blackbarrow/cave_a.lvl&lt;br /&gt;
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levels/blackbarrow/cave_a_2.lvl&lt;br /&gt;
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levels/blackbarrow/cave_a_3.lvl&lt;br /&gt;
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levels/blackbarrow/cave_b.lvl&lt;br /&gt;
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levels/blackbarrow/cave_c.lvl&lt;br /&gt;
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levels/blackbarrow/cave_d.lvl&lt;br /&gt;
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levels/blackbarrow/cave_folks.lvl&lt;br /&gt;
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levels/blackbarrow/cave_k.lvl&lt;br /&gt;
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levels/blackbarrow/cave_l.lvl&lt;br /&gt;
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levels/blackbarrow/cave_m.lvl&lt;br /&gt;
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levels/blackbarrow/cave_trolltrap_1.lvl&lt;br /&gt;
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levels/blackbarrow/cave_y.lvl&lt;br /&gt;
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levels/blackbarrow/cave_z.lvl&lt;br /&gt;
&lt;br /&gt;
levels/blackbarrow/hollows/blackbarrow_1.lvl&lt;br /&gt;
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levels/blackbarrow/hollows/blackbarrow_2.lvl&lt;br /&gt;
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levels/blackbarrow/hollows/blackbarrow_3.lvl&lt;br /&gt;
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levels/blackbarrow/hollows/blackbarrow_4.lvl&lt;br /&gt;
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levels/blackbarrow/obelisk.lvl&lt;br /&gt;
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levels/blackbarrow/spire/spire_1.lvl&lt;br /&gt;
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levels/blackbarrow/spire/spire_2.lvl&lt;br /&gt;
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levels/blackbarrow/spire/spire_3.lvl&lt;br /&gt;
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levels/blackbarrow/spire/spire_4.lvl&lt;br /&gt;
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levels/blackbarrow/spire/spire_5.lvl&lt;br /&gt;
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levels/blackbarrow/spire/_boss_doombringer.lvl&lt;br /&gt;
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levels/blackbarrow/spire/_boss_judge.lvl&lt;br /&gt;
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levels/blackbarrow/_region.lvl&lt;br /&gt;
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levels/fallowfields/caves/cave_stump.lvl&lt;br /&gt;
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levels/fallowfields/caves/cave_thieves_sw.lvl&lt;br /&gt;
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levels/fallowfields/caves/cave_thieves_sw_random.lvl&lt;br /&gt;
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levels/fallowfields/caves/cellar_church.lvl&lt;br /&gt;
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levels/fallowfields/caves/cellar_jyn.lvl&lt;br /&gt;
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levels/fallowfields/caves/cellar_library.lvl&lt;br /&gt;
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levels/fallowfields/caves/cellar_petersons.lvl&lt;br /&gt;
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levels/fallowfields/caves/waynes_hideout.lvl&lt;br /&gt;
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levels/fallowfields/cave_a.lvl&lt;br /&gt;
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levels/fallowfields/cave_b.lvl&lt;br /&gt;
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levels/fallowfields/cave_c.lvl&lt;br /&gt;
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levels/fallowfields/cave_d.lvl&lt;br /&gt;
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levels/fallowfields/cave_e.lvl&lt;br /&gt;
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levels/fallowfields/cave_f.lvl&lt;br /&gt;
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levels/fallowfields/cave_g.lvl&lt;br /&gt;
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levels/fallowfields/cave_h.lvl&lt;br /&gt;
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levels/fallowfields/cave_i.lvl&lt;br /&gt;
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levels/fallowfields/cave_j.lvl&lt;br /&gt;
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levels/fallowfields/cave_o.lvl&lt;br /&gt;
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levels/fallowfields/cave_p.lvl&lt;br /&gt;
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levels/fallowfields/cave_q.lvl&lt;br /&gt;
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levels/fallowfields/cave_r.lvl&lt;br /&gt;
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levels/fallowfields/cave_s.lvl&lt;br /&gt;
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levels/fallowfields/cave_t.lvl&lt;br /&gt;
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levels/fallowfields/cave_u.lvl&lt;br /&gt;
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levels/fallowfields/cave_v.lvl&lt;br /&gt;
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levels/fallowfields/cave_v_2.lvl&lt;br /&gt;
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levels/fallowfields/cave_v_3.lvl&lt;br /&gt;
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levels/fallowfields/cave_x.lvl&lt;br /&gt;
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levels/fallowfields/cave_x_2.lvl&lt;br /&gt;
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levels/fallowfields/cave_y.lvl&lt;br /&gt;
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levels/fallowfields/cave_z.lvl&lt;br /&gt;
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levels/fallowfields/crypt/black_tear_altar.lvl&lt;br /&gt;
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levels/fallowfields/crypt/crypt_1.lvl&lt;br /&gt;
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levels/fallowfields/crypt/crypt_2.lvl&lt;br /&gt;
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levels/fallowfields/crypt/crypt_3.lvl&lt;br /&gt;
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levels/fallowfields/crypt/crypt_4.lvl&lt;br /&gt;
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levels/fallowfields/crypt/_boss_dace.lvl&lt;br /&gt;
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levels/fallowfields/ruins/maze_cursed.lvl&lt;br /&gt;
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levels/fallowfields/ruins/_boss_malgar.lvl&lt;br /&gt;
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levels/fallowfields/sewers/sewer_1.lvl&lt;br /&gt;
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levels/fallowfields/sewers/sewer_2.lvl&lt;br /&gt;
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levels/fallowfields/superbia/restored_throne_room.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_-1.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_1.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_2.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_3.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_4.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_5.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_6.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_passage_1.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_passage_2.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_passage_3.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_passage_4.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_passage_5.lvl&lt;br /&gt;
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levels/fallowfields/superbia/superbia_passage_6.lvl&lt;br /&gt;
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levels/fallowfields/superbia/_boss_archibald.lvl&lt;br /&gt;
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levels/fallowfields/superbia/_boss_blight.lvl&lt;br /&gt;
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levels/fallowfields/thievestower/floor_-1.lvl&lt;br /&gt;
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levels/fallowfields/thievestower/floor_-2.lvl&lt;br /&gt;
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levels/fallowfields/thievestower/floor_1.lvl&lt;br /&gt;
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levels/fallowfields/thievestower/floor_2.lvl&lt;br /&gt;
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levels/fallowfields/thievestower/floor_3.lvl&lt;br /&gt;
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levels/fallowfields/thievestower/_boss_barrington.lvl&lt;br /&gt;
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levels/fallowfields/tormented_passage/tormented_passage.lvl&lt;br /&gt;
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levels/fallowfields/tormented_passage/tormented_passage_2.lvl&lt;br /&gt;
&lt;br /&gt;
levels/fallowfields/_region.lvl&lt;br /&gt;
&lt;br /&gt;
levels/hammer_island/cave_a.lvl&lt;br /&gt;
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levels/hammer_island/cave_y.lvl&lt;br /&gt;
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levels/hammer_island/cave_z.lvl&lt;br /&gt;
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levels/hammer_island/cellar.lvl&lt;br /&gt;
&lt;br /&gt;
levels/hammer_island/cellar_-1.lvl&lt;br /&gt;
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levels/hammer_island/hideout.lvl&lt;br /&gt;
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levels/hammer_island/hideout_-1.lvl&lt;br /&gt;
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levels/hammer_island/hideout_-2.lvl&lt;br /&gt;
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levels/hammer_island/prison_1.lvl&lt;br /&gt;
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levels/hammer_island/prison_hw.lvl&lt;br /&gt;
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levels/hammer_island/spidercave.lvl&lt;br /&gt;
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levels/hammer_island/spidercave_0.lvl&lt;br /&gt;
&lt;br /&gt;
levels/hammer_island/wolfcave.lvl&lt;br /&gt;
&lt;br /&gt;
levels/hammer_island/_boss_shock_widow.lvl&lt;br /&gt;
&lt;br /&gt;
levels/hammer_island/_boss_sinkage.lvl&lt;br /&gt;
&lt;br /&gt;
levels/hammer_island/_region.lvl&lt;br /&gt;
&lt;br /&gt;
levels/lockdey/bandcamp.lvl&lt;br /&gt;
&lt;br /&gt;
levels/lockdey/cave_a.lvl&lt;br /&gt;
&lt;br /&gt;
levels/lockdey/cave_b.lvl&lt;br /&gt;
&lt;br /&gt;
levels/lockdey/cave_c.lvl&lt;br /&gt;
&lt;br /&gt;
levels/lockdey/cave_d.lvl&lt;br /&gt;
&lt;br /&gt;
levels/lockdey/_region.lvl&lt;br /&gt;
&lt;br /&gt;
levels/mistdeep/cave_a.lvl&lt;br /&gt;
&lt;br /&gt;
levels/mistdeep/cave_b.lvl&lt;br /&gt;
&lt;br /&gt;
levels/mistdeep/cave_c.lvl&lt;br /&gt;
&lt;br /&gt;
levels/mistdeep/cave_d.lvl&lt;br /&gt;
&lt;br /&gt;
levels/mistdeep/_region.lvl&lt;br /&gt;
&lt;br /&gt;
levels/summer_shore/_region.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/bb_region.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/cellar_-1.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/ffl_cave_r.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/ffl_cave_u.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/ffl_cave_v.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/ffl_cave_x.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/ffl_cave_y.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/ffl_cave_z.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/ffl_region_1.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/ffl_region_2.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/hideout.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/his_cave_y.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/his_cave_z.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/his_region.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/ldy_region.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/mdp_cave_c.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/mdp_cave_d.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/spidercave.lvl&lt;br /&gt;
&lt;br /&gt;
levels/_rottensink/wolfcave.lvl&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding&amp;diff=670</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding&amp;diff=670"/>
		<updated>2023-09-08T12:24:42Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hammerwatch 2 has a robust system for modding, with a few different types of mods possible.&lt;br /&gt;
&lt;br /&gt;
[[Resource mods]]&lt;br /&gt;
&lt;br /&gt;
[[Scenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
#Open the game&#039;s folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Hammerwatch 2)&lt;br /&gt;
#Run &amp;quot;PACKAGER.exe&amp;quot;&lt;br /&gt;
#Select &amp;quot;Resources&amp;quot; from the list&lt;br /&gt;
#Click the &amp;quot;Extract Base Resources&amp;quot; button at the top (icon is a cardboard box)&lt;br /&gt;
#Wait for the unpacking to finish (This will take a while). It may give an error, this can be ignored.&lt;br /&gt;
#When finished, it will create a new folder named &amp;quot;unpacked_assets_[number]&amp;quot; containing all of the base game files&lt;br /&gt;
#Create a new folder named &amp;quot;mods&amp;quot;&lt;br /&gt;
#Create a new folder in mods with the name of your mod (cannot have spaces).&lt;br /&gt;
#Create a file info.xml with the following information&lt;br /&gt;
##&amp;lt;dict&amp;gt;&lt;br /&gt;
##&amp;lt;string name=&amp;quot;name&amp;quot;&amp;gt;Mod Name Here&amp;lt;/string&amp;gt;&lt;br /&gt;
##&amp;lt;string name=&amp;quot;author&amp;quot;&amp;gt;Your Name Here&amp;lt;/string&amp;gt;&lt;br /&gt;
## &amp;lt;string name=&amp;quot;description&amp;quot;&amp;gt;Explanation of what the mod is/does.&amp;lt;/string&amp;gt;&lt;br /&gt;
##&amp;lt;/dict&amp;gt; &lt;br /&gt;
#Start making changes!&lt;br /&gt;
##Files with the same name as an existing file will take precedence and completely overwrite anything in the base file. You can copy folders or files directly from the unpacked_assets folder and make changes&lt;br /&gt;
##All .sval files are all read in when the game loads. You can use &amp;lt;loader&amp;gt; tags to merge additional data into existing and set load order&lt;br /&gt;
##.inc files are referenced with a %include in .sval files, but not automatically loaded&lt;br /&gt;
&lt;br /&gt;
=Troubleshooting=&lt;br /&gt;
The game logs all events in &amp;quot;HW2.exe.log&amp;quot;, in the root of the game folder. If something isn&#039;t working, check there first for errors about expected characters or missing files.&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
*[[Modding/Skills|Skills]]&lt;br /&gt;
*[[Modding/Effects|Effects]]&lt;br /&gt;
*[[Modding/Actions|Actions]]&lt;br /&gt;
*[[Modding/Modifiers|Modifiers]]&lt;br /&gt;
&lt;br /&gt;
=Uploading to Steam Workshop=&lt;br /&gt;
#Launch PACKAGER.exe from the Hammerwatch2 folder&lt;br /&gt;
#Right Click your mod folder under Resources/Unpacked/yourmodname and select &amp;quot;Make Package&amp;quot;&lt;br /&gt;
#Click the Steam icon in the top left corner of the packager window to open the Steam Workshop UI&lt;br /&gt;
#Upload new mod&lt;br /&gt;
##Select the &amp;quot;Upload new&amp;quot; tab&lt;br /&gt;
##Click browse package, navigate to your Hammerwatch2 mods folder, and select the newly created .bin file you created above&lt;br /&gt;
##Click browse image and select an image thumbnail to be uploaded to the steam workshop for your mod&lt;br /&gt;
##Enter the name, description, visibility, and tags to use for the mod in the steam workshop&lt;br /&gt;
##Press the Upload button. &#039;&#039;It may take up to an hour for the mod to appear in the workshop after being successfully uploaded&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
Video Tutorial - [https://www.youtube.com/watch?v=0LfyTo-BBbI Hammerwatch 2 Modding: NPCs, Quests, and Custom Crafting]&lt;br /&gt;
&lt;br /&gt;
Text Tutorial - [[Modding/Creating_A_Custom_Class|How to create a custom class]]&lt;br /&gt;
&lt;br /&gt;
=Fixing .tif files=&lt;br /&gt;
The unpackager tool does not create tif files in the correct format to use for the game. Any .tif files copied from the unpacked_assets folder to your mod folders will show as an empty or glitched texture in game, popup an error on loading, and record an ERR event in HW2.exe.log. This can be corrected with any of the following methods&lt;br /&gt;
#Replacement&lt;br /&gt;
##Download the [https://wiki.hammerwatch2.com/hw2_tgas.zip HW2 TIFS ZIP]&lt;br /&gt;
##Copy the tifs you need from the zip into your mods folder&lt;br /&gt;
#Convert with Adobe Photoshop (Maintains masking to allow recoloring sprites)&lt;br /&gt;
##Photoshop has an option to convert tif files from standard (RGBRGB) to planar (RRGGBB) that the game expects. (Need more details on steps to perform)&lt;br /&gt;
#Convert with Image Magick (masking is lost and sprites can no longer be recolored)&lt;br /&gt;
##Open powershell and navigate to your class folder: &amp;quot;cd \Steam\steamapps\common\Hammerwatch 2\mods\yourmod\players\yourclass&amp;quot;&lt;br /&gt;
##Convert all of the png files into tif with planar interlacing using the command &amp;quot;magick mogrify -format tif -interlace plane *.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Modifiers&amp;diff=669</id>
		<title>Modding/Modifiers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Modifiers&amp;diff=669"/>
		<updated>2023-09-08T12:18:18Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modifiers Array=&lt;br /&gt;
All skills have a modifiers array denoted by &amp;lt;code&amp;gt;&amp;lt;array name=&amp;quot;modifiers&amp;quot;&amp;gt; ... &amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; that is global across the skill. It&#039;s important to note that individual modifiers within this array are positional and modifiers added in skill specializations need to be moved to the next position in the array by using &amp;lt;code&amp;gt;&amp;lt;array&amp;gt;&amp;lt;null /&amp;gt;&amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; blocks for each existing modifier, otherwise the new modifiers will overwrite the modifier in the existing position. This is especially important to be aware of when copying code from other classes as the number or position of modifiers may be different.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
A dash skill has &amp;lt;code&amp;gt;Modifiers::SkillTriggerEffect&amp;lt;/code&amp;gt; that creates a sprite. On dash, the sprite appears. Then in a skill specialization for dash, there is &amp;lt;code&amp;gt;Modifiers::SkillCost&amp;lt;/code&amp;gt; that reduces the cost of dash. Putting a point in that specialization reduces the cost, but makes the base skill no longer create the sprite. If in the specialization code &amp;lt;code&amp;gt;&amp;lt;array&amp;gt;&amp;lt;null /&amp;gt;&amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; is placed before the block for the &amp;lt;code&amp;gt;Modifiers::SkillCost&amp;lt;/code&amp;gt;, both now work correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Addition info on the &amp;lt;null /&amp;gt; lines from the devs:&lt;br /&gt;
&lt;br /&gt;
Skills don&#039;t just have arrays of modifiers, they have arrays of arrays of modifiers, the reason is so you can have several sets of modifiers that individually get replaced by sub skills. You can have a skill that has three sets of modifiers, one that modifies some passive thing, one that modifies the projectile that gets shot, and one that modifies some bonus attack speed, then if you wanna make a sub-skill that replaces the attack speed modifiers you just define the modifiers as &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;null /&amp;gt;&lt;br /&gt;
:&amp;lt;null /&amp;gt;&lt;br /&gt;
:&amp;lt;array&amp;gt;...&amp;lt;/array&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Modifier Classes=&lt;br /&gt;
&lt;br /&gt;
==Modifiers==&lt;br /&gt;
ModifyStack&lt;br /&gt;
&lt;br /&gt;
ModifySummons&lt;br /&gt;
&lt;br /&gt;
PointsFromDamageTaken&lt;br /&gt;
&lt;br /&gt;
SpellCost&lt;br /&gt;
&lt;br /&gt;
Thorns&lt;br /&gt;
&lt;br /&gt;
TrueStrike&lt;br /&gt;
&lt;br /&gt;
UnlethalDamage&lt;br /&gt;
&lt;br /&gt;
UsePointsCost&lt;br /&gt;
&lt;br /&gt;
==Skill Modifiers==&lt;br /&gt;
SkillModifier&lt;br /&gt;
&lt;br /&gt;
BaseSkillModifier&lt;br /&gt;
&lt;br /&gt;
SkillCost&lt;br /&gt;
&lt;br /&gt;
SkillCrit&lt;br /&gt;
&lt;br /&gt;
SkillDamageLeeching&lt;br /&gt;
&lt;br /&gt;
SkillSlowScale&lt;br /&gt;
&lt;br /&gt;
==Stat Modifiers==&lt;br /&gt;
ConvertStat&lt;br /&gt;
&lt;br /&gt;
ConvertStatExpression&lt;br /&gt;
&lt;br /&gt;
DummyModifier&lt;br /&gt;
&lt;br /&gt;
StatBasedDamage&lt;br /&gt;
&lt;br /&gt;
StatAdd&lt;br /&gt;
&lt;br /&gt;
DamageAdd&lt;br /&gt;
&lt;br /&gt;
ArmorAdd&lt;br /&gt;
&lt;br /&gt;
AttribAdd&lt;br /&gt;
&lt;br /&gt;
SpeedAdd&lt;br /&gt;
&lt;br /&gt;
SpeedMul&lt;br /&gt;
&lt;br /&gt;
Evade&lt;br /&gt;
&lt;br /&gt;
DamageMulAdd&lt;br /&gt;
&lt;br /&gt;
ArmorPenetration&lt;br /&gt;
&lt;br /&gt;
Experience&lt;br /&gt;
&lt;br /&gt;
PlayerLight&lt;br /&gt;
&lt;br /&gt;
PlayerTargetedRange&lt;br /&gt;
&lt;br /&gt;
CritDamage&lt;br /&gt;
&lt;br /&gt;
CriticalHit&lt;br /&gt;
&lt;br /&gt;
CustomStat&lt;br /&gt;
&lt;br /&gt;
CustomStat2&lt;br /&gt;
&lt;br /&gt;
==Trigger Effect Modifiers==&lt;br /&gt;
TriggerEffectBase&lt;br /&gt;
:TriggerEffect&lt;br /&gt;
::SkillTriggerEffect&lt;br /&gt;
::TimedTriggerEffect&lt;br /&gt;
::QuantityTriggerEffect&lt;br /&gt;
&lt;br /&gt;
TriggerEffectState&lt;br /&gt;
:TimedTriggerEffectState&lt;br /&gt;
::QuantityTriggerEffectState&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Combat_Mechanics&amp;diff=668</id>
		<title>Combat Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Combat_Mechanics&amp;diff=668"/>
		<updated>2023-09-07T19:11:34Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Details of Combat Mechanics can be checked in game on the Mechanics page of the journal (magnifying glass tab).&lt;br /&gt;
&lt;br /&gt;
=Armor / Resistance=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Value&lt;br /&gt;
!Damage Reduction&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4.76%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9.09%&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|16.67%&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|23.08%&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|32.89%&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|48.72%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Damage Over Time=&lt;br /&gt;
&lt;br /&gt;
All instances of Damage Over Time are added to a pool on the target, with a separate pool maintained for each damage type.&lt;br /&gt;
&lt;br /&gt;
Every 0.25 seconds, the target takes a percentage of the total damage in each pool (that amount is then removed from the pool) based on the the following table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Players&lt;br /&gt;
!Enemies&lt;br /&gt;
|-&lt;br /&gt;
|Physical&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|Fire&lt;br /&gt;
|25%&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|Ice&lt;br /&gt;
|25%&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|Lightning&lt;br /&gt;
|10%&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Poison&lt;br /&gt;
|10%&lt;br /&gt;
|20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of version 1.1, only Fire and Poison DoT damage types exist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Damage Types=&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
The most common type of damage. Does not inflict any type of Affliction.&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
Burning - Half the amount of Fire damage is added as additional Damage over Time.&lt;br /&gt;
&lt;br /&gt;
===Ice===&lt;br /&gt;
Chilled - Reduces the Movement and Attack Speed of the target for a duration.&lt;br /&gt;
&lt;br /&gt;
===Lightning===&lt;br /&gt;
Shocked - Lowers all resistances of the target for a duration.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Poisoned - All Poison damage is applied as Damage over Time.&lt;br /&gt;
&lt;br /&gt;
===Pure===&lt;br /&gt;
Pure damage bypasses armor and resistances. Does not inflict any Affliction.&lt;br /&gt;
&lt;br /&gt;
=Debuffs=&lt;br /&gt;
&#039;&#039;Values shown are for minor / standard / major debuff levels.&#039;&#039;&lt;br /&gt;
===Armor Break===&lt;br /&gt;
Reduces Armor by 50/60/70% for 4/5/6s&lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Deals 3/4/5 Pure damage each second for 4/5/6s. Deals additional damage while moving.&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
Suffers a 40/50/60% chance to miss attacks for 4/5/6s.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces movement speed by 50/65/80% for 2/4/6s.&lt;br /&gt;
&lt;br /&gt;
===Disarm===&lt;br /&gt;
Disables Attacks for 1.5/3/5s.&lt;br /&gt;
&lt;br /&gt;
===Freeze===&lt;br /&gt;
Can&#039;t move and use skills for 1/2.5/4s.&lt;br /&gt;
&lt;br /&gt;
===Immobilize===&lt;br /&gt;
Can&#039;t move for 2/3.5/5s.&lt;br /&gt;
&lt;br /&gt;
===Marked===&lt;br /&gt;
Increases the chance of taking Critical Hits by 10/20/30% for 5/6/7s.&lt;br /&gt;
&lt;br /&gt;
===Silence===&lt;br /&gt;
Disables Spells for 1.5/3/5s.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces movement, attack, and cast speed by 20/30/40% for 2.5/4/6s.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
Can&#039;t move and use skills for 0.5/1.5/2.5s.&lt;br /&gt;
&lt;br /&gt;
===Vulnerability===&lt;br /&gt;
Increases damage taken by 10/20/30% for 5/6/7s.&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
Reduces damage done by 10/20/30% for 4/6/8s.&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Combat_Mechanics&amp;diff=667</id>
		<title>Combat Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Combat_Mechanics&amp;diff=667"/>
		<updated>2023-09-07T19:10:11Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Details of Combat Mechanics can be checked in game on the Mechanics page of the journal (magnifying glass tab).&lt;br /&gt;
&lt;br /&gt;
=Armor / Resistance=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Value&lt;br /&gt;
!Damage Reduction&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4.76%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|9.09%&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|16.67%&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|23.08%&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|32.89%&lt;br /&gt;
|-&lt;br /&gt;
|95&lt;br /&gt;
|48.72%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Damage Over Time=&lt;br /&gt;
&lt;br /&gt;
All instances of Damage Over Time are added to a pool on the target, with a separate pool maintained for each damage type.&lt;br /&gt;
&lt;br /&gt;
Every 0.25 seconds, the target takes a percentage of the total damage in each pool based on the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Players&lt;br /&gt;
!Enemies&lt;br /&gt;
|-&lt;br /&gt;
|Physical&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|Fire&lt;br /&gt;
|25%&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|Ice&lt;br /&gt;
|25%&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|Lightning&lt;br /&gt;
|10%&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Poison&lt;br /&gt;
|10%&lt;br /&gt;
|20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As of version 1.1, only Fire and Poison DoT damage types exist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Damage Types=&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
The most common type of damage. Does not inflict any type of Affliction.&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
Burning - Half the amount of Fire damage is added as additional Damage over Time.&lt;br /&gt;
&lt;br /&gt;
===Ice===&lt;br /&gt;
Chilled - Reduces the Movement and Attack Speed of the target for a duration.&lt;br /&gt;
&lt;br /&gt;
===Lightning===&lt;br /&gt;
Shocked - Lowers all resistances of the target for a duration.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Poisoned - All Poison damage is applied as Damage over Time.&lt;br /&gt;
&lt;br /&gt;
===Pure===&lt;br /&gt;
Pure damage bypasses armor and resistances. Does not inflict any Affliction.&lt;br /&gt;
&lt;br /&gt;
=Debuffs=&lt;br /&gt;
&#039;&#039;Values shown are for minor / standard / major debuff levels.&#039;&#039;&lt;br /&gt;
===Armor Break===&lt;br /&gt;
Reduces Armor by 50/60/70% for 4/5/6s&lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Deals 3/4/5 Pure damage each second for 4/5/6s. Deals additional damage while moving.&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
Suffers a 40/50/60% chance to miss attacks for 4/5/6s.&lt;br /&gt;
&lt;br /&gt;
===Cripple===&lt;br /&gt;
Reduces movement speed by 50/65/80% for 2/4/6s.&lt;br /&gt;
&lt;br /&gt;
===Disarm===&lt;br /&gt;
Disables Attacks for 1.5/3/5s.&lt;br /&gt;
&lt;br /&gt;
===Freeze===&lt;br /&gt;
Can&#039;t move and use skills for 1/2.5/4s.&lt;br /&gt;
&lt;br /&gt;
===Immobilize===&lt;br /&gt;
Can&#039;t move for 2/3.5/5s.&lt;br /&gt;
&lt;br /&gt;
===Marked===&lt;br /&gt;
Increases the chance of taking Critical Hits by 10/20/30% for 5/6/7s.&lt;br /&gt;
&lt;br /&gt;
===Silence===&lt;br /&gt;
Disables Spells for 1.5/3/5s.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
Reduces movement, attack, and cast speed by 20/30/40% for 2.5/4/6s.&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
Can&#039;t move and use skills for 0.5/1.5/2.5s.&lt;br /&gt;
&lt;br /&gt;
===Vulnerability===&lt;br /&gt;
Increases damage taken by 10/20/30% for 5/6/7s.&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
Reduces damage done by 10/20/30% for 4/6/8s.&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=666</id>
		<title>Secret Chests</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=666"/>
		<updated>2023-09-07T18:23:59Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hammer Island=&lt;br /&gt;
==Innkeeper&#039;s Cellar==&lt;br /&gt;
Part of a quest later in the game. Someone moves house&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_cellar.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=Fallowfields=&lt;br /&gt;
&lt;br /&gt;
==The Bluff==&lt;br /&gt;
[[File:Chest_bluff.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Enter Blackbarrow Hollows II (Troll Caves) and find the staircase to the north&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_1.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Head to the south of the map, then walk through the river to find a secret exit&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_2.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==North-West Waterfalls==&lt;br /&gt;
&#039;&#039;This chests can only be reached by a secret pathway revealed once the player has found [[Lunas_lens_map|Luna&#039;s Lens]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_waterfall.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&#039;&#039;This chests can only be reached by a secret pathway revealed once the player has found [[Lunas_lens_map|Luna&#039;s Lens]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a breakable wall in the basement of the library that leads up to the path.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_central.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==Southern==&lt;br /&gt;
&#039;&#039;???&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_south.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=The Crypt=&lt;br /&gt;
[[File:Chest_crypt.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
In Fallowfields, there&#039;s a dead tree that can be chopped down to reveal a hidden entrance.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_crypt_1.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blackbarrow=&lt;br /&gt;
This chest is reachable after completing a quest for the NPC to the north and waiting several in-game days.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_blackbarrow.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=The Spire=&lt;br /&gt;
This chest can only be obtained after defeating the first boss of The Spire, which causes most of the rooms to reshuffle.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_spire.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
{{BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_crypt_1.png&amp;diff=665</id>
		<title>File:Chest crypt 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_crypt_1.png&amp;diff=665"/>
		<updated>2023-09-07T18:22:30Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_crypt.png&amp;diff=664</id>
		<title>File:Chest crypt.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_crypt.png&amp;diff=664"/>
		<updated>2023-09-07T18:22:13Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=663</id>
		<title>Secret Chests</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=663"/>
		<updated>2023-09-07T18:17:04Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hammer Island=&lt;br /&gt;
==Innkeeper&#039;s Cellar==&lt;br /&gt;
Part of a quest later in the game. Someone moves house&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_cellar.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=Fallowfields=&lt;br /&gt;
&lt;br /&gt;
==The Bluff==&lt;br /&gt;
[[File:Chest_bluff.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Enter Blackbarrow Hollows II (Troll Caves) and find the staircase to the north&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_1.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Head to the south of the map, then walk through the river to find a secret exit&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_2.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==North-West Waterfalls==&lt;br /&gt;
&#039;&#039;This chests can only be reached by a secret pathway revealed once the player has found [[Lunas_lens_map|Luna&#039;s Lens]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_waterfall.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&#039;&#039;This chests can only be reached by a secret pathway revealed once the player has found [[Lunas_lens_map|Luna&#039;s Lens]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a breakable wall in the basement of the library that leads up to the path.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_central.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==Southern==&lt;br /&gt;
&#039;&#039;???&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_south.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=BlackBarrow=&lt;br /&gt;
This chest is reachable after completing a quest for the NPC to the north and waiting several in-game days.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_blackbarrow.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=The Spire=&lt;br /&gt;
This chest can only be obtained after defeating the first boss of The Spire, which causes most of the rooms to reshuffle.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_spire.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
{{BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_cellar.png&amp;diff=662</id>
		<title>File:Chest cellar.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_cellar.png&amp;diff=662"/>
		<updated>2023-09-07T18:15:24Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=661</id>
		<title>Secret Chests</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=661"/>
		<updated>2023-09-07T18:12:20Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Fallowfields=&lt;br /&gt;
&lt;br /&gt;
==The Bluff==&lt;br /&gt;
[[File:Chest_bluff.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Enter Blackbarrow Hollows II (Troll Caves) and find the staircase to the north&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_1.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Head to the south of the map, then walk through the river to find a secret exit&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_2.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==North-West Waterfalls==&lt;br /&gt;
&#039;&#039;This chests can only be reached by a secret pathway revealed once the player has found [[Lunas_lens_map|Luna&#039;s Lens]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_waterfall.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==Central==&lt;br /&gt;
&#039;&#039;This chests can only be reached by a secret pathway revealed once the player has found [[Lunas_lens_map|Luna&#039;s Lens]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a breakable wall in the basement of the library that leads up to the path.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_central.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==Southern==&lt;br /&gt;
&#039;&#039;???&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_south.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=BlackBarrow=&lt;br /&gt;
This chest is reachable after completing a quest for the NPC to the north and waiting several in-game days.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_blackbarrow.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=The Spire=&lt;br /&gt;
This chest can only be obtained after defeating the first boss of The Spire, which causes most of the rooms to reshuffle.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_spire.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
{{BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_spire.png&amp;diff=660</id>
		<title>File:Chest spire.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_spire.png&amp;diff=660"/>
		<updated>2023-09-07T18:07:03Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_blackbarrow.png&amp;diff=659</id>
		<title>File:Chest blackbarrow.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_blackbarrow.png&amp;diff=659"/>
		<updated>2023-09-07T18:06:54Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_south.png&amp;diff=658</id>
		<title>File:Chest south.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_south.png&amp;diff=658"/>
		<updated>2023-09-07T18:06:45Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_waterfall.png&amp;diff=657</id>
		<title>File:Chest waterfall.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_waterfall.png&amp;diff=657"/>
		<updated>2023-09-07T18:03:20Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: Lloyd uploaded a new version of File:Chest waterfall.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=656</id>
		<title>Secret Chests</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=656"/>
		<updated>2023-09-07T18:02:12Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Fallowfields=&lt;br /&gt;
&lt;br /&gt;
==The Bluff==&lt;br /&gt;
[[File:Chest_bluff.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Enter Blackbarrow Hollows II (Troll Caves) and find the staircase to the north&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_1.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Head to the south of the map, then walk through the river to find a secret exit&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_2.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=Luna&#039;s Lens Chests=&lt;br /&gt;
&#039;&#039;These chests can only be reached by a secret pathway revealed once the player has found [[Lunas_lens_map|Luna&#039;s Lens]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_waterfall.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a breakable wall in the basement of the library that leads up to the path.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_central.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
{{BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_central.png&amp;diff=655</id>
		<title>File:Chest central.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_central.png&amp;diff=655"/>
		<updated>2023-09-07T18:00:51Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=654</id>
		<title>Secret Chests</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=654"/>
		<updated>2023-09-07T17:59:40Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Fallowfields=&lt;br /&gt;
&lt;br /&gt;
==The Bluff==&lt;br /&gt;
[[File:Chest_bluff.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Enter Blackbarrow Hollows II (Troll Caves) and find the staircase to the north&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_1.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Head to the south of the map, then walk through the river to find a secret exit&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_2.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=Luna&#039;s Lens Chests=&lt;br /&gt;
These chests can only be reached by a secret pathway revealed once the player has found [[Lunas_lens_map|Luna&#039;s Lens]]&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_waterfall.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
There is a breakable wall in the basement of the library that leads up to the path.&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_central.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
{{BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=653</id>
		<title>Secret Chests</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=653"/>
		<updated>2023-09-07T17:57:59Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Fallowfields=&lt;br /&gt;
&lt;br /&gt;
==The Bluff==&lt;br /&gt;
[[File:Chest_bluff.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Enter Blackbarrow Hollows II (Troll Caves) and find the staircase to the north&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_1.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Head to the south of the map, then walk through the river to find a secret exit&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_2.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=Luna&#039;s Lens Chests=&lt;br /&gt;
These chests can only be reached by a secret pathway revealed once the player has found [[Lunas_lens_map|Luna&#039;s Lens]]&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_waterfall.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_central.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
{{BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_central.jpg&amp;diff=652</id>
		<title>File:Chest central.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_central.jpg&amp;diff=652"/>
		<updated>2023-09-07T17:55:59Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_waterfall.png&amp;diff=651</id>
		<title>File:Chest waterfall.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_waterfall.png&amp;diff=651"/>
		<updated>2023-09-07T17:54:50Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Template:BaseNav&amp;diff=650</id>
		<title>Template:BaseNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Template:BaseNav&amp;diff=650"/>
		<updated>2023-09-07T17:50:38Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;rowcontainer&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowlarge&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;menu&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Wiki Navigator&lt;br /&gt;
|-&lt;br /&gt;
![[Classes]]&lt;br /&gt;
|[[Paladin]] • [[Ranger]] • [[Rogue]] • [[Warlock]] • [[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
![[Quests]]&lt;br /&gt;
|[[Timed_quests|Timed Quests]] • [[Hookshot|Hookshot]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Maps]]&lt;br /&gt;
|[[Ruths_map|Ruths Hors Map]] • [[Lunas_lens_map|Luna&#039;s Lens]] • [[obelisk_puzzle|Obelisk Shards]] • [[Ridde_of_the_vases|Vase Locations]]&lt;br /&gt;
|-style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
| [[Fallowfields_map|Fallowfields]] • [[Crypt_map|Crypt]] • [[Hollows_map|Blackbarrow Hollows]]&lt;br /&gt;
|-&lt;br /&gt;
!Puzzles&lt;br /&gt;
|[[Wishless_resting_place_puzzle|Wishless Resting Place Gravestone]] • [[Constellation_puzzle|Sai&#039;s Constellation]] • [[Secret_Chests|Chests]]&lt;br /&gt;
|-&lt;br /&gt;
![[Items]]&lt;br /&gt;
| [[Unique_Items|Unique Items]] • [[Equipment]] • [[Enchantments]] • [[Shops]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot;|Other Pages&lt;br /&gt;
|[[Enemies]] • [[Modding]] • [[Console_commands|Console Commands]] • [[Hooks]] • [[Difficulty_Level|Difficulty]] • [[Patch Notes]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=649</id>
		<title>Secret Chests</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Secret_Chests&amp;diff=649"/>
		<updated>2023-09-07T17:49:58Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: Created page with &amp;quot;=Fallowfields=  ==The Bluff== frameless  Enter Blackbarrow Hollows II (Troll Caves) and find the staircase to the north  frameless  Head to the south of the map, then walk through the river to find a secret exit  frameless&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Fallowfields=&lt;br /&gt;
&lt;br /&gt;
==The Bluff==&lt;br /&gt;
[[File:Chest_bluff.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Enter Blackbarrow Hollows II (Troll Caves) and find the staircase to the north&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_1.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Head to the south of the map, then walk through the river to find a secret exit&lt;br /&gt;
&lt;br /&gt;
[[File:Chest_bluff_2.png|frameless]]&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_bluff_2.png&amp;diff=648</id>
		<title>File:Chest bluff 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_bluff_2.png&amp;diff=648"/>
		<updated>2023-09-07T17:45:36Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_bluff_1.png&amp;diff=647</id>
		<title>File:Chest bluff 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_bluff_1.png&amp;diff=647"/>
		<updated>2023-09-07T17:45:25Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=File:Chest_bluff.png&amp;diff=646</id>
		<title>File:Chest bluff.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=File:Chest_bluff.png&amp;diff=646"/>
		<updated>2023-09-07T17:45:13Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=645</id>
		<title>Modding/Skills Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=645"/>
		<updated>2023-09-06T19:48:41Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: Replaced content with &amp;quot;Replaced by Skills. Please delete.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Replaced by [[Modding/Skills|Skills]]. Please delete.&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Skills&amp;diff=644</id>
		<title>Modding/Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Skills&amp;diff=644"/>
		<updated>2023-09-06T19:47:29Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=skill sval structure=&lt;br /&gt;
&lt;br /&gt;
Name/Type/Description&lt;br /&gt;
&lt;br /&gt;
description-params array&lt;br /&gt;
:&#039;&#039;Arrays of strings for each line item to show what base and upgrades modify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
icon array&lt;br /&gt;
:&#039;&#039;PNG file to use for skill icon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Modding/Skills#Skill_Properties|Skill Properties]]&lt;br /&gt;
&lt;br /&gt;
Dict skill&lt;br /&gt;
:Class - &#039;&#039;[[Modding/Skills_Documentation#Skill_Classes|Skill Classes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Stop-Conditional Array&lt;br /&gt;
::4 Strings (condition type / condition / operator / value)&lt;br /&gt;
:Movements Array&lt;br /&gt;
::3 values (i2 / v2 / b)&lt;br /&gt;
:Binds Dict &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::Seems to be used to set up variables for values that could be modified by upgrades or skill-modifiers? Needs confirmation.&lt;br /&gt;
:Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill start&lt;br /&gt;
:Finish-Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill end&lt;br /&gt;
:Modifiers Array &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::1 or more [[Modding/Skills_Documentation#Skill_Modifiers|Modifiers]]&lt;br /&gt;
:Actions Dict&lt;br /&gt;
::1 or more [[Modding/Actions|Actions]]&lt;br /&gt;
:Timeline Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
:Timelines-Looping Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades Array&lt;br /&gt;
:&#039;&#039;Effects on base skill from purchasing upgrades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifier-Skills Array&lt;br /&gt;
:&#039;&#039;Sub skills that can be purchased within a skill&#039;&#039;&lt;br /&gt;
:&#039;&#039;Contains additional skill dicts (as above)&lt;br /&gt;
&lt;br /&gt;
=Skill Classes=&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
&lt;br /&gt;
CelestialOrbs&lt;br /&gt;
&lt;br /&gt;
Juggernaut&lt;br /&gt;
&lt;br /&gt;
ManaShield&lt;br /&gt;
&lt;br /&gt;
PassiveSkill&lt;br /&gt;
&lt;br /&gt;
NullSkill&lt;br /&gt;
&lt;br /&gt;
StackSkill&lt;br /&gt;
&lt;br /&gt;
===Active Skill===&lt;br /&gt;
BuffAoe&lt;br /&gt;
&lt;br /&gt;
Charge&lt;br /&gt;
&lt;br /&gt;
ChargeUnit&lt;br /&gt;
&lt;br /&gt;
DropEffect&lt;br /&gt;
&lt;br /&gt;
DropUnit&lt;br /&gt;
&lt;br /&gt;
Explode&lt;br /&gt;
&lt;br /&gt;
GrappleHook&lt;br /&gt;
&lt;br /&gt;
MeleeSwing&lt;br /&gt;
&lt;br /&gt;
ShootProjectile&lt;br /&gt;
&lt;br /&gt;
:ShootProjectileFan&lt;br /&gt;
:ShootProjectileTarget&lt;br /&gt;
&lt;br /&gt;
ShootRay&lt;br /&gt;
&lt;br /&gt;
SpawnUnit&lt;br /&gt;
&lt;br /&gt;
SpewProjectiles&lt;br /&gt;
&lt;br /&gt;
StaggeredSpawnUnits&lt;br /&gt;
&lt;br /&gt;
TempBuffAoe&lt;br /&gt;
&lt;br /&gt;
ToggleableSkill&lt;br /&gt;
&lt;br /&gt;
Whirlnova&lt;br /&gt;
&lt;br /&gt;
Whirlwind&lt;br /&gt;
&lt;br /&gt;
===Player Skill===&lt;br /&gt;
&lt;br /&gt;
PlayerSkillAutomatic&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectional&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectionalChannelling&lt;br /&gt;
&lt;br /&gt;
:ShootBeam&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectionalCharged&lt;br /&gt;
&lt;br /&gt;
PlayerSkillPosition&lt;br /&gt;
&lt;br /&gt;
:HookShot&lt;br /&gt;
&lt;br /&gt;
=Skill Properties=&lt;br /&gt;
Skill&lt;br /&gt;
:Actor@ m_owner;&lt;br /&gt;
:ScriptSprite@ m_icon;&lt;br /&gt;
&lt;br /&gt;
:PlayerSkillType m_type;&lt;br /&gt;
:string m_id; &#039;&#039;Must be unique&#039;&#039;&lt;br /&gt;
:string m_name;&lt;br /&gt;
:uint m_skillId;&lt;br /&gt;
:string m_actionId;&lt;br /&gt;
:uint m_actionIdHash;&lt;br /&gt;
:uint64 m_tags;&lt;br /&gt;
&lt;br /&gt;
:bool m_wasBlocked;&lt;br /&gt;
:bool m_isActive;&lt;br /&gt;
:float m_skillSpeed;&lt;br /&gt;
		&lt;br /&gt;
:float m_modSkillSpeedMul;&lt;br /&gt;
:float m_modCooldownMul;&lt;br /&gt;
:float m_modDamageMul;&lt;br /&gt;
		&lt;br /&gt;
:PointCost m_modCost;&lt;br /&gt;
:float m_modCritDamage;&lt;br /&gt;
:float m_modCritChance;&lt;br /&gt;
:vec3 m_modDamageLeech;&lt;br /&gt;
:float m_modSlowScale;&lt;br /&gt;
&lt;br /&gt;
Active Skill&lt;br /&gt;
:AnimString@ m_animation;&lt;br /&gt;
:AnimString@ m_animationWalk;&lt;br /&gt;
:int m_animCountdown;&lt;br /&gt;
:string m_fx;&lt;br /&gt;
:SoundEvent@ m_sound;&lt;br /&gt;
:SoundEvent@ m_soundStart;&lt;br /&gt;
:SoundEvent@ m_soundHold;&lt;br /&gt;
:SoundInstance@ m_soundHoldI;&lt;br /&gt;
:float m_speedMul;&lt;br /&gt;
:float m_idleCdMul;&lt;br /&gt;
:float m_castSpeedMul;&lt;br /&gt;
&lt;br /&gt;
:array&amp;lt;Modifiers::IModifier@&amp;gt; m_modifiers;&lt;br /&gt;
&lt;br /&gt;
:int m_cooldown;&lt;br /&gt;
:int m_cooldownC;&lt;br /&gt;
:int m_castpoint;&lt;br /&gt;
:int m_castingC;&lt;br /&gt;
&lt;br /&gt;
:PointCost m_cost;&lt;br /&gt;
&lt;br /&gt;
:float m_timeScale;&lt;br /&gt;
:bool m_blocking;&lt;br /&gt;
:bool m_ignoreBlocking;&lt;br /&gt;
:ConditionalList@ m_conditionals;&lt;br /&gt;
&lt;br /&gt;
:bool m_holding;&lt;br /&gt;
&lt;br /&gt;
:vec2 m_queuedTarget;&lt;br /&gt;
&lt;br /&gt;
PlayerSkill&lt;br /&gt;
:AnimString@ m_animation;&lt;br /&gt;
:AnimString@ m_animationWalk;&lt;br /&gt;
&lt;br /&gt;
:float m_moveSpeedMul;&lt;br /&gt;
:ivec2 m_moveSpeed;&lt;br /&gt;
&lt;br /&gt;
:float m_castSpeedMul;&lt;br /&gt;
:ivec2 m_blocking;&lt;br /&gt;
&lt;br /&gt;
:int m_castingT;&lt;br /&gt;
:int m_cooldownC;&lt;br /&gt;
:int m_cooldown;&lt;br /&gt;
&lt;br /&gt;
:PointCost m_cost;&lt;br /&gt;
&lt;br /&gt;
:array&amp;lt;Modifiers::IModifier@&amp;gt; m_modifiers;&lt;br /&gt;
:array&amp;lt;PlayerSkillActionListEntry@&amp;gt; m_actions;&lt;br /&gt;
:array&amp;lt;SkillMovementEntry@&amp;gt; m_movements;&lt;br /&gt;
:float m_movementsDir;&lt;br /&gt;
:float m_moveCastSpeedScale;&lt;br /&gt;
:bool m_moveRelativeToMove;&lt;br /&gt;
:bool m_moveRelativeToMoveForward;&lt;br /&gt;
:bool m_moveScaledByCastSpeed;&lt;br /&gt;
&lt;br /&gt;
:bool m_animationScaledByCastSpeed;&lt;br /&gt;
&lt;br /&gt;
:ConditionalList@ m_conditionals;&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Effects&amp;diff=643</id>
		<title>Modding/Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Effects&amp;diff=643"/>
		<updated>2023-09-06T02:59:53Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Classes=&lt;br /&gt;
AddStacks&lt;br /&gt;
&lt;br /&gt;
ApplyBuff&lt;br /&gt;
:ApplyBuffHealthLoss&lt;br /&gt;
&lt;br /&gt;
ChangeAfflictions&lt;br /&gt;
&lt;br /&gt;
ChangeQuestState&lt;br /&gt;
&lt;br /&gt;
ChangeScalar&lt;br /&gt;
&lt;br /&gt;
ClearAggro&lt;br /&gt;
&lt;br /&gt;
ClearPointOfInterestOccupants&lt;br /&gt;
&lt;br /&gt;
CloseBook&lt;br /&gt;
&lt;br /&gt;
DamageEffect&lt;br /&gt;
:Damage&lt;br /&gt;
::LifestealDamage&lt;br /&gt;
:PlayerDamage&lt;br /&gt;
:StatBasedDamage&lt;br /&gt;
:StatExpressionBasedDamage&lt;br /&gt;
:HPBasedDamage&lt;br /&gt;
:DamagePenetration&lt;br /&gt;
&lt;br /&gt;
DebugLog&lt;br /&gt;
&lt;br /&gt;
EffectFilter&lt;br /&gt;
&lt;br /&gt;
GiveEquipment&lt;br /&gt;
&lt;br /&gt;
GiveExperience&lt;br /&gt;
&lt;br /&gt;
GiveGold&lt;br /&gt;
&lt;br /&gt;
GiveItem&lt;br /&gt;
&lt;br /&gt;
GiveLoot&lt;br /&gt;
&lt;br /&gt;
GiveMana&lt;br /&gt;
&lt;br /&gt;
GivePercentageMana&lt;br /&gt;
&lt;br /&gt;
GivePlatformStat&lt;br /&gt;
&lt;br /&gt;
GiveQuest&lt;br /&gt;
&lt;br /&gt;
GiveSkillPoints&lt;br /&gt;
&lt;br /&gt;
GiveStamina&lt;br /&gt;
&lt;br /&gt;
GivePercentageStamina&lt;br /&gt;
&lt;br /&gt;
GiveStatPoints&lt;br /&gt;
&lt;br /&gt;
GiveTier&lt;br /&gt;
&lt;br /&gt;
Heal&lt;br /&gt;
&lt;br /&gt;
HPBasedHeal&lt;br /&gt;
&lt;br /&gt;
HitscanRandomEnemy&lt;br /&gt;
&lt;br /&gt;
KillSameType&lt;br /&gt;
&lt;br /&gt;
OpenMap&lt;br /&gt;
&lt;br /&gt;
PerformDig&lt;br /&gt;
&lt;br /&gt;
FloatingAction&lt;br /&gt;
&lt;br /&gt;
PerformFloatingAction&lt;br /&gt;
&lt;br /&gt;
PlayParticleEffect&lt;br /&gt;
&lt;br /&gt;
PlaySound&lt;br /&gt;
&lt;br /&gt;
RefillPotion&lt;br /&gt;
&lt;br /&gt;
RefundPickedSkills&lt;br /&gt;
&lt;br /&gt;
RefundPickedStats&lt;br /&gt;
&lt;br /&gt;
RemoveBuff&lt;br /&gt;
&lt;br /&gt;
RemoveItem&lt;br /&gt;
&lt;br /&gt;
ResetCooldown&lt;br /&gt;
&lt;br /&gt;
SetActorSkillParams&lt;br /&gt;
&lt;br /&gt;
SetActorState&lt;br /&gt;
&lt;br /&gt;
SetActorStateParams&lt;br /&gt;
&lt;br /&gt;
SetActorTarget&lt;br /&gt;
&lt;br /&gt;
SetFlag&lt;br /&gt;
&lt;br /&gt;
SetPointOfInterest&lt;br /&gt;
&lt;br /&gt;
SetScalar&lt;br /&gt;
&lt;br /&gt;
ShootBolt&lt;br /&gt;
&lt;br /&gt;
ShootRandomEnemy&lt;br /&gt;
&lt;br /&gt;
ShowFloatingText&lt;br /&gt;
&lt;br /&gt;
SpawnEffect&lt;br /&gt;
&lt;br /&gt;
SpawnItem&lt;br /&gt;
&lt;br /&gt;
SpawnItemTask&lt;br /&gt;
&lt;br /&gt;
SpawnLoot&lt;br /&gt;
&lt;br /&gt;
SpawnLootTask&lt;br /&gt;
&lt;br /&gt;
SpawnSelfEffect&lt;br /&gt;
&lt;br /&gt;
SpawnTilesetEffect&lt;br /&gt;
&lt;br /&gt;
StartDialog&lt;br /&gt;
&lt;br /&gt;
Teleport&lt;br /&gt;
&lt;br /&gt;
WorldTimeDelayedEvent&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Skills&amp;diff=642</id>
		<title>Modding/Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Skills&amp;diff=642"/>
		<updated>2023-09-06T02:50:03Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skill Properties=&lt;br /&gt;
&lt;br /&gt;
Name/Type/Description&lt;br /&gt;
&lt;br /&gt;
description-params array&lt;br /&gt;
:&#039;&#039;Arrays of strings for each line item to show what base and upgrades modify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
icon array&lt;br /&gt;
:&#039;&#039;PNG file to use for skill icon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Id string - Must be unique&lt;br /&gt;
&lt;br /&gt;
Tier string - One of the four tiers of skills&lt;br /&gt;
&lt;br /&gt;
Type string - Mainhand / Offhand / Dash / Spell (Omitted for Passives)&lt;br /&gt;
&lt;br /&gt;
Starting-Level string - 1 for adept, 0 for all others&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dict skill&lt;br /&gt;
:Class - &#039;&#039;[[Modding/Skills#Skill_Classes|Skill Classes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Stop-Conditional Array&lt;br /&gt;
::4 Strings (condition type / condition / operator / value)&lt;br /&gt;
:Movements Array&lt;br /&gt;
::3 values (i2 / v2 / b)&lt;br /&gt;
:Binds Dict &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::Seems to be used to set up variables for values that could be modified by upgrades or skill-modifiers? Needs confirmation.&lt;br /&gt;
:Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill start&lt;br /&gt;
:Finish-Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill end&lt;br /&gt;
:Modifiers Array &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::1 or more [[Modding/Modifiers|Modifiers]]&lt;br /&gt;
:Actions Dict&lt;br /&gt;
::1 or more [[Modding/Actions|Actions]]&lt;br /&gt;
:Timeline Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
:Timelines-Looping Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades Array&lt;br /&gt;
:&#039;&#039;Effects on base skill from purchasing upgrades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifier-Skills Array&lt;br /&gt;
:&#039;&#039;Sub skills that can be purchased within a skill&#039;&#039;&lt;br /&gt;
:&#039;&#039;Contains additional skill dicts (as above)&lt;br /&gt;
&lt;br /&gt;
=Skill Classes=&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
&lt;br /&gt;
CelestialOrbs&lt;br /&gt;
&lt;br /&gt;
Juggernaut&lt;br /&gt;
&lt;br /&gt;
ManaShield&lt;br /&gt;
&lt;br /&gt;
PassiveSkill&lt;br /&gt;
&lt;br /&gt;
NullSkill&lt;br /&gt;
&lt;br /&gt;
StackSkill&lt;br /&gt;
&lt;br /&gt;
===Active Skill===&lt;br /&gt;
BuffAoe&lt;br /&gt;
&lt;br /&gt;
Charge&lt;br /&gt;
&lt;br /&gt;
ChargeUnit&lt;br /&gt;
&lt;br /&gt;
DropEffect&lt;br /&gt;
&lt;br /&gt;
DropUnit&lt;br /&gt;
&lt;br /&gt;
Explode&lt;br /&gt;
&lt;br /&gt;
GrappleHook&lt;br /&gt;
&lt;br /&gt;
MeleeSwing&lt;br /&gt;
&lt;br /&gt;
ShootProjectile&lt;br /&gt;
&lt;br /&gt;
:ShootProjectileFan&lt;br /&gt;
:ShootProjectileTarget&lt;br /&gt;
&lt;br /&gt;
ShootRay&lt;br /&gt;
&lt;br /&gt;
SpawnUnit&lt;br /&gt;
&lt;br /&gt;
SpewProjectiles&lt;br /&gt;
&lt;br /&gt;
StaggeredSpawnUnits&lt;br /&gt;
&lt;br /&gt;
TempBuffAoe&lt;br /&gt;
&lt;br /&gt;
ToggleableSkill&lt;br /&gt;
&lt;br /&gt;
Whirlnova&lt;br /&gt;
&lt;br /&gt;
Whirlwind&lt;br /&gt;
&lt;br /&gt;
===Player Skill===&lt;br /&gt;
&lt;br /&gt;
PlayerSkillAutomatic&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectional&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectionalChannelling&lt;br /&gt;
&lt;br /&gt;
:ShootBeam&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectionalCharged&lt;br /&gt;
&lt;br /&gt;
PlayerSkillPosition&lt;br /&gt;
&lt;br /&gt;
:HookShot&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Template:BaseNav&amp;diff=641</id>
		<title>Template:BaseNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Template:BaseNav&amp;diff=641"/>
		<updated>2023-09-06T02:49:00Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: Added link to hookshot quest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;rowcontainer&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;rowlarge&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;menu&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Wiki Navigator&lt;br /&gt;
|-&lt;br /&gt;
![[Classes]]&lt;br /&gt;
|[[Paladin]] • [[Ranger]] • [[Rogue]] • [[Warlock]] • [[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
![[Quests]]&lt;br /&gt;
|[[Timed_quests|Timed Quests]] • [[Hookshot|Hookshot]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Maps]]&lt;br /&gt;
|[[Ruths_map|Ruths Hors Map]] • [[Lunas_lens_map|Luna&#039;s Lens]] • [[obelisk_puzzle|Obelisk Shards]] • [[Ridde_of_the_vases|Vase Locations]]&lt;br /&gt;
|-style=&amp;quot;border-top:hidden&amp;quot;&lt;br /&gt;
| [[Fallowfields_map|Fallowfields]] • [[Crypt_map|Crypt]] • [[Hollows_map|Blackbarrow Hollows]]&lt;br /&gt;
|-&lt;br /&gt;
!Puzzles&lt;br /&gt;
|[[Wishless_resting_place_puzzle|Wishless Resting Place Gravestone]] • [[Constellation_puzzle|Sai&#039;s Constellation]]&lt;br /&gt;
|-&lt;br /&gt;
![[Items]]&lt;br /&gt;
| [[Unique_Items|Unique Items]] • [[Equipment]] • [[Enchantments]] • [[Shops]]&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot;|Other Pages&lt;br /&gt;
|[[Enemies]] • [[Modding]] • [[Console_commands|Console Commands]] • [[Hooks]] • [[Difficulty_Level|Difficulty]] • [[Patch Notes]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Modifiers&amp;diff=640</id>
		<title>Modding/Modifiers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Modifiers&amp;diff=640"/>
		<updated>2023-09-06T02:46:32Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modifier Classes=&lt;br /&gt;
&lt;br /&gt;
==Modifiers==&lt;br /&gt;
ModifyStack&lt;br /&gt;
&lt;br /&gt;
ModifySummons&lt;br /&gt;
&lt;br /&gt;
PointsFromDamageTaken&lt;br /&gt;
&lt;br /&gt;
SpellCost&lt;br /&gt;
&lt;br /&gt;
Thorns&lt;br /&gt;
&lt;br /&gt;
TrueStrike&lt;br /&gt;
&lt;br /&gt;
UnlethalDamage&lt;br /&gt;
&lt;br /&gt;
UsePointsCost&lt;br /&gt;
&lt;br /&gt;
==Skill Modifiers==&lt;br /&gt;
SkillModifier&lt;br /&gt;
&lt;br /&gt;
BaseSkillModifier&lt;br /&gt;
&lt;br /&gt;
SkillCost&lt;br /&gt;
&lt;br /&gt;
SkillCrit&lt;br /&gt;
&lt;br /&gt;
SkillDamageLeeching&lt;br /&gt;
&lt;br /&gt;
SkillSlowScale&lt;br /&gt;
&lt;br /&gt;
==Stat Modifiers==&lt;br /&gt;
ConvertStat&lt;br /&gt;
&lt;br /&gt;
ConvertStatExpression&lt;br /&gt;
&lt;br /&gt;
DummyModifier&lt;br /&gt;
&lt;br /&gt;
StatBasedDamage&lt;br /&gt;
&lt;br /&gt;
StatAdd&lt;br /&gt;
&lt;br /&gt;
DamageAdd&lt;br /&gt;
&lt;br /&gt;
ArmorAdd&lt;br /&gt;
&lt;br /&gt;
AttribAdd&lt;br /&gt;
&lt;br /&gt;
SpeedAdd&lt;br /&gt;
&lt;br /&gt;
SpeedMul&lt;br /&gt;
&lt;br /&gt;
Evade&lt;br /&gt;
&lt;br /&gt;
DamageMulAdd&lt;br /&gt;
&lt;br /&gt;
ArmorPenetration&lt;br /&gt;
&lt;br /&gt;
Experience&lt;br /&gt;
&lt;br /&gt;
PlayerLight&lt;br /&gt;
&lt;br /&gt;
PlayerTargetedRange&lt;br /&gt;
&lt;br /&gt;
CritDamage&lt;br /&gt;
&lt;br /&gt;
CriticalHit&lt;br /&gt;
&lt;br /&gt;
CustomStat&lt;br /&gt;
&lt;br /&gt;
CustomStat2&lt;br /&gt;
&lt;br /&gt;
==Trigger Effect Modifiers==&lt;br /&gt;
TriggerEffectBase&lt;br /&gt;
:TriggerEffect&lt;br /&gt;
::SkillTriggerEffect&lt;br /&gt;
::TimedTriggerEffect&lt;br /&gt;
::QuantityTriggerEffect&lt;br /&gt;
&lt;br /&gt;
TriggerEffectState&lt;br /&gt;
:TimedTriggerEffectState&lt;br /&gt;
::QuantityTriggerEffectState&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Actions&amp;diff=639</id>
		<title>Modding/Actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Actions&amp;diff=639"/>
		<updated>2023-09-06T02:46:16Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AlertActors&lt;br /&gt;
&lt;br /&gt;
ChainActionHitscanFanLink&lt;br /&gt;
&lt;br /&gt;
ChainActionHitscanLink&lt;br /&gt;
&lt;br /&gt;
ChainActionAreaCircleLink&lt;br /&gt;
&lt;br /&gt;
ChainAction&lt;br /&gt;
&lt;br /&gt;
Dummy&lt;br /&gt;
&lt;br /&gt;
DummyHitscan&lt;br /&gt;
&lt;br /&gt;
Explode&lt;br /&gt;
&lt;br /&gt;
ExplodeChainLimit&lt;br /&gt;
&lt;br /&gt;
Hitscan&lt;br /&gt;
&lt;br /&gt;
HitscanFan&lt;br /&gt;
&lt;br /&gt;
HitscanSpread&lt;br /&gt;
&lt;br /&gt;
HitscanSpreadFan&lt;br /&gt;
&lt;br /&gt;
ActionEffectWrapper&lt;br /&gt;
&lt;br /&gt;
MeleeSwing&lt;br /&gt;
&lt;br /&gt;
Nova&lt;br /&gt;
&lt;br /&gt;
RaiseGlobalEvent&lt;br /&gt;
&lt;br /&gt;
RaiseGlobalEventRanged&lt;br /&gt;
&lt;br /&gt;
RaiseMagicTiles&lt;br /&gt;
&lt;br /&gt;
RaiseUnitEvent&lt;br /&gt;
&lt;br /&gt;
RandomEnemyApplyEffects&lt;br /&gt;
&lt;br /&gt;
ScreenShaker&lt;br /&gt;
&lt;br /&gt;
SeekPointOfInterest&lt;br /&gt;
&lt;br /&gt;
ShootProjectile&lt;br /&gt;
&lt;br /&gt;
ShootProjectileFan&lt;br /&gt;
&lt;br /&gt;
ShootRandomProjectile&lt;br /&gt;
&lt;br /&gt;
SpawnPrefab&lt;br /&gt;
&lt;br /&gt;
SpawnUnit&lt;br /&gt;
&lt;br /&gt;
Suicide&lt;br /&gt;
&lt;br /&gt;
TriggerPlayerSkillAction&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Effects&amp;diff=638</id>
		<title>Modding/Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Effects&amp;diff=638"/>
		<updated>2023-09-06T02:45:57Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AddStacks&lt;br /&gt;
&lt;br /&gt;
ApplyBuff&lt;br /&gt;
&lt;br /&gt;
ApplyBuffHealthLoss&lt;br /&gt;
&lt;br /&gt;
ChangeAfflictions&lt;br /&gt;
&lt;br /&gt;
ChangeQuestState&lt;br /&gt;
&lt;br /&gt;
ChangeScalar&lt;br /&gt;
&lt;br /&gt;
ClearAggro&lt;br /&gt;
&lt;br /&gt;
ClearPointOfInterestOccupants&lt;br /&gt;
&lt;br /&gt;
CloseBook&lt;br /&gt;
&lt;br /&gt;
DamageEffect&lt;br /&gt;
&lt;br /&gt;
Damage&lt;br /&gt;
&lt;br /&gt;
PlayerDamage&lt;br /&gt;
&lt;br /&gt;
StatBasedDamage&lt;br /&gt;
&lt;br /&gt;
StatExpressionBasedDamage&lt;br /&gt;
&lt;br /&gt;
HPBasedDamage&lt;br /&gt;
&lt;br /&gt;
DamagePenetration&lt;br /&gt;
&lt;br /&gt;
DebugLog&lt;br /&gt;
&lt;br /&gt;
EffectFilter&lt;br /&gt;
&lt;br /&gt;
GiveEquipment&lt;br /&gt;
&lt;br /&gt;
GiveExperience&lt;br /&gt;
&lt;br /&gt;
GiveGold&lt;br /&gt;
&lt;br /&gt;
GiveItem&lt;br /&gt;
&lt;br /&gt;
GiveLoot&lt;br /&gt;
&lt;br /&gt;
GiveMana&lt;br /&gt;
&lt;br /&gt;
GivePercentageMana&lt;br /&gt;
&lt;br /&gt;
GivePlatformStat&lt;br /&gt;
&lt;br /&gt;
GiveQuest&lt;br /&gt;
&lt;br /&gt;
GiveSkillPoints&lt;br /&gt;
&lt;br /&gt;
GiveStamina&lt;br /&gt;
&lt;br /&gt;
GivePercentageStamina&lt;br /&gt;
&lt;br /&gt;
GiveStatPoints&lt;br /&gt;
&lt;br /&gt;
GiveTier&lt;br /&gt;
&lt;br /&gt;
Heal&lt;br /&gt;
&lt;br /&gt;
HPBasedHeal&lt;br /&gt;
&lt;br /&gt;
HitscanRandomEnemy&lt;br /&gt;
&lt;br /&gt;
KillSameType&lt;br /&gt;
&lt;br /&gt;
LifestealDamage&lt;br /&gt;
&lt;br /&gt;
OpenMap&lt;br /&gt;
&lt;br /&gt;
PerformDig&lt;br /&gt;
&lt;br /&gt;
FloatingAction&lt;br /&gt;
&lt;br /&gt;
PerformFloatingAction&lt;br /&gt;
&lt;br /&gt;
PlayParticleEffect&lt;br /&gt;
&lt;br /&gt;
PlaySound&lt;br /&gt;
&lt;br /&gt;
RefillPotion&lt;br /&gt;
&lt;br /&gt;
RefundPickedSkills&lt;br /&gt;
&lt;br /&gt;
RefundPickedStats&lt;br /&gt;
&lt;br /&gt;
RemoveBuff&lt;br /&gt;
&lt;br /&gt;
RemoveItem&lt;br /&gt;
&lt;br /&gt;
ResetCooldown&lt;br /&gt;
&lt;br /&gt;
SetActorSkillParams&lt;br /&gt;
&lt;br /&gt;
SetActorState&lt;br /&gt;
&lt;br /&gt;
SetActorStateParams&lt;br /&gt;
&lt;br /&gt;
SetActorTarget&lt;br /&gt;
&lt;br /&gt;
SetFlag&lt;br /&gt;
&lt;br /&gt;
SetPointOfInterest&lt;br /&gt;
&lt;br /&gt;
SetScalar&lt;br /&gt;
&lt;br /&gt;
ShootBolt&lt;br /&gt;
&lt;br /&gt;
ShootRandomEnemy&lt;br /&gt;
&lt;br /&gt;
ShowFloatingText&lt;br /&gt;
&lt;br /&gt;
SpawnEffect&lt;br /&gt;
&lt;br /&gt;
SpawnItem&lt;br /&gt;
&lt;br /&gt;
SpawnItemTask&lt;br /&gt;
&lt;br /&gt;
SpawnLoot&lt;br /&gt;
&lt;br /&gt;
SpawnLootTask&lt;br /&gt;
&lt;br /&gt;
SpawnSelfEffect&lt;br /&gt;
&lt;br /&gt;
SpawnTilesetEffect&lt;br /&gt;
&lt;br /&gt;
StartDialog&lt;br /&gt;
&lt;br /&gt;
Teleport&lt;br /&gt;
&lt;br /&gt;
WorldTimeDelayedEvent&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Skills&amp;diff=637</id>
		<title>Modding/Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Skills&amp;diff=637"/>
		<updated>2023-09-06T02:45:31Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skill Properties=&lt;br /&gt;
&lt;br /&gt;
Name/Type/Description&lt;br /&gt;
&lt;br /&gt;
description-params array&lt;br /&gt;
:&#039;&#039;Arrays of strings for each line item to show what base and upgrades modify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
icon array&lt;br /&gt;
:&#039;&#039;PNG file to use for skill icon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Id string - Must be unique&lt;br /&gt;
&lt;br /&gt;
Tier string - One of the four tiers of skills&lt;br /&gt;
&lt;br /&gt;
Type string - Mainhand / Offhand / Dash / Spell (Omitted for Passives)&lt;br /&gt;
&lt;br /&gt;
Starting-Level string - 1 for adept, 0 for all others&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dict skill&lt;br /&gt;
:Class - &#039;&#039;[[Modding/Skills_Documentation#Skill_Classes|Skill Classes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Stop-Conditional Array&lt;br /&gt;
::4 Strings (condition type / condition / operator / value)&lt;br /&gt;
:Movements Array&lt;br /&gt;
::3 values (i2 / v2 / b)&lt;br /&gt;
:Binds Dict &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::Seems to be used to set up variables for values that could be modified by upgrades or skill-modifiers? Needs confirmation.&lt;br /&gt;
:Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill start&lt;br /&gt;
:Finish-Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill end&lt;br /&gt;
:Modifiers Array &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::1 or more [[Modding/Modifiers|Modifiers]]&lt;br /&gt;
:Actions Dict&lt;br /&gt;
::1 or more [[Modding/Actions|Actions]]&lt;br /&gt;
:Timeline Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
:Timelines-Looping Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades Array&lt;br /&gt;
:&#039;&#039;Effects on base skill from purchasing upgrades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifier-Skills Array&lt;br /&gt;
:&#039;&#039;Sub skills that can be purchased within a skill&#039;&#039;&lt;br /&gt;
:&#039;&#039;Contains additional skill dicts (as above)&lt;br /&gt;
&lt;br /&gt;
=Skill Classes=&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
&lt;br /&gt;
CelestialOrbs&lt;br /&gt;
&lt;br /&gt;
Juggernaut&lt;br /&gt;
&lt;br /&gt;
ManaShield&lt;br /&gt;
&lt;br /&gt;
PassiveSkill&lt;br /&gt;
&lt;br /&gt;
NullSkill&lt;br /&gt;
&lt;br /&gt;
StackSkill&lt;br /&gt;
&lt;br /&gt;
===Active Skill===&lt;br /&gt;
BuffAoe&lt;br /&gt;
&lt;br /&gt;
Charge&lt;br /&gt;
&lt;br /&gt;
ChargeUnit&lt;br /&gt;
&lt;br /&gt;
DropEffect&lt;br /&gt;
&lt;br /&gt;
DropUnit&lt;br /&gt;
&lt;br /&gt;
Explode&lt;br /&gt;
&lt;br /&gt;
GrappleHook&lt;br /&gt;
&lt;br /&gt;
MeleeSwing&lt;br /&gt;
&lt;br /&gt;
ShootProjectile&lt;br /&gt;
&lt;br /&gt;
:ShootProjectileFan&lt;br /&gt;
:ShootProjectileTarget&lt;br /&gt;
&lt;br /&gt;
ShootRay&lt;br /&gt;
&lt;br /&gt;
SpawnUnit&lt;br /&gt;
&lt;br /&gt;
SpewProjectiles&lt;br /&gt;
&lt;br /&gt;
StaggeredSpawnUnits&lt;br /&gt;
&lt;br /&gt;
TempBuffAoe&lt;br /&gt;
&lt;br /&gt;
ToggleableSkill&lt;br /&gt;
&lt;br /&gt;
Whirlnova&lt;br /&gt;
&lt;br /&gt;
Whirlwind&lt;br /&gt;
&lt;br /&gt;
===Player Skill===&lt;br /&gt;
&lt;br /&gt;
PlayerSkillAutomatic&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectional&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectionalChannelling&lt;br /&gt;
&lt;br /&gt;
:ShootBeam&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectionalCharged&lt;br /&gt;
&lt;br /&gt;
PlayerSkillPosition&lt;br /&gt;
&lt;br /&gt;
:HookShot&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding&amp;diff=636</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding&amp;diff=636"/>
		<updated>2023-09-06T02:45:01Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hammerwatch 2 has a robust system for modding, with a few different types of mods possible.&lt;br /&gt;
&lt;br /&gt;
[[Resource mods]]&lt;br /&gt;
&lt;br /&gt;
[[Scenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
#Open the game&#039;s folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Hammerwatch 2)&lt;br /&gt;
#Run &amp;quot;PACKAGER.exe&amp;quot;&lt;br /&gt;
#Select &amp;quot;Resources&amp;quot; from the list&lt;br /&gt;
#Click the &amp;quot;Extract Base Resources&amp;quot; button at the top (icon is a cardboard box)&lt;br /&gt;
#Wait for the unpacking to finish (This will take a while). It may give an error, this can be ignored.&lt;br /&gt;
#When finished, it will create a new folder named &amp;quot;unpacked_assets_[number]&amp;quot; containing all of the base game files&lt;br /&gt;
#Create a new folder named &amp;quot;mods&amp;quot;&lt;br /&gt;
#Create a new folder in mods with the name of your mod (cannot have spaces).&lt;br /&gt;
#Create a file info.xml with the following information&lt;br /&gt;
##&amp;lt;dict&amp;gt;&lt;br /&gt;
##&amp;lt;string name=&amp;quot;name&amp;quot;&amp;gt;Mod Name Here&amp;lt;/string&amp;gt;&lt;br /&gt;
##&amp;lt;string name=&amp;quot;author&amp;quot;&amp;gt;Your Name Here&amp;lt;/string&amp;gt;&lt;br /&gt;
## &amp;lt;string name=&amp;quot;description&amp;quot;&amp;gt;Explanation of what the mod is/does.&amp;lt;/string&amp;gt;&lt;br /&gt;
##&amp;lt;/dict&amp;gt; &lt;br /&gt;
#Start making changes!&lt;br /&gt;
##Files with the same name as an existing file will take precedence and completely overwrite anything in the base file. You can copy folders or files directly from the unpacked_assets folder and make changes&lt;br /&gt;
##All .sval files are all read in when the game loads. You can use &amp;lt;loader&amp;gt; tags to merge additional data into existing and set load order&lt;br /&gt;
##.inc files are referenced with a %include in .sval files, but not automatically loaded&lt;br /&gt;
&lt;br /&gt;
=Troubleshooting=&lt;br /&gt;
The game logs all events in &amp;quot;HW2.exe.log&amp;quot;, in the root of the game folder. If something isn&#039;t working, check there first for errors about expected characters or missing files.&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
*[[Modding/Skills|Skills]]&lt;br /&gt;
*[[Modding/Effects|Effects]]&lt;br /&gt;
*[[Modding/Actions|Actions]]&lt;br /&gt;
*[[Modding/Modifiers|Modifiers]]&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
Video Tutorial - [https://www.youtube.com/watch?v=0LfyTo-BBbI Hammerwatch 2 Modding: NPCs, Quests, and Custom Crafting]&lt;br /&gt;
&lt;br /&gt;
Text Tutorial - [[Modding/Creating_A_Custom_Class|How to create a custom class]]&lt;br /&gt;
&lt;br /&gt;
=Fixing .tif files=&lt;br /&gt;
The unpackager tool does not create tif files in the correct format to use for the game. Any .tif files copied from the unpacked_assets folder to your mod folders will show as an empty or glitched texture in game, popup an error on loading, and record an ERR event in HW2.exe.log. This can be corrected with any of the following methods&lt;br /&gt;
#Replacement&lt;br /&gt;
##Download the [https://wiki.hammerwatch2.com/hw2_tgas.zip HW2 TIFS ZIP]&lt;br /&gt;
##Copy the tifs you need from the zip into your mods folder&lt;br /&gt;
#Convert with Adobe Photoshop (Maintains masking to allow recoloring sprites)&lt;br /&gt;
##Photoshop has an option to convert tif files from standard (RGBRGB) to planar (RRGGBB) that the game expects. (Need more details on steps to perform)&lt;br /&gt;
#Convert with Image Magick (masking is lost and sprites can no longer be recolored)&lt;br /&gt;
##Open powershell and navigate to your class folder: &amp;quot;cd \Steam\steamapps\common\Hammerwatch 2\mods\yourmod\players\yourclass&amp;quot;&lt;br /&gt;
##Convert all of the png files into tif with planar interlacing using the command &amp;quot;magick mogrify -format tif -interlace plane *.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Modifiers Array=&lt;br /&gt;
All skills have a modifiers array denoted by &amp;lt;code&amp;gt;&amp;lt;array name=&amp;quot;modifiers&amp;quot;&amp;gt; ... &amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; that is global across the skill. It&#039;s important to note that individual modifiers within this array are positional and modifiers added in skill specializations need to be moved to the next position in the array by using &amp;lt;code&amp;gt;&amp;lt;array&amp;gt;&amp;lt;null /&amp;gt;&amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; blocks for each existing modifier, otherwise the new modifiers will overwrite the modifier in the existing position. This is especially important to be aware of when copying code from other classes as the number or position of modifiers may be different.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
A dash skill has &amp;lt;code&amp;gt;Modifiers::SkillTriggerEffect&amp;lt;/code&amp;gt; that creates a sprite. On dash, the sprite appears. Then in a skill specialization for dash, there is &amp;lt;code&amp;gt;Modifiers::SkillCost&amp;lt;/code&amp;gt; that reduces the cost of dash. Putting a point in that specialization reduces the cost, but makes the base skill no longer create the sprite. If in the specialization code &amp;lt;code&amp;gt;&amp;lt;array&amp;gt;&amp;lt;null /&amp;gt;&amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; is placed before the block for the &amp;lt;code&amp;gt;Modifiers::SkillCost&amp;lt;/code&amp;gt;, both now work correctly.&lt;br /&gt;
&lt;br /&gt;
a little more info on the &amp;lt;null /&amp;gt; lines: &lt;br /&gt;
&lt;br /&gt;
skills dont just have arrays of modifiers, they have arrays of arrays of modifiers, the reason is so you can have several sets of modifiers that individually get replaced by sub skills,&lt;br /&gt;
&lt;br /&gt;
so you can have a skill that has three sets of modifiers, one that modifies some passive thing, one that modifies the projectile that gets shot, and one that modifies some bonus attack speed, then if you wanna make a sub-skill that replaces the attack speed modifiers you just define the modifiers as &lt;br /&gt;
&lt;br /&gt;
&amp;lt;null /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;null /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;array&amp;gt;...&amp;lt;/array&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Skills&amp;diff=635</id>
		<title>Modding/Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Skills&amp;diff=635"/>
		<updated>2023-09-06T02:41:02Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: Created page with &amp;quot;=Skill Properties=  Name/Type/Description  description-params array :&amp;#039;&amp;#039;Arrays of strings for each line item to show what base and upgrades modify&amp;#039;&amp;#039;  icon array :&amp;#039;&amp;#039;PNG file to use for skill icon&amp;#039;&amp;#039;   Id string - Must be unique  Tier string - One of the four tiers of skills  Type string - Mainhand / Offhand / Dash / Spell (Omitted for Passives)  Starting-Level string - 1 for adept, 0 for all others   Dict skill :Class - &amp;#039;&amp;#039;Modding/Skills_Documentation#Skill_Classes|Skill C...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skill Properties=&lt;br /&gt;
&lt;br /&gt;
Name/Type/Description&lt;br /&gt;
&lt;br /&gt;
description-params array&lt;br /&gt;
:&#039;&#039;Arrays of strings for each line item to show what base and upgrades modify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
icon array&lt;br /&gt;
:&#039;&#039;PNG file to use for skill icon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Id string - Must be unique&lt;br /&gt;
&lt;br /&gt;
Tier string - One of the four tiers of skills&lt;br /&gt;
&lt;br /&gt;
Type string - Mainhand / Offhand / Dash / Spell (Omitted for Passives)&lt;br /&gt;
&lt;br /&gt;
Starting-Level string - 1 for adept, 0 for all others&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dict skill&lt;br /&gt;
:Class - &#039;&#039;[[Modding/Skills_Documentation#Skill_Classes|Skill Classes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Stop-Conditional Array&lt;br /&gt;
::4 Strings (condition type / condition / operator / value)&lt;br /&gt;
:Movements Array&lt;br /&gt;
::3 values (i2 / v2 / b)&lt;br /&gt;
:Binds Dict &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::Seems to be used to set up variables for values that could be modified by upgrades or skill-modifiers? Needs confirmation.&lt;br /&gt;
:Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill start&lt;br /&gt;
:Finish-Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill end&lt;br /&gt;
:Modifiers Array &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::1 or more [[Modding/Modifiers|Modifiers]]&lt;br /&gt;
:Actions Dict&lt;br /&gt;
::1 or more [[Modding/Actions|Actions]]&lt;br /&gt;
:Timeline Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
:Timelines-Looping Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades Array&lt;br /&gt;
:&#039;&#039;Effects on base skill from purchasing upgrades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifier-Skills Array&lt;br /&gt;
:&#039;&#039;Sub skills that can be purchased within a skill&#039;&#039;&lt;br /&gt;
:&#039;&#039;Contains additional skill dicts (as above)&lt;br /&gt;
&lt;br /&gt;
=Skill Classes=&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
&lt;br /&gt;
CelestialOrbs&lt;br /&gt;
&lt;br /&gt;
Juggernaut&lt;br /&gt;
&lt;br /&gt;
ManaShield&lt;br /&gt;
&lt;br /&gt;
PassiveSkill&lt;br /&gt;
&lt;br /&gt;
NullSkill&lt;br /&gt;
&lt;br /&gt;
StackSkill&lt;br /&gt;
&lt;br /&gt;
===Active Skill===&lt;br /&gt;
BuffAoe&lt;br /&gt;
&lt;br /&gt;
Charge&lt;br /&gt;
&lt;br /&gt;
ChargeUnit&lt;br /&gt;
&lt;br /&gt;
DropEffect&lt;br /&gt;
&lt;br /&gt;
DropUnit&lt;br /&gt;
&lt;br /&gt;
Explode&lt;br /&gt;
&lt;br /&gt;
GrappleHook&lt;br /&gt;
&lt;br /&gt;
MeleeSwing&lt;br /&gt;
&lt;br /&gt;
ShootProjectile&lt;br /&gt;
&lt;br /&gt;
:ShootProjectileFan&lt;br /&gt;
:ShootProjectileTarget&lt;br /&gt;
&lt;br /&gt;
ShootRay&lt;br /&gt;
&lt;br /&gt;
SpawnUnit&lt;br /&gt;
&lt;br /&gt;
SpewProjectiles&lt;br /&gt;
&lt;br /&gt;
StaggeredSpawnUnits&lt;br /&gt;
&lt;br /&gt;
TempBuffAoe&lt;br /&gt;
&lt;br /&gt;
ToggleableSkill&lt;br /&gt;
&lt;br /&gt;
Whirlnova&lt;br /&gt;
&lt;br /&gt;
Whirlwind&lt;br /&gt;
&lt;br /&gt;
===Player Skill===&lt;br /&gt;
&lt;br /&gt;
PlayerSkillAutomatic&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectional&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectionalChannelling&lt;br /&gt;
&lt;br /&gt;
:ShootBeam&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectionalCharged&lt;br /&gt;
&lt;br /&gt;
PlayerSkillPosition&lt;br /&gt;
&lt;br /&gt;
:HookShot&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Modifiers&amp;diff=634</id>
		<title>Modding/Modifiers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Modifiers&amp;diff=634"/>
		<updated>2023-09-06T02:39:32Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: Created page with &amp;quot;=Modifier Classes=  ==Modifiers== ModifyStack  ModifySummons  PointsFromDamageTaken  SpellCost  Thorns  TrueStrike  UnlethalDamage  UsePointsCost  ==Skill Modifiers== SkillModifier  BaseSkillModifier  SkillCost  SkillCrit  SkillDamageLeeching  SkillSlowScale  ==Stat Modifiers== ConvertStat  ConvertStatExpression  DummyModifier  StatBasedDamage  StatAdd  DamageAdd  ArmorAdd  AttribAdd  SpeedAdd  SpeedMul  Evade  DamageMulAdd  ArmorPenetration  Experience  PlayerLight  Pla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Modifier Classes=&lt;br /&gt;
&lt;br /&gt;
==Modifiers==&lt;br /&gt;
ModifyStack&lt;br /&gt;
&lt;br /&gt;
ModifySummons&lt;br /&gt;
&lt;br /&gt;
PointsFromDamageTaken&lt;br /&gt;
&lt;br /&gt;
SpellCost&lt;br /&gt;
&lt;br /&gt;
Thorns&lt;br /&gt;
&lt;br /&gt;
TrueStrike&lt;br /&gt;
&lt;br /&gt;
UnlethalDamage&lt;br /&gt;
&lt;br /&gt;
UsePointsCost&lt;br /&gt;
&lt;br /&gt;
==Skill Modifiers==&lt;br /&gt;
SkillModifier&lt;br /&gt;
&lt;br /&gt;
BaseSkillModifier&lt;br /&gt;
&lt;br /&gt;
SkillCost&lt;br /&gt;
&lt;br /&gt;
SkillCrit&lt;br /&gt;
&lt;br /&gt;
SkillDamageLeeching&lt;br /&gt;
&lt;br /&gt;
SkillSlowScale&lt;br /&gt;
&lt;br /&gt;
==Stat Modifiers==&lt;br /&gt;
ConvertStat&lt;br /&gt;
&lt;br /&gt;
ConvertStatExpression&lt;br /&gt;
&lt;br /&gt;
DummyModifier&lt;br /&gt;
&lt;br /&gt;
StatBasedDamage&lt;br /&gt;
&lt;br /&gt;
StatAdd&lt;br /&gt;
&lt;br /&gt;
DamageAdd&lt;br /&gt;
&lt;br /&gt;
ArmorAdd&lt;br /&gt;
&lt;br /&gt;
AttribAdd&lt;br /&gt;
&lt;br /&gt;
SpeedAdd&lt;br /&gt;
&lt;br /&gt;
SpeedMul&lt;br /&gt;
&lt;br /&gt;
Evade&lt;br /&gt;
&lt;br /&gt;
DamageMulAdd&lt;br /&gt;
&lt;br /&gt;
ArmorPenetration&lt;br /&gt;
&lt;br /&gt;
Experience&lt;br /&gt;
&lt;br /&gt;
PlayerLight&lt;br /&gt;
&lt;br /&gt;
PlayerTargetedRange&lt;br /&gt;
&lt;br /&gt;
CritDamage&lt;br /&gt;
&lt;br /&gt;
CriticalHit&lt;br /&gt;
&lt;br /&gt;
CustomStat&lt;br /&gt;
&lt;br /&gt;
CustomStat2&lt;br /&gt;
&lt;br /&gt;
==Trigger Effect Modifiers==&lt;br /&gt;
TriggerEffectBase&lt;br /&gt;
:TriggerEffect&lt;br /&gt;
::SkillTriggerEffect&lt;br /&gt;
::TimedTriggerEffect&lt;br /&gt;
::QuantityTriggerEffect&lt;br /&gt;
&lt;br /&gt;
TriggerEffectState&lt;br /&gt;
:TimedTriggerEffectState&lt;br /&gt;
::QuantityTriggerEffectState&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=633</id>
		<title>Modding/Skills Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=633"/>
		<updated>2023-09-06T01:56:22Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: /* Skill Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skill Properties=&lt;br /&gt;
&lt;br /&gt;
Name/Type/Description&lt;br /&gt;
&lt;br /&gt;
description-params array&lt;br /&gt;
:&#039;&#039;Arrays of strings for each line item to show what base and upgrades modify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
icon array&lt;br /&gt;
:&#039;&#039;PNG file to use for skill icon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Id string - Must be unique&lt;br /&gt;
&lt;br /&gt;
Tier string - One of the four tiers of skills&lt;br /&gt;
&lt;br /&gt;
Type string - Mainhand / Offhand / Dash / Spell (Omitted for Passives)&lt;br /&gt;
&lt;br /&gt;
Starting-Level string - 1 for adept, 0 for all others&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dict skill&lt;br /&gt;
:Class - &#039;&#039;[[Modding/Skills_Documentation#Skill_Classes|Skill Classes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Stop-Conditional Array&lt;br /&gt;
::4 Strings (condition type / condition / operator / value)&lt;br /&gt;
:Movements Array&lt;br /&gt;
::3 values (i2 / v2 / b)&lt;br /&gt;
:Binds Dict &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::Seems to be used to set up variables for values that could be modified by upgrades or skill-modifiers? Needs confirmation.&lt;br /&gt;
:Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill start&lt;br /&gt;
:Finish-Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill end&lt;br /&gt;
:Modifiers Array &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::1 or more [[Modding/Skills_Documentation#Skill_Modifiers|Modifiers]]&lt;br /&gt;
:Actions Dict&lt;br /&gt;
::1 or more [[Modding/Actions|Actions]]&lt;br /&gt;
:Timeline Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
:Timelines-Looping Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades Array&lt;br /&gt;
:&#039;&#039;Effects on base skill from purchasing upgrades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifier-Skills Array&lt;br /&gt;
:&#039;&#039;Sub skills that can be purchased within a skill&#039;&#039;&lt;br /&gt;
:&#039;&#039;Contains additional skill dicts (as above)&lt;br /&gt;
&lt;br /&gt;
=Skill Classes=&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
&lt;br /&gt;
CelestialOrbs&lt;br /&gt;
&lt;br /&gt;
Juggernaut&lt;br /&gt;
&lt;br /&gt;
ManaShield&lt;br /&gt;
&lt;br /&gt;
PassiveSkill&lt;br /&gt;
&lt;br /&gt;
NullSkill&lt;br /&gt;
&lt;br /&gt;
StackSkill&lt;br /&gt;
&lt;br /&gt;
===Active Skill===&lt;br /&gt;
BuffAoe&lt;br /&gt;
&lt;br /&gt;
Charge&lt;br /&gt;
&lt;br /&gt;
ChargeUnit&lt;br /&gt;
&lt;br /&gt;
DropEffect&lt;br /&gt;
&lt;br /&gt;
DropUnit&lt;br /&gt;
&lt;br /&gt;
Explode&lt;br /&gt;
&lt;br /&gt;
GrappleHook&lt;br /&gt;
&lt;br /&gt;
MeleeSwing&lt;br /&gt;
&lt;br /&gt;
ShootProjectile&lt;br /&gt;
&lt;br /&gt;
:ShootProjectileFan&lt;br /&gt;
:ShootProjectileTarget&lt;br /&gt;
&lt;br /&gt;
ShootRay&lt;br /&gt;
&lt;br /&gt;
SpawnUnit&lt;br /&gt;
&lt;br /&gt;
SpewProjectiles&lt;br /&gt;
&lt;br /&gt;
StaggeredSpawnUnits&lt;br /&gt;
&lt;br /&gt;
TempBuffAoe&lt;br /&gt;
&lt;br /&gt;
ToggleableSkill&lt;br /&gt;
&lt;br /&gt;
Whirlnova&lt;br /&gt;
&lt;br /&gt;
Whirlwind&lt;br /&gt;
&lt;br /&gt;
===Player Skill===&lt;br /&gt;
&lt;br /&gt;
PlayerSkillAutomatic&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectional&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectionalChannelling&lt;br /&gt;
&lt;br /&gt;
:ShootBeam&lt;br /&gt;
&lt;br /&gt;
PlayerSkillDirectionalCharged&lt;br /&gt;
&lt;br /&gt;
PlayerSkillPosition&lt;br /&gt;
&lt;br /&gt;
:HookShot&lt;br /&gt;
&lt;br /&gt;
=Skill Modifiers=&lt;br /&gt;
Modifiers::Armor&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorPenetration&lt;br /&gt;
&lt;br /&gt;
Modifiers::AttribAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::Aura&lt;br /&gt;
&lt;br /&gt;
Modifiers::AuraCone&lt;br /&gt;
&lt;br /&gt;
Modifiers::BaseSkillModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Block&lt;br /&gt;
&lt;br /&gt;
Modifiers::Buff&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffImmune&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffScaling&lt;br /&gt;
&lt;br /&gt;
Modifiers::ConvertStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CritDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::CriticalHit&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat2&lt;br /&gt;
&lt;br /&gt;
Modifiers::Damage&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageMulAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DummyModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Evade&lt;br /&gt;
&lt;br /&gt;
Modifiers::Experience&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjectModifiersIntoStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjuredDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::Lifestealing&lt;br /&gt;
&lt;br /&gt;
Modifiers::Miss&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifyStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifySummons&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerLight&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerTargetedRange&lt;br /&gt;
&lt;br /&gt;
Modifiers::PointsFromDamageTaken&lt;br /&gt;
&lt;br /&gt;
Modifiers::QuantityTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::ShieldBlock&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCost&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCrit&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillDamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillSlowScale&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedMul&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatBasedDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::SurpriseDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::TimedTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TrueStrike&lt;br /&gt;
&lt;br /&gt;
Modifiers::UsePointsCost&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=632</id>
		<title>Modding/Skills Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=632"/>
		<updated>2023-09-06T01:33:57Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skill Properties=&lt;br /&gt;
&lt;br /&gt;
Name/Type/Description&lt;br /&gt;
&lt;br /&gt;
description-params array&lt;br /&gt;
:&#039;&#039;Arrays of strings for each line item to show what base and upgrades modify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
icon array&lt;br /&gt;
:&#039;&#039;PNG file to use for skill icon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Id string - Must be unique&lt;br /&gt;
&lt;br /&gt;
Tier string - One of the four tiers of skills&lt;br /&gt;
&lt;br /&gt;
Type string - Mainhand / Offhand / Dash / Spell (Omitted for Passives)&lt;br /&gt;
&lt;br /&gt;
Starting-Level string - 1 for adept, 0 for all others&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dict skill&lt;br /&gt;
:Class - &#039;&#039;[[Modding/Skills_Documentation#Skill_Classes|Skill Classes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Stop-Conditional Array&lt;br /&gt;
::4 Strings (condition type / condition / operator / value)&lt;br /&gt;
:Movements Array&lt;br /&gt;
::3 values (i2 / v2 / b)&lt;br /&gt;
:Binds Dict &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::Seems to be used to set up variables for values that could be modified by upgrades or skill-modifiers? Needs confirmation.&lt;br /&gt;
:Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill start&lt;br /&gt;
:Finish-Effects Array&lt;br /&gt;
::1 or more [[Modding/Effects|Effects]] triggered on Skill end&lt;br /&gt;
:Modifiers Array &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::1 or more [[Modding/Skills_Documentation#Skill_Modifiers|Modifiers]]&lt;br /&gt;
:Actions Dict&lt;br /&gt;
::1 or more [[Modding/Actions|Actions]]&lt;br /&gt;
:Timeline Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
:Timelines-Looping Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades Array&lt;br /&gt;
:&#039;&#039;Effects on base skill from purchasing upgrades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifier-Skills Array&lt;br /&gt;
:&#039;&#039;Sub skills that can be purchased within a skill&#039;&#039;&lt;br /&gt;
:&#039;&#039;Contains additional skill dicts (as above)&lt;br /&gt;
&lt;br /&gt;
=Skill Classes=&lt;br /&gt;
&lt;br /&gt;
Skills::Charge&lt;br /&gt;
&lt;br /&gt;
Skills::HookShot&lt;br /&gt;
&lt;br /&gt;
Skills::PassiveSkill&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectional&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectionalChannelling&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectionalCharged&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillPosition&lt;br /&gt;
&lt;br /&gt;
Skills::ShootBeam&lt;br /&gt;
&lt;br /&gt;
Skills::ShootProjectileTarget&lt;br /&gt;
&lt;br /&gt;
=Skill Modifiers=&lt;br /&gt;
Modifiers::Armor&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorPenetration&lt;br /&gt;
&lt;br /&gt;
Modifiers::AttribAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::Aura&lt;br /&gt;
&lt;br /&gt;
Modifiers::AuraCone&lt;br /&gt;
&lt;br /&gt;
Modifiers::BaseSkillModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Block&lt;br /&gt;
&lt;br /&gt;
Modifiers::Buff&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffImmune&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffScaling&lt;br /&gt;
&lt;br /&gt;
Modifiers::ConvertStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CritDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::CriticalHit&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat2&lt;br /&gt;
&lt;br /&gt;
Modifiers::Damage&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageMulAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DummyModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Evade&lt;br /&gt;
&lt;br /&gt;
Modifiers::Experience&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjectModifiersIntoStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjuredDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::Lifestealing&lt;br /&gt;
&lt;br /&gt;
Modifiers::Miss&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifyStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifySummons&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerLight&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerTargetedRange&lt;br /&gt;
&lt;br /&gt;
Modifiers::PointsFromDamageTaken&lt;br /&gt;
&lt;br /&gt;
Modifiers::QuantityTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::ShieldBlock&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCost&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCrit&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillDamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillSlowScale&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedMul&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatBasedDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::SurpriseDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::TimedTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TrueStrike&lt;br /&gt;
&lt;br /&gt;
Modifiers::UsePointsCost&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Actions&amp;diff=631</id>
		<title>Modding/Actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Actions&amp;diff=631"/>
		<updated>2023-09-06T01:32:48Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: Created page with &amp;quot;AlertActors  ChainActionHitscanFanLink  ChainActionHitscanLink  ChainActionAreaCircleLink  ChainAction  Dummy  DummyHitscan  Explode  ExplodeChainLimit  Hitscan  HitscanFan  HitscanSpread  HitscanSpreadFan  ActionEffectWrapper  MeleeSwing  Nova  RaiseGlobalEvent  RaiseGlobalEventRanged  RaiseMagicTiles  RaiseUnitEvent  RandomEnemyApplyEffects  ScreenShaker  SeekPointOfInterest  ShootProjectile  ShootProjectileFan  ShootRandomProjectile  SpawnPrefab  SpawnUnit  Suicide  T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AlertActors&lt;br /&gt;
&lt;br /&gt;
ChainActionHitscanFanLink&lt;br /&gt;
&lt;br /&gt;
ChainActionHitscanLink&lt;br /&gt;
&lt;br /&gt;
ChainActionAreaCircleLink&lt;br /&gt;
&lt;br /&gt;
ChainAction&lt;br /&gt;
&lt;br /&gt;
Dummy&lt;br /&gt;
&lt;br /&gt;
DummyHitscan&lt;br /&gt;
&lt;br /&gt;
Explode&lt;br /&gt;
&lt;br /&gt;
ExplodeChainLimit&lt;br /&gt;
&lt;br /&gt;
Hitscan&lt;br /&gt;
&lt;br /&gt;
HitscanFan&lt;br /&gt;
&lt;br /&gt;
HitscanSpread&lt;br /&gt;
&lt;br /&gt;
HitscanSpreadFan&lt;br /&gt;
&lt;br /&gt;
ActionEffectWrapper&lt;br /&gt;
&lt;br /&gt;
MeleeSwing&lt;br /&gt;
&lt;br /&gt;
Nova&lt;br /&gt;
&lt;br /&gt;
RaiseGlobalEvent&lt;br /&gt;
&lt;br /&gt;
RaiseGlobalEventRanged&lt;br /&gt;
&lt;br /&gt;
RaiseMagicTiles&lt;br /&gt;
&lt;br /&gt;
RaiseUnitEvent&lt;br /&gt;
&lt;br /&gt;
RandomEnemyApplyEffects&lt;br /&gt;
&lt;br /&gt;
ScreenShaker&lt;br /&gt;
&lt;br /&gt;
SeekPointOfInterest&lt;br /&gt;
&lt;br /&gt;
ShootProjectile&lt;br /&gt;
&lt;br /&gt;
ShootProjectileFan&lt;br /&gt;
&lt;br /&gt;
ShootRandomProjectile&lt;br /&gt;
&lt;br /&gt;
SpawnPrefab&lt;br /&gt;
&lt;br /&gt;
SpawnUnit&lt;br /&gt;
&lt;br /&gt;
Suicide&lt;br /&gt;
&lt;br /&gt;
TriggerPlayerSkillAction&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Effects&amp;diff=630</id>
		<title>Modding/Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Effects&amp;diff=630"/>
		<updated>2023-09-06T01:30:36Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: Created page with &amp;quot;AddStacks  ApplyBuff  ApplyBuffHealthLoss  ChangeAfflictions  ChangeQuestState  ChangeScalar  ClearAggro  ClearPointOfInterestOccupants  CloseBook  DamageEffect  Damage  PlayerDamage  StatBasedDamage  StatExpressionBasedDamage  HPBasedDamage  DamagePenetration  DebugLog  EffectFilter  GiveEquipment  GiveExperience  GiveGold  GiveItem  GiveLoot  GiveMana  GivePercentageMana  GivePlatformStat  GiveQuest  GiveSkillPoints  GiveStamina  GivePercentageStamina  GiveStatPoints...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AddStacks&lt;br /&gt;
&lt;br /&gt;
ApplyBuff&lt;br /&gt;
&lt;br /&gt;
ApplyBuffHealthLoss&lt;br /&gt;
&lt;br /&gt;
ChangeAfflictions&lt;br /&gt;
&lt;br /&gt;
ChangeQuestState&lt;br /&gt;
&lt;br /&gt;
ChangeScalar&lt;br /&gt;
&lt;br /&gt;
ClearAggro&lt;br /&gt;
&lt;br /&gt;
ClearPointOfInterestOccupants&lt;br /&gt;
&lt;br /&gt;
CloseBook&lt;br /&gt;
&lt;br /&gt;
DamageEffect&lt;br /&gt;
&lt;br /&gt;
Damage&lt;br /&gt;
&lt;br /&gt;
PlayerDamage&lt;br /&gt;
&lt;br /&gt;
StatBasedDamage&lt;br /&gt;
&lt;br /&gt;
StatExpressionBasedDamage&lt;br /&gt;
&lt;br /&gt;
HPBasedDamage&lt;br /&gt;
&lt;br /&gt;
DamagePenetration&lt;br /&gt;
&lt;br /&gt;
DebugLog&lt;br /&gt;
&lt;br /&gt;
EffectFilter&lt;br /&gt;
&lt;br /&gt;
GiveEquipment&lt;br /&gt;
&lt;br /&gt;
GiveExperience&lt;br /&gt;
&lt;br /&gt;
GiveGold&lt;br /&gt;
&lt;br /&gt;
GiveItem&lt;br /&gt;
&lt;br /&gt;
GiveLoot&lt;br /&gt;
&lt;br /&gt;
GiveMana&lt;br /&gt;
&lt;br /&gt;
GivePercentageMana&lt;br /&gt;
&lt;br /&gt;
GivePlatformStat&lt;br /&gt;
&lt;br /&gt;
GiveQuest&lt;br /&gt;
&lt;br /&gt;
GiveSkillPoints&lt;br /&gt;
&lt;br /&gt;
GiveStamina&lt;br /&gt;
&lt;br /&gt;
GivePercentageStamina&lt;br /&gt;
&lt;br /&gt;
GiveStatPoints&lt;br /&gt;
&lt;br /&gt;
GiveTier&lt;br /&gt;
&lt;br /&gt;
Heal&lt;br /&gt;
&lt;br /&gt;
HPBasedHeal&lt;br /&gt;
&lt;br /&gt;
HitscanRandomEnemy&lt;br /&gt;
&lt;br /&gt;
KillSameType&lt;br /&gt;
&lt;br /&gt;
LifestealDamage&lt;br /&gt;
&lt;br /&gt;
OpenMap&lt;br /&gt;
&lt;br /&gt;
PerformDig&lt;br /&gt;
&lt;br /&gt;
FloatingAction&lt;br /&gt;
&lt;br /&gt;
PerformFloatingAction&lt;br /&gt;
&lt;br /&gt;
PlayParticleEffect&lt;br /&gt;
&lt;br /&gt;
PlaySound&lt;br /&gt;
&lt;br /&gt;
RefillPotion&lt;br /&gt;
&lt;br /&gt;
RefundPickedSkills&lt;br /&gt;
&lt;br /&gt;
RefundPickedStats&lt;br /&gt;
&lt;br /&gt;
RemoveBuff&lt;br /&gt;
&lt;br /&gt;
RemoveItem&lt;br /&gt;
&lt;br /&gt;
ResetCooldown&lt;br /&gt;
&lt;br /&gt;
SetActorSkillParams&lt;br /&gt;
&lt;br /&gt;
SetActorState&lt;br /&gt;
&lt;br /&gt;
SetActorStateParams&lt;br /&gt;
&lt;br /&gt;
SetActorTarget&lt;br /&gt;
&lt;br /&gt;
SetFlag&lt;br /&gt;
&lt;br /&gt;
SetPointOfInterest&lt;br /&gt;
&lt;br /&gt;
SetScalar&lt;br /&gt;
&lt;br /&gt;
ShootBolt&lt;br /&gt;
&lt;br /&gt;
ShootRandomEnemy&lt;br /&gt;
&lt;br /&gt;
ShowFloatingText&lt;br /&gt;
&lt;br /&gt;
SpawnEffect&lt;br /&gt;
&lt;br /&gt;
SpawnItem&lt;br /&gt;
&lt;br /&gt;
SpawnItemTask&lt;br /&gt;
&lt;br /&gt;
SpawnLoot&lt;br /&gt;
&lt;br /&gt;
SpawnLootTask&lt;br /&gt;
&lt;br /&gt;
SpawnSelfEffect&lt;br /&gt;
&lt;br /&gt;
SpawnTilesetEffect&lt;br /&gt;
&lt;br /&gt;
StartDialog&lt;br /&gt;
&lt;br /&gt;
Teleport&lt;br /&gt;
&lt;br /&gt;
WorldTimeDelayedEvent&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=629</id>
		<title>Modding/Skills Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=629"/>
		<updated>2023-09-05T21:12:10Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skill Properties=&lt;br /&gt;
&lt;br /&gt;
Name/Type/Description&lt;br /&gt;
&lt;br /&gt;
description-params array&lt;br /&gt;
:&#039;&#039;Arrays of strings for each line item to show what base and upgrades modify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
icon array&lt;br /&gt;
:&#039;&#039;PNG file to use for skill icon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Id string - Must be unique&lt;br /&gt;
&lt;br /&gt;
Tier string - One of the four tiers of skills&lt;br /&gt;
&lt;br /&gt;
Type string - Mainhand / Offhand / Dash / Spell (Omitted for Passives)&lt;br /&gt;
&lt;br /&gt;
Starting-Level string - 1 for adept, 0 for all others&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dict skill&lt;br /&gt;
:Class - &#039;&#039;[[Modding/Skills_Documentation#Skill_Classes|Skill Classes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Stop-Conditional Array&lt;br /&gt;
::4 Strings (condition type / condition / operator / value)&lt;br /&gt;
:Movements Array&lt;br /&gt;
::3 values (i2 / v2 / b)&lt;br /&gt;
:Binds Dict &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::Seems to be used to set up variables for values that could be modified by upgrades or skill-modifiers? Needs confirmation.&lt;br /&gt;
:Effects Array&lt;br /&gt;
::1 or more [[Modding/Skills_Documentation#Skill_Effects|Effects]] triggered on Skill start&lt;br /&gt;
:Finish-Effects Array&lt;br /&gt;
::1 or more [[Modding/Skills_Documentation#Skill_Effects|Effects]] triggered on Skill end&lt;br /&gt;
:Modifiers Array &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::1 or more [[Modding/Skills_Documentation#Skill_Modifiers|Modifiers]]&lt;br /&gt;
:Actions Dict&lt;br /&gt;
::1 or more [[Modding/Skills_Documentation#Skill_Actions|Actions]]&lt;br /&gt;
:Timeline Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
:Timelines-Looping Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades Array&lt;br /&gt;
:&#039;&#039;Effects on base skill from purchasing upgrades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifier-Skills Array&lt;br /&gt;
:&#039;&#039;Sub skills that can be purchased within a skill&#039;&#039;&lt;br /&gt;
:&#039;&#039;Contains additional skill dicts (as above)&lt;br /&gt;
&lt;br /&gt;
=Skill Classes=&lt;br /&gt;
&lt;br /&gt;
Skills::Charge&lt;br /&gt;
&lt;br /&gt;
Skills::HookShot&lt;br /&gt;
&lt;br /&gt;
Skills::PassiveSkill&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectional&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectionalChannelling&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectionalCharged&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillPosition&lt;br /&gt;
&lt;br /&gt;
Skills::ShootBeam&lt;br /&gt;
&lt;br /&gt;
Skills::ShootProjectileTarget&lt;br /&gt;
&lt;br /&gt;
=Skill Effects=&lt;br /&gt;
&lt;br /&gt;
=Skill Modifiers=&lt;br /&gt;
Modifiers::Armor&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorPenetration&lt;br /&gt;
&lt;br /&gt;
Modifiers::AttribAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::Aura&lt;br /&gt;
&lt;br /&gt;
Modifiers::AuraCone&lt;br /&gt;
&lt;br /&gt;
Modifiers::BaseSkillModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Block&lt;br /&gt;
&lt;br /&gt;
Modifiers::Buff&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffImmune&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffScaling&lt;br /&gt;
&lt;br /&gt;
Modifiers::ConvertStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CritDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::CriticalHit&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat2&lt;br /&gt;
&lt;br /&gt;
Modifiers::Damage&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageMulAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DummyModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Evade&lt;br /&gt;
&lt;br /&gt;
Modifiers::Experience&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjectModifiersIntoStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjuredDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::Lifestealing&lt;br /&gt;
&lt;br /&gt;
Modifiers::Miss&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifyStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifySummons&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerLight&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerTargetedRange&lt;br /&gt;
&lt;br /&gt;
Modifiers::PointsFromDamageTaken&lt;br /&gt;
&lt;br /&gt;
Modifiers::QuantityTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::ShieldBlock&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCost&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCrit&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillDamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillSlowScale&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedMul&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatBasedDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::SurpriseDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::TimedTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TrueStrike&lt;br /&gt;
&lt;br /&gt;
Modifiers::UsePointsCost&lt;br /&gt;
&lt;br /&gt;
=Skill Actions=&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=628</id>
		<title>Modding/Skills Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=628"/>
		<updated>2023-09-05T21:11:23Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: /* Skill Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skill Properties=&lt;br /&gt;
&lt;br /&gt;
Name/Type/Description&lt;br /&gt;
&lt;br /&gt;
description-params array&lt;br /&gt;
:&#039;&#039;Arrays of strings for each line item to show what base and upgrades modify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
icon array&lt;br /&gt;
:&#039;&#039;PNG file to use for skill icon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Id string - Must be unique&lt;br /&gt;
&lt;br /&gt;
Tier string - One of the four tiers of skills&lt;br /&gt;
&lt;br /&gt;
Type string - Mainhand / Offhand / Dash / Spell (Omitted for Passives)&lt;br /&gt;
&lt;br /&gt;
Starting-Level string - 1 for adept, 0 for all others&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dict skill&lt;br /&gt;
:Class - &#039;&#039;[[Modding/Skills_Documentation#Skill_Classes|Skill Classes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Stop-Conditional Array&lt;br /&gt;
::4 Strings (condition type / condition / operator / value)&lt;br /&gt;
:Movements Array&lt;br /&gt;
::3 values (i2 / v2 / b)&lt;br /&gt;
:Binds Dict &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::Seems to be used to set up variables for values that could be modified by upgrades or skill-modifiers? Needs confirmation.&lt;br /&gt;
:Effects Array&lt;br /&gt;
::1 or more [[Modding/Skills_Documentation#Skill_Effects|Effects]] triggered on Skill start&lt;br /&gt;
:Finish-Effects Array&lt;br /&gt;
::1 or more [[Modding/Skills_Documentation#Skill_Effects|Effects]] triggered on Skill end&lt;br /&gt;
:Modifiers Array &#039;&#039;(Required)&#039;&#039;&lt;br /&gt;
::1 or more [[Modding/Skills_Documentation#Skill_Modifiers|Modifiers]]&lt;br /&gt;
:Actions Dict&lt;br /&gt;
::1 or more [[Modding/Skills_Documentation#Skill_Actions|Actions]]&lt;br /&gt;
:Timeline Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
:Timelines-Looping Array&lt;br /&gt;
::2 values (int / string)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades Array&lt;br /&gt;
:&#039;&#039;Effects on base skill from purchasing upgrades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifier-Skills Array&lt;br /&gt;
:&#039;&#039;Sub skills that can be purchased within a skill&#039;&#039;&lt;br /&gt;
:&#039;&#039;Contains additional skill dicts (as above)&lt;br /&gt;
&lt;br /&gt;
=Skill Classes=&lt;br /&gt;
&lt;br /&gt;
Skills::Charge&lt;br /&gt;
&lt;br /&gt;
Skills::HookShot&lt;br /&gt;
&lt;br /&gt;
Skills::PassiveSkill&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectional&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectionalChannelling&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectionalCharged&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillPosition&lt;br /&gt;
&lt;br /&gt;
Skills::ShootBeam&lt;br /&gt;
&lt;br /&gt;
Skills::ShootProjectileTarget&lt;br /&gt;
&lt;br /&gt;
=Skill Modifiers=&lt;br /&gt;
Modifiers::Armor&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorPenetration&lt;br /&gt;
&lt;br /&gt;
Modifiers::AttribAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::Aura&lt;br /&gt;
&lt;br /&gt;
Modifiers::AuraCone&lt;br /&gt;
&lt;br /&gt;
Modifiers::BaseSkillModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Block&lt;br /&gt;
&lt;br /&gt;
Modifiers::Buff&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffImmune&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffScaling&lt;br /&gt;
&lt;br /&gt;
Modifiers::ConvertStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CritDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::CriticalHit&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat2&lt;br /&gt;
&lt;br /&gt;
Modifiers::Damage&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageMulAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DummyModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Evade&lt;br /&gt;
&lt;br /&gt;
Modifiers::Experience&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjectModifiersIntoStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjuredDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::Lifestealing&lt;br /&gt;
&lt;br /&gt;
Modifiers::Miss&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifyStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifySummons&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerLight&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerTargetedRange&lt;br /&gt;
&lt;br /&gt;
Modifiers::PointsFromDamageTaken&lt;br /&gt;
&lt;br /&gt;
Modifiers::QuantityTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::ShieldBlock&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCost&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCrit&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillDamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillSlowScale&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedMul&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatBasedDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::SurpriseDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::TimedTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TrueStrike&lt;br /&gt;
&lt;br /&gt;
Modifiers::UsePointsCost&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding&amp;diff=627</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding&amp;diff=627"/>
		<updated>2023-09-05T20:14:57Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hammerwatch 2 has a robust system for modding, with a few different types of mods possible.&lt;br /&gt;
&lt;br /&gt;
[[Resource mods]]&lt;br /&gt;
&lt;br /&gt;
[[Scenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
#Open the game&#039;s folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Hammerwatch 2)&lt;br /&gt;
#Run &amp;quot;PACKAGER.exe&amp;quot;&lt;br /&gt;
#Select &amp;quot;Resources&amp;quot; from the list&lt;br /&gt;
#Click the &amp;quot;Extract Base Resources&amp;quot; button at the top (icon is a cardboard box)&lt;br /&gt;
#Wait for the unpacking to finish (This will take a while). It may give an error, this can be ignored.&lt;br /&gt;
#When finished, it will create a new folder named &amp;quot;unpacked_assets_[number]&amp;quot; containing all of the base game files&lt;br /&gt;
#Create a new folder named &amp;quot;mods&amp;quot;&lt;br /&gt;
#Create a new folder in mods with the name of your mod (cannot have spaces).&lt;br /&gt;
#Create a file info.xml with the following information&lt;br /&gt;
##&amp;lt;dict&amp;gt;&lt;br /&gt;
##&amp;lt;string name=&amp;quot;name&amp;quot;&amp;gt;Mod Name Here&amp;lt;/string&amp;gt;&lt;br /&gt;
##&amp;lt;string name=&amp;quot;author&amp;quot;&amp;gt;Your Name Here&amp;lt;/string&amp;gt;&lt;br /&gt;
## &amp;lt;string name=&amp;quot;description&amp;quot;&amp;gt;Explanation of what the mod is/does.&amp;lt;/string&amp;gt;&lt;br /&gt;
##&amp;lt;/dict&amp;gt; &lt;br /&gt;
#Start making changes!&lt;br /&gt;
##Files with the same name as an existing file will take precedence and completely overwrite anything in the base file. You can copy folders or files directly from the unpacked_assets folder and make changes&lt;br /&gt;
##All .sval files are all read in when the game loads. You can use &amp;lt;loader&amp;gt; tags to merge additional data into existing and set load order&lt;br /&gt;
##.inc files are referenced with a %include in .sval files, but not automatically loaded&lt;br /&gt;
&lt;br /&gt;
=Troubleshooting=&lt;br /&gt;
The game logs all events in &amp;quot;HW2.exe.log&amp;quot;, in the root of the game folder. If something isn&#039;t working, check there first for errors about expected characters or missing files.&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
[[Modding/Skills_Documentation|Skills]]&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
Video Tutorial - [https://www.youtube.com/watch?v=0LfyTo-BBbI Hammerwatch 2 Modding: NPCs, Quests, and Custom Crafting]&lt;br /&gt;
&lt;br /&gt;
Text Tutorial - [[Modding/Creating_A_Custom_Class|How to create a custom class]]&lt;br /&gt;
&lt;br /&gt;
=Fixing .tif files=&lt;br /&gt;
The unpackager tool does not create tif files in the correct format to use for the game. Any .tif files copied from the unpacked_assets folder to your mod folders will show as an empty or glitched texture in game, popup an error on loading, and record an ERR event in HW2.exe.log. This can be corrected with any of the following methods&lt;br /&gt;
#Replacement&lt;br /&gt;
##Download the [https://wiki.hammerwatch2.com/hw2_tgas.zip HW2 TIFS ZIP]&lt;br /&gt;
##Copy the tifs you need from the zip into your mods folder&lt;br /&gt;
#Convert with Adobe Photoshop (Maintains masking to allow recoloring sprites)&lt;br /&gt;
##Photoshop has an option to convert tif files from standard (RGBRGB) to planar (RRGGBB) that the game expects. (Need more details on steps to perform)&lt;br /&gt;
#Convert with Image Magick (masking is lost and sprites can no longer be recolored)&lt;br /&gt;
##Open powershell and navigate to your class folder: &amp;quot;cd \Steam\steamapps\common\Hammerwatch 2\mods\yourmod\players\yourclass&amp;quot;&lt;br /&gt;
##Convert all of the png files into tif with planar interlacing using the command &amp;quot;magick mogrify -format tif -interlace plane *.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Modifiers Array=&lt;br /&gt;
All skills have a modifiers array denoted by &amp;lt;code&amp;gt;&amp;lt;array name=&amp;quot;modifiers&amp;quot;&amp;gt; ... &amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; that is global across the skill. It&#039;s important to note that individual modifiers within this array are positional and modifiers added in skill specializations need to be moved to the next position in the array by using &amp;lt;code&amp;gt;&amp;lt;array&amp;gt;&amp;lt;null /&amp;gt;&amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; blocks for each existing modifier, otherwise the new modifiers will overwrite the modifier in the existing position. This is especially important to be aware of when copying code from other classes as the number or position of modifiers may be different.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
A dash skill has &amp;lt;code&amp;gt;Modifiers::SkillTriggerEffect&amp;lt;/code&amp;gt; that creates a sprite. On dash, the sprite appears. Then in a skill specialization for dash, there is &amp;lt;code&amp;gt;Modifiers::SkillCost&amp;lt;/code&amp;gt; that reduces the cost of dash. Putting a point in that specialization reduces the cost, but makes the base skill no longer create the sprite. If in the specialization code &amp;lt;code&amp;gt;&amp;lt;array&amp;gt;&amp;lt;null /&amp;gt;&amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; is placed before the block for the &amp;lt;code&amp;gt;Modifiers::SkillCost&amp;lt;/code&amp;gt;, both now work correctly.&lt;br /&gt;
&lt;br /&gt;
a little more info on the &amp;lt;null /&amp;gt; lines: &lt;br /&gt;
&lt;br /&gt;
skills dont just have arrays of modifiers, they have arrays of arrays of modifiers, the reason is so you can have several sets of modifiers that individually get replaced by sub skills,&lt;br /&gt;
&lt;br /&gt;
so you can have a skill that has three sets of modifiers, one that modifies some passive thing, one that modifies the projectile that gets shot, and one that modifies some bonus attack speed, then if you wanna make a sub-skill that replaces the attack speed modifiers you just define the modifiers as &lt;br /&gt;
&lt;br /&gt;
&amp;lt;null /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;null /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;array&amp;gt;...&amp;lt;/array&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=626</id>
		<title>Modding/Skills Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=626"/>
		<updated>2023-09-05T20:13:17Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skill Properties=&lt;br /&gt;
&lt;br /&gt;
Name/Type/Description&lt;br /&gt;
&lt;br /&gt;
description-params array&lt;br /&gt;
:&#039;&#039;Arrays of strings for each line item to show what base and upgrades modify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
icon array&lt;br /&gt;
:&#039;&#039;PNG file to use for skill icon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Id string - Must be unique&lt;br /&gt;
&lt;br /&gt;
Tier string - One of the four tiers of skills&lt;br /&gt;
&lt;br /&gt;
Type string - Mainhand / Offhand / Dash / Spell (Omitted for Passives)&lt;br /&gt;
&lt;br /&gt;
Starting-Level string - 1 for adept, 0 for all others&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dict skill&lt;br /&gt;
:Class - &#039;&#039;[[Modding/Skills_Documentation#Skill_Classes|Skill Classes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Stop-Conditional Array&lt;br /&gt;
::4 Strings (condition type / condition / operator / value)&lt;br /&gt;
:Movements Array&lt;br /&gt;
::3 values (i2 / v2 / b)&lt;br /&gt;
:Binds Dict&lt;br /&gt;
:Effects Array&lt;br /&gt;
:Finish-Effects Array&lt;br /&gt;
:[[Modding/Skills_Documentation#Skill_Modifiers|Modifiers Array]]&lt;br /&gt;
:Actions Dict&lt;br /&gt;
:Timeline Array&lt;br /&gt;
:Timelines-Looping Array&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades Array&lt;br /&gt;
:&#039;&#039;Effects on base skill from purchasing upgrades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifier-Skills Array&lt;br /&gt;
:&#039;&#039;Sub skills that can be purchased within a skill&#039;&#039;&lt;br /&gt;
:&#039;&#039;Contains additional skill dicts (as above)&lt;br /&gt;
&lt;br /&gt;
=Skill Classes=&lt;br /&gt;
&lt;br /&gt;
Skills::Charge&lt;br /&gt;
&lt;br /&gt;
Skills::HookShot&lt;br /&gt;
&lt;br /&gt;
Skills::PassiveSkill&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectional&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectionalChannelling&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectionalCharged&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillPosition&lt;br /&gt;
&lt;br /&gt;
Skills::ShootBeam&lt;br /&gt;
&lt;br /&gt;
Skills::ShootProjectileTarget&lt;br /&gt;
&lt;br /&gt;
=Skill Modifiers=&lt;br /&gt;
Modifiers::Armor&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorPenetration&lt;br /&gt;
&lt;br /&gt;
Modifiers::AttribAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::Aura&lt;br /&gt;
&lt;br /&gt;
Modifiers::AuraCone&lt;br /&gt;
&lt;br /&gt;
Modifiers::BaseSkillModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Block&lt;br /&gt;
&lt;br /&gt;
Modifiers::Buff&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffImmune&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffScaling&lt;br /&gt;
&lt;br /&gt;
Modifiers::ConvertStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CritDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::CriticalHit&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat2&lt;br /&gt;
&lt;br /&gt;
Modifiers::Damage&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageMulAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DummyModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Evade&lt;br /&gt;
&lt;br /&gt;
Modifiers::Experience&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjectModifiersIntoStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjuredDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::Lifestealing&lt;br /&gt;
&lt;br /&gt;
Modifiers::Miss&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifyStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifySummons&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerLight&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerTargetedRange&lt;br /&gt;
&lt;br /&gt;
Modifiers::PointsFromDamageTaken&lt;br /&gt;
&lt;br /&gt;
Modifiers::QuantityTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::ShieldBlock&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCost&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCrit&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillDamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillSlowScale&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedMul&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatBasedDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::SurpriseDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::TimedTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TrueStrike&lt;br /&gt;
&lt;br /&gt;
Modifiers::UsePointsCost&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=625</id>
		<title>Modding/Skills Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding/Skills_Documentation&amp;diff=625"/>
		<updated>2023-09-05T20:12:33Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: Created page with &amp;quot;=Skill Properties=  Name/Type/Description  description-params array :&amp;#039;&amp;#039;Arrays of strings for each line item to show what base and upgrades modify&amp;#039;&amp;#039;  icon array :&amp;#039;&amp;#039;PNG file to use for skill icon&amp;#039;&amp;#039;   Id string - Must be unique  Tier string - One of the four tiers of skills  Type string - Mainhand / Offhand / Dash / Spell (Omitted for Passives)  Starting-Level string - 1 for adept, 0 for all others   Dict skill :Class - &amp;#039;&amp;#039;Modding/Skill_Documentation#Skill_Classes|Skill Cl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skill Properties=&lt;br /&gt;
&lt;br /&gt;
Name/Type/Description&lt;br /&gt;
&lt;br /&gt;
description-params array&lt;br /&gt;
:&#039;&#039;Arrays of strings for each line item to show what base and upgrades modify&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
icon array&lt;br /&gt;
:&#039;&#039;PNG file to use for skill icon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Id string - Must be unique&lt;br /&gt;
&lt;br /&gt;
Tier string - One of the four tiers of skills&lt;br /&gt;
&lt;br /&gt;
Type string - Mainhand / Offhand / Dash / Spell (Omitted for Passives)&lt;br /&gt;
&lt;br /&gt;
Starting-Level string - 1 for adept, 0 for all others&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dict skill&lt;br /&gt;
:Class - &#039;&#039;[[Modding/Skill_Documentation#Skill_Classes|Skill Classes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Stop-Conditional Array&lt;br /&gt;
::4 Strings (condition type / condition / operator / value)&lt;br /&gt;
:Movements Array&lt;br /&gt;
::3 values (i2 / v2 / b)&lt;br /&gt;
:Binds Dict&lt;br /&gt;
:Effects Array&lt;br /&gt;
:Finish-Effects Array&lt;br /&gt;
:[[Modding/Skill_Documentation#Skill_Modifiers|Modifiers Array]]&lt;br /&gt;
:Actions Dict&lt;br /&gt;
:Timeline Array&lt;br /&gt;
:Timelines-Looping Array&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades Array&lt;br /&gt;
:&#039;&#039;Effects on base skill from purchasing upgrades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modifier-Skills Array&lt;br /&gt;
:&#039;&#039;Sub skills that can be purchased within a skill&#039;&#039;&lt;br /&gt;
:&#039;&#039;Contains additional skill dicts (as above)&lt;br /&gt;
&lt;br /&gt;
=Skill Classes=&lt;br /&gt;
&lt;br /&gt;
Skills::Charge&lt;br /&gt;
&lt;br /&gt;
Skills::HookShot&lt;br /&gt;
&lt;br /&gt;
Skills::PassiveSkill&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectional&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectionalChannelling&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillDirectionalCharged&lt;br /&gt;
&lt;br /&gt;
Skills::PlayerSkillPosition&lt;br /&gt;
&lt;br /&gt;
Skills::ShootBeam&lt;br /&gt;
&lt;br /&gt;
Skills::ShootProjectileTarget&lt;br /&gt;
&lt;br /&gt;
=Skill Modifiers=&lt;br /&gt;
Modifiers::Armor&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::ArmorPenetration&lt;br /&gt;
&lt;br /&gt;
Modifiers::AttribAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::Aura&lt;br /&gt;
&lt;br /&gt;
Modifiers::AuraCone&lt;br /&gt;
&lt;br /&gt;
Modifiers::BaseSkillModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Block&lt;br /&gt;
&lt;br /&gt;
Modifiers::Buff&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffImmune&lt;br /&gt;
&lt;br /&gt;
Modifiers::BuffScaling&lt;br /&gt;
&lt;br /&gt;
Modifiers::ConvertStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CritDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::CriticalHit&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat&lt;br /&gt;
&lt;br /&gt;
Modifiers::CustomStat2&lt;br /&gt;
&lt;br /&gt;
Modifiers::Damage&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::DamageMulAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::DummyModifier&lt;br /&gt;
&lt;br /&gt;
Modifiers::Evade&lt;br /&gt;
&lt;br /&gt;
Modifiers::Experience&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjectModifiersIntoStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::InjuredDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::Lifestealing&lt;br /&gt;
&lt;br /&gt;
Modifiers::Miss&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifyStack&lt;br /&gt;
&lt;br /&gt;
Modifiers::ModifySummons&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerLight&lt;br /&gt;
&lt;br /&gt;
Modifiers::PlayerTargetedRange&lt;br /&gt;
&lt;br /&gt;
Modifiers::PointsFromDamageTaken&lt;br /&gt;
&lt;br /&gt;
Modifiers::QuantityTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::ShieldBlock&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCost&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillCrit&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillDamageLeeching&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillSlowScale&lt;br /&gt;
&lt;br /&gt;
Modifiers::SkillTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::SpeedMul&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatAdd&lt;br /&gt;
&lt;br /&gt;
Modifiers::StatBasedDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::SurpriseDamage&lt;br /&gt;
&lt;br /&gt;
Modifiers::TimedTriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TriggerEffect&lt;br /&gt;
&lt;br /&gt;
Modifiers::TrueStrike&lt;br /&gt;
&lt;br /&gt;
Modifiers::UsePointsCost&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding&amp;diff=624</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding&amp;diff=624"/>
		<updated>2023-09-05T17:50:40Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hammerwatch 2 has a robust system for modding, with a few different types of mods possible.&lt;br /&gt;
&lt;br /&gt;
[[Resource mods]]&lt;br /&gt;
&lt;br /&gt;
[[Scenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
#Open the game&#039;s folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Hammerwatch 2)&lt;br /&gt;
#Run &amp;quot;PACKAGER.exe&amp;quot;&lt;br /&gt;
#Select &amp;quot;Resources&amp;quot; from the list&lt;br /&gt;
#Click the &amp;quot;Extract Base Resources&amp;quot; button at the top (icon is a cardboard box)&lt;br /&gt;
#Wait for the unpacking to finish (This will take a while). It may give an error, this can be ignored.&lt;br /&gt;
#When finished, it will create a new folder named &amp;quot;unpacked_assets_[number]&amp;quot; containing all of the base game files&lt;br /&gt;
#Create a new folder named &amp;quot;mods&amp;quot;&lt;br /&gt;
#Create a new folder in mods with the name of your mod (cannot have spaces).&lt;br /&gt;
#Create a file info.xml with the following information&lt;br /&gt;
##&amp;lt;dict&amp;gt;&lt;br /&gt;
##&amp;lt;string name=&amp;quot;name&amp;quot;&amp;gt;Mod Name Here&amp;lt;/string&amp;gt;&lt;br /&gt;
##&amp;lt;string name=&amp;quot;author&amp;quot;&amp;gt;Your Name Here&amp;lt;/string&amp;gt;&lt;br /&gt;
## &amp;lt;string name=&amp;quot;description&amp;quot;&amp;gt;Explanation of what the mod is/does.&amp;lt;/string&amp;gt;&lt;br /&gt;
##&amp;lt;/dict&amp;gt; &lt;br /&gt;
#Start making changes!&lt;br /&gt;
##Files with the same name as an existing file will take precedence and completely overwrite anything in the base file. You can copy folders or files directly from the unpacked_assets folder and make changes&lt;br /&gt;
##All .sval files are all read in when the game loads. You can use &amp;lt;loader&amp;gt; tags to merge additional data into existing and set load order&lt;br /&gt;
##.inc files are referenced with a %include in .sval files, but not automatically loaded&lt;br /&gt;
&lt;br /&gt;
=Troubleshooting=&lt;br /&gt;
The game logs all events in &amp;quot;HW2.exe.log&amp;quot;, in the root of the game folder. If something isn&#039;t working, check there first for errors about expected characters or missing files.&lt;br /&gt;
&lt;br /&gt;
=Tutorials=&lt;br /&gt;
Video Tutorial - [https://www.youtube.com/watch?v=0LfyTo-BBbI Hammerwatch 2 Modding: NPCs, Quests, and Custom Crafting]&lt;br /&gt;
&lt;br /&gt;
Text Tutorial - [[Modding/Creating_A_Custom_Class|How to create a custom class]]&lt;br /&gt;
&lt;br /&gt;
=Fixing .tif files=&lt;br /&gt;
The unpackager tool does not create tif files in the correct format to use for the game. Any .tif files copied from the unpacked_assets folder to your mod folders will show as an empty or glitched texture in game, popup an error on loading, and record an ERR event in HW2.exe.log. This can be corrected with any of the following methods&lt;br /&gt;
#Replacement&lt;br /&gt;
##Download the [https://wiki.hammerwatch2.com/hw2_tgas.zip HW2 TIFS ZIP]&lt;br /&gt;
##Copy the tifs you need from the zip into your mods folder&lt;br /&gt;
#Convert with Adobe Photoshop (Maintains masking to allow recoloring sprites)&lt;br /&gt;
##Photoshop has an option to convert tif files from standard (RGBRGB) to planar (RRGGBB) that the game expects. (Need more details on steps to perform)&lt;br /&gt;
#Convert with Image Magick (masking is lost and sprites can no longer be recolored)&lt;br /&gt;
##Open powershell and navigate to your class folder: &amp;quot;cd \Steam\steamapps\common\Hammerwatch 2\mods\yourmod\players\yourclass&amp;quot;&lt;br /&gt;
##Convert all of the png files into tif with planar interlacing using the command &amp;quot;magick mogrify -format tif -interlace plane *.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Modifiers Array=&lt;br /&gt;
All skills have a modifiers array denoted by &amp;lt;code&amp;gt;&amp;lt;array name=&amp;quot;modifiers&amp;quot;&amp;gt; ... &amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; that is global across the skill. It&#039;s important to note that individual modifiers within this array are positional and modifiers added in skill specializations need to be moved to the next position in the array by using &amp;lt;code&amp;gt;&amp;lt;array&amp;gt;&amp;lt;null /&amp;gt;&amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; blocks for each existing modifier, otherwise the new modifiers will overwrite the modifier in the existing position. This is especially important to be aware of when copying code from other classes as the number or position of modifiers may be different.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
A dash skill has &amp;lt;code&amp;gt;Modifiers::SkillTriggerEffect&amp;lt;/code&amp;gt; that creates a sprite. On dash, the sprite appears. Then in a skill specialization for dash, there is &amp;lt;code&amp;gt;Modifiers::SkillCost&amp;lt;/code&amp;gt; that reduces the cost of dash. Putting a point in that specialization reduces the cost, but makes the base skill no longer create the sprite. If in the specialization code &amp;lt;code&amp;gt;&amp;lt;array&amp;gt;&amp;lt;null /&amp;gt;&amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; is placed before the block for the &amp;lt;code&amp;gt;Modifiers::SkillCost&amp;lt;/code&amp;gt;, both now work correctly.&lt;br /&gt;
&lt;br /&gt;
a little more info on the &amp;lt;null /&amp;gt; lines: &lt;br /&gt;
&lt;br /&gt;
skills dont just have arrays of modifiers, they have arrays of arrays of modifiers, the reason is so you can have several sets of modifiers that individually get replaced by sub skills,&lt;br /&gt;
&lt;br /&gt;
so you can have a skill that has three sets of modifiers, one that modifies some passive thing, one that modifies the projectile that gets shot, and one that modifies some bonus attack speed, then if you wanna make a sub-skill that replaces the attack speed modifiers you just define the modifiers as &lt;br /&gt;
&lt;br /&gt;
&amp;lt;null /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;null /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;array&amp;gt;...&amp;lt;/array&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Skill Modifiers=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Armor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ArmorAdd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ArmorPenetration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AttribAdd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aura&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AuraCone&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BaseSkillModifier&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Buff&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BuffImmune&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BuffScaling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConvertStat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CritDamage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CriticalHit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CustomStat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|CustomStat2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DamageAdd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DamageLeeching&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DamageMulAdd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DummyModifier&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Evade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Experience&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|InjectModifiersIntoStack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|InjuredDamage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lifestealing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Miss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ModifyStack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ModifySummons&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerLight&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PlayerTargetedRange&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|PointsFromDamageTaken&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|QuantityTriggerEffect&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ShieldBlock&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SkillCost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SkillCrit&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SkillDamageLeeching&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SkillSlowScale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SkillTriggerEffect&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpeedAdd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SpeedMul&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|StatAdd&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|StatBasedDamage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SurpriseDamage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TimedTriggerEffect&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TriggerEffect&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|TrueStrike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|UsePointsCost&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Template:BaseNav}}&lt;/div&gt;</summary>
		<author><name>Lloyd</name></author>
	</entry>
	<entry>
		<id>https://wiki.hammerwatch2.com/index.php?title=Modding&amp;diff=537</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.hammerwatch2.com/index.php?title=Modding&amp;diff=537"/>
		<updated>2023-08-31T18:40:39Z</updated>

		<summary type="html">&lt;p&gt;Lloyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hammerwatch 2 has a robust system for modding, with a few different types of mods possible.&lt;br /&gt;
&lt;br /&gt;
[[Resource mods]]&lt;br /&gt;
&lt;br /&gt;
[[Scenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
#Open the game&#039;s folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Hammerwatch 2)&lt;br /&gt;
#Run &amp;quot;PACKAGER.exe&amp;quot;&lt;br /&gt;
#Select &amp;quot;Resources&amp;quot; from the list&lt;br /&gt;
#Click the &amp;quot;Extract Base Resources&amp;quot; button at the top (icon is a cardboard box)&lt;br /&gt;
#Wait for the unpacking to finish (This will take a while). It may give an error, this can be ignored.&lt;br /&gt;
#When finished, it will create a new folder named &amp;quot;unpacked_assets_[number]&amp;quot; containing all of the base game files&lt;br /&gt;
#Create a new folder named &amp;quot;mods&amp;quot;&lt;br /&gt;
#Create a new folder in mods with the name of your mod (cannot have spaces).&lt;br /&gt;
#Create a file info.xml with the following information&lt;br /&gt;
##&amp;lt;dict&amp;gt;&lt;br /&gt;
##&amp;lt;string name=&amp;quot;name&amp;quot;&amp;gt;Mod Name Here&amp;lt;/string&amp;gt;&lt;br /&gt;
##&amp;lt;string name=&amp;quot;author&amp;quot;&amp;gt;Your Name Here&amp;lt;/string&amp;gt;&lt;br /&gt;
## &amp;lt;string name=&amp;quot;description&amp;quot;&amp;gt;Explanation of what the mod is/does.&amp;lt;/string&amp;gt;&lt;br /&gt;
##&amp;lt;/dict&amp;gt; &lt;br /&gt;
#Start making changes!&lt;br /&gt;
##Files with the same name as an existing file will take precedence and completely overwrite anything in the base file. You can copy folders or files directly from the unpacked_assets folder and make changes&lt;br /&gt;
##All .sval files are all read in when the game loads. You can use &amp;lt;loader&amp;gt; tags to merge additional data into existing and set load order&lt;br /&gt;
##.inc files are referenced with a %include in .sval files, but not automatically loaded&lt;br /&gt;
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=Troubleshooting=&lt;br /&gt;
The game logs all events in &amp;quot;HW2.exe.log&amp;quot;, in the root of the game folder. If something isn&#039;t working, check there first for errors about expected characters or missing files.&lt;br /&gt;
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=Tutorials=&lt;br /&gt;
Video Tutorial - [https://www.youtube.com/watch?v=0LfyTo-BBbI Hammerwatch 2 Modding: NPCs, Quests, and Custom Crafting]&lt;br /&gt;
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Text Tutorial - [[Modding/Creating_A_Custom_Class|How to create a custom class]]&lt;br /&gt;
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=Fixing .tif files=&lt;br /&gt;
The unpackager tool does not create tif files in the correct format to use for the game. Any .tif files copied from the unpacked_assets folder to your mod folders will show as an empty or glitched texture in game, popup an error on loading, and record an ERR event in HW2.exe.log. This can be corrected with any of the following methods&lt;br /&gt;
#Replacement&lt;br /&gt;
##Download the [https://wiki.hammerwatch2.com/hw2_tgas.zip HW2 TIFS ZIP]&lt;br /&gt;
##Copy the tifs you need from the zip into your mods folder&lt;br /&gt;
#Convert with Adobe Photoshop (Maintains masking to allow recoloring sprites)&lt;br /&gt;
##Photoshop has an option to convert tif files from standard (RGBRGB) to planar (RRGGBB) that the game expects. (Need more details on steps to perform)&lt;br /&gt;
#Convert with Image Magick (masking is lost and sprites can no longer be recolored)&lt;br /&gt;
##Open powershell and navigate to your class folder: &amp;quot;cd \Steam\steamapps\common\Hammerwatch 2\mods\yourmod\players\yourclass&amp;quot;&lt;br /&gt;
##Convert all of the png files into tif with planar interlacing using the command &amp;quot;magick mogrify -format tif -interlace plane *.png&amp;quot;&lt;br /&gt;
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=Modifiers Array=&lt;br /&gt;
All skills have a modifiers array denoted by &amp;lt;code&amp;gt;&amp;lt;array name=&amp;quot;modifiers&amp;quot;&amp;gt; ... &amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; that is global across the skill. It&#039;s important to note that individual modifiers within this array are positional and modifiers added in skill specializations need to be moved to the next position in the array by using &amp;lt;code&amp;gt;&amp;lt;array&amp;gt;&amp;lt;null /&amp;gt;&amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; blocks for each existing modifier, otherwise the new modifiers will overwrite the modifier in the existing position. This is especially important to be aware of when copying code from other classes as the number or position of modifiers may be different.&lt;br /&gt;
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Example:&lt;br /&gt;
A dash skill has &amp;lt;code&amp;gt;Modifiers::SkillTriggerEffect&amp;lt;/code&amp;gt; that creates a sprite. On dash, the sprite appears. Then in a skill specialization for dash, there is &amp;lt;code&amp;gt;Modifiers::SkillCost&amp;lt;/code&amp;gt; that reduces the cost of dash. Putting a point in that specialization reduces the cost, but makes the base skill no longer create the sprite. If in the specialization code &amp;lt;code&amp;gt;&amp;lt;array&amp;gt;&amp;lt;null /&amp;gt;&amp;lt;/array&amp;gt;&amp;lt;/code&amp;gt; is placed before the block for the &amp;lt;code&amp;gt;Modifiers::SkillCost&amp;lt;/code&amp;gt;, both now work correctly.&lt;br /&gt;
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		<author><name>Lloyd</name></author>
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