Modding/Skills: Difference between revisions
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(Created page with "=Skill Properties= Name/Type/Description description-params array :''Arrays of strings for each line item to show what base and upgrades modify'' icon array :''PNG file to use for skill icon'' 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 - ''Modding/Skills_Documentation#Skill_Classes|Skill C...") |
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= | =skill sval structure= | ||
Name/Type/Description | Name/Type/Description | ||
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:''PNG file to use for skill icon'' | :''PNG file to use for skill icon'' | ||
[[Modding/Skills#Skill_Properties|Skill Properties]] | |||
Dict skill | Dict skill | ||
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::1 or more [[Modding/Effects|Effects]] triggered on Skill end | ::1 or more [[Modding/Effects|Effects]] triggered on Skill end | ||
:Modifiers Array ''(Required)'' | :Modifiers Array ''(Required)'' | ||
::1 or more [[Modding/ | ::1 or more [[Modding/Skills_Documentation#Skill_Modifiers|Modifiers]] | ||
:Actions Dict | :Actions Dict | ||
::1 or more [[Modding/Actions|Actions]] | ::1 or more [[Modding/Actions|Actions]] | ||
| Line 120: | Line 112: | ||
:HookShot | :HookShot | ||
=Skill Properties= | |||
Skill | |||
:Actor@ m_owner; | |||
:ScriptSprite@ m_icon; | |||
:PlayerSkillType m_type; | |||
:string m_id; ''Must be unique'' | |||
:string m_name; | |||
:uint m_skillId; | |||
:string m_actionId; | |||
:uint m_actionIdHash; | |||
:uint64 m_tags; | |||
:bool m_wasBlocked; | |||
:bool m_isActive; | |||
:float m_skillSpeed; | |||
:float m_modSkillSpeedMul; | |||
:float m_modCooldownMul; | |||
:float m_modDamageMul; | |||
:PointCost m_modCost; | |||
:float m_modCritDamage; | |||
:float m_modCritChance; | |||
:vec3 m_modDamageLeech; | |||
:float m_modSlowScale; | |||
Active Skill | |||
:AnimString@ m_animation; | |||
:AnimString@ m_animationWalk; | |||
:int m_animCountdown; | |||
:string m_fx; | |||
:SoundEvent@ m_sound; | |||
:SoundEvent@ m_soundStart; | |||
:SoundEvent@ m_soundHold; | |||
:SoundInstance@ m_soundHoldI; | |||
:float m_speedMul; | |||
:float m_idleCdMul; | |||
:float m_castSpeedMul; | |||
:array<Modifiers::IModifier@> m_modifiers; | |||
:int m_cooldown; | |||
:int m_cooldownC; | |||
:int m_castpoint; | |||
:int m_castingC; | |||
:PointCost m_cost; | |||
:float m_timeScale; | |||
:bool m_blocking; | |||
:bool m_ignoreBlocking; | |||
:ConditionalList@ m_conditionals; | |||
:bool m_holding; | |||
:vec2 m_queuedTarget; | |||
PlayerSkill | |||
:AnimString@ m_animation; | |||
:AnimString@ m_animationWalk; | |||
:float m_moveSpeedMul; | |||
:ivec2 m_moveSpeed; | |||
:float m_castSpeedMul; | |||
:ivec2 m_blocking; | |||
:int m_castingT; | |||
:int m_cooldownC; | |||
:int m_cooldown; | |||
:PointCost m_cost; | |||
:array<Modifiers::IModifier@> m_modifiers; | |||
:array<PlayerSkillActionListEntry@> m_actions; | |||
:array<SkillMovementEntry@> m_movements; | |||
:float m_movementsDir; | |||
:float m_moveCastSpeedScale; | |||
:bool m_moveRelativeToMove; | |||
:bool m_moveRelativeToMoveForward; | |||
:bool m_moveScaledByCastSpeed; | |||
:bool m_animationScaledByCastSpeed; | |||
:ConditionalList@ m_conditionals; | |||
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Latest revision as of 21:47, 6 September 2023
skill sval structure
Name/Type/Description
description-params array
- Arrays of strings for each line item to show what base and upgrades modify
icon array
- PNG file to use for skill icon
Dict skill
- Class - Skill Classes
- Stop-Conditional Array
- 4 Strings (condition type / condition / operator / value)
- Movements Array
- 3 values (i2 / v2 / b)
- Binds Dict (Required)
- Seems to be used to set up variables for values that could be modified by upgrades or skill-modifiers? Needs confirmation.
- Effects Array
- 1 or more Effects triggered on Skill start
- Finish-Effects Array
- 1 or more Effects triggered on Skill end
- Modifiers Array (Required)
- 1 or more Modifiers
- Actions Dict
- 1 or more Actions
- Timeline Array
- 2 values (int / string)
- Timelines-Looping Array
- 2 values (int / string)
Upgrades Array
- Effects on base skill from purchasing upgrades
Modifier-Skills Array
- Sub skills that can be purchased within a skill
- Contains additional skill dicts (as above)
Skill Classes
Skill
CelestialOrbs
Juggernaut
ManaShield
PassiveSkill
NullSkill
StackSkill
Active Skill
BuffAoe
Charge
ChargeUnit
DropEffect
DropUnit
Explode
GrappleHook
MeleeSwing
ShootProjectile
- ShootProjectileFan
- ShootProjectileTarget
ShootRay
SpawnUnit
SpewProjectiles
StaggeredSpawnUnits
TempBuffAoe
ToggleableSkill
Whirlnova
Whirlwind
Player Skill
PlayerSkillAutomatic
PlayerSkillDirectional
PlayerSkillDirectionalChannelling
- ShootBeam
PlayerSkillDirectionalCharged
PlayerSkillPosition
- HookShot
Skill Properties
Skill
- Actor@ m_owner;
- ScriptSprite@ m_icon;
- PlayerSkillType m_type;
- string m_id; Must be unique
- string m_name;
- uint m_skillId;
- string m_actionId;
- uint m_actionIdHash;
- uint64 m_tags;
- bool m_wasBlocked;
- bool m_isActive;
- float m_skillSpeed;
- float m_modSkillSpeedMul;
- float m_modCooldownMul;
- float m_modDamageMul;
- PointCost m_modCost;
- float m_modCritDamage;
- float m_modCritChance;
- vec3 m_modDamageLeech;
- float m_modSlowScale;
Active Skill
- AnimString@ m_animation;
- AnimString@ m_animationWalk;
- int m_animCountdown;
- string m_fx;
- SoundEvent@ m_sound;
- SoundEvent@ m_soundStart;
- SoundEvent@ m_soundHold;
- SoundInstance@ m_soundHoldI;
- float m_speedMul;
- float m_idleCdMul;
- float m_castSpeedMul;
- array<Modifiers::IModifier@> m_modifiers;
- int m_cooldown;
- int m_cooldownC;
- int m_castpoint;
- int m_castingC;
- PointCost m_cost;
- float m_timeScale;
- bool m_blocking;
- bool m_ignoreBlocking;
- ConditionalList@ m_conditionals;
- bool m_holding;
- vec2 m_queuedTarget;
PlayerSkill
- AnimString@ m_animation;
- AnimString@ m_animationWalk;
- float m_moveSpeedMul;
- ivec2 m_moveSpeed;
- float m_castSpeedMul;
- ivec2 m_blocking;
- int m_castingT;
- int m_cooldownC;
- int m_cooldown;
- PointCost m_cost;
- array<Modifiers::IModifier@> m_modifiers;
- array<PlayerSkillActionListEntry@> m_actions;
- array<SkillMovementEntry@> m_movements;
- float m_movementsDir;
- float m_moveCastSpeedScale;
- bool m_moveRelativeToMove;
- bool m_moveRelativeToMoveForward;
- bool m_moveScaledByCastSpeed;
- bool m_animationScaledByCastSpeed;
- ConditionalList@ m_conditionals;