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2) What does “.combat_stat_buff 1” do? As far as I can see it appears in front of different buffs and penalties, so my guess is it’s just a requirement for the skill to register as combat buffs/debuffs.
answer: nobody knows for sure, and those who know do not speak.
2.1) Looks like if you leave .duration away from the effect, the effect is only on that particular use of the skill. ie: extra damage vs enemy type. Conflicted by some hero skills, though.
I think I can answer this one. .combat_stat_buff 1 looks like a flag to me – it’s a programming term to mean ‘true’ or ‘false’ with ‘0’ = false and ‘1’ = true. In this case it means the effect IS a combat stat buff and most likely indicates that the next parameter indicates the type(s) of buffs to be applied. Why not use true/false? Dunno! Sometimes percentages are used, and other times decimal numbers so I chalk it up to ‘if it works don’t fix it’ logic. :p
3) What does “.buff_ids” do? It appears to somehow relate to finding values from elsewhere from game files, and if so, where can those values and effects be normally found?
answer: shared\buff has a file for advanced buffs. For combat purposes it looks like this is the only way to make effects affect various resistances.
You are correct. This seems to allow for effects in the shared/buffs directory allowing you to define buffs beyond those that were originally in the effects file. If I recall correctly the ‘buff_ids’ wasn’t present in these files during the earlier portions of early access.
.on_hit true/ (false?) and .on_miss true/false tells if the effect takes place on target even if attack roll doesn’t result in a hit. There wasn’t even a single instance of .on_hit false in the game files, though. Not sure if this could lead to effects that give at least something for the performer, even if it misses?
I’ve always read these parameters as being different ways to express the same thing, unless perhaps ‘miss’ is not applied when an enemy ‘dodges’, since I believe miss and dodge are separate things that can occur.
Adding a new monster for dummies:
One other place you’ll need to go if you’re making skills from scratch (or renaming things) is the AI file for the creature. You can find this in raid/ai under the lovely name of ‘monster_brains_definition’. This assumes you are coming up with your own combat brains for the creature as well.
- The best defense is a good defense filled with spears.