Reply To: Heal per turn effect and multiple grouped target ?
actionjack wrote: Hmm.. does it work? I will have to give it a try too…. HoT is one of the holy grails for an ability. Good find. Quote No, You got me all wrong, the screenshots are a...
View ArticleReply To: Heal per turn effect and multiple grouped target ?
Not sure you can have two target entries for a skill. Have you seen a skill that uses similar targets to your own, or to be more precise – two pairs of units? I’ll try something with a...
View ArticleReply To: Heal per turn effect and multiple grouped target ?
RkShaRkz wrote: Not sure you can have two target entries for a skill. Have you seen a skill that uses similar targets to your own, or to be more precise – two pairs of units? Quote The basic : .target...
View ArticleReply To: Riposte?
Hmmm still can’t figure it out. But it give me some idea that maybe use only 1 riposte action but enhance it effect through using the skill that activate it instead. Like tjems5000’s various provision...
View ArticleReply To: Amazon
Sorry for the Necro, can’t send private messages to him. Akomoto, Are you willing to share your mod?,
View ArticleReply To: Heal per turn effect and multiple grouped target ?
dotBlight and dotBleed with negative values eh? Could work, could cause a nasty crash. But yeah, the target part of your effect was definatelly not syntactically correct. As far as healing-over-time...
View ArticleRadiant Update
Hey guys, Just saw the patch notes for the Radiant update. I’m super hyped as you can imagine, especially the line that says “Exposed significantly more settings for future modding.” Any ideas what...
View ArticleReply To: Heal per turn effect and multiple grouped target ?
Hey Thank you for your answer, I gonna check and spend time to write/to do my tests here for the next few days. The new update is out and I need to inspect every new changes. Anyway, the new file for...
View ArticleReply To: Heal per turn effect and multiple grouped target ?
Here we go, so I try to create my healing per turn effect. Spoiler I try this effect: .name "Fortifying_Vapours_1" .target “target” .curio_result_type “positive” .chance 100% .heal 6 .duration 3...
View ArticleReply To: Heal per turn effect and multiple grouped target ?
You **probably** wont be able to change what dotBlight and dotBleed do, since their behaviour is hardcoded (defined in the game’s code). The only way that’d be possible if they exposed a file where we...
View ArticleReply To: Heal per turn effect and multiple grouped target ?
Well, I got something… which isn’t technically heal-per-turn, since the buff i thought was going to apply healing but it merely increases it by a certain amount. Which is not so bad either, but it...
View ArticleReply To: Heal per turn effect and multiple grouped target ?
I’m starting to think that hp_heal_value and hp_heal_percent is how much the target HEALS, and for boosting healing received, we should use hp_heal_received_value (if existing) and...
View ArticleReply To: Heal per turn effect and multiple grouped target ?
Ok so, here’s the thing… 1) extra_targets don’t work for player attacks, only monster attacks. 2) hp_heal_value increases the heal-attack value, hp_heal_received_value increases the heal-received...
View ArticleReply To: Riposte?
zerafina959 wrote: Hmmm still can’t figure it out. But it give me some idea that maybe use only 1 riposte action but enhance it effect through using the skill that activate it instead. Like...
View ArticleReply To: Radiant Update
That change makes it MUCH simpler to install custom classes. Just define your effects in “whatever.effects.darkest” and buffs as “whatever.buffs.json” and put them in respective folders.
View Article[MOD] Dark Slayer custom class
A DPS/Glass Cannon/Stance class that uses multiple attacks per turn. Inspired by DMC games. Some camping skills have placeholder effects, as what I wanted is not avaible yet. Art is a Crusader...
View ArticleReply To: [Class Mod] Androu1's Musketeer
Hey, I’m not particularly savvy at modding (I grew up a console peasant cut me some slack) and when I extract the musketeers assets, should I hit replace files or skip them? Thank you
View ArticleMultiple Effects Files
Spotted this on the steam forum today…. Red Hook made it so game can read multiple .effects files now, so no need to override anything. Simply go to “effects” folder, create a new file called...
View ArticleReply To: Multiple Effects Files
Yes, it is possible. In fact that is my reply you quoted there. You can add separatate “.effects.darkest” files in “effetcs” folder, as well as “.buffs.json” files in “shared/buffs” folder. I have...
View ArticleReply To: Multiple Effects Files
wodzu93 wrote: Yes, it is possible. In fact that is my reply you quoted there. You can add separatate “.effects.darkest” files in “effetcs” folder, as well as “.buffs.json” files in “shared/buffs”...
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