![]() In the Resource Manager, select your mod and click the 'Add Package' button. You'll need to open the Resource Manager. png icons at 64px by 64px for use.īefore we start adding icons, we need a place to store them. This tutorial assumes you are comfortable with a graphics editor, and have already created some. Go back to your Acid Rain skill, and update the SkillProperties column as shown below, and SAVE. We'll also want to add custom damage stats, so I'll modify the DamageStats column as well.įinally, you'll want to updating your Skill to actually *use* this new status. I'll leave the Stack_Poisoned so that it is treated as another type of Poisoned status. I'll also update the Stats column to Venomancer_Stats_AcidRain which we'll create momentarily. We can modify the SavingThrow to Physical Armor. We will leave the existing effects and material settings for now. I'll also change the DisplayName to Acid Rain. First, I'll rename the status to VENOMANCER_ACIDRAIN. Now we'll modify the cells, just like we did with our skill. Copy the entry for POISONED and paste it into a new Status_Damage stat file under your mod, StatusData (just as we did with Skills). We're going to create a new Acid Rain status based on the existing Poisoned status. You can see examples of these pieces of text in the Translated String Key editor. This means it is looking elsewhere for a localizable (translatable) piece of text. Sometimes you'll see a DisplayName or Description with |around it|. Status names are generally written in all-caps. Look back at the Skills to see which statuses are referenced, and how. Examine each type and study the differences between them. The most common statuses are CONSUME and DAMAGE. You can look through all existing statuses under the StatusData section of the Shared project in the Stats editor.Īs with skills, you can see there are many different types of statuses, each with their own settings. We used the existing POISONED status in our skill, but how did I know that existed, and how do we know what it does? We'll skip updating the icon for now.įinally, we'll update the RainEffect to use an existing poison rain effect (copied from the Enemy_WaterBlessed skill). ![]() Note that the StatsDescription includes references to dynamic values, listed in the StatsDescriptionParams column. Update the DisplayName, Description and StatsDescription as you like. ![]() I'll change the MemorizationRequirements to EarthSpecialist 1 instead of WaterSpecialist 1 as well. ![]() I can also modify the AreaRadius to affect a smaller area. I'll also set the TargetProperties to NonSelf Enemy to make the rain only set Poisoned on enemy targets. We can leave the 100 (percent chance) and 1 (duration) or tweak them as you like. Next, we will update the Skill Properties to set POISONED status instead of Wet. I'll also increase the AP required to cast the spell, update the Ability column to Earth instead of Water, set the Surface Type and Damage Type to Poison, and set the Damage Multiplier to something less than 100% since it will affect multiple targets. I will change the name to Venomancer_AcidRain (always a good idea to include your mod name or your initials to avoid clashing with other mods). We can then start editing the individual fields for our new skill to make it distinct from the existing skill. Open your new Rain file and paste in the Water Rain skill information, then Save your changes. Next, click the plus sign next to SkillData within your own mod's stats, and add a Rain stat file. To begin, copy the full line item for the Water skill from the Rain skill stat file. For our first skill, we will modify the existing Water Rain skill to create an Acid Rain skill for our Venomancer.
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