![]() buff_ids as temporary modifiers for the purposes of the current skill only (instead of giving a buff with a duration.) The structure for buffs has a much more flexible conditional system than the structure for effects, so this opens up a huge wealth of possiblities for conditional modifiers. ![]() This seems to be the big one: effects can use. This one is a bit buggy though and seems to get weird if you try to use it on party members other than the user. initiative_change to give bonus turns or take them away. Note that the game does not have a definition for these targets in skill tooltips, so you'll have to define it yourself.Ĥ. you can have a heal skill targeted at a teammate that also inflicts an effect (such as flat damage, above) against the enemies. Effects can use "target_enemy_group" in order to apply effects to the opposing party, regardless of who the target is. Useful if you want damage that does not scale, or damage to someone other than the target. health_damage X to inflict direct damage. Unfortunately these tags only seem to affect heroes, not monsters.Ģ. dotShuffle X (not sure if X > 1 is meaningful for shuffle) for persistent stress/healing/shuffle effects at the start of every turn. So, among other things the Crimson Court DLC adds a bunch of new effects for modders to play with. ![]()
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