Skill System Reference

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Skilltree

The skilltree's name, subtype, achievement and description are customizable with the <skill> tag. the <art> tag is for the skilltree's image. <loadout> can be called multiple times to give more different items on skilltree select and gamestart.

<skill>
name input description example
name string Shows up in-game as the skill's name.
name="Swords"
id 0-inf Unique number, usually very high to not conflict with other skills.
id="738001"
skillName string Unique name, can be used instead of id.
skillName="Swords"
type string What type of stats you earn on level up.
type="warrior"
warrior This skill earns you warrior skill stats on level up.
rogue Obviously earns you rogue skill stats.
wizard ..you get the idea.
achievement string What achievement this skill will activate upon reaching the last perk (don't add it).
achievement="ACHIEVEMENT_SWORD_MASTERY"
description string A funny / introductive / educative / informative description.
description="Why walk all the way over to someone to stab them? The polearm is the lazy person's answer to melee combat."
deprecated boolean The Gaslamp way of telling XML-readers that this skill will never show up in-game.
deprecated="1"
<art>
icon path The path to this skill's icon (showing up on skill selectionscreen and ingame).
icon="skills/daggery64.png"
<loadout>
type string Type of item you spawn with by taking this skill.
type="weapon"
subtype string Specific itemname for the itemtype you want the player to spawn with.
subtype="Iron Sword"
amount 0-inf Ammount of the specific item/itemtype you will spawn with.
amount="4"
always boolean If you always spawn with that item, or you spawn with it only if your total archetype levels in that class exceed your archetype levels in other classes. (For example, if you don't use 'always="1"' on the loadout for a Wizard skill, you'll only get that item if you have more Wizard skills than any other archetype.)
always="1"
<flags>
deprecated boolean A flag that shows that this skill is deprecated.
deprecated="1"
noFood boolean Makes it so the player can't eat food (=is a vampire).
noFood="1"


NOTE:

<loadout type="weapon" subtype="apple" amount="1" always="1"/>

WILL TOTALLY SPAWN A WEARABLE APPLE-SWORD. TYPE DOESN'T HAVE TO BE WHAT IT'S ACTUALLY GONNA SPAWN.


Skill / Ability

The <ability> tag is for actual skills. You can change name and image, determine if it's the starting skill or how many times you have to level up to get it. The description for the spell can be changed and you can set buffs for it. You can also make it trigger spells on hit/kill/any event, or just add a spell with .. percent to cast.

<ability>
name input description example
name string Name for the ability.
name="Swordplay"
icon path Path to the ability's icon.
icon="skills/skill_sword.png"
skill 0-inf Number corresponding to the skilltree it has to be in(!!).
skill="738001"
startskill boolean Indicates if the skill is a startskill (a.k.a get it from choosing the skilltree, a.k.a THE SECOND IMAGE IN THE SKILLTREE).
startskill="1"
level 0-8 How many level-ups this skill will cost you to get (if you only choose from the skilltree of course).
level="1"
learnrecipe string Name of the crafting recipe that is obtained as you learn this skill.
learnrecipe="Clockwork Power-limb"
giveitem string Name of the item that is obtained when you learn this skill.
giveitem="Aluminum Helmet"
<description>
text string The text that makes you laugh so hard behind your pc. Yes we know about that.
text="You can bottle fame, brew glory, even put a stopper on death."
<recoverybuff>
amount 0-100 Adds amount percent chance to recover shot bolts and thrown throwing weaponry.
amount="10"
<flags>
vmtheft boolean Whether the player can steal one item from an unchecked vending machine.
vmtheft="1"
opendoors boolean Whether the player can open doors without a lockpick.
opendoors="1"
storetheft boolean Whether the player can rob one item from an unchecked store without being noticed.
storetheft="1"
<primaryBuff>
id 0-5 The primary stat increased with choosing this skill.
id="2"
amount integer How much will be increased of the particular stat.
amount="3"
<secondaryBuff>
id 0-23 The secondary stat increased with choosing it.
id="14"
amount integer How much the stat will be increased.
amount="12"
<resistbuff>
*damagetype* -inf-inf How much the damage will increase/decrease with the type from choosing this skill.
toxic="-14"
<targetHitEffectBuff>
percentage 0-100 Percentage the skill will actually cast a spell.
percentage="50"
name string The spell to cast upon hitting an enemy with this skill.
name="Rockburst"
after boolean Makes this happen after other combat calculations.
after="1"
taxa string What kind of enemies are effected by this buff.
taxa="Animal"
<playerHitEffectBuff>
percentage 0-100 Percentage the skill will actually cast a spell.
percentage="35"
name string The spell to cast upon hitting an enemy with this skill.
name="Defend"
after boolean Makes this happen after other combat calculations.
after="1"
taxa string What kind of enemies are effected by this buff.
taxa="Animal"
<spell>
name string The spell you learn from taking this skill level.
name="Lead Into Gold"
<targetKillBuff>
percentage 0-100 Percentage that it will trigger on kill.
percentage="20"
name string Name of the buff to trigger upon enemy kill.
name="Killing Blow"
after boolean Makes this happen after other combat calculations.
after="1"
taxa string What kind of enemies are effected by this buff.
taxa="Animal"


See Also

Skills Tutorials