I ran into trouble yesterday when trying to make a skill augmentation for a targeted heal.
Heal in question as it appear in-game:
There’s a typo in the description I think
I deleted the buff that was supposed to work with this heal because it wasn’t a whole lot of changes. Tried a bunch of templates that made some sense to try, edited that with Notepad++ of course since somehow it can’t be done with the DBR editor.
The buff was supposed to increase the OA and DA of the target for a few seconds.
Anywho I had 0 luck and hit a brick wall I can’t quite break down without some help.
Is it even possible to modify the Heal so it can also buff spooky scary skeletors?
Did you try making your buff and healing with skill_buffeffect ?
Then you can probably link that buff to skill_buffattackradiusduration under Pet Bonus and set a duration for X seconds you want them to be buffed.
I’ve not played with pets and pets aura or buff yet but that’s what I would have tried first.
I’m sorry if this wasn’t helpful.
I don’t really know much about pets yet. :o
I’m afraid if I were to do that I’d break the healing skill, since this was the first template I tried on the buff. But it could work… Gonna backup the current mod and try it.
brb will edit this post
EDIT: The template for the healing skill is actually skill_givebonus.tpl, it’s just that the file I copied doesn’t have many lines. Didn’t try this one yet on the buff. Might be worth trying before using skill_buffeffect.
So what you want to do is making a buff that can only be applied to pets which gives the target an instant heal and afterwards buffs the target for some time?
Well then, take skill_givebonus for the healing and add skillsecondary_buffRadius to it (put it in the next skilltree entry after skill_givebonus). Then assign a dbr of the type skillbuff_passive to the buffradius dbr file but remove the radius inside it.
Hey Elfe, seems like you know a lot about modding this engine.
I’ve been struggling with making a few of my skills work, I have a thread called “Need help making new mastery, so I’ll be posting questions in this thread!”.
If you don’t mind taking a look maybe you can help me figure thing I wasn’t able to achieve.
But let’s keep the question about this current thread.
If I understand you correctly, you’re saying we can take the template “skillsecondary” to give extra effect to a skill without using modifier or transmuter?
That mean the base skill inherit from this “skillsecondary” template, right?
That’s pretty crazy
If that’s how it works I need to rethink the way I’m currently making my skills
Take a look at vindictive flame and it’s “modifier” (which is actually skillsecondary_chainattack or something like that) there are a couple of such secondary skills which will trigger when their initial skill (the skill in the entry above them in the skilltree) is performed.
However this will only work with certain types of skill (no, I got no list on which they will and on which not).
You also can use autocastskill in the devotion config group to trigger casting a skill when the initial skill was performed. This works with all types of skills (except passive skills) but can not be leveled using skillpoints.
I did like you said, but now I’m confused and I’m even sure it’s working. There’s no HUD indication to say “hey this shit works”. Not even sure the pet I’m healing crits more on the training dummy.
Maybe it’s the order of the ClassTree_Class08? I tried a bunch of combinations and for the current one I skipped the second file out of three entirely.
I need an adult
I mean when creating a new skill from scratch (new record) for quick testing a type of skill it might happen that people forget to assign one of these two entries.
Also ultimate level should be highter / equal to the max skill level…obviously but can be overseen when quick testing stuff.
I know what he meant, I’ve just never done that yet. I always import my skills from existing skills and just redo the templates by going file>template, if thats what I need.
In general as a rule of thumb, if you can’t do it with the dbr editor then it probably can’t be done. Just tweaking variable names will make those sections of the dbr files ignored. You have a lot of power, and a lot of responsibility with other editors (like notepad++ or scite) and you can’t change the intent of the crate programming by just doing copy paste craziness. You can however blend a few tpl files together in a dbr and then load up dbr editor and see if the parameters you want are now editable. That’s more likely to work than just “edits” made on whims. There is a lot of code that goes into interpreting the DBR files, and which code runs comes from the tpl files referenced.
When you include multiple templates, you’re merging functionality. It is up to the C++ objects to interpret each of those templates, so the order may matter (probably not). I highly recommend (unless you’re really trying to break something) to treat all tpl files as read only. Polymorphic inheritance requires every single use case of the function parameters to be created in code. (Not true for all languages, but true enough for most.)
Here’s a bit more about the concept of combining multiple tpl templates into a single dbr:
I think that this system allows for the greatest ability to extend Grim Dawn in new and complex behaviors.
(continued) especially when we use tpl files to add additional callback functions, map those functions to behaviors, and get LUA involved in interactions.
Chaining some skills is exactly what I am trying to do right now, but I can’t figure this out. I am looking at these two .dbrs but I don’t see them referencing each other in any way. I’m looking att skill_skillsecondary_forklightning.dbr and I don’t see it referencing either of those two .dbrs either.
How do I make me casting a skill cast another skill using skillsecondary? I’d like to make (for example) a teleport skill also cast a shield on me.
Ah, so this is part of the classtree then. I see I was trying to avoid doing things there because some classes already have the maximum number of possible skills in the tree. I guess it’s not possible to increase that?
Thanks for the reply! I’ll give a try on a class that has a free slot Is there any way to quickly move all the other skills down so that my new skill can follow directly after the one it’s supposed to affect or do I just have to do it manually for every skill?