

Make an EVENT_END, and add an EXECUTE_SKILL to it. Lastly, we need to call the acting Skill from step 2. Add another Event of type EVENT_START and attach an EFFECT that will CLEAR STAT on the custom stat. Resetting the counter while the missile is in flight/skill damage is in progress could have some weird consequences, so I choose to reset when the skill starts, which will hopefully be after the acting skill finishes.

That handles the counting up, but the counter also needs to be reset. Make sure that Chance is set to 100 and that the EFFECT object has the Target of SELF. (If you need to check what EVENT_TRIGGER(s) the looping animation you wish to use calls, use the animation editor.) To increment the counter, create a new EFFECT with the EffectName identical to the Stat name from step 1 that will ADD STAT with min and max of 1. Special_Fussilade_Loop calls HITTHREE once each loop, so I will add a new Event with of type EVENT_TRIGGER_THREE. For my example I am using Special_Fussilade_Start and Special_Fussilade_Loop with a speed of 2. Next, set up an Event to increment the counter. In the text editor, clean out the default Events. Flip Continuous Looping to True in both the base SKILL and the LEVEL1 Objects and set a maximum duration in the LEVEL1 Object (keep in mind that this appears to be modified by cast speed). Give the skill a minimum time at least equal to the animation duration. As with the previous skill clear out levels 2-15. Give it appropriate description text, including the display name and requirements. Now lets go back to the second clone - in my case, Blast Capacitor Charge. However, I found that the damage is significantly less than that for reasons I can't explain - with StatPercent at 100 and Min and Max at 1000, I was doing around 100 damage per counter value - only a tenth of what I had expected, and without the base value added in. NOTE: According to the documentation I found, the damage dealt should be, where Base is a value between the min and max specified. The complete "Blast Cannon Launch" markup text is available in the second post. Scroll to the right a bit and put the name of the stat created in step one in the StatName box, and the percent multiplier per point of the counter stat in the StatPercent box. Name it something descriptive (BlastCapacitorDamage, in my case), give it an EffectType of Damage and some min and max vaues. If the skill used a damage shape instead of a missile, the event type would be an EVENT_TRIGGER(_NUMBER). To get it back in a more flexible format, create a new MISSILE_HIT event. Delete the block.Īll of the data that caused the base Blast Cannon ability to do damage is now gone. In the text editor, delete levels 2-15 (level 1 can be copied through later), then in level 1, delete the contents of and move the FILE: line in there. Flip Can Attack Fallback to False and Hidden to True. This step focuses on the "Launch" skill.Ĭhange the Activation Type to PROC (this skill will be activated by our dummy skill later). I've named the skills "Blast Capacitor Charge" and "Blast Capacitor Launch". Clone the skill twice - once for the acting skill, and again for the dummy skill for the next step. The Acting Skillįire up the skill editor and search for the skill of choice (for my example, I typed: "name blast" in the search field). I chose the maximum value of 50 from pretty much nowhere: the counter should never get that high. Pretty much everything in this window can be left blank, since the default values are fine.

I named my stat "demo_capacitor_counter" - the "demo_" prefix follows OedipusTex's recommendation on asset naming, and "capacitor_counter" is descriptive(ish).

Navigate to Data Editors->Stats, and click on the green + to create the stat. I chose this skill simply because cannons have a good default animation for this purpose (Fussilade's, to be precise), and I can fit it into an existing class instead of creating an entirely new class for this tutorial. The Base Skillįor this example, I am going to modify the Engineer's Blast Cannon ability into a charge-up ability I will call Blast Capacitor. A dummy skill that the player takes ranks in that manages animations and increments the statĬustom particles will be covered a little at the end custom sounds and animation are beyond the scope of this tutorial.A skill that will "do the work" - spawn missiles, apply damage, etc, and its layout.A dynamic stat "skill counter" to track how much power is built up.This is a tutorial for creating what I've termed "Build and Release" skills (since Charge has a set meaning) - skills that build up power while the key is pressed and then fire a spell when the key is released.
