Modding:Coding An Item
Jump to navigation
Jump to search
The start to creating a new item is
Meanwhile in your Armor.txt, they link up like this:
Armor.txt new entry "MY_COOL_NEW_CIRCLET" type "Armor" using "_Head_Magic_Circlet" data "RootTemplate" "0000000000000000000000000002" data "Rarity" "Rare" data "PassivesOnEquip" "MAG_Radiant_Radiating_Helmet_Passive;CUSTOMPASSIVEIMADE" (The ; seperates passives. : implies connection)
If adding a custom passive, your Passive.txt will look like this
new entry "CUSTOMPASSIVEIMADE" type "PassiveData" data "DisplayName" "PASSIVEHANDLE1;1" Generate a handle for this in your .loca file. data "Description" "PASSIVEHANDLE2;1" Generate a handle for this in your .loca file. data "DescriptionParams" "DealDamage(1d4, Radiant)" data "StatsFunctorContext" "OnAttacked" data "StatsFunctors" "IF(context.HasContextFlag(StatsFunctorContext.OnAttacked) and HasStatus('MAGE_ARMOR') and IsLastConditionRollSuccess(ConditionRollType.ConditionSavingThrow) and not Self() and IsSavingThrow()):DealDamage(SWAP, 1d4, Radiant,Magical)"
Modding guides | |
Modding resources |