"ModelVisualDataPath": "prefabs/items/appearance/weapons/sword/a_sword01_scabbard.asset" "ItemModel": "art/character/weapons/sword/sword01/w_sword01.fbx", "ItemRendererPrefab": "prefabs/itemrenderers/genericitemrenderer.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_hel_beckoning.prefab", "ModelVisualDataPath": "prefabs/items/appearance/weapons/sword/a_sword01.asset" "IconTextureLarge": "gui/icons/items/weapons/sword/sword_basic_l.png", "IconTextureSmall": "gui/icons/items/weapons/sword/sword_basic_s.png", (Note: I changed the code to apply on enemies to be safe for testing and haven't added the +%dmg effect yet) I'm sure you've had these problems before. What's interesting is that I could cut out all of the special effect code and just make a legendary sword without an issue, but it was the extra good stuff that didn't work. For the special effects, I altered a version of Relentless_SE_Will and it's parent special effect, Relentless_SE_ApplyOnEvent. I used the Hel Beckoning sword for graphics references. I used your godclub as a base, and changed it to reflect the basic properties from the normal sword code. I've created a sword that will give extra % damage bonuses each hit, but it reduces your Will each hit also, stackable up to 30 times. How do you review your code for a weapon to know it's accurate? (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/ Line: 51) I recommend testing frequently, because that way if something breaks it'll be easier to figure out what!ĮRROR: Failed to load game data bundle C:/GOG Games/Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/Sword of Slaying\design\gamedata\swordslaying.gamedatabundle. When you're ready to test your mod, before loading up the game, ctrl+c your entire code file and ctrl+v it here: it'll let you know if there are any errors. Get a randomly-generated one for anything you create at Those long strings of letters and numbers are UUIDs, and every item, attack, ability, whatever, needs one. Other than that, honestly the best advice I can think of is to open up an existing mod, tinker around with some values, and then check out the item in-game and see what the changes look like. You can use existing itemmods or create your own. An itemmod is a component with an ability or status affect attached to it- equipping a weapon with the itemmod applies the attached status effect to you, or grants you the attached ability. Itemmods: These are the enchantments/properties of an item. A healing spell is an attack! An attack is its own separate "component" which can do damage and/or cause status effects (another separate component) When you see your character drinking their potion, or hulking out when they Frenzy, those are attacks. You can test an item in-game by opening the console with the ~ key, typing iroll20s and hitting Enter, then opening the console again and typing giveitem ĪttackID: This is what a weapon does when it autoattacks, naturally, but also it's what any item does when it's used. General notes for modifying/creating an item:ĭebugname: make this simple, at least when you're working on it. Obsidian also has a ton of documentation here, which can be useful: Peardox has put together a great tutorial in this thread, check it out:
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