Abilities

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{
"Description" : {
 "Id" : "",
 "Name" : "",
 "Details" : "",
 "Icon" : "",
 "Cost" : 0,
 "Rarity" : 0,
 "Purchasable" : false
},
 "EffectData" : {
   "durationData" : {
   "duration" : 0,
   "ticksOnActivations" : false,
   "useActivationsOfTarget" : false,
   "stackLimit" : 1
},
 "targetingData" : {
 "effectTriggerType" : "Passive",
 "effectTargetsCreator" : false
},
 "effectType" : "NotSet",
 "Description" : {
  "Id" : null,
  "Name" : null,
  "Details" : null,
  "Icon" : null,
  "Cost" : 0,
  "Rarity" : 0,
  "Purchasable" : false
 },
 "statisticData" : {
 "appliesEachTick" : false,
 "effectsPersistAfterDestruction" : false,
 "statName" : null,
 "operation" : "Set",
 "modValue" : null,
 "modType" : null
},
"tagData" : {
 "tagList" : null
},
"actorBurningData" : {
 "damagePerTick" : 0
},
 "vfxData" : {
 "vfxName" : null
}
},
 "DataManager" : null
}

The above file is a template for the ability lay out, the information is based on what we know as follows:

  • "Id" : A unique string that ID's the ability to the game.
  • "Name" : A friendly string that ID's the abiliy to the player.
  • "Icon" : the icon for the skill eg it's unique identifier.
  • Cost" : Int, seems to be the XP cost.
  • Rarity" : Int, how rare the skill is?
  • Purchasable" : bool, can it be brought

the next section is the actual effects of the ability, we are not 100% certain yet how this works, but it seems to be like this:

  • "Duration": Number of ticks for the Effekt (example: Duration:2 = Effect has a Duration of 2 Activations)
  • "ticksOnActivations": stack is reduced per Activation (example: stack = 4: ticksOn = true --> 4 Activations until you can use the Abilitie again)
  • "useActivationsofTarget": stack is reduced per Target Activation (example: stack = 4: use of Target = true --> 4 Activations of the Target until you can use the Abilitie again)
  • "stackLimit": see above
  • "effectTriggerType" : Is the Abilitie a active or passive Abilitie
  • "effectTargetsCreator" : Target of a effect is the own Mech if true

the next section is a description of the effect

sometimes different Abillities or other circumstances can create the same effect

(example: a universal Target Modifier can be caused by a lot of different Abilities and or circumstances like movement/distance)

  • "Id" : A unique string that ID's the effect to the game.
  • "Name" : A friendly string that ID's the effect to the player.
  • "Icon" : the icon for the effect
  • Cost" : Int, seems to be the XP cost.
  • Rarity" : Int, how rare the effect is?
  • Purchasable" : bool, can it be brought

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