(A Torchmodders' Project)
A place to document the important details of the many, often confusing, effects to be found in GUTS. Feel free to fill in the blanks. We might want to split this into several topics to make searches easier. Remember, you can look at the Effect Editor for a general idea of what an Effect does.
Together with this page, it would also be a very good idea to review Gytfunke's Affixes & Effects - the Basics tutorial.
This effect is self-descriptive. It will add a percent to the target's current charge pool.
Charges are only used by certain classes, namely the Engineer and some mod classes. These are the pips on the Engineer's charge bar. Add Charges adds these, which are roughly equal to about 20% charge. However, it would be good to verify if this adds charge until the next pip is reached or if it adds the full percent charge amount equal to one full charge.
Add Stat will add the listed value in MIN/MAX to the intended target.
Add Stat DOES NOT make use of graphs or stat modifiers. It will only apply the listed value in MIN/MAX. If you need to use this effect in a skill with 15 levels for example, it necessitates making a separate affix for each value you want to use. I suggest using the PMPE to do this.
This effect will attach a Triggerable to an actor. The name of the triggerable should be typed exactly into the 'Name' field.
'Exclusive' does nothing for this effect. Multiple applications of a Triggerable will stack it on an actor, possibly causing complications. Triggerables also do not get removed in the same way other effects do (time expiration, character death, removing the affix), so they need to be removed manually with a REMOVE TRIGGERABLE effect.
Agro has no function, according to current testing.
Armor Bonus will confer a flat value bonus to armor. The default type is Physical armor, but any elemental type can be selected in the Damage Type field.
Gives a level bonus to all skills marked with the 'Attack Spell' flag in the Skill Editor. This is a carry-over from TL1, but can still be used in TL2 even though it's not implemented in the vanilla game.
This effect must be used if you wish to correctly add spendable stat points to the player character. An add stat effect for 'CURRENT STAT POINTS(?)' does not work.
Blind effects reduce the 'sight range' of an NPC (no effect on players). If the player is outside of an NPC's sight range, it turns off the NPC's ability to interact with the player, meaning they won't flee, attack or take evasive maneuvers unless something else makes them.
MIN/MAX will determine the percent of the target's sight radius to be lost. There is no % chance option with this effect.
If you want to add a % for the blind effect to occur, use PERCENT BLIND.
This functions similarly to an EXECUTE_SKILL event. It will cast the skill whose file name is listed in the NAME field. MIN/MAX are a percent chance to cast the skill. Level determines which level to cast (useful if the skill has multiple levels). Setting Level to 0 or -1 will cause it to inherit the Affix Level designated in the Affix block that applies this effect.
Cast Skill interprets the caster as the character which initiated the effect application. So, if the player casts a spell that has this effect, the player will be the caster of the skill this effect triggers.
Turns out that the “cast skill” effect is actually “cast skill on swing (auto-attacks only)” so long as it has a duration. Which is exactly the behavior of TL1 spectral echo.
and TwinkleToes adds:
setting a range on the casted skill will alter its behaviour, if the auto attack is performed on something outside of X range it will not fire, setting a minimum range has the same effect but reversed, if the auto attack is performed on something inside the minimum range it wont fire,
-Shift + attack functionality
pressing shit + attack to hold your position and attack the air, will cause any the casted skill to ignore range requirements, since the attack is regarded as having no target, thus having no requirement for whats in range and what is not.
another difference of a casted and executed skill executed skills can be “cloned”, this behavior causes an executed skill to be casted several times in one instance, eg. if a skill has an event unit hit attached to it to play an executed skill, the executed skill will play by the number of units hit. this can be disabled by turning off clones from the event strings
(I'd like to point out that I believe this is the normal function of clones: they limit the number of times an EVENT can be triggered in a single skill use) ~gyt
Casts the skill using the target of the effect as the target of the skill.
This casts the target skill but uses the Target of the effect as the caster of the skill.
This causes the specified skill to be cast when the character who has this effect strikes a target. If this is set to be a PASSIVE effect, the skill will be cast EVERY time the character strikes.
Conveyance: Strikes are any hits made with basic attacks from a weapon or any skill attacks which 1) use weapon damage (or DPS) and 2) have the NOSTRIKEEFFECTS property set to 0.
To bypass the weapon damage requirement, a TRIGGERABLE can be used with the subtype of HIT or GOTHIT, depending on targeting.
Probably the most common Effect in TL2. It conveys a flat amount of damage, a la Glaive Throw or Prismatic Bolt.
Graphs and the UseOwnerLevel property: UseOwnerLevel is used by convention with nearly all skill effects in TL2. It ensures that skills scale with the level of monsters. However, it disrupts the mathematical formula that allows us to use Graphs and Stat modifiers to scale our effects. This makes it necessary to create a separate affix for each skill level so we can manually manipulate the MIN and MAX.
Damage over Time: For DYNAMIC damage effects with a duration greater than 0, the MIN/MAX is applied each second. So, a damage effect with a MIN/MAX of 100 and a Duration of INSTANT would do 100 damage. A damage effect with a MIN/MAX of 100 and a duration of 3 would deal 300 damage- 100 each second.
As Damage, but with the CHANCE property.
Used exclusively for NPCs (monsters and maybe pets, but I've never seen it used for pets). This is the effect used to give Sturmbeorn Warmakers their destructible shields.
The fun effect found namely on the Engineer's Flamehammer skill which literally explodes dead corpses on the ground.
Interrupt stops a character's spellcasting or attack. Very useful for dealing with casters. To experience this, try using Glaive Throw or Raze on a Mirka Stormcaller (or whatever those guys are in act 1 that summon little ice tornadoes and kill you dead)
Some effects have 2 variations, one for direct application and one for 'buffs'. This is the case with Interrupt. The effect Interrupt is the buff version and is applied to things like the base mace item, giving maces their 90% interrupt chance. For use on a direct damage skill, use Interrupt Chance.
See above. The correct text setup for Interrupt Chance on a direct damage/application skill is as follows:
[EFFECT] <STRING>NAME:Name <STRING>ACTIVATION:DYNAMIC <STRING>DURATION:INSTANT <STRING>TYPE:INTERRUPT CHANCE <FLOAT>MIN:100 <FLOAT>MAX:100 [/EFFECT]
The MIN/MAX determine the chance to interrupt. The Duration determines how long the interrupt lasts (I think?). Graphs and stats can be used with this effect.
For a Vanilla example, refer to Glaive Throw.
An amusing, but useless stat to put on Equipment affixes.
A very simple effect. Anything it is applied to dies. MIN/MAX have no meaning. There is no variable control over this effect. Application has to be controlled via Affix or Skill properties.
Knock Back is the effect added to items to give them their knockback effects (a la the bow or shotgonne). It also works if applied as a Passive effect to a character to give each of their attacks a knockback effect.
Knock Back (and Knockback Effect) cannot be modified by a graph. While the proper values will be displayed in tooltips, they will NOT be applied correctly. It seems to always apply a value of 1, which is terribly weak.
I also believe stats (such as EFFECT_LEVEL) cannot be correctly used to modify this effect's value. This makes it necessary to create one affix for each level if a skill is to have an incrementally increasing knockback value.
For dynamic application, such as from a skill's explosion, use Knockback Effect.
Same as Knock Back, but to be used with dynamic skills. See Magma Mace for a Vanilla template.
As Blind, but with the added CHANCE field which allows you to determine the chance per application that the target will be blinded. With this effect, the STAT and GRAPH OVERRIDE fields affect the CHANCE field.
This effect modifies a stat by making it equal to the output of this effect. Type the name of the stat you wish to modify into the Name field of this effect. This effect, unlike ADD STAT, can be modified by another stat by putting its name into the STAT field.