Skills - Dictionary
This page is in work... Feel free to edit! From time to time I'll add new knowledge after learning it myself.
A skill is the learned ability to carry out a task with pre-determined results often within a given amount of time, energy, or both.
This Page will define all properties for editing a skill in the GUTS Editor.
For skill creation check out this List of tutorials.
The SkillsEditor window can be found in the Data Editors menu in the Main Window.
Skills are located in the media/skills folder. If you are looking for a certain Skill use the find: Expression Filter or brows the sub folders containing classes and monsters.
SKILL - outer package of events
LEVEL - inner package of events
EVENT - trigger affixes and skills
EXECUTE_SKILL - trigger another skill
AFFIXES - package of effects
AFFIXESREMOVE - elimination of affixes
EFFECTS - ingame effects
EFFECTSREMOVE - elimination of effects
STAT REQ - requirement to trigger
note, for skill creation try to start from the inside like packaging a gift with several layers.
Type of how the skill is activatedBold Text
-
- ANY - can be activated under all conditions (for monsters)
- NORMAL - can be activated through the players quickslots (for Players)
- PASSIVE - is activated immediately on unit creation
- PROC - can be activated by other skills
- WEAPON - needs testing
Turn character model with the mouse while performing skill
- true/false
If target is out of range for attaks the monster will approach
- true/false
If owner is out of mana a basik weapon attack is cast instead of the skill
- true/false
#of charges the skill has
- Value
needs testing
skill continues after owner died
-true/false
Skills with matching group names can't be cast while another skill matching the group name is active
- (case sensitive)
Skill is hidden (usually as the proc of another skill) from player and AIBold Text
Hidden skills don’t show up as options for players to put on their quickslots, even if their activation type is set to NORMAL
Unhidden skills can show up even if the player doesn’t know the skill. This is caused by the player having ranks in a parent skill that calls the child skill in an EXECUTE_SKILL statement
Any skill that is unhidden that the player has access to, directly or as a proc through EXECUTE_SKILL grants respec points even if known through a parent skill execution
Recommendation: For parent skills, always false. For anything called via EXECUTE_SKILL, always true.
- true/false
Skill ignores line of sight checks
- true/false
If it is a trap the effect to disarm traps can stop the skill
- true/false
internal reference Name of the skill used in GUTS for example as widget to link it in the Skilltreeoverride. Each skill needs a unique name
- “unique name”
add notes. No impact on the game
- “note”
Skill require viable path between caster and target
- true/false
Skill requires a passable line of sight between caster and target
- true/false
Affixes or Effects applied by the skill will show in the buff List. Icon is the icon for the skill
- true/false
Type of skill - used by scrolls
-
- CHARM
- DEFENSIVE
- OFFENSIVE
- SKILL
Looping skill stops IMMEDIATELY when out of range (ignores min time requirement)
- true/false
seems like a note for developement, doesnt show up in the tool tip
Descriptions can be overwritten in the Level Strings
animation file to use for this skill. In this context “animation” refers to the movement of the character model, not (usually) the particle effects of the power
Override used only if the player wields two weapons of the same type
Animation to use for looping skill
combine the above
The cast speed is the speed of the associated animation for the skill measured as a decimal multiplier. Increasing this multiplier will make the trigger associated with the animation fire faster, but if there's a delay set into the triggered layout it will be unaffected. 1.0 is the default and means “animation*1.0”. 1.5 is the same as “animation*1.5” or “50% faster” .
A string that describes the trigger conditions of the skill. Rarely used
Skill use equipped weapon basic attack animation
An inclusive list of unit types, at least one member of which must match the unittype of the weapon in the player’s left hand
Graph to use when calculating the player level requirement to unlock skills
Flat level requirement to unlock the skill
If the caster is subject to the Theme it will block the skill from firing
Req Dual Wield Changes the Left Req List and Right Req List settings from being inclusive together to being exclusive. See above
If true the skill will only be fired if there is a target
see Left Req List
see Not Theme in reverse. Theme required for skill
A threshold that allows players to break out of a skill animation before the animation is complete. Higher value will allow breaking out of the skill sooner (in seconds). Note that if the breakout occurs prior to the trigger in an animation firing, the player could break out of it prior to any effects taking place
Can the Silence effect prevent use of this skill?
-true false
This distinction mainly comes into play with effects of the CAST SKILL ON… variety. For example, CAST SKILL ON HIT will normally fire both for weapon attacks and for skill attacks if the attacking skill sets Apply Effects to true. Setting Can Proc from Skill to false allows the skill to only be castable from weapons. Note that the basic attacks of Shotguns and Cannons as well as some other weapons seem to be considered “skills” for these purposes
loop as long as the player holds down the activation button. In order for this to function, the skill must also have a Loop Animation set
Cooldown for the skill (milliseconds)
An override setting that forces Layouts called by this skill to end after a period of time. Mainly, this seems to be used by skills that use looping layouts and particle effects. See Embermage Flame Aura for an example. Note that this setting does not appear to affect the duration of Affixes or Effects, just Layouts
- (milliseconds)
Reference link to the base Icon used in game when the skill is enabled - Example
If true cast speed will not affect the skill animation speed
Reference link to the inactive Icon used in game when the skill is unabled
If true, the skill can be interrupted by the interrupt effect
The mana cost of the skill. Mainly used for monster skills with a mana cost and for skills that don’t have levels (eg scrolls)
A graph that autocalculates mana costs for a skill across all of its levels. Used for most player skills. For looping skills, this only sets the launch cost, not the cost to maintain
The mana cost to maintain a looping skill
A multiplier for the Mana Cost Graph that can adjust the graph’s values
Italic TextFor looping skills, determines how long the skill must operate before it can be released
(milliseconds)
The max number of pets the unit can have. after that the oldest pet is desummoned
(milliseconds)
description needed
If ture the skill will stop when the target dies
Does the skill target corpses. Note that there are some things skills can’t do to corpses even if they can target them
Runic documentation suggests this is used only for monsters, and that for players should be set to -1
Can Target Hidden And Disabled Units - true/false
example needed
Dont Target Smachables - If true, smashable units will be ignored by the skill
description needed
Find Target Angle - Angle in which to find targets
description needed
Ignore Target Unittype - Skill target ignore unittype
description needed
Ignore Unittypes - Skill will ignore these units
description needed
Max Random Position - Random position max distance
description needed
Min Random Position - Random position min distance
description needed
Range - Range of skill
description needed
Range Min - Minimum range of skill
description needed
Single Target - Skill is single target
Snap Target Type To Ground - If you use a position target type (see below) you can snap it to ground
description needed
<STRING>TARGET_ALIGNMENT: - controls who get hit by the skill
-
- all
- berserk
- evil
- evilberserk
- evilonly
- good
- goodberserk
- neutral
- neutralhostile
- smashable
Target Range - Range at which a unit can be targeted
description needed
<STRING>TARGET_TYPE: - psoition the Skill is cast
-
- everbody
- none
- item
- owner
- pets
- position - spell created at cursors location
- position random at target
- position random circle
- position flee
- position random
- self - the cursor has no impact
- self and pets
- target
- target position
- unidentified item
Target Units - Skill will target these units
description needed
Target Unittype - Skill target unittype
description needed
Level short description
Level Strings
Level Animation
Level Requirements
Level Settings
Level Targeting
set up a default skill display name per level
No differences to the Skill Animation
No differences to the Skill Requirements
Only listed the Settings exclusive for LEVEL. Other settings are listed here: Skill Settings
Chance - Chance for skill to execute the EVENT
description needed
Max Duration In Seconds - absolute longest time a skill can go for before EVENT_END is called and all other events stop
description needed
Event short description
Attach Line Emitter -
description needed
Attach Line Emmiter Max Dest. -
description needed
Attach Only While Skill Active - Only update position while skill in in a fully active state
description needed
Attach Owner - Attach layout to ownder
description needed
Attach to Target - Attach layout to target
description needed
Attaches - Layout attaches to the skill user? true/false
description needed
Sollision Y Offset - How far above the ground should the line emitter/lino of sight ray collision check take place
description needed
Damage reqs. LOS - does the damage require line of sight? true/false
description needed
Dont Force Stop Particles - Dont force particle to stop when Event Stops
description needed
Follows - Layout follows the skill user? (Attach overrides this!)
description needed
Ignores Obstructions - Does the attach ignores Obstructions? true/false
description needed
Ignores Unit - Does the Attach ignores the unit? true/false
description needed
Line Emitter Collides -
description needed
Line Emitter Ground - The line emitter end point till snaps to ground
description needed
Orint To Target - Orients layout towards target
description needed
Scale Distance - Attach scales with distance
description needed
Always Apply Effects - Apply effect in every update
description needed
Apply Effects - Apply skill effect in event
description needed
Builds Charges - If true the skill's damage will be calculated into the charge bar
description needed
Cant Be Blocked - Attacks cannot be blocked
description needed
Cast From Target - Subsequent skill fires from target of event
description needed
Charge Scale % - Percent charge gain modifier
description needed
Clonable - Event can be cloned
description needed
Clone Count - Number of event clones to make
description needed
Damage Type - Type of damage to inflict
description needed
Dmg Shapes Hit Once - If true, units will only get hit by the first damages shape that hits it if there are multiple shapes
description needed
Don't Target Smashables - If true, smashable units will be ignored by the skill
description needed
Duration - Duration override in milliseconds
description needed
- EVENT_START
- EVENT_END
- EVENT_TRIGGER
- EVENT_TRIGGER_TWO to _FOUR
- EVENT_UNITHIT
- EVENT_UNITDIE
- EVENT_MISSILEHIT
- EVENT_MISSILEDIE
- EVENT_DIEBYEFFECT
- EVENT_CASTERDIE
- EVENT_UNITCREATE
- EVENT_MISSILE_PULSE
description needed
Execute Skill Count - How many skills to fire on this event
description needed
File - Layout file for the event
description needed
Fire At - Fire at bone
description needed
Fire From - Fire from bone
description needed
Hide Stats - Skill stats are hidden
description needed
Ignore Alignment - Ignore alignment check
description needed
Ignore Units - Event will ignore these units
description needed
Make Pet - Created units will be pets
description needed
Make Pet Of Master - Created units will become pets of the units master
description needed
Match Alignment - Pet will match alignment
description needed
Matchens Pet Duration - Lasts for duration of pet summons
description needed
Max Delay - May delay time (in seconds) between clones
description needed
Max Height Difference - The maximum height difference between caster and target
description needed
Max Units Hit - Maximum nubver of units the event will hit (0 means no max)
description needed
Min Delay - Min delay time (in seconds) between clones
description needed
No Damage Reflection - Whether to allow damage to be reflected
description needed
No Steal Effects - Can the skill hp/mana steal? (applicable when doing weapon damage)
description needed
No Strike Effects - Can the skill proc off hits? (applicable when doing weapon damage)
description needed
No Strice Particles - Whether to play impact partivles or not
description needed
Place On Target - true/false
description needed
Soak Scale % - Percent damage soak
description needed
Target Ahead - Distance to target ahead of target unit
description needed
Target Corpses -
description needed
Target Units - Event will target these units
description needed
Use DPS - Use damage per second
description needed
Use Master For Attacks - If true and the caster has a master the caster will roll the attacks damage based their master damage
description needed
Weapon DMG % - % of weapon damage ti add to skill
description needed
Pulse Distance - The pulse rate of the missile based on distance
description needed
Pulse Offset - The offset Time/distance to activate the first pulse
description needed
Pulse on ground - The missile will only pulse if there is collision under the missile
description needed
Pulse Time - The pulse rate of the missile based in seconds
description needed
Execute skill short description
Retarget - When the skill(s) launch they will attempt to retarget
description needed
Skills - Skill list
description needed
Affixes short description
Additional Desc. - Additional description for skill
description needed
Affixes - Affix list
description needed
Duration - Default duration for all Effects in Affix
description needed
Level - Level of Affixes
description needed
Target Type - Affixes Target
-
- ENEMIE
- EVERYBODY
- FORCE_OWNER
- FRIEND
- OWNER
- PET
- SELF
description needed
Target Unittype - Affixes target unittype
description needed
The stat requirement is a mathematical logic to decide if something can happen or not
Secondary Stat to check
use VALUE to define the primary stats value to check
-
- ALLY
- ENEMY
- LEVEL
- SELF
- UNIT
- VALUE
any number
a list of all available stats you want to check
simply the logic. Stat1 = (whatch type) to stat2? check true/false
-
- EQUAL TO
- GREATER THAN
- GREATER THAN OR EQUAL TO
- LESS THAN
- LESS THAN OR EQUAL TO
- NOT EQUAL TO