You do realize that there is no need for you to use the entire file? Your mod will conflict with all other mods. You only need to add what you are changing. (Your welcome, it took me forever to find what you changed because you are using the entire file. Only Add what you change as a GameDataObject. If you change one thing in the object you need the entire object. See below, cut and paste and see if it works. (If you changed any other GameDataObject, you will have to copy it to the end. And remember, Always add a comma except for your last entry. So if you want to add another GameDataObject you have to ad a Comma after the 2nd to last "}" in the text below.))
Also, you had an "x" in the file, I believe that may have rendered it unusable in game, and thus ignored. It was at the very begining: { "GameDataObjects": [ {x <-- Why the "x" ???
I believe your goal is to make the skill always active. To achieve this, I simply removed the conditions for activation and deactivation, you can see the changes I made below. I didn't test it, but it should work no problem now. If it doesnt, let me know.
Please clean up your mod so its not so big and confusing, and so that it doesnt conflict with other mods and Ill download it for my own use Happy Modding!
4 Armor is too much. 2 would be better. Instead of flat damage value for his aura - would it be possible to fix scalling on it so it scales with levels?
Sorry if this is not helpful coming from someone who doesn't even know what coding language this is: but I just spent a couple minutes looking it over and is it possible that the important part of the code for the %health isn't
Just saying that I noticed that every single time the "IsHealthPercentage..." "LessThanOrEqualTo" statements are seen together they are always followed by "FunctionHash": 2080256364. But the ParameterHash changes depending on the percent value (All the 50%s are the same ParameterHash, and the 25%s are all the same, but different from the 50s).
As I said, I don't know s#*! about code and it's 1am here so I don't have time to poke at it myself. Just thought I'd point out a pattern I saw.
I would suggest: Moon Godlike: Give them like 1-2 to hp healed per level this isnt overpowered but make them worth to pick. Nature Godlike: -1 Power Level + poison resi ? Death Godlike: + 5% hits to Crits? Fire Godlike: You're on it !
I tried that, infact thats what I have coded in atm, just like pillars of eternity 1 it doesn't seem to respond to editing, as if it's something somewhere else that controls it.
You aren't hearing me, I've already found the location of editing the health percentage and edited it.
It simply has no effect for unknown reasons, just like it had no effect in the previous game for unknown reasons.
Still I appreciate you trying to help but it's not that simple, unless this effect is hidden in another file where u edit it twice (which I'll need someone to help me find then) there is nothing to do atm.
if even trying to use other existing values doesnt work it might be in the stuff that is still code and will be made mod-able in later updates(hopefully soon)
still, an increase in the armor bonus and better retaliation dmg is pretty good too
20 comments
Also, you had an "x" in the file, I believe that may have rendered it unusable in game, and thus ignored. It was at the very begining:
{
"GameDataObjects": [
{x <-- Why the "x" ???
I believe your goal is to make the skill always active. To achieve this, I simply removed the conditions for activation and deactivation, you can see the changes I made below. I didn't test it, but it should work no problem now. If it doesnt, let me know.
Please clean up your mod so its not so big and confusing, and so that it doesnt conflict with other mods and Ill download it for my own use Happy Modding!
Try this as your file:
{
"GameDataObjects": [
{
"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
"DebugName": "Battle_Forged",
"ID": "71a5c599-a796-4796-af03-67cbaf730ff1",
"Components": [
{
"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
"KeywordsIDs": [
],
"DisplayName": 146,
"Description": 1307,
"UpgradeDescriptions": [
],
"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
"Vocalization": "NoVocalization",
"Icon": "gui/icons/abilities/talents/race_godlike.png",
"UsageType": "None",
"UsageValue": 0,
"AbilityClass": "None",
"AbilityLevel": 0,
"IsPassive": "true",
"TriggerOnHit": "false",
"IsModal": "false",
"ModalGroupID": "00000000-0000-0000-0000-000000000000",
"IsCombatOnly": "false",
"IsNonCombatOnly": "false",
"HideFromUI": "false",
"HideFromCombatLog": "false",
"UniqueSet": "None",
"NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63",
"DurationOverride": 0,
"ClearsOnMovement": "false",
"CannotActivateWhileInStealth": "false",
"CannotActivateWhileInvisible": "false",
"ActivationPrerequisites": {
"Conditional": {
"Operator": 0,
"Components": [
]
}
},
"ApplicationPrerequisites": {
"Conditional": {
"Operator": 0,
"Components": [
]
}
},
"DeactivationPrerequisites": {
"Conditional": {
"Operator": 0,
"Components": [
]
}
},
"PowerLevelScaling": {
"BaseLevel": 0,
"LevelIncrement": 1,
"MaxLevel": 0,
"DamageAdjustment": 1.05,
"DurationAdjustment": 1,
"BounceCountAdjustment": 0,
"ProjectileCountAdjustment": 0,
"AccuracyAdjustment": 2,
"PenetrationAdjustment": 0.25
},
"StatusEffectKeywordsIDs": [
],
"StatusEffectsIDs": [
"806f7659-222c-40ab-b0fd-f568435ce94d",
"ec08b538-cceb-43fe-91f4-ba6ec298f133"
],
"VisualEffects": [
],
"SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
"AttackID": "00000000-0000-0000-0000-000000000000",
"AITargetingConditional": {
"Conditional": {
"Operator": 0,
"Components": [
]
},
"Scripts": [
]
},
"AudioEventListID": "00000000-0000-0000-0000-000000000000"
},
{
"$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
}
]
}
]
}
Edit: It worked! Thanks a bunch =)
Makes creating the other races abilities a lot easier, I'll get it on it sometime.
"FullName": "Boolean IsHealthPercentage(Guid, Operator, Single)",
"Parameters": [
"7d150000-0000-0000-0000-000000000000",
"LessThanOrEqualTo",
"99"
but the thing that comes after?
"UnrealCall": "",
"FunctionHash": 2080256364,
"ParameterHash": -1000434638
Just saying that I noticed that every single time the "IsHealthPercentage..." "LessThanOrEqualTo" statements are seen together they are always followed by "FunctionHash": 2080256364.
But the ParameterHash changes depending on the percent value (All the 50%s are the same ParameterHash, and the 25%s are all the same, but different from the 50s).
As I said, I don't know s#*! about code and it's 1am here so I don't have time to poke at it myself. Just thought I'd point out a pattern I saw.
Perhaps that is the key, I'll maybe try and find something that is on all the time and copy that parameterhash.
Moon Godlike: Give them like 1-2 to hp healed per level this isnt overpowered but make them worth to pick.
Nature Godlike: -1 Power Level + poison resi ?
Death Godlike: + 5% hits to Crits?
Fire Godlike: You're on it !
https://www.reddit.com/r/projecteternity/comments/8jiez5/poe2_modding_tutorial_rough_and_ready/
or maybe this guy:
https://www.reddit.com/r/projecteternity/comments/8ihi4p/my_poe2_modding_framework_is_released_up_first/
at least then it would be on any time you get hit at all, which would certainly be an improvement.
likewise for all the godlike buffs.
though the death one might be a bit OP.
maybe make a 50% variant of that one.
It simply has no effect for unknown reasons, just like it had no effect in the previous game for unknown reasons.
Still I appreciate you trying to help but it's not that simple, unless this effect is hidden in another file where u edit it twice (which I'll need someone to help me find then) there is nothing to do atm.
still, an increase in the armor bonus and better retaliation dmg is pretty good too