Skill and Item Tutorials
These are guides on various useful skills and items.
Basic
- 0. Creating Items
- 1. Direct Passives - Hit +20, MAG +2 and Gamble
- 2. Conditional Passives I - Lucky Seven, Odd Rhythm, Wrath and Quick Burn
- 4. Conditional Passives II - Warding Blow, Rainlashslayer
- 3. Conditional Passives III - Tomefaire, Axe Breaker and Wyrmbane
- 4. Tile Oriented Passives - Outdoor Fighter and Indoor Fighter
- 3. Auras - Hex, Bond and Focus
- Required editors and components
- Skill descriptions
- Step 1: Create a Class Skill an an ‘Effect Skill’
- Step 2.A: Add the Aura component to the Class Skill
- Step 3: Add the other components to the ‘Effect Skill’
- Step 2.B → 3.C: [Focus] Add the Condition component to the Class Skill
- Step 4: Test the stat alterations and effects in-game
- Optional Step: Add the Hidden component to the ‘Effect Skill’
- [System] Skill Swap (Depreciated)
- Required editors and components
- Understanding the problem
- Events and Variables
- Step 0: Understanding how to build tuple with strings
- Step 1: Remove all skills from classes and units
- Step 2: Set the Raw Data table
- Step 3: Build an Initializer event
- Step 4: Build the skill unlock event
- Step 5: Create the Skill Swap base
- Step 6: Add skill swap as a menu option
- Step 7: Build the Skill Swap Operations event
- Step 8: Build the operations
- Step 9: Test the system
- [System] Skill Swap (with Bonus Intro to Python Scripting)
- Step 0.a: Set Up Your Events
- Step 0.b: Remove All Skills
- Step 0.c: Set Up Raw Data
- Step 1: Code the Initializer
- Step 2: Code the Python Data Fetcher
- Step 3: Code the Base Menu
- Step 4: Code the Target
- Step 5: Let’s Swap Some Skills!
- Step 5: Operations
- Step 6: Operations (Once Again, with Feeling)
- Step 7: Wait, How Do We Get NEW Skills On Units?
- Step 8: Swap Skills on Level Up
- Step 9: Next Steps