*.txt files - Baldurs-Gate-3-modders/Best-Practices-Wiki GitHub Wiki

Comments

/ at the start of a line is a comment

Overwrite current values

Use form new entry "Target_VampireBite_Astarion"

that would replaces official "Target_VampireBite_Astarion" You must then set parameters see #Value-List

Things to test

Currently testing one method overrides more info to come

/*

Stuffs here

*/ multiline comments

What in a spell causes effect

Target Params... some work some don't (Logos)

Tag boosts ... some work (Skill(Arcana,1)) some don't (Tag(CUSTOM_TAG)??) (ShinyHobo)

Value List

Shared/Public/Shared/Stats/Generated/Structure/Base/Valuelists.txt

[ ] format

[ ] label

End of night info dump

Maybe... there are useful comments in here.

Only after reenabling the '/Animations + allow the spell to work' does the bite work... (more work coming soon, please pick up if you care to.-Logos)

new entry "Target_VampireBite_Astarion"
/mandatory?
type "SpellData"
data "SpellType" "Target"

/parameters
/data "UseCosts" "BonusActionPoint:1"
data "Cooldown" "None"
/data "TargetRadius" "1.5"
/data "SpellFlags" "IsMelee;CannotTargetItems;CannotTargetTerrain;Stealth;IsHarmful"

/?parameters
/data "DeathType" "DoT"

/Parameters with Logic
data "TargetConditions" "not Self() and not Item() and not Tagged('UNDEAD') and not Tagged('PLANT') and not Tagged('ELEMENTAL') and not Tagged('CONSTRUCT')"
data "SpellProperties" "TARGET:IF(not HasStatus('SLEEPING') and not HasStatus('SNEAKING', context.Source)):DealDamage(2d4, Piercing);TARGET:IF(not Dead()):RegainHitPoints(SELF,2d4);TARGET:IF(Dead()):ApplyStatus(SELF, POISONED, 100, 3);TARGET:IF(Tagged('HUMANOID') and not Dead()):ApplyStatus(SELF, ASTARION_HAPPY, 100, -1);TARGET:IF(Tagged('HUMANOID') and not Dead()):ApplyStatus(ASTARION_WEAK,100,-1)"

/Icon-Tooltip
data "Icon" "Action_VampireBite"
data "DisplayName" "Target_VampireBite_Astarion_DisplayName"
data "Description" "Target_VampireBite_Astarion_Description"
data "DescriptionParams" "RegainHitPoints(2d4);DealDamage(2d4,Piercing)"

/Animations + allow the spell to work
data "SpellAnimationNoneMagic" "f13da615-33ae-412e-8314-4ac4fc560dbf(CMBT_Skill_VampireBite_Combat_01_Prepare);;01fe9641-f630-4ed2-8035-1186dc7a5803(CMBT_Skill_VampireBite_Combat_01_Attack);e6643712-8521-4c83-b518-1a10d61da4ef(CMBT_Skill_VampireBite_Combat_01_Recover);f28943e2-f5e6-4133-80ef-8c7c4f628920(CMBT_Skill_VampireBite_Combat_01_Loop);"
data "PrepareEffect" "VFX_Actions_Prepare_Origin_VampireBite_HandFX_01:Dummy_R_HandFX,Dummy_L_HandFX::0:None::None::0:0::::;VFX_Sound_Spell_Prepare_VampireBite_Astarion_01:Dummy_Root::0:None::None::0:0::::"
data "CastEffect" "VFX_Actions_Cast_Origin_VampireBite_Cast_HandFX_01:Dummy_R_HandFX::0:None::None::0:0::::;VFX_Actions_Cast_Origin_VampireBite_Cast_BodyFX_Textkey_01:Dummy_BodyFX:VFX_Attack_01:0:None::None::0:0::::;VFX_Actions_Cast_Origin_VampireBite_Cast_Root_Textkey_01:Dummy_Root:Cast:0:None::None::0:0::::"
data "TargetEffect" "VFX_Actions_Cast_Origin_VampireBite_Impact_BodyFX_Textkey_01:Dummy_BodyFX:Cast:0:None::None::0:0::::"

/??? idea dice roll window
/data "CastTextEvent" "Cast"

/Sounds
data "CastSound" "Action_Cast_VampireBite"
data "TargetSound" "Action_Impact_VampireBite"