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TalentsCaptain.xml
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TalentsCaptain.xml
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<?xml version="1.0" encoding="utf-8"?>
<Talents>
<Override>
<!-- fabricate quality bonus -->
<Talent identifier="gunsmith">
<Icon texture="Content/UI/TalentsIcons1.png" sheetindex="5,3" sheetelementsize="128,128" />
<!-- New description -->
<Description tag="talentdescription.crafthighqualityweapons">
<Replace tag="[qualitybonus]" value="1" color="gui.green" />
</Description>
<Description tag="talentdescription.unlockrecipe">
<Replace tag="[itemname]" value="entityname.revolver,entityname.revolverround" color="gui.orange" />
</Description>
<!-- New effect -->
<AbilityGroupEffect abilityeffecttype="None">
<Abilities>
<CharacterAbilityGivePermanentStat statidentifier="weapon" stattype="IncreaseFabricationQuality" value="1" />
</Abilities>
</AbilityGroupEffect>
<AddedRecipe itemidentifier="revolver" />
<AddedRecipe itemidentifier="revolverround" />
</Talent>
<!-- dead eye implement -->
<Talent identifier="sailorwithnoname">
<Description tag="talentdescription.bigsmoke">
<Replace tag="[affliction_a]" value="afflictionname.deadeyecharge" color="gui.green" />
<Replace tag="[affliction_b]" value="afflictionname.haste" color="gui.green" />
</Description>
<Description tag="talentdescription.skillbonus">
<Replace tag="[amount]" value="20" color="gui.green" />
<Replace tag="[skillname]" value="skillname.medical" color="gui.orange" />
</Description>
<Description tag="talentdescription.unlockrecipe">
<Replace tag="[itemname]" value="entityname.cigar" color="gui.orange" />
</Description>
<Icon texture="Content/UI/TalentsIcons1.png" sheetindex="6,1" sheetelementsize="128,128" />
<AbilityGroupEffect abilityeffecttype="OnUseRangedWeapon">
<Conditions>
<AbilityConditionItem tags="bigsmoke" />
</Conditions>
<Abilities>
<CharacterAbilityApplyStatusEffects>
<StatusEffects>
<StatusEffect type="OnAbility" target="Character">
<Affliction identifier="deadeyecharge" amount="2" />
<Affliction identifier="haste_bigsmoke" amount="2" />
</StatusEffect>
</StatusEffects>
</CharacterAbilityApplyStatusEffects>
</Abilities>
</AbilityGroupEffect>
<AbilityGroupEffect abilityeffecttype="None">
<Abilities>
<CharacterAbilityGiveStat stattype="MedicalSkillBonus" value="20" />
</Abilities>
</AbilityGroupEffect>
<AddedRecipe itemidentifier="cigar" />
</Talent>
<!-- dead eye implement -->
<Talent identifier="drunkensailor">
<Description tag="talentdescription.drunkensailor_new">
<Replace tag="[affliction]" value="afflictionname.deadeyecharge" color="gui.green" />
</Description>
<Description tag="talentdescription.drunkensailor">
<Replace tag="[stunresistance]" value="75" color="gui.green" />
</Description>
<Description tag="talentdescription.unlockrecipe">
<Replace tag="[itemname]" value="entityname.rum" color="gui.orange" />
</Description>
<Icon texture="Content/UI/TalentsIcons1.png" sheetindex="3,0" sheetelementsize="128,128" />
<AbilityGroupEffect abilityeffecttype="OnAddDamageAffliction">
<Abilities>
<CharacterAbilityModifyAffliction afflictionidentifiers="drunk" replacewith="drunknodebuffs" />
</Abilities>
<FallbackAbilities>
<CharacterAbilityModifyAffliction afflictionidentifiers="drunk" replacewith="drunknodebuffs" />
</FallbackAbilities>
</AbilityGroupEffect>
<AbilityGroupInterval>
<Conditions>
<AbilityConditionHasAffliction afflictionidentifier="drunknodebuffs" />
</Conditions>
<Abilities>
<CharacterAbilityModifyResistance resistanceid="stun" multiplier="0.25" />
<CharacterAbilityModifyResistance resistanceid="nausea" multiplier="0" />
</Abilities>
</AbilityGroupInterval>
<!-- New effect-->
<AbilityGroupInterval interval="1">
<Conditions>
<AbilityConditionHasAffliction afflictionidentifier="drunknodebuffs" />
</Conditions>
<Abilities>
<CharacterAbilityApplyStatusEffects>
<StatusEffects>
<StatusEffect type="OnAbility" target="This" multiplyafflictionsbymaxvitality="true" disabledeltatime="true">
<Affliction identifier="deadeyecharge" amount="1" />
</StatusEffect>
</StatusEffects>
</CharacterAbilityApplyStatusEffects>
</Abilities>
</AbilityGroupInterval>
<!-- New effect end-->
<AddedRecipe itemidentifier="rum" />
</Talent>
<!-- give experience to reach level 8 instead of 5 -->
<Talent identifier="figurehead">
<Icon texture="Content/UI/TalentsIcons1.png" sheetindex="4,4" sheetelementsize="128,128" />
<Description tag="talentdescription.figurehead">
<Replace tag="[selfxpgain]" value="550" color="gui.green" />
<Replace tag="[level]" value="8" color="gui.green" />
</Description>
<Description tag="talentdescription.factiondiscount">
<Replace tag="[discount]" value="20" color="gui.green" />
</Description>
<AbilityGroupEffect abilityeffecttype="OnAttack">
<Conditions>
<AbilityConditionAttackData itemidentifier="coalitionmedal" />
</Conditions>
<Abilities>
<CharacterAbilityGiveExperience level="8" />
</Abilities>
</AbilityGroupEffect>
<Migrations>
<UpdateStatIdentifier version="1.0.10.0" old="figurehead" new="all~figurehead" />
</Migrations>
<AbilityGroupEffect abilityeffecttype="None">
<Abilities>
<CharacterAbilityGivePermanentStat statidentifier="all~figurehead" stattype="StoreBuyMultiplierAffiliated" value="0.2" targetallies="true" setvalue="true" />
<CharacterAbilityGivePermanentStat statidentifier="all~figurehead" stattype="ShipyardBuyMultiplierAffiliated" value="0.2" targetallies="true" setvalue="true" />
</Abilities>
</AbilityGroupEffect>
</Talent>
</Override>
<!-- New generic talent -->
<Talent identifier="tacticaloptions">
<Icon texture="%ModDir%/TalentsIcons.png" sheetindex="5,0" sheetelementsize="128,128" />
<Description tag="talentdescription.unlockrecipe">
<Replace tag="[itemname]" value="entityname.tr_tacticalrevolver, entityname.tr_revolverroundap" color="gui.orange" />
</Description>
<AddedRecipe itemidentifier="tr_tacticalrevolver" />
<AddedRecipe itemidentifier="tr_revolverroundap" />
</Talent>
<!--New gunslinger talents-->
<Talent identifier="deadeye">
<Description tag="talentdescription.deadeye">
<Replace tag="[affliction_a]" value="afflictionname.deadeyecharge" color="gui.green" />
<Replace tag="[affliction_b]" value="afflictionname.deadeyeready" color="gui.green" />
<Replace tag="[damage]" value="80" color="gui.green" />
</Description>
<Icon texture="%ModDir%/TalentsIcons.png" sheetindex="0,0" sheetelementsize="128,128" />
<!--Gain dead eye charge from hits with pistol ammo-->
<AbilityGroupEffect abilityeffecttype="OnAttack">
<Conditions>
<AbilityConditionHasAffliction afflictionidentifier="deadeyeready" invert="true" />
<AbilityConditionCharacter targettypes="Enemy" />
<AbilityConditionAttackData tags="pistolammoitem" />
</Conditions>
<Abilities>
<CharacterAbilityApplyStatusEffects>
<StatusEffects>
<StatusEffect type="OnAbility" target="This" multiplyafflictionsbymaxvitality="true" delay="0.05" stackable="false" disabledeltatime="true">
<Affliction identifier="deadeyecharge" strength="10" />
</StatusEffect>
</StatusEffects>
</CharacterAbilityApplyStatusEffects>
</Abilities>
</AbilityGroupEffect>
<!--Afflict 100% more damage with pistol ammo when dead eye is ready-->
<AbilityGroupEffect abilityeffecttype="OnAttack">
<Conditions>
<AbilityConditionHasAffliction afflictionidentifier="deadeyeready" />
<AbilityConditionCharacter targettypes="Enemy,Monster" />
<AbilityConditionAttackData tags="pistolammoitem" />
</Conditions>
<Abilities>
<CharacterAbilityModifyAttackData addeddamagemultiplier="0.8" />
</Abilities>
</AbilityGroupEffect>
<!--Reduce 10 dead eye when shoot with pistol-->
<AbilityGroupEffect abilityeffecttype="OnUseRangedWeapon">
<Conditions>
<AbilityConditionItem tags="pistolitem" />
</Conditions>
<Abilities>
<CharacterAbilityApplyStatusEffects>
<StatusEffects>
<!-- small delay so we don't remove the affliction before the attack is applied -->
<StatusEffect type="OnAbility" target="This" multiplyafflictionsbymaxvitality="true" delay="0.05" stackable="false" disabledeltatime="true">
<ReduceAffliction identifier="deadeyeready" strength="10" />
</StatusEffect>
</StatusEffects>
</CharacterAbilityApplyStatusEffects>
</Abilities>
</AbilityGroupEffect>
</Talent>
<Talent identifier="goodandevil">
<Icon texture="%ModDir%/TalentsIcons.png" sheetindex="0,1" sheetelementsize="128,128" />
<Description tag="talentdescription.goodandevil_0">
<Replace tag="[reduction]" value="90" color="gui.green" />
</Description>
<Description tag="talentdescription.goodandevil_1">
<Replace tag="[affliction]" value="afflictionname.deadeyeready" color="gui.green" />
</Description>
<AbilityGroupEffect abilityeffecttype="OnAttack">
<Conditions>
<AbilityConditionCharacter targettypes="Ally" />
<AbilityConditionAttackData tags="pistolammoitem" />
</Conditions>
<Abilities>
<CharacterAbilityModifyAttackData addeddamagemultiplier="-0.9" />
</Abilities>
</AbilityGroupEffect>
<AbilityGroupEffect abilityeffecttype="OnAttack">
<Conditions>
<AbilityConditionHasAffliction afflictionidentifier="deadeyeready" />
<AbilityConditionCharacter targettypes="Enemy,Monster" />
<AbilityConditionAttackData tags="handcannonammo" />
<AbilityConditionCharacter>
<Conditional mass="lt 150" />
</AbilityConditionCharacter>
</Conditions>
<Abilities>
<CharacterAbilityModifyAttackData implode="true" />
</Abilities>
</AbilityGroupEffect>
</Talent>
<!-- Deprecated -->
<Talent identifier="bigsmoke">
<Icon texture="Content/UI/TalentsIcons1.png" sheetindex="6,1" sheetelementsize="128,128" />
<Description tag="talentdescription.bigsmoke">
<Replace tag="[affliction_a]" value="afflictionname.deadeyecharge" color="gui.green" />
<Replace tag="[affliction_b]" value="afflictionname.haste" color="gui.green" />
</Description>
<AbilityGroupEffect abilityeffecttype="OnUseRangedWeapon">
<Conditions>
<AbilityConditionItem tags="bigsmoke" />
</Conditions>
<Abilities>
<CharacterAbilityApplyStatusEffects>
<StatusEffects>
<StatusEffect type="OnAbility" target="Character">
<Affliction identifier="deadeyecharge" amount="2" />
<Affliction identifier="haste_bigsmoke" amount="2" />
</StatusEffect>
</StatusEffects>
</CharacterAbilityApplyStatusEffects>
</Abilities>
</AbilityGroupEffect>
</Talent>
<Talent identifier="angeltrigger">
<Icon texture="%ModDir%/TalentsIcons.png" sheetindex="1,0" sheetelementsize="128,128" />
<Description tag="talentdescription.angeltrigger">
<Replace tag="[reduction]" value="90" color="gui.green" />
<Replace tag="[affliction]" value="afflictionname.deadeyeready" color="gui.green" />
<Replace tag="[second]" value="5" color="gui.green" />
</Description>
<AbilityGroupEffect abilityeffecttype="OnAttack">
<Conditions>
<AbilityConditionCharacter targettypes="Ally" />
<AbilityConditionAttackData tags="pistolammoitem" />
</Conditions>
<Abilities>
<CharacterAbilityModifyAttackData addeddamagemultiplier="-0.9" />
</Abilities>
</AbilityGroupEffect>
<AbilityGroupEffect abilityeffecttype="OnAttack">
<Conditions>
<AbilityConditionHasAffliction afflictionidentifier="deadeyeready" />
<AbilityConditionCharacter targettypes="Enemy" />
<AbilityConditionAttackData tags="handcannonammo" />
</Conditions>
<Abilities>
<CharacterAbilityGiveAffliction affliction="stun" strength="5" setvalue="true" />
</Abilities>
</AbilityGroupEffect>
</Talent>
<Talent identifier="deviltrigger">
<Icon texture="%ModDir%/TalentsIcons.png" sheetindex="2,0" sheetelementsize="128,128" />
<Description tag="talentdescription.deviltrigger">
<Replace tag="[affliction]" value="afflictionname.deadeyeready" color="gui.green" />
</Description>
<AbilityGroupEffect abilityeffecttype="OnAttack">
<Conditions>
<AbilityConditionHasAffliction afflictionidentifier="deadeyeready" />
<AbilityConditionCharacter targettypes="Enemy,Monster" />
<AbilityConditionAttackData tags="handcannonammo" />
<AbilityConditionCharacter>
<Conditional mass="lt 150" />
</AbilityConditionCharacter>
</Conditions>
<Abilities>
<CharacterAbilityModifyAttackData implode="true" />
</Abilities>
</AbilityGroupEffect>
</Talent>
</Talents>