![]() Bleeding” = +26% prot if attacked by a bleeding enemy? (Rather than +26% prot while bleeding) I am wondering if the effects are the opposite of what I thought they would be? The in game tool tips are a little confusing. dotHpHeal does not seem to be accepting the “hp_heal_amount” when bleeding / poisoned. I had to use 1 at minimum for the buff to get applied. Healing, scaled with the bleed / poison, as long as they have the condition applied. Theoretically, that should do exactly what I want. dotHpHeal 0! And then buff “hp_heal_amount” while “actorStatus” is “bleeding” and/or “poisoned”. ![]() So I came up with an idea to work around the healing/buff issue. As far as I know, there is also no way to apply a heal through a “buff” () file. So I changed up the initial idea to not cure the conditions, but apply buffs while afflicted with them. Where you can apply a buff if they have a condition initially, and keep the buff if the condition is removed. I’m fairly certain Darkest Dungeon does not have an initial condition option. ![]() What doesn’t kill me, makes me stronger! The initial idea being to cure poison / bleeding, apply buffs (armor if bleeding, +dmg if poisoned), and a heal (increased if bleeding, increased if poisoned). I’ve seen some skills that cure / heal, and wanted to make a custom skill for my class that is unique.
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