Difference between revisions of "Perk"
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***'''[[:Category:Conditions|Conditions]]:''' The conditions under which the Perk is effective. For example, a condition here allows you to specify that the Perk only functions if the player's health is below 50%, or only works if they have a specific weapon equipped. | ***'''[[:Category:Conditions|Conditions]]:''' The conditions under which the Perk is effective. For example, a condition here allows you to specify that the Perk only functions if the player's health is below 50%, or only works if they have a specific weapon equipped. | ||
== Adding a | == Adding a Perk to a Skill Tree == | ||
Skill trees are ''not'' defined in the perks themselves. Instead, follow these steps to add a perk to a skill tree: | Skill trees are ''not'' defined in the perks themselves. Instead, follow these steps to add a perk to a skill tree: |
Revision as of 11:03, 10 February 2012
Perks are abilities received by players as they gain levels and play through the game. Or, instead of receiving a new Perk, the player may add a rank to an existing Perk, thereby increasing its effectiveness (if that Perk had more than one allowable rank).
Perk Dialog
- ID: The label used to identify this object type. It must be unique among all IDs, forms and references.
- Name: The display name for this perk.
- Perk Icon: The name of the file that contains the perk icon graphic.
- Trait: Not applicable.
- Playable: A check box that identifies (when checked) that the perk can be chosen by the player when leveling up.
- Hidden: Not applicable.
- Level: Not applicable.
- Num Ranks: Not applicable.
- Perk Descripton: The full, display description of the perk.
- Conditions: Sets the conditions necessary to make this perk available. Usually these are GetBaseActorValue and HasPerk conditions.
- Perk Entries define what happens if the player has the Perk.
- Rank: Not used.
- Priority: Used to control order of operations when two perk entries affect the same value. Perks with a higher priority take precedence.
- Quest: A Quest Perk Entry will start a specified quest and set it to a specified stage.
- Stage: The Quest Stage to set.
- Ability: An Ability Perk Entry applies the selected Ability to the player when they acquire the perk.
- Entry Point: An Entry Point Perk allows you to modify a specific, predefined part of the code. When you create a Perk Entry that refers to an Entry Point, you select from a list of these predefined Entry Points. Each one will also have a number of arguments that are relevant to that entry point.
- Function: How the Entry Point is affected: Plus, minus, multiply, set, etc.
- Function Data: How much it is affected.
- Conditions: The conditions under which the Perk is effective. For example, a condition here allows you to specify that the Perk only functions if the player's health is below 50%, or only works if they have a specific weapon equipped.
Adding a Perk to a Skill Tree
Skill trees are not defined in the perks themselves. Instead, follow these steps to add a perk to a skill tree:
- Go to the Character Menu and select Actor Values.
- A window will open with a list of Actor Values. From the list, select the skill whose tree you want to put the perk in.
- On the right side there will be a button labeled "Perk Tree". Click that button.
- A perk tree diagram will pop up. Right-click anywhere in the white rectangles.
- Choose "Add Perk".
- Select the perk you want to add to the tree.