If STAMODIFIERISBONUS is false, this will be multiplied with everything else in the formula. If using a stat, this is another variable you can set to modify the final product.
Say BlackMage casts Firesword on Fighter, which applies a Transfer damage effect of 10 points of fire damage, Fighter will cause 10 points of fire damage to enemies he hits as long as the effect lasts. Passive effects almost always have a duration of ALWAYS. Passive is used for long-term bonuses and modifiers, especially passive skills.
Dynamic applies short-term effects (including short term buffs and debuffs). However, in Runic's vanilla TL2 files, Dynamic and Passive are used consistently in two different ways. So, if BlackMage casts Fireball on Fighter and Fireball applies a dynamic damage effect that deals 10 damage, Fighter suffers that 10 damage. How they both seem to work to me is that they apply the effect to the target directly. I don't know the difference between Passive and Dynamic effects. Perhaps someone else can elaborate and clarify, but as I understand it, this is the difference: There are 3 main types, Dynamic, Passive and Transfer. So, if all poison effects were called 'poison', you could use a skill to remove any poison effect on a character.Īctivation determines how and to whom the effect is applied. REMOVEEFFECT works on all effects of the same EFFECTNAME. Why? Because then you could implement counters to those effects by using the REMOVEEFFECT effect. They don't stack.Īlso, if you wanted to make an archetypal 'effect' used widely in your mod, like Burning or Frozen in TL2, it would be good to give all intended effects the same name. Thankfully, in those effects, they have a name set, and also EXCLUSIVE is set to TRUE. Each casts that spell and now they both have DOUBLE the bonuses from Elemental Boon (~70% bonus damage, ~75% damage reduction to all elemental effects). Imagine playing a multiplayer match with two Embermages. When you MUST enter a name is when you need to make an effect NOT STACK with other identical effects. It's good to type in a name for most effects. Now, to understand how these all work, let's get deeper into Effects. Now, let's find DAMAGE_MONSTER in the Graph Editor.Īnd voila, we have all the associated files and values used for the WANDERER_GLAIVE_THROW affix's damage effect. That's because the graph is linked to both the MIN and the MAX values. For the Damage Effect, the associated graph is DAMAGE_MONSTER. What we're interested in is the Graphs section in the middle. Mostly, this just shows us how TL2 displays the Effect on an item or in a skill. Now, open the Effects Editor and find Damage. Percent Speed and Interrupt are very straightforward and the Add Stat seems to be vestigial (it does nothing), so let's look at Damage, since it's the most interesting Effect here. In the second field of the effects, you'll notice the column name is 'Effect' indicating what type of Effect it is... this is our next lead in figuring out what EXACTLY these affixes are doing. These are the bread and butter of what the Affix is doing. So go open that, tug on the Group dropdown bar and select SKILLS, and find yourself here: Next step is to find it in the Affix Editor. Glaive Throw actually has another Effect attached, too, but for now let's just work with the WANDERER_GLAIVE_THROW affix. So let's go to Glaive Throw and find that skill's affix: You find affixes applied to units, items, weapons, skills. Top Level (item, skill, unit, etc)>Affix>Effect>Variables(Graph/Stat)
Basically, you'll find them working in a hierarchy that goes like this:
Important to understanding Affixes and Effects is to understand how to find all of the variables that affect them. Generally, it's good to always package your Effects into Affixes. Affixes allow you to set inclusion or exclusion lists so your effects don't apply to certain unittypes. Affixes allow multiple Effects to be applied together, scaled together (as with skill level) and more.