
If false, summoned pets are hostile to the caster. In theory this would make the pet-of-a-pet a pet of the player rather than the pet. If true, this event ignores the Alignment (GOOD, EVIL) set at the Skill level. If true, any effects/affixes/damage done by this event is not listed in the preview text players see on the skill tree when they roll over the skill. If the location is a mobile bone (eg RIGHTHAND) the Layout will move with the bone during the cast animation. The location on the caster from which the Layout (and thus particle effects originate). Determines where on the enemy’s body to aim.
Mainly used for skills target the enemy directly. The Layout file to be loaded by this Effect. If it is 1 or more, it selects the skills cast at random. If the Count is zero, it will cast ALL of them. If an EXECUTE_SKILL object is embedded in the Event, this value determines how many skills in the object to cast. if given a cooldown your skill will fire and be on cooldown immediately EVENT_UNIT_CREATE - This is like an automatic event start, where the event will start on unit creation, like if you give a pet a skill it will fire the skill instantly when its summoned, if a player has this event it will start as soon as the player spawns.EVENT_CASTERDIE - Called if the caster dies.Called when a missile pulses (rare, used for missiles-that-fire-missiles, mostly).The unit that was hit is automatically considered a Target of this event. Called when a missile strikes a target.The enemy who was hit is automatically considered a Target of this event. Called when a unit gets hit by any missile or damageshape.
Called when this skill kills an enemy as part of one of its Effects. Called when a missile created by this skill expires. They also do nothing inside a proc called by EXECUTE_SKILL. These do nothing inside a skill that has no animation. “hit_three” corresponds to EVENT_TRIGGER_THREE Each corresponds to an instruction in the Animation file to perform a “hit” at certain specific times. EVENT_TRIGGER, EVENT_TRIGGER_TWO, EVENT_TRIGGER_THREE, EVENT_TRIGGER_FOUR. Summoned pets in and of themselves have no effect on when EVENT_END is called (but you could attach a long-running Event to them to force it to). The events of child skills called by a parent skill via EXECUTE_SKILL are not considered part of the parent skill and have no effect on when the parent’s EVENT_END is called. Particle effects within a Unit Theme have no effect on when EVENT_END is called. Affixes are not events, so a long running Affix by itself has no effect on when EVENT_END is called. Specifically, this fires once all other Events created by the skill have run their course. Called at the start of a skill cast, prior to any animations. Note that Events attached to units or players do not always last the entire duration of this setting-they will end prematurely if the player zones or (under most circumstances) dies. This has numerous uses, one of the main ones being giving you exact control over when the skill terminates and the EVENT_END event is called. This setting overrides the length of any timelines and simply forces the event to last as long as the duration indicated. The duration for this event, in milliseconds. If true, if there are multiple damage shapes called by the Layout attached to this event, only one of them will hit. The type of damage dealt by this event (Physical, Fire, Ice, etc). Several settings relate to this but I have yet to discover what they do. Setting it lower reduces the charge rate. Casts from Target Charge Scale %Ī multipilier for the charge bar. Particularly useful for events that are supposed to represent poison clouds and the like, which look silly if shield blocked. If true, enemies can’t shield block this event. Does this damage inflicted by this event increase the charge bar? Default is false, so don’t forget to set to true if your intent is for your skill to build charge. Don’t confuse it with No Strike Effects, which is what prevents conveyance of affixes. This is pretty much always going to be True. Like before, a ? means I have nothing to add beyond what Runic commented on within GUTS. Eventually I'll try to roll everything into a single reference post somewhere on the web. #Torchlight ii guts update#
Some of the descriptions below are probably incorrect so please update if desired. IMO they are tricky and will take a while longer to describe. I'll try to add a writeup of those later. I didn't concentrate on the "Attaches" family. The list below focuses on the Event level within a skill.