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LaughingLeader / Data.txt
Last active January 29, 2018 02:40
Divinity: Original Sin 2 - Data\Public\Shared\Stats\Generated\Data\Data.txt
key "Flanked penalty","10"
key "NPC max combat turn time","20"
key "Painted surface status chance","100"
key "Min Throw Distance","5"
key "Max Throw Distance","30"
key "Telekinesis Range","4"
key "End Of Combat SightRange Multiplier","2.5"
key "Sneak Damage Multiplier","1"
key "Infectious Disease Depth","5"
key "Infectious Disease Radius","5"
@LaughingLeader
LaughingLeader / Base.charScript
Created October 7, 2017 16:01
Divinity: Original Sin 2 - Base.charScript
INIT
CHARACTER:__Me
CHARACTER:%LookAtChar
CHARACTER:%AttackOfOpportunity
ITEM:%LookAtItem
INT:%FearFlee
INT:%Following = 0
FIXEDSTRING:%PrevIdleAnim = ""
FIXEDSTRING:%CrawInfest_Faction = ""
EXTERN INT:%FleeFromDangerousSurface=1
@LaughingLeader
LaughingLeader / Stacking Status Example (Osiris)
Last active March 25, 2020 11:54
A code snippet for making a status stack with story scripting, for Divinity: Original Sin 2 Classic and Definitive Edition.
Version 1
SubGoalCombiner SGC_AND
INITSECTION
MyMod_StackingStatuses_InitSettings();
KBSECTION
//REGION SETTINGS_INITIALIZING
PROC
MyMod_StackingStatuses_InitSettings()
THEN
@LaughingLeader
LaughingLeader / ItemCreator.itemScript
Last active July 22, 2018 03:59
An ItemScript for DOS2 that generates a certain amount of items within an item, using a status as a timer.
INIT
ITEM:__Me
EXTERN STATUS:%TimerStatus = BURNING
EXTERN ITEMTEMPLATE:%ItemToCreate = CON_Potion_A_Health_944e4b8c-1736-4ff6-8fa6-d7ceda9941da
EXTERN INT:%MaxAmount = 1
INT:%CurrentAmount = 0
INT:%Opened = 0
EVENTS
@LaughingLeader
LaughingLeader / TME_SadCube.txt
Last active August 8, 2018 19:34
Test Mod Experiments - Sad Cube (DOS2 Mod)
Version 1
SubGoalCombiner SGC_AND
INITSECTION
DB_TME_SadCubeStageTemplate(0, "SadCube_Reborn_9ab66717-6ae1-4965-aeef-30a36a698033");
DB_TME_SadCubeStageTemplate(1, "SadCube_Reborn_God_1_0c47c691-c439-43a3-b3ca-88d6db9f4da4");
DB_TME_SadCubeStageTemplate(2, "SadCube_Reborn_God_2_8a757889-d13f-4aee-8330-44f50d0dadc0");
DB_TME_SadCubeStageTemplate(3, "SadCube_Reborn_God_3_0fc8689e-df45-4ca6-ad6f-4e98b18c66c5");
DB_TME_SadCubeStageTemplate(4, "SadCube_Reborn_God_4_bb9d08fd-be6d-4bfd-8314-d55f5746e431");
KBSECTION
QRY
@LaughingLeader
LaughingLeader / DOS2_EngineStatuses.txt
Created August 9, 2018 15:38
Statuses that are hardcoded into EoCApp for Divinity: Original Sin 2.
ACTIVE_DEFENSE
ADRENALINE
ATTACKOFOPP
BLIND
BOOST
CHALLENGE
CHANNELING
CHARMED
CLEAN
CLIMBING
@LaughingLeader
LaughingLeader / DOS2DE_TalentIDs.txt
Created September 23, 2018 18:02
A list of talents with their IDs for Divinity: Original Sin 2 - Definitive Edition.
1 ItemMovement
2 ItemCreation
3 Flanking
4 AttackOfOpportunity
5 Backstab
6 Trade
7 Lockpick
8 ChanceToHitRanged
9 ChanceToHitMelee
10 Damage
@LaughingLeader
LaughingLeader / MyMod_Statuses.gameScript
Last active March 2, 2019 03:15
An example of how to implement an incremental status with behavior scripting (Divinity: Original Sin 2 - Definitive Edition Modding).
INIT
EVENTS
EVENT MyMod_ApplyPain
VARS
CHARACTER:_Target
LIST<STATUS>:_RemoveList
STATUS:_Result
INT:_Turns
@LaughingLeader
LaughingLeader / DOS2DE_PuzzleSystem.txt
Last active October 9, 2018 22:18
DOS2DE - Puzzle Story Script System
/*
* The follow rules all depend upon a specific database being defined:
* DB_MyMod_Puzzle_Settings(_PuzzleID, _PuzzleFlag, _MaxTotal, _OnEvent, _OffEvent)
____________________
* Parameters:
* _PuzzleID - A string identifier to make this database entry unique. Can be anything you want to name your puzzle.
* _PuzzleFlag - The global flag to set when the puzzle's total reaches the max set in the DB. You could change this to an object or user flag by modifying the MyMod_Puzzle_TotalChanged proc (we're already passing in the character / item triggering the events).
* _MaxTotal - The total number of objects that should be "on" that should happen, i.e. the total number of levers/pressure plates that should be flipped "on".
* _OnEvent - The "On" CharacterItem event that increases the total by 1. Needs to be the same event set on the pressure plate or lever.
* _OffEvent - The "Off" CharacterItem event that decreases the total by 1. Needs to be the same event set on the pressure plate or lever.
@LaughingLeader
LaughingLeader / DOS2DE_SummonRandomAnimal
Created January 6, 2019 16:34
Summon Random Animal Experiment
new entry "Shout_LLRACE_SummonAnimal"
type "SkillData"
data "SkillType" "Shout"
using "Shout_CloseTheDoor"
data "ActionPoints" "2"
data "Cooldown" "0"
data "SkillProperties" "LLRACE_SUMMON_CROCODILE,25,0;LLRACE_SUMMON_BEAR,50,0;LLRACE_SUMMON_WOLF,100,0;"
data "TargetConditions" "Self"
data "CanTargetCharacters" "Yes"
data "UseCharacterStats" "No"