

Supports advanced skill creation that you can't perform in the editor thanks to the Modifier system.


You can do this by adding a skill, saving, and then removing the skill.

Rebuild each skill category that you added skills to.Add Gamescripts to your project via Project > Settings.Import Gamescripts with the Resource Manager in the Editor.After building your skills, you will still need to do the following:.This will automatically generate all skills and place them in the editor. When you are ready to export your skills to the Editor, open a terminal and type 'npm run build'.I will include some examples from Ascension once I get that far. See examples for more detailed usage examples.The project will contain ready-made templates for you to reference, and each type of skill/status will be pre-made for you.Also recommended you change the namespace. Open config.js and change the gameAbsolutePath and modId fields.Download folder, open a terminal in the root directory, and run 'npm install'.It has an integrated terminal, and autocomplete with documentation for ENUMs. It will generate all permutations and script required, so you can focus on balancing the core ability and itemizing gear. This leads to having to manage an exponential number of skills, which is what this project is meant to solve. What you can do, is have many permutations of an ability, and on spell cast of a "Root" skill, cancel it and cast the permutation instead. This means you cannot have stats like -Cooldown, +AP, +Range, etc. Divinity's engine does not allow for dynamic attributes on skill data. StatLib is meant as a tool to help generate permutations of an ability.
