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Alchemy
This file specifies how alchemy ingredients and potions behave.
Alchemy effects work just like armor/weapon materials - define alchemy effects, then link them to actual in-game effects.
<alchemy_effects>
<alchemy_effect>
<identifier>Restore Health</identifier>
<baseMagnitude>3</baseMagnitude>
<baseDuration>5</baseDuration>
<allowIngredientVariation>true</allowIngredientVariation>
<allowPotionMultiplier>true</allowPotionMultiplier>
</alchemy_effect>
...
</alchemy_effects>
---> This is the list of effect definitions. It contains an ID that should be unique amon alchemy_effect entries, the effect's base duration and magnitude (before skills/perks), and whether or not the effect is affected by the strength variation on ingredients and potions. If "false", the effect will have the same strength/duration on all ingredients/potions it appears on.
<alchemy_effect_bindings>
<alchemy_effect_binding>
<identifierAlchemyEffect>Restore Health</identifierAlchemyEffect>
<effectSubstring>Restore Health</effectSubstring>
</alchemy_effect_binding>
...
</alchemy_effect_bindings>
---> This is where you link the alchemy_effect entries to actual effects. Entries are referenced by their identifier, in-game effects by a substring. This example would link all effects whose name contains "Restore Health" to the alchemy_effect from above.
<ingredient_variations>
<ingredient_variation>
<identifier>Nirnroot ID</identifier>
<multiplierMagnitude>1.5</multiplierMagnitude>
<multiplierDuration>1.3</multiplierDuration>
</ingredient_variation>
...
</ingredient_variations>
---> Ingredient variations make sure that ingredients do not carry the same inherent alchemical properties. This entry is meant to multiply all effect durations by 1.3 and magnitude by 1.5 for ingredients linked to Nirnroot ID.
<ingredient_variation_bindings>
<ingredient_variation_binding>
<identifierIngredientVariation>Nirnroot ID</identifierIngredientVariation>
<ingredientSubstring>Nirnroot</ingredientSubstring>
</ingredient_variation_binding>
</ingredient_variation_bindings>
---> Again, we link the ingredient name substring "Nirnroot" to the ingredient_variation identified by the identifier Nirnroot ID. So this will cover Nirnroot and Crimson Nirnroot.
<potion_multipliers>
<potion_multiplier>
<identifier>Tier6</identifier>
<multiplierMagnitude>12.5</multiplierMagnitude>
<multiplierDuration>2.25</multiplierDuration>
</potion_multiplier>
...
</potion_multipliers>
<potion_multiplier_bindings>
<potion_multiplier_binding>
<identifierPotionMultiplier>Tier5</identifierPotionMultiplier>
<substringPotion>Elixir</substringPotion>
</potion_multiplier_binding>
...
</potion_multiplier_bindings>
---> Gonna keep this one short: These sections do the same as ingredient_variations, but for potions.