III. Create the formulaProcedure:I. Create the formula:Make a copy of "records\xpack\item\artifacts\arcaneformulae\blank_arcane_formula.dbr" and paste it in a directory where you see fit (ideally a directory of yours that is proprely identified.) Let's open it and look at the inside. Below I will list the parameters you may modify. Irrelevant parameters will be omitted.
Formula ParametersII. Completion Bonuses:Completion bonuses are important to make your artifact appealing and is another layer of customization. How do I make one? Very simple. For this step, I'd recommend making another directory where you will keep those, for the sake of organization. Right-click on the right portion of the Art Manager, and select New > Record. A new .dbr file will be created, open it. You will be prompted to choose a template (wich indicates what type of item it is, hence wich parameters you will be editing.) Normally you should see a list of .tpl files, for this step we will need "lootrandomizer.tpl".
You will notice there's a "Configuration" tab, wich you can leave empty in this case. As for the stats bonuses, it is the same parameters that we seen earlier. Determine what will the bonus be, and save your file. Repeat until you have a amount of completion bonuses you are satisfied with. When you are done, do not forget to build them, or they will be usable by other files.
Then, create a new record and this time we will choose "lootrandomizertable.tpl". This file will contain all the possible completion bonus of your artifact. Insert all the bonuses you want in the "randomizerNameX" spaces.
Below every "randomizerNameX", there is a "randomizerWeightX". This is used to determine how often will a bonus appear. The value will be a flat chance of the matching bonus to appear. Edit this file as you see fit, then save it, build it, and build your mod.
Now, go back at the .dbr of your formula, and look for Formula Config > Artifact Bonus Table Name. On this space, insert your table that contains all your completion bonus. Save, and build your formula.
At this point, you should have a working artefact/formula. But you know how Greater/Divine artefacts sometimes have skills associated to them? Yes, let's make one.
IV. Add a skill to your artefact (Optional)Procedure:I. Choose a skill:Open your artefact file, and select the Skill Augment tab. We will be working with the three last entries. For the sake of simplicity, we will be picking an existing skill. Let's take a look at them.
itemSkillName : The .dbr name of the skill you wish to use.itemSkillLevel : The level of the skill. Must have a value for the skill to be granted.itemSkillAutoController : This defines the conditions under wich a skill will be launched, hence not directly usable by the player. When omitted, the skill becomes available to its skillbar.For this tutorial, I will include the skill Regrowth to my artefact (records\skills\nature\regrowth.dbr) and give it a level of 10. This will make it usable by the player whenever he wishes to.
You may grant the player a skill only usable by a monster, such as Hades' Death Ring, or Barmanu's Hail Rain. Bear in mind that some skills may not be compatible or not function proprely.
II. Include a Auto-Controller:An auto-controller will make the skill automatically launch when certain conditions are met. Think of Blood of Ares, for example. To create an auto-controller, make a new record and use the "skillautocastcontroller.tpl" template. Click OK.
Under the Config tab, there is a set of parameters that will fix exactly what are the conditions we want to be met for the skill to be used.
chanceToRun : Percent chance for the skill to run when the triggerType occurs.triggerType : The event that must occur for the skill to fire.targetType : Defines wich unit will be targeted by the spell.autoTargetRadius : Determines the size of the area where a unit should be present for the skill to hit it.To continue my example, I'll make in sort that Regrowth has 100% chance to be fired when the player is on low health (the threshold is hardcoded in auto-controllers.)
chanceToRun : 100.000000triggerType : LowHealthtargetType : SelfautoTargetRadius : 10.000000Save your file, build it. Then, open again the artefact file, and include your new auto-controller in the designed spot (Skill Augment > itemSkillAutoController).