i think i know what to do lol
Basically I need to make an affix that activates when the chargebar is totally full.
you can make a triggerable that you get from a hidden passive skill, or you can attach it to your character via adding an affix to its base unit file
this triggerable activates when your on full charge, within that triggerable you can simply add an affix or effect to give you your desired stats
I also need the healing abilities of the same tree to go up as the chargebar fills up.
hmm what do you mean by this? there is no effect in the game to boost healing percentages
but, within the skill and affixes you can add in a feature which scales the healing values up based on charge percent the best example is the outlander charge bar passives
[AFFIX]
<STRING>NAME:WANDERER_PASSIVES
<INTEGER>RANK:0
<INTEGER>MIN_SPAWN_RANGE:0
<INTEGER>MAX_SPAWN_RANGE:999
<FLOAT>DURATION:0
<INTEGER>WEIGHT:0
<INTEGER>SLOTS_OCCUPY:0
[EFFECT]
<STRING>NAME:Wanderer_Passive_CS
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:PERCENT CAST SPEED
<STRING>STATMODIFYNAME:Player Charge Percent
<STRING>STATMODIFYPERCENT:100
<BOOL>SAVE:true
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:0.1
<FLOAT>MAX:0.1
<STRING>STAT_SOURCE_TYPE:ON UPDATE SELF
[/EFFECT]
[EFFECT]
<STRING>NAME:Wanderer_passive_Dodge
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:DODGE CHANCE BONUS
<STRING>STATMODIFYNAME:Player Charge Percent
<STRING>STATMODIFYPERCENT:100
<BOOL>SAVE:true
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:0.1
<FLOAT>MAX:0.1
<STRING>STAT_SOURCE_TYPE:ON UPDATE SELF
[/EFFECT]
[EFFECT]
<STRING>NAME:Wanderer_Passive_Crit
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:CRITICAL CHANCE
<STRING>STATMODIFYNAME:Player Charge Percent
<STRING>STATMODIFYPERCENT:100
<BOOL>SAVE:true
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:0.1
<FLOAT>MAX:0.1
<STRING>STAT_SOURCE_TYPE:ON UPDATE SELF
[/EFFECT]
[EFFECT]
<STRING>NAME:Wanderer_Passive_AS
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:PERCENT ATTACK SPEED
<STRING>STATMODIFYNAME:Player Charge Percent
<STRING>STATMODIFYPERCENT:100
<BOOL>SAVE:true
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:0.1
<FLOAT>MAX:0.1
<STRING>STAT_SOURCE_TYPE:ON UPDATE SELF
[/EFFECT]
[/AFFIX]lets take take a look at this effect [EFFECT] <STRING>NAME:Wanderer_Passive_AS (internal name)
<STRING>ACTIVATION:PASSIVE (must be set as passive so it stays on the character)
<STRING>DURATION:ALWAYS (sets the timer to infinite)
<STRING>TYPE:PERCENT ATTACK SPEED (the attack speed bonus effect)
<STRING>STATMODIFYNAME:Player Charge Percent (the stat this effect will look for when calculating)
<STRING>STATMODIFYPERCENT:100 (the multiplier ie. 100% of the stat is used to be multiplied to the base values)
<BOOL>SAVE:true (this effect will persist after loging/ zoning out)
<BOOL>EXCLUSIVE:true (this effect only applies once)
<FLOAT>MIN:0.1 (base min value 0.1 attack speed)
<FLOAT>MAX:0.1 (base max value 0.1 attack speed)
<STRING>STAT_SOURCE_TYPE:ON UPDATE SELF (this makes the effect update each time the stat is changed, charge up/down)
[/EFFECT]whats going on here?
the base value, 0.1 attack speed will be multiplied by 100% of the stat (player charge percent)
so when your charge bar is at 50% this effect will calculate 0.1 x 50 = 5% attack speed
the effect will update each time you gain charge percent,
this can be applied to healing effects, so within your skills affix you can add a base effect as a stand alone heal when your at 0 charge, then add another effect which scales with charge percent as the bonus
this is only a quick break down and there are lots more things to learn to try and accomplish all this lol, 1st you have to understand how to use stats and how to tweak affixes so they cooperate with stats, as you can see there is some math involved in that. and how to use triggerable actions
i think if you have a look and study on the outlander charge bar mechanics you can learn a lot and put it towards building this, since it seems quite similar. it also has a mechanic which gives the class bonus stats on reaching max chargeim one of those visual learner types, so im not 100% sure if what im saying applies to your dillemas lol, ill probably have to go in and look around in your mod file so i can fully understand, or make myself a model of what your trying to do.