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For the "Warp", you can't fine move someone to a rank that you exactly want (as far as I'm aware), but you can achieve the shuffle easily by just adding "Shuffle Target" to the .effect string in your ".info" class file. Adding a "@" symbol in front of the ".target" string (Ie. @1234) in .info makes it target allies. You could also add "Shuffle Self" to the .effects string to make your time mage shuffle too. Both effects are already in the effects.json file.
The Haste thing can also be easily done straight from an unedited effects.json, but only if you are applying it to the hero itself. There are very few speed buffs for targets and all of them also include an additional effect, only self speed buffs have only speed effect.
"Self Speed 1" to 5, "Antiq Self Speed 1" to 5, "Arb Self Speed 1" to 5, "GR Self Speed 1" to 5 & "Jester Self Speed 1" to 5 all and only effect speed with different values to the caster.
For targets though, you are going to have to edit the effects.json located in the scripts folder. It's as simple as, for example, copying and pasting the "Self Speed 1" to 5 string to below and changing the name from "Self Speed" to something like "Target Speed" and changing the .target from "performer" to "target". You can also change the speed values to your liking. The only downside is that if theres any other Class mod that changes the effects file as well, then it will override the effects with its own, or vice versa depending on the priority.
If that makes sense......
Yes. As long as you are not editing or replacing any of the current abilities, then it will not interfere with the core game or other class mods that do not rely on a modified effects file. For example, doing this with the generic Speed part:
effect: .name "Target Speed 2" .target "target" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 6 .on_hit true .on_miss false .queue true .apply_once true
effect: .name "Target Speed 3" .target "target" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 7 .on_hit true .on_miss false .queue true .apply_once true
effect: .name "Target Speed 4" .target "target" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 8 .on_hit true .on_miss false .queue true .apply_once true
effect: .name "Target Speed 5" .target "target" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 9 .on_hit true .on_miss false .queue true .apply_once true //This is definitely not referenced anymore effect: .name "Slow" .target "target" .curio_result_type "negative" .chance 100% .debuffenemy 1 .speed_rating_add -10 .on_hit true .on_miss false //-------------------------
Will be perfectly fine. Just to clarify, it doesn't have to be there. It can be in the end, the very top or anywhere really, as long as the "effect:" string is structured similar to that.
Then the new effects can be added to your class ".info" file as part of an ability.