Difference between revisions of "Template:E"

From Tales of Maj'Eyal
Jump to: navigation, search
m (Saves)
m (typo)
 
(13 intermediate revisions by the same user not shown)
Line 8: Line 8:
 
| cold = {{cold}}
 
| cold = {{cold}}
 
| darkness = {{darkness}}
 
| darkness = {{darkness}}
| fire = {{fire}}  
+
| fire = {{fire}}
 
| light = {{light}}
 
| light = {{light}}
 
| lightning = {{lightning}}
 
| lightning = {{lightning}}
Line 14: Line 14:
 
| nature = {{nature}}
 
| nature = {{nature}}
 
| physical = {{physical}}
 
| physical = {{physical}}
| temporal = {{temporal}}  
+
| temporal = {{temporal}}
| ?? }}  
+
| ?? }}
 +
| resists_pen = Changes resistances penetration: + ({{{4}}}-{{#expr:{{{4}}}+{{{3}}}}})% {{#switch: {{{2}}}
 +
| all = all
 +
| acid = {{acid}}
 +
| arcane = {{arcane}}
 +
| blight = {{blight}}
 +
| cold = {{cold}}
 +
| darkness = {{darkness}}
 +
| fire = {{fire}}
 +
| light = {{light}}
 +
| lightning = {{lightning}}
 +
| mind = {{mind}}
 +
| nature = {{nature}}
 +
| physical = {{physical}}
 +
| temporal = {{temporal}}
 +
| ?? }}
 +
| inc_damage = Changes damage: + ({{{4}}}-{{#expr:{{{4}}}+{{{3}}}}})% {{#switch: {{{2}}}
 +
| all = all
 +
| acid = {{acid}}
 +
| arcane = {{arcane}}
 +
| blight = {{blight}}
 +
| cold = {{cold}}
 +
| darkness = {{darkness}}
 +
| fire = {{fire}}
 +
| light = {{light}}
 +
| lightning = {{lightning}}
 +
| mind = {{mind}}
 +
| nature = {{nature}}
 +
| physical = {{physical}}
 +
| temporal = {{temporal}}
 +
| ?? }}
 
| on_melee_hit = Damage when hit (Melee): + ({{{4}}}-{{#expr:{{{4}}}+{{{3}}}}}) {{#switch: {{{2}}}
 
| on_melee_hit = Damage when hit (Melee): + ({{{4}}}-{{#expr:{{{4}}}+{{{3}}}}}) {{#switch: {{{2}}}
 
| acid = {{acid}}
 
| acid = {{acid}}
Line 22: Line 52:
 
| cold = {{cold}}
 
| cold = {{cold}}
 
| darkness = {{darkness}}
 
| darkness = {{darkness}}
| fire = {{fire}}  
+
| fire = {{fire}}
 
| light = {{light}}
 
| light = {{light}}
 
| lightning = {{lightning}}
 
| lightning = {{lightning}}
Line 28: Line 58:
 
| nature = {{nature}}
 
| nature = {{nature}}
 
| physical = {{physical}}
 
| physical = {{physical}}
| temporal = {{temporal}}  
+
| temporal = {{temporal}}
| ?? }}  
+
| ?? }}
 
| melee_project = Damage (Melee): + ({{{4}}}-{{#expr:{{{4}}}+{{{3}}}}}) {{#switch: {{{2}}}
 
| melee_project = Damage (Melee): + ({{{4}}}-{{#expr:{{{4}}}+{{{3}}}}}) {{#switch: {{{2}}}
 
| acid = {{acid}}
 
| acid = {{acid}}
Line 36: Line 66:
 
| cold = {{cold}}
 
| cold = {{cold}}
 
| darkness = {{darkness}}
 
| darkness = {{darkness}}
| fire = {{fire}}  
+
| fire = {{fire}}
 
| light = {{light}}
 
| light = {{light}}
 
| lightning = {{lightning}}
 
| lightning = {{lightning}}
Line 42: Line 72:
 
| nature = {{nature}}
 
| nature = {{nature}}
 
| physical = {{physical}}
 
| physical = {{physical}}
| temporal = {{temporal}}  
+
| temporal = {{temporal}}
| ?? }}  
+
| ?? }}
| stats = Changes stats: + ({{{4}}}-{{#expr:{{{4}}}+{{{3}}}}}) {{#switch: {{{2}}}
+
| combat_apr = Armour penetration: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| combat_dam = Physical power: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| combat_physcrit = Physical critical chance: + ({{#expr: {{{3}}} round 1}}-{{#expr:{{{3}}}+{{{2}}} round 1 }})%
 +
| combat_spellpower = Spellpower: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| combat_spellcrit = Spell critical chance: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| combat_mindpower = Mindpower: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| combat_mindcrit = Mental critical chance: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| combat_armor = Armour: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| combat_def = Defense: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| combat_def_ranged = Ranged Defense: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| combat_critical_power = Critical multiplier: + ({{#expr: {{{3}}} round 2}}-{{#expr:{{{3}}}+{{{2}}} round 2 }})%
 +
| spell_cooldown_reduction = Lowers spell cool-downs by: {{#expr:{{{2}}}*100}}%
 +
| fatigue = Fatigue: - ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| max_encumber = Maximum encumbrance: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| inc_stats = Changes stats: + ({{{4}}}-{{#expr:{{{4}}}+{{{3}}}}}) {{#switch: {{{2}}}
 
| str = Strength
 
| str = Strength
 
| dex = Dexterity
 
| dex = Dexterity
Line 53: Line 97:
 
| lck = Luck
 
| lck = Luck
 
| ?? }}
 
| ?? }}
 +
| resists_actor_type = Reduced damage from {{{2}}} creatures: ({{{4}}}-{{#expr:{{{4}}}+{{{3}}}}})%
 +
| can_breath = Allows you to breathe in: water
 +
| disarm_bonus = Trap disarming bonus: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| trap_detect_power = Trap detection power: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| inc_stealth = Stealth bonus: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 
| combat_physresist = Physical save: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 
| combat_physresist = Physical save: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 
| combat_spellresist = Spell save: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 
| combat_spellresist = Spell save: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 
| combat_mentalresist = Mental save: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 
| combat_mentalresist = Mental save: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| blind_immune = Blindness immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| poison_immune = Poison immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| disease_immune = Disease immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| cut_immune = Cut immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| silence_immune = Silence immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| disarm_immune = Disarm immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| confusion_immune = Confusion immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| sleep_immune = Sleep immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| pin_immune = Pinning immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| stun_immune = Stun/Freeze immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| fear_immune = Fear immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| knockback_immune = Knockback immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| instakill_immune = Instant-death immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| teleport_immune = Teleport immunity: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| life_regen = Life regen: + ({{#expr: {{{3}}}/10 round 2 }}-{{#expr:({{{3}}}+{{{2}}})/10 round 2 }})
 +
| stamina_regen = Stamina each turn: + ({{#expr: {{{3}}}/10 round 2 }}-{{#expr:({{{3}}}+{{{2}}})/10 round 2 }})
 +
| hate_regen = Hate each turn: + ({{#expr: {{{3}}}/10 round 2 }}-{{#expr:({{{3}}}+{{{2}}})/10 round 2 }})
 +
| mana_regen = Mana each turn: + ({{#expr: {{{3}}}/100 round 2 }}-{{#expr:({{{3}}}+{{{2}}})/100 round 2 }})
 +
| psi_regen = Psi each turn: + ({{#expr: {{{3}}}/100 round 2 }}-{{#expr:({{{3}}}+{{{2}}})/100 round 2 }})
 
| max_life = Maximum life: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
 
| max_life = Maximum life: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
 
| max_mana = Maximum mana: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
 
| max_mana = Maximum mana: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
| max_soul = Maximum souls: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
 
 
| max_stamina = Maximum stamina: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
 
| max_stamina = Maximum stamina: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
 
| max_hate = Maximum hate: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
 
| max_hate = Maximum hate: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
Line 65: Line 132:
 
| max_positive = Maximum positive energy: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
 
| max_positive = Maximum positive energy: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
 
| max_negative = Maximum negative energy: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
 
| max_negative = Maximum negative energy: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
| max_air = Maximum air capacity: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})
+
| paradox_reduce_anomalies = Reduces paradox anomalies (equivalent to willpower): + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 
| lite = Light radius: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 
| lite = Light radius: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| infravision = Infravision radius: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| movement_speed = Movement speed: + {{#expr:{{{2}}}*100}}%
 +
| healing_factor = Healing modification: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| defense_on_teleport = Defense after a teleport: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})
 +
| resist_all_on_teleport = Resist all after a teleport: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| effect_reduction_on_teleport = New effects duration reduction after a teleport: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})%
 +
| size_category = Size category: + 1
 +
| undead = The wearer is treated as an undead.
 +
| no_breath = The wearer no longer has to breathe.
 +
| charmt = It can be used to activate talent {{t|{{{2}}}}} (level {{{3}}}, costing {{{4}}} power)
 
| ?? }}</onlyinclude></includeonly>
 
| ?? }}</onlyinclude></includeonly>
 
[[Category:Templates]]
 
[[Category:Templates]]
Line 90: Line 167:
  
 
=== Resistances ===
 
=== Resistances ===
The lua code specifying an ego's effect on fire resistance looks like
+
The lua code specifying an ego's effect on, e.g. fire resistance, looks like
 
<pre>resists={[DamageType.FIRE] = resolvers.mbonus_material(15, 15)}</pre>
 
<pre>resists={[DamageType.FIRE] = resolvers.mbonus_material(15, 15)}</pre>
  
Line 97: Line 174:
  
 
To produces the following text: {{e|resists|fire|15|15}}
 
To produces the following text: {{e|resists|fire|15|15}}
 +
 +
=== Resistance Penetration ===
 +
The lua code specifying an ego that allows you to penetrate the target's , e.g. physical resistance, looks like
 +
<pre>resists_pen = {[DamageType.PHYSICAL] = resolvers.mbonus_material(15, 5)}</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|resists_pen|physical|15|5}}</pre>
 +
 +
To produces the following text: {{e|resists_pen|physical|15|5}}
 +
 +
 +
=== Increases ===
 +
The lua code specifying an ego that increases, e.g. physical damage, looks like
 +
<pre>inc_damage = {[DamageType.PHYSICAL] = resolvers.mbonus_material(20, 5)}</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|inc_damage|physical|20|5}}</pre>
 +
 +
To produces the following text: {{e|inc_damage|physical|20|5}}
  
 
=== Effects on Hit ===
 
=== Effects on Hit ===
Line 115: Line 211:
  
 
To produces the following text: {{e|melee_project|fire|15|8}}
 
To produces the following text: {{e|melee_project|fire|15|8}}
 +
 +
== Combat Attributes ==
 +
 +
Supported:
 +
* Armour penetration (combat_apr)
 +
* Physical, spell and mental critical powers (combat_dam, combat_spellpower, combat_mindpower)
 +
* Physical, spell and mental critical chances (combat_physcrit, combat_spellcrit, combat_mindcrit)
 +
* Armour (combat_armor)
 +
* Defense (combat_def) and ranged defense (combat_def_ranged)
 +
* Critical multiplier (combat_critical_power)
 +
* Spell cooldown (spell_cooldown_reduction)
 +
 +
The lua code for an ego increasing armour value looks like
 +
<pre>combat_armor = resolvers.mbonus_material(7, 3)</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|combat_armor|7|3}}</pre>
 +
 +
To produces the following text: {{e|combat_armor|7|3}}
 +
 +
=== Spell Cooldown ===
 +
The lua code for an ego that reduce spell cooldowns looks like
 +
<pre>spell_cooldown_reduction = 0.1</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|spell_cooldown_reduction|0.1}}</pre>
 +
 +
To produces the following text: {{e|spell_cooldown_reduction|0.1}}
 +
 +
 +
== Fatigue ==
 +
 +
The lua code for an ego's effect on wearer's fatigue looks like
 +
<pre>fatigue = resolvers.mbonus_material(6, 4, function(e, v) return 0, -v end)</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|fatigue|6|4}}</pre>
 +
 +
To produces the following text: {{e|fatigue|6|4}}
 +
 +
== Maximum Encumberance ==
 +
 +
The lua code for an ego's that let its wearer carry more weight looks like
 +
<pre>max_encumber = resolvers.mbonus_material(40, 20)</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|max_encumber|40|20}</pre>
 +
 +
To produces the following text: {{e|max_encumber|40|20}}
 +
  
 
== Stats ==
 
== Stats ==
Line 128: Line 274:
  
 
The lua code for an ego's effect on increasing willpower looks like
 
The lua code for an ego's effect on increasing willpower looks like
 +
 
<pre>inc_stats = {[Stats.STAT_WIL] = resolvers.mbonus_material(5, 1)}</pre>
 
<pre>inc_stats = {[Stats.STAT_WIL] = resolvers.mbonus_material(5, 1)}</pre>
  
 
Convert it with this template as
 
Convert it with this template as
<pre>{{e|stats|wil|5|1}}</pre>
 
  
To produces the following text: {{e|stats|wil|5|1}}
+
<pre>{{e|inc_stats|wil|5|1}}</pre>
 +
 
 +
To produces the following text:
 +
{{e|inc_stats|wil|5|1}}
 +
 
 +
== Reduced Damage from Specific Creature Types ==
 +
 
 +
The lua code for an ego that protects the wearer from, say unnatural creatures, looks like:
 +
<pre>resists_actor_type = {unnatural=resolvers.mbonus_material(10, 5)},</pre>
 +
 
 +
Convert it with this template as
 +
<pre>{{e|resists_actor_type|unnatural|10|5}</pre>
 +
 
 +
To produces the following text: {{e|resists_actor_type|unnatural|10|5}}
 +
 
 +
== Rouge-ish Utilities ==
 +
 
 +
=== Stealth ===
 +
The lua code for an ego that provides bonus for stealth looks like
 +
<pre>inc_stealth = resolvers.mbonus_material(10, 5)</pre>
 +
 
 +
Convert it with this template as
 +
<pre>{{e|inc_stealth|10|5}}</pre>
 +
 
 +
To produces the following text: {{e|inc_stealth|10|5}}
 +
 
 +
=== Trap Disarm ===
 +
The lua code for an ego that makes it easier to disarm traps looks like
 +
<pre>disarm_bonus = resolvers.mbonus_material(25, 5)</pre>
 +
 
 +
Convert it with this template as
 +
<pre>{{e|disarm_bonus|25|5}}</pre>
 +
 
 +
To produces the following text: {{e|disarm_bonus|25|5}}
 +
 
 +
=== Trap Detection ===
 +
The lua code for an ego that makes it easier to detect traps looks like
 +
<pre>trap_detect_power = resolvers.mbonus_material(25, 5)</pre>
 +
 
 +
Convert it with this template as
 +
<pre>{{e|trap_detect_power|25|5}}</pre>
 +
 
 +
To produces the following text: {{e|trap_detect_power|25|5}}
 +
 
  
 
== Saving Throws ==
 
== Saving Throws ==
Line 148: Line 337:
  
 
To produces the following text: {{e|combat_physresist|15|10}}
 
To produces the following text: {{e|combat_physresist|15|10}}
 +
 +
 +
== Status Immunities ==
 +
 +
Supported:
 +
* blind
 +
* poison
 +
* disease
 +
* cut
 +
* silence
 +
* disarm
 +
* confusion
 +
* sleep
 +
* pin
 +
* stun
 +
* fear
 +
* knockback
 +
* teleport
 +
 +
The lua code for an ego that provides disease immunity looks like
 +
<pre>disease_immune = resolvers.mbonus_material(30, 20, function(e, v) return 0, v/100 end)</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|disease_immune|30|20}}</pre>
 +
 +
To produces the following text: {{e|disease_immune|30|20}}
  
 
== Life and Resources ==
 
== Life and Resources ==
 +
Supported:
 +
* life (regen & max)
 +
* mana (regen & max)
 +
* stamina (regen & max)
 +
* hate (regen & max)
 +
* psi (regen & max)
 +
* vim (max)
 +
* positive energy (max)
 +
* negative energy (max)
 +
* paradox (reduce_anomalies)
 +
 +
=== Regeneration ===
 +
 +
The lua code for an ego's effect on mana regeneration looks like
 +
<pre>mana_regen = resolvers.mbonus_material(30, 10, function(e, v) v=v/100 return 0, v end)</pre>
 +
(the divider value for v should be ignored when you use this template. There are different dividers for v in the source code, which is hard-coded in this template for the time being.)
 +
 +
Convert it with this template as
 +
<pre>{{e|mana_regen|30|10}}</pre>
 +
 +
To produces the following text: {{e|mana_regen|30|10}}
 +
 +
=== Maximum Amount ===
  
 
The lua code for an ego's effect on wearer's maximum life looks like
 
The lua code for an ego's effect on wearer's maximum life looks like
Line 159: Line 397:
 
To produces the following text: {{e|max_life|60|40}}
 
To produces the following text: {{e|max_life|60|40}}
  
== Light radius ==
+
=== Reduces Paradox Anomalies ===
 +
 
 +
The lua code for an ego that reduce paradox anomalies looks like
 +
<pre>paradox_reduce_anomalies = resolvers.mbonus_material(10, 10)</pre>
 +
Convert it with this template as
 +
<pre>{{e|paradox_reduce_anomalies|10|10}}</pre>
 +
To produces the following text:
 +
{{e|paradox_reduce_anomalies|10|10}}
 +
 
 +
 
 +
== Vision ==
 +
 
 +
=== Light Radius ===
  
 
The lua code for an ego's effect on light radius looks like
 
The lua code for an ego's effect on light radius looks like
Line 168: Line 418:
  
 
To produces the following text: {{e|lite|1|2}}
 
To produces the following text: {{e|lite|1|2}}
 +
 +
=== Infravision ===
 +
 +
The lua code for an ego that grants infravision range looks like
 +
<pre>infravision = resolvers.mbonus_material(3, 2)</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|infravision|3|2}}</pre>
 +
 +
To produces the following text: {{e|infravision|3|2}}
 +
 +
== Speed ==
 +
 +
The lua code for an ego that increases movement speed looks like
 +
<pre>movement_speed = 0.2</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|movement_speed|0.2}}</pre>
 +
 +
To produces the following text: {{e|movement_speed|0.2}}
 +
 +
 +
== Healing Mod. ==
 +
 +
The lua code for an ego's effect on healing efficiency looks like
 +
<pre>healing_factor = resolvers.mbonus_material(20, 10, function(e, v) v=v/100 return 0, v end)</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|healing_factor|20|10}}</pre>
 +
 +
To produces the following text: {{e|healing_factor|20|10}}
 +
 +
== Aftere-teleport perks ==
 +
 +
Supported:
 +
* Defense (defense_on_teleport)
 +
* Resist all (resist_all_on_teleport)
 +
* Effects duration (effect_reduction_on_teleport)
 +
 +
The lua code for an ego's that grants defense after teleport looks like
 +
<pre>defense_on_teleport = resolvers.mbonus_material(20, 10)</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|defense_on_teleport|20|10}}</pre>
 +
 +
To produces the following text: {{e|defense_on_teleport|20|10}}
 +
 +
== Various States Effects ==
 +
 +
=== Size Category ===
 +
 +
The lua code for an ego that increases the wearer's body size looks like
 +
<pre>size_category = 1</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|size_category}}</pre>
 +
 +
To produces the following text: {{e|size_category}}
 +
 +
=== As Undead ===
 +
 +
The lua code for an ego that makes the wearer to be treated as an undead looks like
 +
<pre>undead = 1</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|undead}}</pre>
 +
 +
To produces the following text: {{e|undead}}
 +
 +
=== Water-breathing ===
 +
 +
The lua code for an ego that allows its wearer breathe in water looks like
 +
<pre>can_breath = {water=1}</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|can_breath}}</pre>
 +
 +
To produces the following text: {{e|can_breath}}
 +
 +
=== Non-breathing ===
 +
 +
The lua code for an ego that makes the wearer no longer needs to breathe looks like
 +
<pre>no_breath = 1</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|no_breath}}</pre>
 +
 +
To produces the following text: {{e|no_breath}}
 +
 +
== An Object's Usable Power ==
 +
 +
=== Talents ===
 +
 +
The lua code for an ego's that can be used to activate a talent  looks like
 +
<pre>resolvers.charmt(Talents.T_TRACK, 2, 30)</pre>
 +
 +
Convert it with this template as
 +
<pre>{{e|charmt|track|2|30}}</pre>
 +
 +
To produces the following text: {{e|charmt|track|2|30}}

Latest revision as of 19:24, 23 November 2016


This template is designed to match item effects descriptions and their lua code, to ensure consistency, intuitive conversion, and keep the wording in line with their in-game description. Source:game/modules/mod/class/Object.lua


Damage Types: Increases, Resistances and So Forth

Supported damage types:

  • all
  • acid
  • arcane
  • blight
  • cold
  • darkness
  • fire
  • light
  • lightning
  • mind
  • nature
  • physical
  • temporal

Resistances

The lua code specifying an ego's effect on, e.g. fire resistance, looks like

resists={[DamageType.FIRE] = resolvers.mbonus_material(15, 15)}

Convert it with this template as

{{e|resists|fire|15|15}}

To produces the following text: Changes resistances: + (15-30)% Fire

Resistance Penetration

The lua code specifying an ego that allows you to penetrate the target's , e.g. physical resistance, looks like

resists_pen = {[DamageType.PHYSICAL] = resolvers.mbonus_material(15, 5)}

Convert it with this template as

{{e|resists_pen|physical|15|5}}

To produces the following text: Changes resistances penetration: + (5-20)% Physical


Increases

The lua code specifying an ego that increases, e.g. physical damage, looks like

inc_damage = {[DamageType.PHYSICAL] = resolvers.mbonus_material(20, 5)}

Convert it with this template as

{{e|inc_damage|physical|20|5}}

To produces the following text: Changes damage: + (5-25)% Physical

Effects on Hit

The lua code specifying an ego's dealing physical damage when the wearer is hit looks like

on_melee_hit={[DamageType.PHYSICAL] = resolvers.mbonus_material(10, 10)}

Convert it with this template as

{{e|on_melee_hit|physical|10|10}}

To produces the following text: Damage when hit (Melee): + (10-20) Physical

Melee and Ranged Attacks with Extra Flat Damage

The lua code specifying an ego's effect on wearer's melee attacks dealing extra fire damage looks like

melee_project={[DamageType.FIRE] = resolvers.mbonus_material(15, 8),}

Convert it with this template as

{{e|melee_project|fire|15|8}}

To produces the following text: Damage (Melee): + (8-23) Fire

Combat Attributes

Supported:

  • Armour penetration (combat_apr)
  • Physical, spell and mental critical powers (combat_dam, combat_spellpower, combat_mindpower)
  • Physical, spell and mental critical chances (combat_physcrit, combat_spellcrit, combat_mindcrit)
  • Armour (combat_armor)
  • Defense (combat_def) and ranged defense (combat_def_ranged)
  • Critical multiplier (combat_critical_power)
  • Spell cooldown (spell_cooldown_reduction)

The lua code for an ego increasing armour value looks like

combat_armor = resolvers.mbonus_material(7, 3)

Convert it with this template as

{{e|combat_armor|7|3}}

To produces the following text: Armour: + (3-10)

Spell Cooldown

The lua code for an ego that reduce spell cooldowns looks like

spell_cooldown_reduction = 0.1

Convert it with this template as

{{e|spell_cooldown_reduction|0.1}}

To produces the following text: Lowers spell cool-downs by: 10%


Fatigue

The lua code for an ego's effect on wearer's fatigue looks like

fatigue = resolvers.mbonus_material(6, 4, function(e, v) return 0, -v end)

Convert it with this template as

{{e|fatigue|6|4}}

To produces the following text: Fatigue: - (4-10)%

Maximum Encumberance

The lua code for an ego's that let its wearer carry more weight looks like

max_encumber = resolvers.mbonus_material(40, 20)

Convert it with this template as

{{e|max_encumber|40|20}

To produces the following text: Maximum encumbrance: + (20-60)


Stats

Supported:

  • Strength (str)
  • Dexterity (dex)
  • Constitution (con)
  • Magic (mag)
  • Willpower (wil)
  • Cunning (cun)
  • Luck (lck)

The lua code for an ego's effect on increasing willpower looks like

inc_stats = {[Stats.STAT_WIL] = resolvers.mbonus_material(5, 1)}

Convert it with this template as

{{e|inc_stats|wil|5|1}}

To produces the following text: Changes stats: + (1-6) Willpower

Reduced Damage from Specific Creature Types

The lua code for an ego that protects the wearer from, say unnatural creatures, looks like:

resists_actor_type = {unnatural=resolvers.mbonus_material(10, 5)},

Convert it with this template as

{{e|resists_actor_type|unnatural|10|5}

To produces the following text: Reduced damage from unnatural creatures: (5-15)%

Rouge-ish Utilities

Stealth

The lua code for an ego that provides bonus for stealth looks like

inc_stealth = resolvers.mbonus_material(10, 5)

Convert it with this template as

{{e|inc_stealth|10|5}}

To produces the following text: Stealth bonus: + (5-15)

Trap Disarm

The lua code for an ego that makes it easier to disarm traps looks like

disarm_bonus = resolvers.mbonus_material(25, 5)

Convert it with this template as

{{e|disarm_bonus|25|5}}

To produces the following text: Trap disarming bonus: + (5-30)

Trap Detection

The lua code for an ego that makes it easier to detect traps looks like

trap_detect_power = resolvers.mbonus_material(25, 5)

Convert it with this template as

{{e|trap_detect_power|25|5}}

To produces the following text: Trap detection power: + (5-30)


Saving Throws

Supported:

  • physresist (physical save)
  • spellresist (spell save)
  • mentalresist (mental save)

The lua code for an ego's effect on physical save looks like

combat_physresist = resolvers.mbonus_material(15, 10)

Convert it with this template as

{{e|combat_physresist|15|10}}

To produces the following text: Physical save: + (10-25)


Status Immunities

Supported:

  • blind
  • poison
  • disease
  • cut
  • silence
  • disarm
  • confusion
  • sleep
  • pin
  • stun
  • fear
  • knockback
  • teleport

The lua code for an ego that provides disease immunity looks like

disease_immune = resolvers.mbonus_material(30, 20, function(e, v) return 0, v/100 end)

Convert it with this template as

{{e|disease_immune|30|20}}

To produces the following text: Disease immunity: + (20-50)%

Life and Resources

Supported:

  • life (regen & max)
  • mana (regen & max)
  • stamina (regen & max)
  • hate (regen & max)
  • psi (regen & max)
  • vim (max)
  • positive energy (max)
  • negative energy (max)
  • paradox (reduce_anomalies)

Regeneration

The lua code for an ego's effect on mana regeneration looks like

mana_regen = resolvers.mbonus_material(30, 10, function(e, v) v=v/100 return 0, v end)

(the divider value for v should be ignored when you use this template. There are different dividers for v in the source code, which is hard-coded in this template for the time being.)

Convert it with this template as

{{e|mana_regen|30|10}}

To produces the following text: Mana each turn: + (0.1-0.4)

Maximum Amount

The lua code for an ego's effect on wearer's maximum life looks like

max_life=resolvers.mbonus_material(60, 40)

Convert it with this template as

{{e|max_life|60|40}}

To produces the following text: Maximum life: + (40-100)

Reduces Paradox Anomalies

The lua code for an ego that reduce paradox anomalies looks like

paradox_reduce_anomalies = resolvers.mbonus_material(10, 10)

Convert it with this template as

{{e|paradox_reduce_anomalies|10|10}}

To produces the following text: Reduces paradox anomalies (equivalent to willpower): + (10-20)


Vision

Light Radius

The lua code for an ego's effect on light radius looks like

lite = resolvers.mbonus_material(1, 2)

Convert it with this template as

{{e|lite|1|2}}

To produces the following text: Light radius: + (2-3)

Infravision

The lua code for an ego that grants infravision range looks like

infravision = resolvers.mbonus_material(3, 2)

Convert it with this template as

{{e|infravision|3|2}}

To produces the following text: Infravision radius: + (2-5)

Speed

The lua code for an ego that increases movement speed looks like

movement_speed = 0.2

Convert it with this template as

{{e|movement_speed|0.2}}

To produces the following text: Movement speed: + 20%


Healing Mod.

The lua code for an ego's effect on healing efficiency looks like

healing_factor = resolvers.mbonus_material(20, 10, function(e, v) v=v/100 return 0, v end)

Convert it with this template as

{{e|healing_factor|20|10}}

To produces the following text: Healing modification: + (10-30)%

Aftere-teleport perks

Supported:

  • Defense (defense_on_teleport)
  • Resist all (resist_all_on_teleport)
  • Effects duration (effect_reduction_on_teleport)

The lua code for an ego's that grants defense after teleport looks like

defense_on_teleport = resolvers.mbonus_material(20, 10)

Convert it with this template as

{{e|defense_on_teleport|20|10}}

To produces the following text: Defense after a teleport: + (10-30)

Various States Effects

Size Category

The lua code for an ego that increases the wearer's body size looks like

size_category = 1

Convert it with this template as

{{e|size_category}}

To produces the following text: Size category: + 1

As Undead

The lua code for an ego that makes the wearer to be treated as an undead looks like

undead = 1

Convert it with this template as

{{e|undead}}

To produces the following text: The wearer is treated as an undead.

Water-breathing

The lua code for an ego that allows its wearer breathe in water looks like

can_breath = {water=1}

Convert it with this template as

{{e|can_breath}}

To produces the following text: Allows you to breathe in: water

Non-breathing

The lua code for an ego that makes the wearer no longer needs to breathe looks like

no_breath = 1

Convert it with this template as

{{e|no_breath}}

To produces the following text: The wearer no longer has to breathe.

An Object's Usable Power

Talents

The lua code for an ego's that can be used to activate a talent looks like

resolvers.charmt(Talents.T_TRACK, 2, 30)

Convert it with this template as

{{e|charmt|track|2|30}}

To produces the following text: It can be used to activate talent track (level 2, costing 30 power)