Difference between revisions of "Template:E"
(adds combat_physcrit, combat_spellcrit, combat_mindcrit) |
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| 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}} |
− | | ?? }} | + | | ?? }} |
− | | combat_physcrit = Physical critical chance: | + | | 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_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_mindcrit = Mental critical chance: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})% | ||
| combat_armor = Armour: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}}) | | combat_armor = Armour: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}}) | ||
| combat_def = Defense: + ({{{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 58: | 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 | | 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 }}) | | 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 }}) | | stamina_regen = Stamina each turn: + ({{#expr: {{{3}}}/10 round 2 }}-{{#expr:({{{3}}}+{{{2}}})/10 round 2 }}) | ||
Line 75: | 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 }}) | ||
+ | | 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}}}}})% | | 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) | | charmt = It can be used to activate talent {{t|{{{2}}}}} (level {{{3}}}, costing {{{4}}} power) | ||
| ?? }}</onlyinclude></includeonly> | | ?? }}</onlyinclude></includeonly> | ||
Line 101: | 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 108: | 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 130: | Line 215: | ||
Supported: | 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) | * Physical, spell and mental critical chances (combat_physcrit, combat_spellcrit, combat_mindcrit) | ||
* Armour (combat_armor) | * Armour (combat_armor) | ||
− | * Defense (combat_def) | + | * 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 | The lua code for an ego increasing armour value looks like | ||
Line 141: | Line 230: | ||
To produces the following text: {{e|combat_armor|7|3}} | 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 154: | 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|inc_stats|wil|5|1}}</pre> | |
− | + | To produces the following text: | |
+ | {{e|inc_stats|wil|5|1}} | ||
− | The lua code for an ego that | + | == Reduced Damage from Specific Creature Types == |
− | <pre> | + | |
+ | 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 | Convert it with this template as | ||
− | <pre>{{e| | + | <pre>{{e|resists_actor_type|unnatural|10|5}</pre> |
− | To produces the following text: {{e| | + | 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}} | ||
Line 185: | 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 == | ||
Line 196: | Line 374: | ||
* positive energy (max) | * positive energy (max) | ||
* negative energy (max) | * negative energy (max) | ||
+ | * paradox (reduce_anomalies) | ||
=== Regeneration === | === Regeneration === | ||
+ | |||
The lua code for an ego's effect on mana regeneration looks like | 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> | <pre>mana_regen = resolvers.mbonus_material(30, 10, function(e, v) v=v/100 return 0, v end)</pre> | ||
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=== Maximum Amount === | === 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 | ||
<pre>max_life=resolvers.mbonus_material(60, 40)</pre> | <pre>max_life=resolvers.mbonus_material(60, 40)</pre> | ||
Line 216: | Line 397: | ||
To produces the following text: {{e|max_life|60|40}} | To produces the following text: {{e|max_life|60|40}} | ||
− | == Light | + | === 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 | ||
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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. == | == Healing Mod. == | ||
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To produces the following text: {{e|healing_factor|20|10}} | 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 == | == An Object's Usable Power == |
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
Contents
- 1 Damage Types: Increases, Resistances and So Forth
- 2 Combat Attributes
- 3 Fatigue
- 4 Maximum Encumberance
- 5 Stats
- 6 Reduced Damage from Specific Creature Types
- 7 Rouge-ish Utilities
- 8 Saving Throws
- 9 Status Immunities
- 10 Life and Resources
- 11 Vision
- 12 Speed
- 13 Healing Mod.
- 14 Aftere-teleport perks
- 15 Various States Effects
- 16 An Object's Usable Power
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)