Difference between revisions of "Template:E"
 (adds section: 'Life and Resources')  | 
				m (typo)  | 
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| 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}}  | 
| − | | ?? }}    | + | | ?? }}  | 
| − | |   | + | | 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_spellresist = Spell 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_mana = Maximum mana: + ({{#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_psi = Maximum psi: + ({{#expr: {{{3}}} round 2 }}-{{#expr:({{{3}}}+{{{2}}}) round 2 }})  | ||
| + | | max_vim = Maximum vim: + ({{#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 }})  | ||
| + | | 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 94: | Line 167: | ||
=== Resistances ===  | === Resistances ===  | ||
| − | The lua code specifying an ego's effect on fire resistance   | + | 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 101: | 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 ===  | ||
| − | The lua code specifying an ego's   | + | The lua code specifying an ego's dealing physical damage when the wearer is hit looks like  | 
<pre>on_melee_hit={[DamageType.PHYSICAL] = resolvers.mbonus_material(10, 10)}</pre>  | <pre>on_melee_hit={[DamageType.PHYSICAL] = resolvers.mbonus_material(10, 10)}</pre>  | ||
| Line 112: | Line 204: | ||
=== Melee and Ranged Attacks with Extra Flat Damage ===  | === Melee and Ranged Attacks with Extra Flat Damage ===  | ||
| − | The lua code specifying an ego's effect on wearer's melee attacks   | + | The lua code specifying an ego's effect on wearer's melee attacks dealing extra fire damage looks like  | 
<pre>melee_project={[DamageType.FIRE] = resolvers.mbonus_material(15, 8),}</pre>  | <pre>melee_project={[DamageType.FIRE] = resolvers.mbonus_material(15, 8),}</pre>  | ||
| Line 119: | 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 ==  | ||
Supported:  | 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  | ||
| − | |||
<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:  | 
| − | Supported   | + | {{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 ==  | ||
| + | Supported:  | ||
* physresist (physical save)  | * physresist (physical save)  | ||
* spellresist (spell save)  | * spellresist (spell save)  | ||
* mentalresist (mental save)  | * mentalresist (mental save)  | ||
| − | |||
| − | |||
The lua code for an ego's effect on physical save looks like  | The lua code for an ego's effect on physical save looks like  | ||
| Line 151: | Line 334: | ||
Convert it with this template as  | Convert it with this template as  | ||
| − | <pre>{{e|  | + | <pre>{{e|combat_physresist|15|10}}</pre>  | 
| − | To produces the following text: {{e|  | + | 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 161: | Line 393: | ||
Convert it with this template as  | Convert it with this template as  | ||
| − | <pre>{{e|  | + | <pre>{{e|max_life|60|40}}</pre>  | 
| − | To produces the following text: {{e|  | + | 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  | ||
| Line 174: | 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 18:24, 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)