Difference between revisions of "Template:E"
m (adds combat_dam, combat_spellpower, combat_mindpower)  | 
				m (correction)  | 
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| combat_dam = Physical power: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})  | | combat_dam = Physical power: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})  | ||
| − | | combat_physcrit = Physical critical chance:  + ({{#expr: {{{3}}}  | + | | combat_physcrit = Physical critical chance:  + ({{#expr: {{{3}}} round 1}}-{{#expr:{{{3}}}+{{{2}}} round 1 }})%  | 
| combat_spellpower = Spellpower: + ({{{3}}}-{{#expr:{{{3}}}+{{{2}}}}})  | | 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}}}}})%  | ||
Revision as of 10:09, 16 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
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 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
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:
- 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)
 
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)
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|stats|wil|5|1}}
To produces the following text: ??
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
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)
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)
 
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)
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)
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)%
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)