Template:E

From Tales of Maj'Eyal
Revision as of 12:40, 15 November 2016 by WangHW (Talk | contribs) (adds == Talent == ( object activates))

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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 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:

  • 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: ??

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)