Template:E
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_atk)
- 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)