ProgressionEvents: Difference between revisions
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==LetOp== | |||
This operation allow to setup one or more variable which can be used inside the let operation block. | |||
<let vars="..."/> or <let vars="...">...</let> | |||
vars = "..." define a mathscript environment. | |||
Examples: | |||
Setup Roll (random 0-100), Will and Power variables: | |||
<let vars="Roll=rnd(100);Will=Target:GetSkillValue(51); Power=0.8^(0.1*Will)*Roll;"> | |||
... | |||
</let> | |||
==TraitChangeOp== | ==TraitChangeOp== | ||
Used to create a change in character traits. | Used to create a change in character traits. |
Revision as of 15:35, 22 May 2013
LetOp
This operation allow to setup one or more variable which can be used inside the let operation block.
<let vars="..."/> or <let vars="...">...</let> vars = "..." define a mathscript environment.
Examples: Setup Roll (random 0-100), Will and Power variables:
<let vars="Roll=rnd(100);Will=Target:GetSkillValue(51); Power=0.8^(0.1*Will)*Roll;"> ... </let>
TraitChangeOp
Used to create a change in character traits. This is used to change a character's appearance live in game. It takes the trait ID number and sends a broadcast out to all the players in range about the change.
<trait value="#"/> value = "#" index id key into traits table
Examples: You apply trait 100 (grey hair) to actor and send message:
<trait value="100" /><msg aim="actor" text="You drop the liquid on your hair."/>
ExperienceOp
Adjust the experience of the target.
Syntax:
<exp type="allocate_last" value="#"/>
allocate_type = "allocate_last" means allocate damage last otherwise damage is allocated
value = "#" amount of experience to give single player or share with others