ProgressionEvents: Difference between revisions
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Used to affect a character stat (agility, intelligence, ...). | Used to affect a character stat (agility, intelligence, ...). | ||
This is used to change a character's stats live in game. | This is used to change a character's stats live in game. | ||
StatsAOp are buffable (see ApplicativeScript). | [[ProgressionEvents#StatsAOp|StatsAOp]] are buffable (see ApplicativeScript). | ||
Syntax: | Syntax: | ||
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<int aim="Actor" value="10"/> | <int aim="Actor" value="10"/> | ||
<wil aim="Actor" value="10"/> | <wil aim="Actor" value="10"/> | ||
==SkillOp== | |||
Used to affect a character skill (Alchemy, Melee, Herbal, ...). | |||
This is used to change a character's skill live in game. | |||
[[ProgressionEvents#SkillAOp|SkillAOp]] are buffable (see ApplicativeScript). | |||
Used to affect in Applied Mode. | |||
Syntax: | |||
<skill aim="..." value="..."/> | |||
'''aim''' = "..." the operation's target, depending on the environment can be ''Actor'' or ''Target'', inside a spell script ''Caster'' is a valid target. | |||
'''value''' = "..." a mathscript defined value. | |||
Example: | |||
<skill aim="Actor" name="Red Way" value="-10"/> | |||
<skill aim="Actor" name="Brown Way" value="10"/> | |||
==LetOp== | ==LetOp== | ||
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<mstamina-max value="10"/> | <mstamina-max value="10"/> | ||
==StatsAOp== | |||
Used to affect a character stat (agility, intelligence, ...) in Applied Mode. | |||
This command works like a [[ProgressionEvents#StatsOp|Stats Operation]]. No aim or Target needs to be declared. | |||
Example: | |||
<str value="-0.1*Actor:GetSkillValue(50)"/> | |||
<agi value="-0.1*Actor:GetSkillValue(46)"/> | |||
<end value="-0.1*Actor:GetSkillValue(48)"/> | |||
<cha value="10"/> | |||
<int value="10"/> | |||
<wil value="10"/> | |||
==SkillAOp== | |||
Used to affect a character skill (Alchemy, Melee, Herbal, ...) in Applied Mode. | |||
This command works like a [[ProgressionEvents#SkillAOp|Skill Operation]]. No aim or Target needs to be declared. | |||
Example: | |||
<skill name="Red Way" value="-10"/> | |||
<skill name="Brown Way" value="10"/> | |||
[[Category:Engine documents]] | [[Category:Engine documents]] |
Revision as of 23:56, 17 January 2014
StatsOp
Used to affect a character stat (agility, intelligence, ...). This is used to change a character's stats live in game. StatsAOp are buffable (see ApplicativeScript).
Syntax:
<agi aim="..." value="..."/> or <end aim="..." value="..."/> or <str aim="..." value="..."/> or <cha aim="..." value="..."/> or <int aim="..." value="..."/> or <wil aim="..." value="..."/> or
aim = "..." the operation's target, depending on the environment can be Actor or Target, inside a spell script Caster is a valid target.
value = "..." a mathscript defined value.
Examples:
Reduce Actor's physical stats by 10% and raise mental stats by 10 points:
<str aim="Actor" value="-0.1*Actor:GetSkillValue(50)"/> <agi aim="Actor" value="-0.1*Actor:GetSkillValue(46)"/> <end aim="Actor" value="-0.1*Actor:GetSkillValue(48)"/> <cha aim="Actor" value="10"/> <int aim="Actor" value="10"/> <wil aim="Actor" value="10"/>
SkillOp
Used to affect a character skill (Alchemy, Melee, Herbal, ...). This is used to change a character's skill live in game. SkillAOp are buffable (see ApplicativeScript).
Used to affect in Applied Mode.
Syntax:
<skill aim="..." value="..."/>
aim = "..." the operation's target, depending on the environment can be Actor or Target, inside a spell script Caster is a valid target.
value = "..." a mathscript defined value.
Example:
<skill aim="Actor" name="Red Way" value="-10"/> <skill aim="Actor" name="Brown Way" value="10"/>
LetOp
This operation allow to setup one or more variable which can be used inside the let operation block.
Syntax:
<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>
IfOp
This operation allow to asses a condition and execute other operations if the result return true or false. It's a classic if/then/else operation.
Syntax:
<if t="..."> <then>...</then> <else>...</else> </if>
t = "..." a mathscript condition to verify.
Examples: Check if 'Water Barrier' spell is active on the target and send a message based on that:
<if t="Target:ActiveSpellCount('Water Barrier') < 1"> <then> <msg aim="Target" text="${Target} is not under Water Barrier spell."/> </then> <else> <msg aim="Target" text="${Target} is under Water Barrier spell."/> </else> </if>
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.
Syntax:
<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
HPRateAOp
Change the HP statistics of a character in Applied mode.
Syntax:
<hp-rate value="..."/>
value = "..." a mathscript defined value.
Examples:
Increase the Actor HP rate by 10 points:
<hp-rate value="10"/>
VitalAOp
Change the vital statistics (HP, Mana, ... but not Hit Points) of a character in Applied mode.
Syntax:
<mana-rate value="..."/> or <pstamina-rate value="..."/> or <mstamina-rate value="..."/> or <hp-max value="..."/> or <mana-max value="..."/> or <pstamina-max value="..."/> or <mstamina-max value="..."/> or
value = "..." a mathscript defined value.
Examples:
Increase the Actor vitals by 10 points:
<mana-rate value="10"/> <pstamina-rate value="10"/> <mstamina-rate value="10"/> <hp-max value="10"/> <mana-max value="10"/> <pstamina-max value="10"/> <mstamina-max value="10"/>
StatsAOp
Used to affect a character stat (agility, intelligence, ...) in Applied Mode.
This command works like a Stats Operation. No aim or Target needs to be declared.
Example:
<str value="-0.1*Actor:GetSkillValue(50)"/> <agi value="-0.1*Actor:GetSkillValue(46)"/> <end value="-0.1*Actor:GetSkillValue(48)"/> <cha value="10"/> <int value="10"/> <wil value="10"/>
SkillAOp
Used to affect a character skill (Alchemy, Melee, Herbal, ...) in Applied Mode.
This command works like a Skill Operation. No aim or Target needs to be declared.
Example:
<skill name="Red Way" value="-10"/> <skill name="Brown Way" value="10"/>