Skip to end of metadata
Go to start of metadata

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

Version 1 Next »

Brick Parameters

Dynamic Factor Formula

By applying a dynamic factor you define a PowerValue on the brick and then a minimum factor and a maximum factor on the Property. If the reference value (typically a characters weapon sabrina value) is greater than or less than the power value then the maximum or minimum factors are used, respectively.

The formula used otherwise is:

MinFactor+(MaxFactor-MinFactor)*PowerValue/ReferenceValue

List of Brick Parameters

SAP

Description: A basic parameter to increase Sap cost by a fixed amount.
Use: SAP: SapCost
Example:

SAP:6

HP

Description: A basic parameter to increase Hit Point cost by a fixed amount.
Use: HP: HitpointCost
Example:

HP:6

STA

Description: A basic parameter to increase Stamina cost by a fixed amount.
Use: STA: StaminaCost
Example:

STA:6

STA_WEIGHT_FACTOR

Description: A more advanced parameter to increase the Stamina cost by a weighted factor. It increases the total stamina cost by the cost value (parameter 2) and the weight factor is applied to the weight of the weapon wielded by character (WeightFactor * WeightOfWeapon).
Use: STA_WEIGHT_FACTOR: StaminaWeightFactor : StaminaCost
Example: Adds one point to the stamina cost and then reduces the weight effect of the weapon by 50%.

STA_WEIGHT_FACTOR:0.5:1

FOCUS

Description: A basic parameter to increase Focus cost by a fixed amount.
Use: FOCUS: FocusCost
Example:

FOCUS:6

SET_BEHAVIOUR

Description: An advanced parameter for applying additional combat behaviors. See code/ryzom/common/src/game_share/mode_and_behaviour.h for a comprehensive list.
Use: SET_BEHAVIOUR: Behavior
Example:

SET_BEHAVIOUR:CAST_SLOW

DEFINE_FLAG

Description: An advanced parameter to apply a combat flag. See code/ryzom/common/src/game_share/brick_flags.h for a comprehensive list. Note only "feint" is in common use.
Use: DEFINE_FLAGBrickFlag
Example:

DEFINE_FLAG:Feint

BYPASS_CHECK

Description: Defines flag checks to by pass when using a special power phrase.
The following are valid bypass check flags:

  • WhileSitting
  • InWater
  • OnMount
  • Fear
  • Sleep
  • Invulnerability
  • Stun
    Use: BYPASS_CHECK: FlagName
    Example:
    BYPASS_CHECK:Fear

LATENCY_FACTOR

Description: Defines a latency multiplier for combat actions. Latency is a cumulative effect. This modifier uses the Dynamic Factor Formula with the weapon sabrina value as the reference value.
Use: LATENCY_FACTOR: MinFactor : MaxFactor
Example:

LATENCY_FACTOR:1:0.5

AIM

Description: Defines a specific aim location for a specific body type. This is used with combat phrases. Combat phrases with this brick will force the hit localization to the specified aim slot (which corresponds to a body equipment location) if the target is of the same body type and that body type includes the aim slot.

Valid Body Types:

  • Homin
  • Quadruped
  • LandKitin
  • FlyingKitin
  • Fish
  • Bird
  • Plant

While technically all equipment locations are valid aim slots these are the most common for purposes of combat. Valid Aimed Slots:

  • Head
  • Face
  • Body
  • Arms
  • Hands
  • Legs
  • Feet

Use: AIM: BodyType : AimedSlot
Example:

AIM:Quadruped:Arms

ATT_SKILL_MOD

Description: Defines an attack skill modifier for combat actions. This modifier uses the Dynamic Factor Formula with the right-hand weapon sabrina value as the reference value. It is important to note that Ryzom Core assumes right-handedness and the attack skill modifier only applies to the right-hand weapon.
Use: ATT_SKILL_MOD: MinFactor : MaxFactor
Example:

ATT_SKILL_MOD:0:30

OPENING_#

Actual brick parameters:

  • OPENING_1
  • OPENING_2
  • OPENING_3

Description: The opening brick parameter defines a combat event flag which needs to be active for the combat phrase to work. The term 'opening' is used as it is intended to be used for special attacks which require your opponent to provide an 'opening' to take advantage of. Each opening requires additional parameters. For example OPENING_1 requires 1 opening event while OPENING_3 requires all three event flags to be in the opponents combat event flags. Valid flags are any flags within the CombatFlags section of the brick flags in code/ryzom/common/src/game_share/brick_flags.h.

Note: OPENING_2 and OPENING_3 are rarely used as the likelihood of 2 or 3 combat event flags lining up at the same time is small.

Common flags:

  • Parry
  • Feint
  • Dodge
  • CriticalHit

Use: OPENING_#: CombatFlag [: CombatFlag ][: CombatFlag ]
Examples:

OPENING_1:Parry
OPENING_2:Parry:Feint
OPENING_3:Parry:Feint:Dodge

INC_DMG

Description: Used to increase the damage factor. This modifier uses the Dynamic Factor Formula with the right-hand weapon sabrina value as the reference value.
Use: INC_DMG: MinFactor : MaxFactor
Example:

INC_DMG:1.0:2.0

 

Special Note: There are four related brick paramters: INC_DMG_TYPE_RSTR, INC_DMG_RACE_RSTR, INC_DMG_ECOS_RSTR and INC_DMG_SEASON_RSTR. The loading of these brick parameters is configured within Ryzom Core but currently have no effect as theCDamageFactor::entityMatchRequirements method is never called to verify damage factor restrictions. See issue #1353 for more information.

ARMOR_MOD

Description: Sets an armor absorption factor. It takes three arguments: an armor type, a minimum factor and a maximum factor. If the armor typeargument does not translate to an armor type then the system will assume you have specified a creature type. This modifier uses the Dynamic Factor Formula with the weapon sabrina value as the reference value. This modifier will only apply if the target armor or creature types match.

  • List of Creature Types: code/ryzom/common/src/game_share/people_pd.h
  • List of Armor Types: code/ryzom/common/src/game_share/armor_types.h
    Use: ARMOR_MOD:* ArmorType : MinFactor : MaxFactor
    Example:
    ARMOR_MOD:ALL:1:0

COMBAT_SLOW

Description: The first parameter, duration is the duration of the latency modification in seconds. The next two parameters are the minimum and maximum factors used in the Dynamic Factor Formula with the duration as the reference value. A value of +50 equates to 50%.
Use: COMBAT_SLOW: Duration : MinFactor : MaxFactor
Example:

COMBAT_SLOW:4:0:50

SPECIAL_HIT

Description: Modifies the hit type to be residual.
Use: SPECIAL_HIT
Example:

SPECIAL_HIT

 

Note! This is used but I'm not sure if it does anything meaningful.

BLEED_FACTOR

Description: This applies damage, as determined by the Dynamic Factor Formula with the weapon sabrina value as the reference value, over a period of time defined by Duration (in seconds). The target entity will receive a 'CombatBleed' effect until the duration expires.
Use: BLEED_FACTORDuration : MinFactor : MaxFactor
Example:

BLEED_FACTOR:30:0:1.2

HIT_ALL_AGGRESSORS

Description: Enables an action to hit all melee aggressors with a total damage divided among the aggressors. The damage value is factored using theDynamic Factor Formula with the brick's total Power Value being the reference value.
Use: HIT_ALL_AGGRESSORSMinFactor : MaxFactor
Example:

HIT_ALL_AGGRESSORS:1.0:2

WEAPON_WEAR_MOD

Description: Modifies the amount of wear damage applied to primary weapon when used in an attack. It uses the Dynamic Factor Formula with the total sabrina credit as the reference value.
Use: WEAPON_WEAR_MOD: MinValue : MaxValue
Example:

WEAPON_WEAR_MOD:0:1

Magic Actions

All magic action bricks must start with an MA parameter as Property 0 and the final property should be MA_END. A typical action will start with an MA parameter, have 1 more more MA action parameters (e.g. MA_HEAL), a SET_BEHAVIOR and finally MA_END.

It is important to note that some of this code is incomplete. The mtcb (or Cure) factory is declared but not fully implemented and the MA_CURE brick parameter has a definition but has no action code. Be aware of these relationships when looking at the raw definitions provided here.

MA

Description: The MA brick parameter signals the system to begin building a magic action. It has 7 possible parameters which all indicate the action factory type to be used to process the remaining brick parameters.

Factory Types:

  • mdal - Negative Effect (Defensive)
  • moal - Negative Effect (Offensive)
  • mdht - Healing
  • mlosmp - Affect Stat
  • moet - Attack
  • reload - Recharge Items

The following factory types are either not in common use or are incomplete in code:

  • mlc - Healing over Time
  • moel - Damage Over Time
  • mtcb - Cure

Use: MA: FactoryType
Example:

MA:mdht

MA_END

Description: The MA_END signals the end of the magic action builder.
Use: MA_END
Example:

MA_END

MA_HEAL

Description: Heals hit points, sap or stamina.
Supported Factory Types: mlc and mdht 
Use: MA_HEAL: HpValue : SapValue : StaminaValue
Example:

MA_HEAL:0:0:200

MA_EFFECT

Description: Applies a magic effect. See code/ryzom/common/src/game_share/effect_families.h for a thorough list of available effect types.
Supported Factory Types: mlosmp 
Use: MA_EFFECT: Effect
Example:

MA_EFFECT:SlowMove

MA_STAT

Description: Applies a debuff stat effect. If the stat type is "Skill" then the stat value should be set to the numeric value of the target skill, as defined by the ESkills enum. If the stat type is "Score" then the stat value should be set to the numeric value of the target score, as defined by the TScoresenum. If the stat type is "Speed" then the stat value is always 0. The Speed type is the only commonly used stat type.

Supported Stat Types:

  • Skill
  • Score
  • Speed

Note that negative modifiers imply a 'buff' effect but 'buffing' is not presently supported using this brick parameters.

Supported Factory Types: mlosmp
Use: MA_STAT: Stat : Type
Example:

MA_STAT:0:Speed

MA_EFFECT_MOD

Description: Sets the effect value for a magic action.
Supported Factory Types: mlosmpmdalmoal 
Use: MA_EFFECT_MOD: EffectMod
Example:

MA_EFFECT_MOD: -49

MA_EFFECT_MULT

Description: Defines a multiplier for a magic action. This is converted into a decimal and used in the final determination of effect value. A value less than 1 is considered offensive. This is not currently in common use.
Supported Factory Types: mlosmp
Use: MA_EFFECT_MULT: Multiplier
Example:

MA_EFFECT_MULT: 2

Not Currently In Use

  • STA_LOSS_FACTOR
  • SAP_LOSS_FACTOR
  • DEBUFF_REGEN
  • DEFENSE_MOD

SPECIAL_DAMAGE

SLOW_CAST
COMBAT_SLOW_ATTACK
CRITICAL_HIT_MOD

Magic Actions Not In Use

  • MA_CURE

Not Currently Implemented

  • THROW_OFF_BALANCE

Parameters Left to Document

MA_CASTING_TIME,
MA_DMG_TYPE,
MA_DMG,
MA_RANGE,
MA_LINK_COST,
MA_LINK_PERIOD,
MA_LINK_POWER,
MA_BREAK_RES,
MA_ARMOR_COMP,
MA_VAMPIRISE,
MA_VAMPIRISE_RATIO,
CR_RECOMMENDED,
CR_HP,
CR_SAP,
CR_STA,
CR_FOCUS,
CR_QUALITY,
CR_DURABILITY,
CR_DAMAGE,
CR_HITRATE,
CR_RANGE,
CR_DMG_PROTECTION,
CR_SAPLOAD,
CR_WEIGHT,
FG_RANGE,
FG_LD_RANGE,
FG_ANGLE,
FG_MULTI,
FG_KNOW,
FG_TIME,
FG_SRC_TIME,
FG_STAT_ENERGY,
FG_STAT_ENERGY_ONLY,
FG_VIS_DIST,
FG_VIS_STEALTH,
FG_SRC_LOCATOR,
FG_ATTEMPTS,
FG_ABS_S,
FG_ABS_A,
FG_ABS_Q,
FG_SRC_PRD,
FG_SRC_APT,
FG_QUALITY,
FG_PRES,
FG_STAB,
FG_CR_STEALTH,
FG_ABS_SRC_DMG,
KAMI_OFFERING,
KAMI_ANGER_DECREASE,
FG_REDUCE_DMG,
FG_ECT_SPC,
FG_RMGRP_FILT,
FG_RMFAM_FILT,
FG_ITEMPART_FILT,
SP_TAUNT,
SP_SHIELDING,
SP_LIFE_AURA,
SP_LIFE_AURA2,
SP_STAMINA_AURA,
SP_STAMINA_AURA2,
SP_SAP_AURA,
SP_SAP_AURA2,
SP_SPEEDING_UP,
SP_INVULNERABILITY,
SP_MELEE_PROTECTION_AURA,
SP_RANGE_PROTECTION_AURA,
SP_MAGIC_PROTECTION_AURA,
SP_WAR_CRY_AURA,
SP_FIRE_WALL_AURA,
SP_THORN_WALL_AURA,
SP_WATER_WALL_AURA,
SP_LIGHTNING_WALL_AURA,
SP_BERSERK,
SP_ENCHANT_WEAPON,
SP_CALM_ANIMAL,
NEEDED_BRICK_FLAG,
SP_BALANCE,
SP_HEAL,
SP_RECAST_TIME,
SP_CHG_CHARAC,
SP_MOD_DEFENSE,
SP_MOD_CRAFT_SUCCESS,
SP_MOD_MELEE_SUCCESS,
SP_MOD_RANGE_SUCCESS,
SP_MOD_MAGIC_SUCCESS,
SP_MOD_FORAGE_SUCCESS,
SP_MOD_MAGIC_PROTECTION,
BONUS_FG_EXTRACTION_TIME_GC,
BONUS_CR_DURABILITY,
BONUS_LANDMARK_NUMBER,
AREA_BOMB,
AREA_SPRAY,
AREA_CHAIN,
AREA_TARGETS,
MA_RECHARGE,
CHARAC_UPGRADE,
SCORE_UPGRADE,
TA_TELEPORT,
TA_DISCONNECT,
TA_MOUNT,
TA_UNMOUNT,
TA_CONSUME,

  • No labels