Effect Block Quick Reference
We’ve all been there at one time or another. You’re working along, getting tired, but you really want to finish this item. And then it hits you. You can’t remember if you should use instant or always, and is it passive or usage, and oh yes, which effects can I put in those blocks, anyway?
Thanks to Cloud Strife and El_Heffe here are some guidelines:
1.0 USAGE v PASSIVE activation.
1.1 USAGE
Useable items have “uses” and the code reflects this in this way:
<USES>:#
[EFFECT]
<TYPE>:???
<ACTIVATION>:USAGE
<VALUE>:???
<DURATION>:???
[/EFFECT]
Usable items from the main game include items with a <type> of book, petfood, potion, scroll, or spell. These items require clicking to activate and will disappear when their last usage is gone.
1.2 PASSIVE
Passive items don't have uses. Their code has no <useable> or <uses> tags and the effect blocks look like this:
<TYPE>:???
<ACTIVATION>:PASSIVE
<VALUE>:???
<DURATION>:???
[/EFFECT]
Passive items from the main game include all weapons, armor, jewelry and gems. these items don't have to be clicked on but have their effect whenever they are in the gear slots on the inventory screen (gems do this indirectly by attaching to sockets on your gear). their effects are continuous as long as the item is in the correct inventory slot.
Questions or comments? For the discussion thread: Click here.
I have never had any trouble with using “always” instead of “instant” or vice versa. There was a discussion on this a while back and it was determined that any non-numeric value behind the <duration> tag will give the same results.
If you wanted to you could use <duration>:all day long but only on the tuesday before the wednesday that is forty days before the first sunday after the third full moon of the new year and it would be just the same as always or instant ... how else do you think we have all been able to get this far in our modding without blowing up the game over this issue?
“<type>: damagebonus” and “<type>:percentdamagebonus” are used within effect blocks.
“<damage_bonus>:electric:8” is just one line of code, used outside of any effect block ( you’ll often find it near the bottom of the code, but before any effect blocks ).
2.0 TYPE Values
A typical effect block.
<TYPE>:STRENGTH
<ACTIVATION>:USAGE
<VALUE>:0
<DURATION>:INSTANT
[/EFFECT]
The type value (strength in our example) can be replaced with any of the following:
| Base Character Stats Direct Effects | |
|---|---|
| strength | dexterity |
| vitality | magic |
| Derived Character Stats Direct Effects | ||
|---|---|---|
| hp | mana | |
| stamina | ||
| Derived Stat Recharge Effects | |
|---|---|
| hprecharge | manarecharge |
| staminarecharge | |
| Direct Bonus Effects | |
|---|---|
| armorbonus | tohitbonus |
| damagebonus | damagetaken |
| knockback | skill[skillname] |
| Percent Bonus Effects: Stats | |
|---|---|
| percentstrength | percentdexterity |
| percentvitality | percentmagic |
| percentmana | percenthp |
| percentstamina | |
( 1.00 + ( ±[value effect adjustment] )) x [affected stat]
Example 1: a 25% strength bonus for a character with 150 strength:
(1.00 + (.25)) x 150 = (1.25) x 150 = 188
Example 2: a -35% mana bonus for a character with 330 mana:
(1.00 + (-.35)) x 330 = (.65) x 330 = 215
| Percent Bonus Effects: Combat | |
|---|---|
| percentattackspeed | percentarmorbonus |
| percenttohitbonus | percentdamagebonus |
| percentdamagetaken | percentcastspeed |
| percentlifestolen | percentmanastolen |
| percentdamagereflected | percentblockchance |
| percentslashingresistance | percentpiercingresistance |
| percentcrushingresistance | percentfireresistance |
| percentelectricresistance | percenticeresistance |
| Percent Bonus Effects: Other | |
|---|---|
| percentspeed | percentmagicaldrop |
| percentgolddrop | percentitemrequirements |