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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:

<USEABLE>:1
<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:

[EFFECT]
<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.

Note 1:

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?

Note 2:
There is only one exception, permanent pet transformations must have a duration of -1. If you try always or instant it seems to work at first but the pet’s graphics get screwed up after the game is closed and re-opened.
Note 3:

<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.

[EFFECT]
<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
Note: Direct effects add the value entry directly to the stat amount. For example, a value entry of 10 with a type value of strength, adds 10 points to strength.
Derived Character Stats Direct Effects
hp mana
stamina
Note: “derived character stats” are stats that are calculated from a formula using other stats. For example, total hitpoints are derived from using a character’s level and vitality stats.
Derived Stat Recharge Effects
hprecharge manarecharge
staminarecharge
Direct Bonus Effects
armorbonus tohitbonus
damagebonus damagetaken
knockback skill[skillname]
Note: To add a direct bonus to any skill, replace [skillname] with the skill of your choice. For example, attackmagic, charmmagic, criticalstrike, etc.
Percent Bonus Effects: Stats
percentstrength percentdexterity
percentvitality percentmagic
percentmana percenthp
percentstamina
Note: Calculations for percent bonuses work something like this:
( 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