... | ... | @@ -6,22 +6,19 @@ Future builds will allow you to define a scaling factor on it. In current builds |
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Mechanics that are affected by power levels + formulas:
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| Mechanic | Power Levels Effect |
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| ------------- | ----------------------------------------------------- |
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| [basedamage](/skills/mechanics/basedamage) | {multiplier=M} - damage = M * power |
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| [consume](/skills/mechanics/consume) | {damage=D} - damage = D * power |
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| [consume](/skills/mechanics/consume) | {heal=H} - heal = H * power |
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| [damage](/skills/mechanics/damage) | {amount=A} - damage = A * power |
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| [leap](/skills/mechanics/leap) | {velocity=V} - velocity = V * ( 1 + power * 0.1 ) |
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| [projectile](/skills/mechanics/projectile) | {velocity=V} - velocity = V * power |
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| [projectile](/skills/mechanics/projectile) | {maxrange=MR} - maxrange = MR * power |
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| [missile](/skills/mechanics/missile) | {velocity=V} - velocity = V * power |
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| [missile](/skills/mechanics/missile) | {maxrange=MR} - maxrange = MR * power |
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| Mechanic | Attribute | Power Levels Effect |
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| ------------- | ----------| ----------------------------------------------------- |
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| [basedamage](/skills/mechanics/basedamage) | {multiplier=M} | damage = M * power |
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| [consume](/skills/mechanics/consume) | {damage=D} | damage = D * power |
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| [consume](/skills/mechanics/consume) | {heal=H} | heal = H * power |
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| [damage](/skills/mechanics/damage) | {amount=A} | damage = A * power |
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| [leap](/skills/mechanics/leap) | {velocity=V} | velocity = V * ( 1 + power * 0.1 ) |
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| [projectile](/skills/mechanics/projectile) | {velocity=V} | velocity = V * power |
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| [projectile](/skills/mechanics/projectile) | {maxrange=MR} | maxrange = MR * power |
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| [missile](/skills/mechanics/missile) | {velocity=V} | velocity = V * power |
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| [missile](/skills/mechanics/missile) | {maxrange=MR} | maxrange = MR * power |
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**Examples**
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In this example, a Level 2 ThornySkeleton would do 10 damage instead of 5 because it gains +1 power per level (base power of 1 + 1 per level = 2, 5*2 = 10). A level 3 ThornySkeleton would do 15 damage, and so on.
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```
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ThornySkeleton:
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Type: SKELETON
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... | ... | @@ -30,5 +27,7 @@ ThornySkeleton: |
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Health: 10
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Power: 1
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Skills:
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- damage{a=5} @trigger ~onDamaged
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``` |
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\ No newline at end of file |
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- damage{amount=5} @trigger ~onDamaged
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```
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In this example, a Level 2 ThornySkeleton has a power of 2 (base of 1, +1 from its LevelModifiers), so its skill would do 10 damage since the damage amount attribute is multiplied by its power.\
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A level 3 ThornySkeleton would do 15 damage due to 3 power, and so on. |
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\ No newline at end of file |