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buff triggers
James edited this page May 27, 2015
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Gaes Pact
When
map is loaded and initialized
IF
( single actor: PC0 ) has the item Gaes Pact
DO
set Magic of ( single actor: PC0 ) to ( ( PC0 's base magic ) + g:Gaes_Rating )
StrengthPact
When
map is loaded and initialized
IF
( single actor: PC0 ) has the item Pact of Strength
DO
Apply a Status Effect of ( Killing Hands ) of Innate type and identifier () to ( single actor: PC0 ) for (-1) rounds
GreaterSpeedPact
When
map is loaded and initialized
IF
( single actor: PC0 ) has the item Greater Pact of Haste
DO
set ( single actor: PC0 ) to run speed Superspeed
LesserSpeedPact
When
map is loaded and initialized
IF
( single actor: PC0 ) has the item Lesser Pact of Haste
DO
set ( single actor: PC0 ) to run speed Sprint
HealthPact
When
Game Event HealthPact
combat enters a new round in dimension default
IF
( single actor: PC0 ) has the item Greater Pact of Health
PC0 's current HP is greater than 1
PC0 's current HP is less than (( PC0 's current Body ) * 10 )
DO
Heal g:HealthPact HP damage on ( single actor: PC0 ) with a floatie
send out the Game Event HealthPact
gotcha?? the trigger does not account for cyberware or body training (see below)
Combat Training
When
map is loaded and initialized
IF
g:CombatTraining is greater than 0
DO
Apply a Status Effect of ( g:CombatTraining Close Combat ) of Buff type and identifier (Close Combat Training) to ( single actor: PC0 ) for (-1) rounds
trigger name | global variable | affected stat | floatie text |
---|---|---|---|
Combat Training | CombatTraining | Close Combat | Close Combat Training |
Decker Training | DeckerTraining | Decking | Decking Trainging |
Drone Training | DroneTraining | Drone Control | Drone Control Training |
FireArms Training | FireArmsTraining | Ranged Combat | Firearms Training |
Spell Training | SpellTraining | Spellcasting | Spellcraft Training |
Summon Training | SummonTraining | Summoning | Summoning Training |
Body Training
When
map is loaded and initialized
IF
g:FitnessTraining is greater than 0
DO
(int) g:Main_Health = ( PC0 's current HP )
Apply a Status Effect of ( g:FitnessTraining body ) of Buff type and identifier (Fitness Training) to ( single actor: PC0 ) for (-1) rounds
set HP of ( single actor: PC0 ) to g:Main_Health