This document maintains a library of test effects that are useful when developing.
Advanced sensors increase the detail level on the target.
{
"statusEffects" : [
{
"durationData" : {
"duration" : -1,
"ticksOnActivations" : false,
"useActivationsOfTarget" : false,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : 1,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "Passive",
"effectTargetType" : "Creator",
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_ADV_SEN_6",
"Name" : "Advanced Sensors - 6",
"Details" : "Advanced sensors - gives more detailed information on detected ones.",
"Icon" : "uixSvgIcon_status_ECM-missileDef"
},
"statisticData" :
{
"statName" : "LV_ADVANCED_SENSORS",
"operation": "Int_Add",
"modValue": "6",
"modType": "System.Int32"
},
"nature" : "Buff"
},
],
}
An ECM emitter applies ECM Shield to allies, has an ECM Carrier value, and applies ECM Jamming to enemies. There are two auras, each with two effects, and a component-level status effect:
- Gear_LV_Test_ECM_Shield has an effect that applies the
"Auras": [
{
"Id": "Gear_LV_Test_ECM_Shield",
"Name": "ECM",
"ReticleColor": "#00f2ff",
"Range": 240,
"RemoveOnSensorLock": false,
"State": "Persistent",
"ApplySelf": true,
"AllyStealthAffection": "None",
"EnemyStealthAffection": "None",
"IsPositiveToAlly": true,
"IsNegativeToEnemy": false,
"ownerVFX": [ ],
"targetVFX": [ ],
"removeOwnerVFX": [ ],
"removeTargetVFX": [ ],
"ownerSFX": [ ],
"targetSFX": [ ],
"removeOwnerSFX": [ ],
"removeTargetSFX": [ ],
"statusEffects": [
{
"durationData" : {
"duration": -1,
"stackLimit": -1
},
"targetingData" : {
"effectTriggerType" : "Passive",
"specialRules" : "NotSet",
"effectTargetType" : "AlliesWithinRange",
"range" : 0.0,
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : true,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_ECM_SHIELD",
"Name" : "ECM Shield Protection",
"Details" : "An ECM shield that makes it harder for enemies to detect you with sensors, and resolve attacks.",
"Icon" : "uixSvgIcon_status_ECM-missileDef"
},
"statisticData" :
{
"statName" : "LV_ECM_SHIELD",
"operation": "Int_Add",
"modValue": "2",
"modType": "System.Int32"
},
"nature" : "Buff"
}
]
},
{
"Id": "Gear_LV_Test_ECM_Jammer",
"Name": "JAMMER",
"ReticleColor": "#0066ff",
"Range": 240,
"HideOnNotSelected": false,
"RemoveOnSensorLock": false,
"State": "Persistent",
"ApplySelf": false,
"AllyStealthAffection": "None",
"EnemyStealthAffection": "None",
"IsPositiveToAlly": false,
"IsNegativeToEnemy": true,
"ownerVFX": [ ],
"targetVFX": [ ],
"removeOwnerVFX": [ ],
"removeTargetVFX": [ ],
"ownerSFX": [ "AudioEventList_ecm_ecm_enter", "AudioEventList_ui_ui_ecm_start" ],
"targetSFX": [ "AudioEventList_ecm_ecm_enter" ],
"removeOwnerSFX": [ "AudioEventList_ecm_ecm_exit", "AudioEventList_ui_ui_ecm_stop" ],
"removeTargetSFX": [ "AudioEventList_ecm_ecm_exit" ],
"statusEffects": [
{
"durationData" : {
"duration": -1,
"stackLimit": -1,
"uniqueEffectIdStackLimit": 1
},
"targetingData" : {
"effectTriggerType" : "Passive",
"specialRules" : "NotSet",
"effectTargetType" : "EnemiesWithinRange",
"range" : 0.0,
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : true,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_ECM_JAMMED",
"Name" : "ECM Jammer",
"Details" : "Jamming ECM, reduces sensor checks for enemies in field",
"Icon" : "uixSvgIcon_action_sensorlock"
},
"statisticData" :
{
"statName" : "LV_ECM_JAMMED",
"operation": "Int_Add",
"modValue": "2",
"modType": "System.Int32"
},
"nature" : "Debuff"
}
]
}
],
"statusEffects": [
{
"durationData" : {
"duration": -1,
"stackLimit": -1
},
"targetingData" : {
"effectTriggerType" : "Passive",
"specialRules" : "NotSet",
"effectTargetType" : "Creator",
"range" : 0.0,
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : false
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_ECM_CARRIER",
"Name" : "ECM Carrier",
"Details" : "You emit an ECM field that makes you easier to detect with sensors, but harder to hit.",
"Icon" : "uixSvgIcon_status_ECM-missileDef"
},
"statisticData" :
{
"statName" : "LV_ECM_CARRIER",
"operation": "Set",
"modValue": "true",
"modType": "System.Boolean"
},
"nature" : "Buff"
},
{
"durationData" : {
"duration": -1,
"stackLimit": -1
},
"targetingData" : {
"effectTriggerType" : "Passive",
"specialRules" : "NotSet",
"effectTargetType" : "Creator",
"range" : 0.0,
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : false
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_ECM_CARRIER_SIGNATURE",
"Name" : "ECM Carrier Signature Penalty",
"Details" : "Your ECM field makes you easier to detect",
"Icon" : "uixSvgIcon_status_ECM-missileDef"
},
"statisticData" :
{
"statName" : "Signature",
"operation": "Float_Add",
"modValue": "0.3",
"modType": "System.Single"
},
"nature" : "Buff"
}
]
Mimetic carriers are harder to detect visually, as well as attack.
{
"statusEffects" : [
{
"durationData" : {
"duration" : -1,
"ticksOnActivations" : false,
"useActivationsOfTarget" : false,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : 1,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "Passive",
"effectTargetType" : "Creator",
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_MIMETIC_3",
"Name" : "Mimetic",
"Details" : "Mimetic system - while active you are harder to detect visually and attack.",
"Icon" : "uixSvgIcon_status_ECM-missileDef"
},
"statisticData" :
{
"statName" : "LV_MIMETIC",
"operation" : "Set",
"modValue": "0.15_3_3",
"modType": "System.String"
},
"nature" : "Buff"
},
],
}
Probe carriers have powerful sensors that make it easier to detect other units, and provides more information on those units.
{
"statusEffects" : [
{
"durationData" : {
"duration" : -1,
"ticksOnActivations" : false,
"useActivationsOfTarget" : false,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : 1,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "Passive",
"effectTargetType" : "Creator",
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_PROBE_CARRIER_3",
"Name" : "Probe Carrier - 3",
"Details" : "Probe carrier - makes enemy units easier to detect, and provides more information on them.",
"Icon" : "uixSvgIcon_status_ECM-missileDef"
},
"statisticData" :
{
"statName" : "LV_PROBE_CARRIER",
"operation": "Int_Add",
"modValue": "3",
"modType": "System.Int32"
},
"nature" : "Buff"
},
],
}
Stealth carriers are harder to detect with sensors, as well as attack.
{
"statusEffects" : [
{
"durationData" : {
"duration" : -1,
"ticksOnActivations" : false,
"useActivationsOfTarget" : false,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : 1,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "Passive",
"effectTargetType" : "Creator",
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_Stealth_4",
"Name" : "Stealth",
"Details" : "Stealth system - while active you are harder to detect with a sensors and attack.",
"Icon" : "uixSvgIcon_status_ECM-missileDef"
},
"statisticData" :
{
"statName" : "LV_STEALTH",
"operation": "Set",
"modValue": "0.20_4_1_2_3",
"modType": "System.String"
},
"nature" : "Buff"
},
],
}
These effects provide attack bonuses based upon detection range.
This effect provides an attack bonus based upon the target's heat.
{
"statusEffects" : [
{
"durationData" : {
"duration" : -1,
"ticksOnActivations" : false,
"useActivationsOfTarget" : false,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : 1,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "Passive",
"effectTargetType" : "Creator",
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_HEAT_VISION",
"Name" : "Heat Vision",
"Details" : "Provides attack bonuses based upon the target's heat.",
"Icon" : "uixSvgIcon_status_ECM-missileDef"
},
"statisticData" :
{
"statName" : "LV_HEAT_VISION",
"operation": "Set",
"modValue": "-1_20_300",
"modType": "System.String"
},
"nature" : "Buff"
},
],
}
This effect provides an attack bonus based upon distance to the target.
{
"statusEffects" : [
{
"durationData" : {
"duration" : -1,
"ticksOnActivations" : false,
"useActivationsOfTarget" : false,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : 1,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "Passive",
"effectTargetType" : "Creator",
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_ZOOM_VISION",
"Name" : "Night Vision",
"Details" : "Provides extended vision range at night.",
"Icon" : "uixSvgIcon_status_ECM-missileDef"
},
"statisticData" :
{
"statName" : "LV_ZOOM_VISION",
"operation": "Set",
"modValue": "0_-5_4",
"modType": "System.String"
},
"nature" : "Buff"
},
],
}
These effects provide certain visual changes to the battlefield.
Units with low light vision have extended vision range at night, but it will be shown with a green effect.
{
"statusEffects" : [
{
"durationData" : {
"duration" : -1,
"ticksOnActivations" : false,
"useActivationsOfTarget" : false,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : 1,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "Passive",
"effectTargetType" : "Creator",
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_NIGHT_VISION",
"Name" : "Night Vision",
"Details" : "Provides extended vision range at night.",
"Icon" : "uixSvgIcon_status_ECM-missileDef"
},
"statisticData" :
{
"statName" : "LV_NIGHT_VISION",
"operation": "Set",
"modValue": "true",
"modType": "System.Boolean"
},
"nature" : "Buff"
},
],
}
Units with vision sharing will combine their visual detection range, allowing them to see units within their range.
{
"statusEffects" : [
{
"durationData" : {
"duration" : -1,
"ticksOnActivations" : false,
"useActivationsOfTarget" : false,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : 1,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "Passive",
"effectTargetType" : "Creator",
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" :
{
"Id" : "LV_SHARES_VISION",
"Name" : "Vision Sharing",
"Details" : "Shares vision with other units in the lance, allowing them to see what you see.",
"Icon" : "uixSvgIcon_status_ECM-missileDef"
},
"statisticData" :
{
"statName" : "LV_SHARES_VISION",
"operation": "Set",
"modValue": "true",
"modType": "System.Boolean"
},
"nature" : "Buff"
},
],
}
Some effects should not be applied via auras or passive effects, but rather from active effects.
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