Skip to content

Latest commit

 

History

History
623 lines (543 loc) · 17.1 KB

TestEffects.md

File metadata and controls

623 lines (543 loc) · 17.1 KB

Low Visibility Test Effects

This document maintains a library of test effects that are useful when developing.

Advanced Sensors

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"
        },
    ],
}

ECM Emitter

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 Carrier

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 Carrier

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 Carrier

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"
        },
    ],
}

Vision Attack Effects

These effects provide attack bonuses based upon detection range.

Heat Vision

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"
        },
    ],
}

Zoom Vision

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"
        },
    ],
}

Vision Effects

These effects provide certain visual changes to the battlefield.

Low Light Vision

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"
        },
    ],
}

Vision Sharing

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"
        },
    ],
}

Active Effects

Some effects should not be applied via auras or passive effects, but rather from active effects.

Probe Ping Effect

Loreum ipsum

Narc Effect

Loreum ipsum

Tag Effect

Loreum ipsum