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Featured Replies

Hi again,

I conducted another experiment in statuseffects and found that the entitled works, but it's not pretty.OHS_Recovery.png.882e674d00f319aa616ab0b6a76f2ab2.png

As implied it adds or subtracts a set amount of recovery. Even if I were to roll with this I'm not sure what amount would be 'balanced'. In any case the code is below.

{
    "GameDataObjects": [{
            "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
            "DebugName": "One_Handed_Style",
            "ID": "aae5f771-2718-4654-b13c-dd3e7234d56b",
            "Components": [{
                    "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
                    "StatusEffectsIDs": ["c5194896-0e76-4d39-855c-3459c4a9f56d", "7b4eba79-d0b0-4d81-8929-49ea77e41512"]
                }
            ]
        }, {
            "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp",
            "DebugName": "One_Handed_Style_SE_Recovery",
            "ID": "7b4eba79-d0b0-4d81-8929-49ea77e41512",
            "Components": [{
                    "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp",
                    "StatusEffectType": "SingleWeaponRecoveryMultiplier",
                    "OverrideDescriptionString": -1,
                    "OverrideDescriptionStringTactical": -1,
                    "UseStatusEffectValueAs": "None",
                    "BaseValue": -0.1,
                    "DynamicValue": {
                        "Stat": "None",
                        "SkillDataID": "00000000-0000-0000-0000-000000000000",
                        "ClassID": "00000000-0000-0000-0000-000000000000",
                        "MultiplyBy": 1,
                        "Operator": "Add"
                    },
                    "KeywordsIDs": [],
                    "DurationType": "Infinite",
                    "Duration": 0,
                    "MaxStackQuantity": 0,
                    "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied",
                    "ApplicationType": "ApplyOnStart",
                    "IntervalRateID": "00000000-0000-0000-0000-000000000000",
                    "StackedChildrenApplyEffects": "false",
                    "InclusionConditions": {
                        "Operator": 0,
                        "Components": []
                    },
                    "ApplicationPrerequisites": {
                        "Conditional": {
                            "Operator": 0,
                            "Components": []
                        }
                    },
                    "TriggerAdjustment": {
                        "TriggerOnEvent": "None",
                        "TriggerOffEvent": "None",
                        "ValidateWithAttackFilter": "false",
                        "ParamValue": 0,
                        "ValueAdjustment": 0,
                        "DurationAdjustment": 0,
                        "ResetTriggerOnEffectTimeout": "false",
                        "MaxTriggerCount": 0,
                        "IgnoreMaxTriggerCount": "false",
                        "RemoveEffectAtMax": "false",
                        "ChanceToTrigger": 1
                    },
                    "PowerLevelScaling": {
                        "UseCharacterLevel": "false",
                        "BaseLevel": 0,
                        "LevelIncrement": 1,
                        "MaxLevel": 0,
                        "ValueAdjustment": 0,
                        "DurationAdjustment": 0
                    },
                    "IsHostile": "false",
                    "ClearOnCombatEnd": "false",
                    "ClearOnRest": "false",
                    "ClearOnFoodRest": "false",
                    "ClearWhenAttacks": "false",
                    "ClearOnDeath": "false",
                    "HideFromCombatTooltip": "true",
                    "HideFromCombatLog": "false",
                    "HideFromUI": "false",
                    "HideIfNoValue": "false",
                    "VisualEffects": [],
                    "MaterialReplacementID": "00000000-0000-0000-0000-000000000000",
                    "AttackFilter": {
                        "KeywordsIDs": [],
                        "KeywordLogic": "Or",
                        "Race": "None",
                        "IsKith": "false",
                        "HealthPercentage": 0,
                        "HealthOperator": "EqualTo",
                        "Range": "None",
                        "ClassTypeID": "00000000-0000-0000-0000-000000000000",
                        "Source": "None",
                        "DefendedBy": "None",
                        "Empowered": "false",
                        "Disengagement": "false",
                        "Stealthed": "false",
                        "UseStealthLinger": "false",
                        "PowerLevel": 0,
                        "PowerLevelOperator": "EqualTo",
                        "ChanceToApply": 1,
                        "AttackHostility": "Default",
                        "TargetType": "None"
                    },
                    "AttackTargetFilter": {
                        "KeywordsIDs": [],
                        "KeywordLogic": "Or",
                        "Race": "None",
                        "IsKith": "false",
                        "HealthPercentage": 0,
                        "HealthOperator": "EqualTo",
                        "Distance": 0,
                        "DistanceOperator": "EqualTo",
                        "HasDOT": "false",
                        "IsMarked": "false",
                        "TargetHostility": "Default"
                    },
                    "ExtraValue": 0,
                    "OverridePenetration": 0,
                    "DamageTypeValue": "All",
                    "KeywordValueID": "00000000-0000-0000-0000-000000000000",
                    "RaceValue": "None",
                    "StatusEffectTypeValue": "None",
                    "ItemValueID": "00000000-0000-0000-0000-000000000000",
                    "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000",
                    "StatusEffectsValueIDs": [],
                    "AttackValueID": "00000000-0000-0000-0000-000000000000",
                    "AttackOverrideValue": "None",
                    "EventValue": "OnApply",
                    "ClassValueID": "00000000-0000-0000-0000-000000000000",
                    "WeaponTypeValue": "None",
                    "AttackHitType": "None",
                    "SkillValueID": "00000000-0000-0000-0000-000000000000",
                    "AudioEventListID": "00000000-0000-0000-0000-000000000000",
                    "BedRestDaysMinimum": 0,
                    "BedRestDaysMaximum": 0
				}
            ]
        }
	]
}

 

What I'm really curious about but haven't tested yet is StatusEffectDefense

  • 2 weeks later...

Very interesting. As verification, it is handled as a case in "AdjustRecoveryTime" for CharacterStats (in the dlls via IlSpy). Awkwardly, I can't find a check anywhere for if there character is wearing a shield. As such, this may apply even if using a shield but with one weapon.   The weird appearance is probably due to the entry for "SingleWeaponRecoveryModifier" in the status effect manager having a display string and tactical string of -1. Which is fixable in statuseffects.gamedatabundle, thankfully.

 

                        {
                            "StatusEffectType": "SingleWeaponRecoveryMultiplier",
                            "DataType": "4097",
                            "OperatorType": "Add",
                   ----> "DisplayString": -1, <----
                            "WildcardString": -1,
                            "TacticalString": -1,
                            "AttackFilterDisplayStyleID": "2187499c-ae27-41cd-a373-74cfe55fa59f",
                            "AttackTargetFilterDisplayStyleID": "e3c2a249-5355-4d0f-a9e6-ff9441c76e0c"
                        },

                        {
                            "StatusEffectType": "DualWieldWeaponRecoveryMultiplier",
                            "DataType": "4097",
                            "OperatorType": "Multiply",
                            "DisplayString": 4040,
                            "WildcardString": -1,
                            "TacticalString": 5233,
                            "AttackFilterDisplayStyleID": "2187499c-ae27-41cd-a373-74cfe55fa59f",
                            "AttackTargetFilterDisplayStyleID": "e3c2a249-5355-4d0f-a9e6-ff9441c76e0c"
                        },

PPS: I am not sure what operator type "add" will end up doing. In some places it looks like the calculation for recovery time ignores the attached "operator type" field, but I am not sure it is universal.

Add likely works, and will go to the normal "additive bonus" stage, meaning that it will happen after default multipliers, but before "PostAdd" multipliers. It doesn't seem like status effects can cause "PostAdd" multipliers, however, except lashes, etc.

NB: adding a negative modifier as "addition" could possibly reduce the recovery time to 0 or less, which would simply remove recovery time (there is a case which causes recovery time <0 to become 0f, I believe).

  • 1 month later...
  • Author

Hi Kyberus,

Belated thanks for info, makes it less ugly at least. I'll revisit it when I have some time in the near future.

On 2/21/2020 at 7:28 PM, Grape_You_In_The_Mouth said:

What I'm really curious about but haven't tested yet is StatusEffectDefense

Most likely its function is to decrease the status effect inflicted by 1 increment.  The opposite of weakness which I tested

So enfeebled turns down to weakened, Inflicting weaken will cause sickened and inflicting sickened is probably nullified.

 

 

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