Seer7 Posted February 21, 2020 Share Posted February 21, 2020 Hi again, I conducted another experiment in statuseffects and found that the entitled works, but it's not pretty. 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 } ] } ] } 1 Link to comment Share on other sites More sharing options...
Grape_You_In_The_Mouth Posted February 22, 2020 Share Posted February 22, 2020 What I'm really curious about but haven't tested yet is StatusEffectDefense Link to comment Share on other sites More sharing options...
Kyberus Posted March 4, 2020 Share Posted March 4, 2020 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" }, 1 Link to comment Share on other sites More sharing options...
Kyberus Posted March 4, 2020 Share Posted March 4, 2020 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. 1 Link to comment Share on other sites More sharing options...
Kyberus Posted March 4, 2020 Share Posted March 4, 2020 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 Link to comment Share on other sites More sharing options...
Seer7 Posted April 25, 2020 Author Share Posted April 25, 2020 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. Link to comment Share on other sites More sharing options...
coralzombie Posted April 25, 2020 Share Posted April 25, 2020 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. 2 Link to comment Share on other sites More sharing options...
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