Ability Flow
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node2 [color="orange", label = "Step 02", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test102"];
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System Messages
ID |
Path |
Filename |
Trigger |
Message
|
ID Value |
/path/goes/here/ |
filename.stf |
internal_command_string |
System Message Text
|
|
SUI Prompt
ID |
Path |
Filename |
Trigger |
Window Title |
Window Description |
Button1 Label |
Button2 Label |
Button3 Label
|
1
|
/path/goes/here
|
filename.stf
|
Internal SUI label
|
SUI Window Description
|
SUI Window Label
|
SUI Button Label
|
SUI Button Label
|
SUI Button Label
|
|
Combat Chat Spam
ID |
Path |
Filename |
Trigger |
Message
|
ID Value |
/path/goes/here/ |
filename.stf |
internal_command_string |
System Message Text
|
|
Fly Text
ID |
Path |
Filename |
Trigger |
Message
|
ID Value |
/path/goes/here/ |
filename.stf |
internal_command_string |
System Message Text
|
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Formula(s)
Berserk 1 and 2 offers a damage stat value of +75.
damage stats: Damage modifier for weapon style from stats (for example, Berserk, Unarmed Damage). i.e damage stat = unarmed damage mod + berserk damage amount
- initial min damage = (weapon min damage + damage stat) * profession damage mod * special move damage mod * posture damage bonus * damage bonus
- initial max damage = (weapon max damage + damage stat) * profession damage mod * special move damage mod * posture damage bonus * damage bonus
Example of berserk in action:
Teras kasi master (+250 unarmed damage modifier) with vibro knuckles doing 100-300 damage and the player uses berserk on an opponent that is knocked down.
damage stat = (250 + 75)
initial min damage = (100 + (250 + 75) ) x 1.5 x 1.5 = 956.25 damage
initial max damage = (300 + (250 + 75) ) x 1.5 x 1.5 = 1406.25 damage
Source References
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Ability HAM Costs
Modifier |
Value
|
Health Cost |
81
|
Action Cost |
54
|
Mind Cost |
4
|
Force Cost |
0
|
|
Ability Multipliers
Modifier |
Value
|
Health Cost |
0
|
Action Cost |
0
|
Mind Cost |
0
|
Force Cost |
0
|
|
|