XR State Reference
From Newerth: Savage Wiki
[edit] Introduction
States handle any effects and changes that occur to objects for a set period of time. e.g. adrenaline buff, fire buff.
Most attributes can either be a positive or negative value. e.g. damageAdd works both ways "100" and "-100".
[edit] List of all available state attributes
| Attribute name | Default value | Description |
|---|---|---|
| icon | "" | The icon to be displayed in the GUI while affected by this state. |
| slot | 0 | The slot ID for the state to be in. 0-254. When a state is applied to an object, it overwrites any other state that is in the same slot. |
| priority | 0 | Priority in terms of slot ID. |
| damageAdd | 0.0 | Adds given amount of damage to object's melee attack. Melee Damage + damageAdd = Damage. |
| damageMult | 1.0 | Multiplies object's melee damage times given amount. Melee Damage * damageMult = Damage. |
| armorAdd | 0.0 | Adds damage reduction. All objects have 0 armor. Potential Damage * (1 - Armor) = Actual Damage. 1.0 is maximum. 0.0 is minimum. (Armor cannot sink below 0.) |
| armorMult | 1.0 | Multiplies the affected object's armor by the given amount. (See armorAdd for more informaiton about Armor.) |
| speedAdd | 0.0 | Adds given amount of speed to object's default speed. (Player-controlled units have 1.75 as default.) |
| speedMult | 1.0 | Multiplies object's speed with given amount. |
| jumpAdd | 0.0 | Increases the object's default jumpHeight. |
| jumpMult | 1.0 | Multiplies object's jumpHeight with given amount. |
| attackSpeedAdd | Not implemented. | |
| attackSpeedMult | Not implemented. | |
| healthAdd | Not implemented. | |
| healthMult | Not implemented. | |
| regenRateAdd | 0.0 | Increases the delay at which the object regenerates health. |
| regenRateMult | 1.0 | Multiplies the delay at which the object regenerates health. |
| regenAdd | 0.0 | Increases the amount of health which the object regenerates. |
| regenMult | 1.0 | Multiplies the amount of health which the object regenerates. |
| manaRegenRateAdd | 0.0 | Increases the delay at which the object regenerates mana. |
| manaRegenRateMult | 1.0 | Multiplies the delay at which the object regenerates mana. |
| manaRegenAdd | 0.0 | Increases the amount of mana which the object regenerates. |
| manaRegenMult | 1.0 | Multiplies the amount of mana which the object regenerates. |
| staminaRegenAdjust | 0.0 | Increases the amount of stamina which the object regenerates. |
| damage | 0.0 | Deals damage to the affected object periodically. (See "damageFrequency".) |
| damageFrequency | 0.0 | The rate (delay) at which damage is dealt to the affected object. (See "damage".) |
| damageFlags | - | Flags for additional damage effects. (See "damage".) |
| cloak | 0 | Boolean to turn affected object invisible/transparent. (1 = invisible) [Mist shroud] |
| markEnemies | 0 | Boolean that allows affected object to see invisible enemies. (1 = on) [Sixth Sense] |
| lockdownTech | 0 | Unknown. |
| splashProtect | 0 | Boolean to grant the affected object immunity against splash- and area damage. (1 = immune) [Storm Shield] |
| staminaDrain | 0.0 | If higher than 0, defines how much stamina the affected object gains when attacking a unit. [Rabid] |
| transferHealth | 0.0 | If higher than 0, defines how much health the affected object gains when attacking a unit. [Carnivorous] |
| isVulnerable | 1 | Boolean to grant the affected object complete damage immunity. (0 = invulnerable) [Storm Shield] |
| silence | 0 | Boolean that disables the use of all inventory slots except slot 0 (default: melee). |
| stunObject | 0 | Boolean that disables attacking and moving. (Jumping still works, use "jumpAdd" to disable.) |
| radiusDamage | 0 | Deals damage to all valid objects around the affected object itself periodically. (See "radiusDamageFreq".) |
| radiusDamageFreq | 0 | The rate (delay) at which damage is dealt to all valid objects around the affected object itself. (See "radiusDamage".) |
| radius | 0 | The radius which damage is dealt to all valid objects around the affected object itself. (See "radiusDamage".) |
| radiusTargets | - | Defines which targets are affected by radiusDamage and radiusState. |
| radiusState | "state0" | A state which is granted to valid targets (see radiusTargets). [Officer regen] |
| radiusStateLength | 0 | How long the state granted via radiusState shall last. (As long as a valid object is within radius of the parent state, this state will reapply itself continuously until out of radius or ends - at which point "radiusStateLength" will apply itself.) |
| model1 (-5) | "" | The additional models which to be attached/shown on top of the affected object. [Shield buff] |
| skin1 (-5) | "" | Skin can be defined for model1 (-5). |
| bone1 (-5) | "" | Bone to attach to can be defined for model1 (-5). |
| useCharAnim1 (-5) | "" | Animation to be used can be defined for model1 (-5). |
| singleShader | "" | Special shader to be used. |
| effect | "" | Effect to be attached to affected object while under this state. [Adrenaline] |
| effectPeriod | 10 10 | Period for effect. (Can be ignored.) |



