XR State Reference

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[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.)