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Power · Changes

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Separated attribute name and effect formulae into separate columns, cleaned up... authored Dec 02, 2024 by Brickgard's avatar Brickgard
Separated attribute name and effect formulae into separate columns, cleaned up wording of example to make effect more clear.
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  • Mobs/Power.md Mobs/Power.md +15 -16
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Mobs/Power.md
View page @ d444bbb1
......@@ -6,22 +6,19 @@ Future builds will allow you to define a scaling factor on it. In current builds
Mechanics that are affected by power levels + formulas:
| Mechanic | Power Levels Effect |
| ------------- | ----------------------------------------------------- |
| [basedamage](/skills/mechanics/basedamage) | {multiplier=M} - damage = M * power |
| [consume](/skills/mechanics/consume) | {damage=D} - damage = D * power |
| [consume](/skills/mechanics/consume) | {heal=H} - heal = H * power |
| [damage](/skills/mechanics/damage) | {amount=A} - damage = A * power |
| [leap](/skills/mechanics/leap) | {velocity=V} - velocity = V * ( 1 + power * 0.1 ) |
| [projectile](/skills/mechanics/projectile) | {velocity=V} - velocity = V * power |
| [projectile](/skills/mechanics/projectile) | {maxrange=MR} - maxrange = MR * power |
| [missile](/skills/mechanics/missile) | {velocity=V} - velocity = V * power |
| [missile](/skills/mechanics/missile) | {maxrange=MR} - maxrange = MR * power |
| Mechanic | Attribute | Power Levels Effect |
| ------------- | ----------| ----------------------------------------------------- |
| [basedamage](/skills/mechanics/basedamage) | {multiplier=M} | damage = M * power |
| [consume](/skills/mechanics/consume) | {damage=D} | damage = D * power |
| [consume](/skills/mechanics/consume) | {heal=H} | heal = H * power |
| [damage](/skills/mechanics/damage) | {amount=A} | damage = A * power |
| [leap](/skills/mechanics/leap) | {velocity=V} | velocity = V * ( 1 + power * 0.1 ) |
| [projectile](/skills/mechanics/projectile) | {velocity=V} | velocity = V * power |
| [projectile](/skills/mechanics/projectile) | {maxrange=MR} | maxrange = MR * power |
| [missile](/skills/mechanics/missile) | {velocity=V} | velocity = V * power |
| [missile](/skills/mechanics/missile) | {maxrange=MR} | maxrange = MR * power |
**Examples**
In this example, a Level 2 ThornySkeleton would do 10 damage instead of 5 because it gains +1 power per level (base power of 1 + 1 per level = 2, 5*2 = 10). A level 3 ThornySkeleton would do 15 damage, and so on.
```
ThornySkeleton:
Type: SKELETON
......@@ -30,5 +27,7 @@ ThornySkeleton:
Health: 10
Power: 1
Skills:
- damage{a=5} @trigger ~onDamaged
```
\ No newline at end of file
- damage{amount=5} @trigger ~onDamaged
```
In this example, a Level 2 ThornySkeleton has a power of 2 (base of 1, +1 from its LevelModifiers), so its skill would do 10 damage since the damage amount attribute is multiplied by its power.\
A level 3 ThornySkeleton would do 15 damage due to 3 power, and so on.
\ No newline at end of file
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