Difference between revisions of "Items.json"

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=====Perma Stims=====
 
=====Perma Stims=====
 
*Health
 
*Health
 +
**This will level up the health skill for the character wenn used.
 
*Aming
 
*Aming
 +
**Levels up the aiming skill when used
 
*Agility
 
*Agility
 +
**Levels up the Agility skill when used.
 +
 +
See the [[Balancing.json]] for how strong the level up effect is when getting a skill point.
  
 
=====Temp Stims=====
 
=====Temp Stims=====
  
 
*ActionPoints
 
*ActionPoints
 +
**This gives the player temporarily X AP more for Y rounds
 
*Aiming
 
*Aiming
 +
**This gives the player temporarily X aiming skill points more for Y rounds
 
*Health
 
*Health
 +
**This gives the player temporarily X health more for Y rounds
 
*Agility
 
*Agility
 +
**This gives the player temporarily X agility more for Y rounds
  
 
=====Usable Items=====
 
=====Usable Items=====
  
 
*CurrentShield
 
*CurrentShield
 +
** This "heals" the shield of suit that the character is wearing by X points
 
*CurrentHealth
 
*CurrentHealth
 +
** This "heals" the health of the character by X points
 +
 +
<br>
 +
<br>
 +
 +
== Examples ==
  
==== Examples ====
+
Here are some samples of each item type:
  
====Grenades====
+
===Grenades===
  
 
     {
 
     {
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       "sellValue" : 30
 
       "sellValue" : 30
 
     },
 
     },
====Medkit====
+
===Medkit===
  
 
     {
 
     {
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====ShieldBooster====
+
===ShieldBooster===
  
 
     {
 
     {
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       ]
 
       ]
 
     },
 
     },
====Temp Stim====
+
===Temp Stim===
  
 
     {
 
     {
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==== Perma Stim/Level up Stim====  
+
=== Perma Stim/Level up Stim===  
  
 
     {
 
     {
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===Known Issue===
+
==Known Issue==
  
 
*Ammunition can't be edited yet. It is part of the source code.
 
*Ammunition can't be edited yet. It is part of the source code.

Latest revision as of 13:36, 19 September 2014

Overview

Currently there are 3 types you can create in Halfway. (One is ammo and currently static and can't be changed)

  • Ammo
    • This is currently static and can not be changed.
  • Grenades
    • You can edit them and create new ones for the player or the enemies.
  • Usable Items
    • This type of item has alot of sub items you can use and combine if you like, creating all new items for the player.

Most of the points in the Items json should be self explaining. Just copy over the settings and changed them as you like.

Item types

Grenades

Grenades deal splash damage to the enemies in its radius. The radius is 3 tiles wide and the damage falls with the distance from the center.

In the center the base damage set in this json is dealt (minus armor etc) You can set for each new tileradius damage individually:

     "baseDamage" : 15,
     "maxThrowingDistance" : 10,
     "centreDamageFactor" : 1,
     "firstRowDamageFactor" : 0.6,
     "secondRowDamageFactor" : 0.3,

You can also change the maximum reach for the grenade here. The explosion effect is defined with the: "projectileType" : "plasmaGrenade001", where as the plasmaGrenade001.png with out the png is used. You find this effect in the ./gfx/specialFX folder.

Note:You can not change the radius of the splash damage at the moment.

Usable Items

Usable items have an effect on the player when used. They all disappear once used.

Tip: An Item can have multiple effects at the same time. So feel free an combine them.

Medkit

The classic health kit. The CurrentHealth attribute defines how much health the player gets when used.

Shieldrecharge

Similar to the Medkit but it recharges the shield of your suit.

Temp Stimpack

Temp stimpacks are an experiment that failed and we removed them in the actual Halfway campain, as we found them to be useless.

But we kept the functionality for you, the modders to have a toy to play with and to experiment with them.

Some Informations:

  • Stims can have a positive effect over a certain time and they can have a negativ effect.
  • You have two points to change the effect:
    • When the Stim is consumed
    • When the first effect is running out.
    • Originally the idea was to have a pay back when consuming Stims after a time of positiv effects. But in the end they were not used by the player because they were not good enough having only a temp effect and then some negative ones.
  • They can have multiple effects so feel free and experiment with them. Especially the additional AP attribute can do interesting things. ;)


Perma Stims

The Permanent Stims are here for the level up of the character.

In Halfway we made 3 levels of Stims:

  1. Standard Stims: Give 1 Skill point to one Skill
  2. Advanced Stims: Give 1 Skill point to two skills.
  3. Super Stims: Give 1 Skill point to all 3 skills.

You can combine and change this values as you like.

Note: in the Balancing.json you can setup the maximum amount of stims a character can use before getting negative impacts.

How the negativ impact works

If the character takes more then 5 Stims he/she gets an risk that one of the skills (selected random and independend of the type of stim). With each stim he take more over the initial 5 the risk will gets higher until it is at 100%.

Info:Currently you can only change the amount of stims that is used until the negative effect kicks in but not how fast it goes to 100% and what the effects are.


Attributes

This is a short overview of what type of attributes each item type can have, including a short description of what they do.

For real references how to use it, just take a look at the samples below or check for your self in the items.json.

Perma Stims
  • Health
    • This will level up the health skill for the character wenn used.
  • Aming
    • Levels up the aiming skill when used
  • Agility
    • Levels up the Agility skill when used.

See the Balancing.json for how strong the level up effect is when getting a skill point.

Temp Stims
  • ActionPoints
    • This gives the player temporarily X AP more for Y rounds
  • Aiming
    • This gives the player temporarily X aiming skill points more for Y rounds
  • Health
    • This gives the player temporarily X health more for Y rounds
  • Agility
    • This gives the player temporarily X agility more for Y rounds
Usable Items
  • CurrentShield
    • This "heals" the shield of suit that the character is wearing by X points
  • CurrentHealth
    • This "heals" the health of the character by X points



Examples

Here are some samples of each item type:

Grenades

   {
     "class" : "Grenade",
     "itemId" : "grenade01",
     "itemType" : "Grenade",
     "ownership" : "Player",
     "name" : "Plasma Grenade MK-I",
     "shortName" : "Gren MK-I",
     "description" : "The G.S.A. plasma grenade was specifically developed for effective use on spaceships. Small explosion radius but highly concetrated heat damage.",
     "iconId" : "grenade",
     "consumable" : true,
     "projectileType" : "plasmaGrenade001",
     "baseDamage" : 15,
     "maxThrowingDistance" : 10,
     "centreDamageFactor" : 1,
     "firstRowDamageFactor" : 0.6,
     "secondRowDamageFactor" : 0.3,
     "buyValue" : 250,
     "sellValue" : 30
   },

Medkit

   {
     "class" : "UsableItem",
     "itemId" : "medkit01",
     "itemType" : "Item",
     "itemSoundId" : "Medkit",
     "name" : "Medkit Small",
     "shortName" : "Meds",
     "description" : "Small medkit for treating minor wounds. Restores 5 HP. ",
     "iconId" : "medkit",
     "consumable" : true,
     "buyValue" : 49,
     "sellValue" : 5,
     "attributes" : [
       {
         "class" : "StatChangeAttribute",
         "attributeChanges" : [
           {
             "attribute" : "CurrentHealth",
             "amount" : 5
           }
         ]
       }
     ]
   },


ShieldBooster

   {
     "class" : "UsableItem",
     "itemId" : "shieldBoost01",
     "itemSoundId" : "ShieldRecharge",
     "itemType" : "Item",
     "name" : "Shield Cell Small",
     "shortName" : "Shield",
     "description" : "A small energy cell for immediately recharging suit shields. Restores 5 shield points.",
     "iconId" : "shieldRecharge",
     "consumable" : true,
     "buyValue" : 49,
     "sellValue" : 5,
     "attributes" : [
       {
         "class" : "StatChangeAttribute",
         "attributeChanges" : [
           {
             "attribute" : "CurrentShield",
             "amount" : 5
           }
         ]
       }
     ]
   },

Temp Stim

   {
     "class" : "UsableItem",
     "itemId" : "stimpackHealth01",
     "itemSoundId" : "Stimpack",
     "itemType" : "Item",
     "name" : "Health Stimpack MK-I",
     "shortName" : "Stim",
     "description" : "Increases health by 1 point for 3 turns. Produced and consumed mainly by B-Class citizens, this stimpack variant uses cheaper ingredients and is not as effective as other more saught after versions.",
     "iconId" : "stimpack",
     "consumable" : true,
     "buyValue" : 60,
     "sellValue" : 5,
     "attributes" : [
       {
         "class" : "StimPackAttribute",
         "initialBuffs" : [
           {
             "attribute" : "Health",
             "amount" : 1,
             "duration" : 3
           }
         ],
         "onExpireBuffs" : [
           {
             "attribute" : "Health",
             "amount" : -1,
             "duration" : 2
           }
         ]
       }
     ]
   },


Perma Stim/Level up Stim

   {
     "class" : "UsableItem",
     "itemId" : "aimingStim01",
     "itemSoundId" : "Stimpack",
     "itemType" : "Stimpack",
     "name" : "Aiming Stimpack",
     "shortName" : "Stim",
     "description" : "Standard G.S.A. Aiming Stimpack. This stim permanently increases aiming by 1.",
     "iconId" : "stimpack",
     "consumable" : true,
     "buyValue" : 600,
     "sellValue" : 60,
     "attributes" : [
       {
         "class" : "StatChangeAttribute",
         "attributeChanges" : [
           {
             "attribute" : "Aiming",
             "amount" : 1
           }
         ]
       }
     ]
   },


Known Issue

  • Ammunition can't be edited yet. It is part of the source code.