Gameplay Effects
This page contains an extensive list of all Gameplay Effects used by Ninja Combat, to support its features.
Vital Stats
The following Gameplay Effects are related to main vital stats.
Effect | Description |
---|---|
| Automatic Health regeneration, based on Gameplay Attributes. Can be cancelled via Gameplay Tags. |
| Automatic Stamina regeneration, based on Gameplay Attributes. Can be cancelled via Gameplay Tags. |
| Automatic Magic regeneration, based on Gameplay Attributes. Can be cancelled via Gameplay Tags. |
| Applies the Gameplay Tag to cancel Stamina regeneration. Used by certain abilities, such as Evades. |
| Tentatively applied by damage effects. Sets the Dead tag and removes other Gameplay Effects. |
Damage
The following Gameplay Effects are used to inflict damage to the target.
Effect | Description |
---|---|
| Most basic damage class. Usually a base class to other more specific types of damage. Uses the Damage Execution class. |
| A hit with tags that will define it as a melee impact. |
| A hit with tags that will define it as a ranged impact. |
| Applies a damage that is always fatal, based on the target's current health. |
Damage Execution Calculation
The Damage effect uses the Damage Execution Calculation class, which will calculate Critical Damage, based on the current Gameplay Attributes. This Calculation is very flexible and supports the following features:
Uses the Base Damage, Critical Hit Change and Critical Hit Damage from Gameplay Attributes.
Allows all these values to be overridden by Set By Caller Magnitudes using the following tags:
Combat.Data.Damage
,Combat.Data.CriticalHitChance
,Combat.Data.CriticalHitMultiplier
.It also allows a deliberate Damage Modifier that can be used to reduce or boost damage for certain Gameplay Effects.
Defense
The following Gameplay Effects are used to defend against incoming damage.
Effect | Description |
---|---|
| Sets a cooldown so the target cannot block again for a certain amount of time. Usually applied after a breaker hit. |
| Used by the Block Ability to ensure that a target can start blocking. |
| Indicates that a target is currently blocking. |
| Sets a cooldown so the target cannot evade again for a certain amount of time. |
| Indicates that a target is currently evading. |
| Makes the target invulnerable, immune to any damage. |
| If the Last Stand aspect is configured, replenishes health by a certain amount and reduces charges for the aspect. |
Combo
The following Gameplay Effects are related to the Combo functionality.
Effect | Description |
---|---|
| Indicates that the receiver has a locked target. Usually triggers strafing. |
Target Lock
The following Gameplay Effects are related to the Target Lock functionality.
Effect | Description |
---|---|
| When applied, allows a combo to continue. |
Opportunity Attacks
The following Gameplay Effects are related to the Opportunity Attack functionality.
Effect | Description |
---|---|
| Effect applied to the attacker performing an Opportunity Attack. Applies invulnerability. |
| Effect applied to the victim of an Opportunity Attack. |
| Determines the part of an attack that can be parried. |
Poise and Stagger
The following Gameplay Effects are related to the Poise and Stagger functionality.
Effect | Description |
---|---|
| Constant Poise regeneration based on Gameplay Attributes. |
| Damages Poise. Temporarily interrupts regeneration and attempts to apply the Stagger effect. |
| Temporarily interrupts Poise recovery, usually after damage has been inflicted. |
| Staggers the target, potentially allowing certain Opportunity Attacks or reducing defenses. |