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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

ReplenishHealth

Automatic Health regeneration, based on Gameplay Attributes. Can be cancelled via Gameplay Tags.

ReplenishStamina

Automatic Stamina regeneration, based on Gameplay Attributes. Can be cancelled via Gameplay Tags.

ReplenishMagic

Automatic Magic regeneration, based on Gameplay Attributes. Can be cancelled via Gameplay Tags.

CancelStaminaRegeneration

Applies the Gameplay Tag to cancel Stamina regeneration. Used by certain abilities, such as Evades.

Dead

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

Damage

Most basic damage class. Usually a base class to other more specific types of damage. Uses the Damage Execution class.

MeleeHit

A hit with tags that will define it as a melee impact.

RangedHit

A hit with tags that will define it as a ranged impact.

FatalDamage

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:

  1. Uses the Base Damage, Critical Hit Change and Critical Hit Damage from Gameplay Attributes.

  2. 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.

  3. 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

BlockCooldown

Sets a cooldown so the target cannot block again for a certain amount of time. Usually applied after a breaker hit.

BlockCost

Used by the Block Ability to ensure that a target can start blocking.

Blocking

Indicates that a target is currently blocking.

EvadeCooldown

Sets a cooldown so the target cannot evade again for a certain amount of time.

Evading

Indicates that a target is currently evading.

Invulnerability

Makes the target invulnerable, immune to any damage.

LastStand

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

LockedOnTarget

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

ComboWindow

When applied, allows a combo to continue.

Opportunity Attacks

The following Gameplay Effects are related to the Opportunity Attack functionality.

Effect

Description

OpportunityAttacker

Effect applied to the attacker performing an Opportunity Attack. Applies invulnerability.

OpportunityVictim

Effect applied to the victim of an Opportunity Attack.

ParryWindow

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

RecoverPoise

Constant Poise regeneration based on Gameplay Attributes.

DamagePoise

Damages Poise. Temporarily interrupts regeneration and attempts to apply the Stagger effect.

CancelPoiseRecovery

Temporarily interrupts Poise recovery, usually after damage has been inflicted.

Stagger

Staggers the target, potentially allowing certain Opportunity Attacks or reducing defenses.

Last modified: 19 September 2024