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Powers JSON Data Dictionary

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Effect Groups

Each power has a set of effect groups that describe what the power actually does when a character activates it.

Field Type Description
pve_or_pvp enum Some effect groups only apply when used in either PVE or PVP. If this is present, this will indicate which one. If not present, the effect group is active in both PVE and PVP.
PVE
PVP
tags array This is an array of enums that describe different aspects of the effect group. See below for descriptions:
FieryEmbrace - This effect group only applies if Fiery Embrace is active.
Critical - This effect group represents extra damage from a critical hit.
Domination - This effect group only applies if a Dominator's Domination inherent is active.
Scourge - This effect group represents extra damage from a Corrupter's Scourge inherent.
Containment - This effect group represents extra damage from a Controller's Containment inherent.
DualPistolsLethalMode, DualPistolsFireMode, DualPistolsColdMode, DualPistolsToxicMode - This effect group only applies if the corresponding Swap Ammo toggle is active.
visible_in_info_window bool If true, this effect is visible in the power info window in the game UI.
chance_percent percent This represents the chance that the effect group actually activates when the power is activated.
procs_per_minute float Not used by powers.
after_delay_seconds time If present, this is a number of seconds that must pass after the power is activated before this effect group is applied to the target.
requires expression An expression that must be satisfied in order for the effect group to actually take effect.
flags array An array of enums of additional info about the effect group. I think these are outdated and may not actually be used anymore.
PVEOnly - Effect group is ignored on PVP maps.
PVPOnly - Effect group is ignored on PVE maps.
Fallback - Fallback effect groups are usually ignored. (Not sure when they're not?)
LinkedChance - Deprecated.
effects array An array of effects that describe the specific effects applied by this effect group.
child_effect_groups array Effect groups can have additional effect groups that trigger when activated.

Effects

Effects are individual effects applied to a target of a power when the containing effect group is applied. These are also referred to as "attribute modifiers" or "attribmods" internally.

Field Type Description
attributes array If the effect applies modifications to specific character attributes on the target, they will be listed here. See attributes for values.
applies_to enum Attribute modifiers can be applied in a few different ways. Describing how these are used is a bit arcane because the game logic is very specific to this value combined with the specific character attribute.
CurrentValue - The current value of the modifier.
Strength - The "strength" of the modifier, i.e. a buff above the baseline.
Resistance - Damage or status resistance (a percentage).
CurrentModifier - The current modifier, such as status effects applied.
AbsoluteValue - Applies a simple add/subtract to the current value.
Special - Meaning depends on the specific attribute being modified.
application_type enum How and when the effect is applied.
Immediate - Once, immediately.
OnTick - Continuously while the power is active (re-applied based on the auto-cast interval or continuous_apply_seconds if present).
OnActivate - When the power is turned on.
OnDeactivate - When the power is turned off.
OnExpire - When the power is turned off.
OnEnable - When the power becomes able to be turned on.
OnDisable - When the power becomes no longer able to be turned on.
tick_chance_percent percent If the application_type is OnTick, this is the chance that the effect is applied on each tick. If not specified, assumed to be 100.0.
magnitude float The strength of a particular effect, if the scaling is based on duration. Most powers that have a "magnitude" as described in game terms actually have the magnitude in the scaled effect.
magnitude_expression expression If this is present, this must be evaluated to calculate the value of magnitude.
duration enum A general description of the effect's duration.
InSeconds - Check duration_seconds or duration_expression for the explicit duration.
UntilKilled - The effect will last until the target or the caster are killed.
UntilShutOff - The effect will last until the power is deactivated.
duration_seconds time If duration is InSeconds, this is the time in seconds that the effect will last.
duration_expression expression If this is present, this must be evaluated to calculate the value of duration_seconds.
after_delay_seconds time If present, this is a number of seconds that must pass after the effect group is activated before this effect is applied to the target.
continuous_apply_seconds time If present, the effect is applied again every time this amount of time has passed.
ticks int If present, the number of "ticks" applied over time. This is a funciton of duration_seconds divided by continuous_apply_seconds and is provided for convenience.
flags array A set of enum values that describe miscellaneous aspects of this effect. See effect flags below.
parameter object Some effects can have an additional parameter that provides additional information about the effect.
stacking object If the effect can stack, this object will be present. See stacking below.
scaled array An effect generated by different archetypes will have different specific values for damage, resistance, etc. This array will have one scaled effect object per archetype that can use the power.
Note: Where possible, I've tried to narrow this group down to ATs that can actually use the power. In some cases, however, that wasn't possible to determine programmatically, and you'll see data for every AT even if it's not available to some of them.

Attributes

These are the possible attributes that can be modified by an effect.

  • Smashing_Dmg, Lethal_Dmg, Fire_Dmg, Cold_Dmg, Energy_Dmg, Negative_Energy_Dmg, Psionic_Dmg, Toxic_Dmg
  • Melee_Def, Ranged_Def, Area_Def, Smashing_Def, Lethal_Def, Fire_Def, Cold_Def, Energy_Def, Negative_Energy_Def, Psionic_Def, Defense
  • Melee_Elusivity, Ranged_Elusivity, Area_Elusivity, Smashing_Elusivity, Lethal_Elusivity, Fire_Elusivity, Cold_Elusivity, Energy_Elusivity, Negative_Energy_Elusivity, Psionic_Elusivity, ElusivityBase
  • HitPoints, Absorb
  • Endurance
  • Insight (deprecated)
  • Rage
  • ToHit, Accuracy
  • RunningSpeed, FlyingSpeed, SwimmingSpeed, JumpingSpeed, JumpHeight
  • MovementControl, MovementFriction
  • Stealth (not what it sounds like, at some point it was co-opted into Domination)
  • StealthRadius_PVE, StealthRadius_PVP, PerceptionRadius
  • Regeneration, Recovery, InsightRecovery
  • ThreatLevel, Taunt, Placate
  • Confused, Afraid, Terrorized, Held, Immobilized, Stunned, Sleep
  • Fly, Jump Pack, Teleport
  • Untouchable, Intangible, OnlyAffectsSelf
  • ExperienceGain, InfluenceGain, PrestigeGain
  • Evade (deprecated)
  • Knockup, Knockback, Repel
  • Radius, Arc, Range
  • TimeToActivate, RechargeTime, InterruptTime
  • EnduranceDiscount
  • InsightDiscount (deprecated)
  • Meter

Effect Flags

Value Description
NoFloaters Suppresses floating damage/healing numbers (but not explicit float text).
BoostIgnoreDiminishing Ignores diminishing returns from enhancements (a.k.a. enhancement diversification). Only used if applies_to is Strength.
CancelOnMiss If the check against tick_chance_percent fails, the effect is ended.
NearGround The target must be on the ground for this effect to be applied.
IgnoreStrength The effect does not scale based on the attacker's strength.
IgnoreResitance The effect does not scale based on the target's resistances.
IgnoreLevelDifference The effect does not scale based on level difference between attacker and target.
ResistMagnitude The effect's resistance applies to magnitude rather than the default for the attribute modifier.
ResistDuration The effect's resistance applies to duration rather than the default for the attribute modifier.
CombatModMagnitude The effect applies to magnitude rather than the default for the attribute modifier.
CombatModDuration The effect applies to duration rather than the default for the attribute modifier.
Boost This is an enhancement template or a set bonus granted by enhancements (not used by powers).
HideZero The float text will only display if the result of applying this effect is a non-zero adjustment.
KeepThroughDeath The effect will not be removed when the target dies.
DelayEval Delays evaluation of any expressions until the last possible moment before the effect is applied.
NoHitDelay Used by the animation / visual effects.
NoProjectileDelay Used by the animation / visual effects.
StackByAttribAndKey When making comparisons for stacking, also take the specific attribute into account as well as the key.
StackExactPower When stacking, compare the specific power rather than the template. Implies stacking by individual caster.
IgnoreSuppressErrors Used for testing.
VanishEntOnTimeout If a summoned entity times out, it vanishes rather than dying.
DoNotDisplayShift Causes a level shift to not be reported by the game client.
NoTokenTime Don't update the token timer when a token is added or removed from the target.
RevokeAll Revokes all copies of the power from the target, regardless of how many they have.
DoNotTintCostume Do not apply power tinting to a pet's costume.
CopyBoosts Copy enhancements to a created power or pet if they apply.
CopyCreatorMods Copy the owner's strength buff values to a pet.
NoCreatorModFX If CopyCreatorMods is used, this will suppress copying the visual FX of the copied buffs.
PseudoPet Creates a generic entity the same class as its creator (i.e. doesn't use a specific villain definition).
PetVisible Forces a created entity to show up in the owner's pet window.
PetCommandable Forces a created entity to be commandable like a mastermind pet.

Parameters

An effect can have one of these paramaters attached to it to describe additional information needed to generate the effect. For example, an effect that summons a pet will have an EntCreate parameter that specifies what pet to create.

The parameter will be one of the folllowing objects.

Costume (costume)

The effect applies a costume to the target.

Field Type Description
costume_name string An internal costume name to apply.

Effect (effect)

Applies a visual effect to the target.

Field Type Description
tags array An array of visual FX tags.

CreateEntity (create_entity)

Creates an entity ("pet"). This could be a true pet such as a mastermind summon, or it could be a pseudo-pet used to generate effect, like Archery's Rain of Arrows.

Field Type Description
name key The unique name of the villain definition for the entity.
display_name string The name of the entity as it's displayed in the game client.
powers array An array of objects that point to the granted powers. See power reference below.
power_refs array If for some reason the specific powers can't be loaded, this will contain the names of the powers as specified by the villain definition.
redirects array An arry of objects that point to redirected powers. These replace the effect of summoning a pet if present. See power reference below.

Phase (phase)

Adjusts the "phase" of the target, which modifies what the target can see and/or interact with. I'm not 100% sure how this is used.

Field Type Description
exlcusive_vision_phase int
combat_phases array
vision_phases array

Power (power)

Grants a power to the target or executes a power.

Field Type Description
count int If a granted power that gives more than 1 stack, this will be the number granted.
powers array An array of objects that point to the granted/executed powers. See power reference below.

Reward (reward)

Grants a reward to the target.

Field Type Description
rewards array An array of reward names.

Teleport (teleport)

Causes the target to be teleported to a specific destination.

Field Type Description
destination string The name of the location to teleport to.

Token (token)

Grants a token to the target.

Field Type Description
tokens array An array of token names.

Behavior (behavior)

Applies AI behaviors to the target.

Field Type Description
behaviors array An array of behavior names.

ScriptValue (script_value)

Adjusts the values of script variables.

Field Type Description
values array An array of key/value pairs to adjust.

Power Reference

References a power elsewhere in the data set.

Field Type Destruction
name key The internal name of the power.
url url A URL pointing to the power set where the referenced power can be found.

Stacking

Describes how the effect stacks, if at all.

Field Type Description
behavior enum The specific stacking behavior.
Stack - Allow multiple.
Extend - Update the parameters and extend the existing effect.
Replace - Update the parameters and replace the existing effect.
Overlap - Update the parameters, but don't extend the existing effect.
StackToLimit - Allow multiple up to limit times (see below).
Refresh - Update the duration of all similar effects, then add a new copy.
RefreshToLimit - As Refresh, but if below limit (see below), also add a new copy.
Maximize - If the new effect has a greater magnitude, replace the current effect.
Suppress - Keep all copies, but only apply the highest magnitude.
by_caster bool If true, then each caster can apply their own stacks to a target. Otherwise, effects placed by any caster are treated as the same for stacking.
limit int If behavior is StackToLimit or RefreshToLimit, this is the maximum number of times the effect will stack.
key string If this value is present, then stacking happens based on effects with this same key value, rather than the specific effect.

Scaled Effects

Describes the specific scaled values for an effect based on a particular archetype that generates that effect.

Field Type Description
archetype string The display name of the archetype for which this scaled effect applies.
average float For damage / healing, this is a convenience field with the average amount applied (averages based on number of ticks and tick chance).
per_activation float For damage / healing, this is a convenience field with the average amount per activation. This is average divided by the total cast time (activation, wind up, follow through).
per_cast_cycle float For damage / healing, this is a convenience field with the average amount per cast cycle. This is average divided by the total cast time and recharge time.
display_info array This is an array of strings that attempts to replicate how the effect is described in the power info window in the game client.
base_value float The base value of the effect, provided for reference.
scale float The scale applied to base_value, provided for reference.

There will only be one of the following fields present.

The final value of the below fields is a function of base_value mulitplied by scale.

Field Type Description
damage float An amount of damage applied to the target's hit points (subtracted).
healing float An amount of healing applied to the target's hit points (added).
percent float A scaled percentage (0.0 to 100.0) to apply to the attribute (multiplied).
duration_seconds time The duration of the effect in seconds (absolute).
magnitude float A magnitude of a status effect to be applied to the attribute (added/subtracted).
distance float A distance in feet to be applied to the attribute (added/subtracted).
value float A generic value for effects that aren't one of the above (added/subtracted).