Buff

July 4, 2022

Buff

Buff refers to the gain or debuff effect in the game, through the Buff, you can modify the game Entity properties and states. For example, through Buffs, the movement speed of monsters is reduced, and the attack power of players is increased.

Click below the Game Part panel New button, you can create a new Buff template.

Buff template: The Buff template specifies the Property of the Buff, and the Buff template is edited in the editor.
Buff instance: When adding a Buff to a entity in the game, each added to the entity is a Buff instance created based on a template.

Basic properties

Property Function
Buff name The name of the buff template, the name Only as a display name for Buff, when calling a Buff through code, etc., you need to use the Buff’s id (right-click on the Buff template and select ”Copy id”; to get the Buff’s id).
Save Buff Sets whether to save this type of buff to the player’;s data. If checked, if the player has this type of Buff when exiting the game, the Buff will still exist the next time the player enters the game.This property will take effect only if the ”Data Save” function is turned on in the game settings.
buff time stacking rules How to calculate the time of the buff when adding the same type of buff:

Independent calculation time: Each buff instance calculates time independently, and the buff effects will be superimposed on each other.

Stacking time: buff time = the remaining time of the original buff + the duration of the new buff, the buff effect does not stack.

Reset time: buff time = new buff duration, buff effects do not stack.

Take the maximum time: buff time = compare the remaining time of the original buff with the duration of the new buff, take the maximum value, and the buff effect will not be superimposed.

remove on death Sets whether to automatically remove this type of buff when the Entity dies.
Synchronize Set whether to synchronize the Buff to other clients,Usually you can choose to sync ”Everyone”
Maximum blood volume per Entity Set the Entity’;s maximum HP when the Entity gets this Buff change value (i.e. a numerical value that is incremented or decremented based on the current value).
Entity movement speed Set the Entity’;s movement speed when the Entity gets this Buff change value (i.e. a numerical value that is incremented or decremented based on the current value).
Entity Movement Speed Multiplier Set the Entity’;s movement speed multiplier when the Entity gets this Buff change value (i.e. a numerical value that is incremented or decremented based on the current value).

The final movement speed of the Entity = Entity movement speed * Entity movement speed multiplier, the default value of Entity movement speed multiplier is 1.

Entity jump speed Set the Entity’;s jump speed when the Entity gets this Buff change value (i.e. a numerical value that is incremented or decremented based on the current value).
Entity acceleration Set the Entity’;s acceleration of the Entity when the Buff is obtained. change value (i.e. a numerical value that is incremented or decremented based on the current value).

Acceleration: The size of the acceleration of the natural deceleration of the Entity when it stops moving. The larger the value, the shorter the time from the start of the stop to the complete stop.

Entity gravity Set the Entity’;s gravity when the Entity gets this Buff change value (i.e. a numerical value that is incremented or decremented based on the current value).
anti-gravity Set the Entity’;s anti-gravity when it gets this buff change value (i.e. a numerical value that is incremented or decremented based on the current value).

Antigravity: acceleration in the opposite direction of gravity.

Action substitution Set the Entity to replace the current action with another action (the action name of the character needs to be filled in) when the Entity gets the Buff.

For example: the current attack action is punching, when the buff is obtained, the attack action is replaced by swinging a sword.

Action playback speed Sets the Entity to adjust the playback speed of an action when it gets the Buff.

It is usually used when the Entity’;s movement speed changes, and the playback speed of its running action needs to be modified to match the movement speed.

landing damage threshold Set the landing damage threshold of the Entity when it gets this Buff change value (i.e. a numerical value that is incremented or decremented based on the current value).
landing damage ratio Set the percentage of landing damage when the Entity gets the Buff change value (i.e. a numerical value that is incremented or decremented based on the current value).

Battle Properties

Property Function
Entity attack power Set the Entity’;s attack power when the Entity gets this buff. change value (i.e. a numerical value that is incremented or decremented based on the current value).
Attack power bonus Set the attack power bonus coefficient of the Entity when it gets this Buff change value (i.e. a numerical value that is incremented or decremented based on the current value).

The final attack power of the Entity = Entity attack power * attack power bonus coefficient, the default value of the attack power bonus coefficient is 1.

Damage reduction factor Set the damage reduction coefficient of the Entity when it gets this Buff change value (i.e. a numerical value that is incremented or decremented based on the current value).

Damage reduction coefficient: When the Entity is damaged, the final damage received = original damage value * (1-damage reduction coefficient).

Entity clickable distance Set the clickable distance of the Entity when it gets the Buff change value (i.e. a numerical value that is incremented or decremented based on the current value).
Damage over time Entity Sets the damage that the Entity deals to the Entity per second when it gets the buff.
Continuously restore blood volume Sets the amount of HP recovered by the Entity per second when the Entity gets this buff.
Entitys cannot be damaged Sets whether the Entity cannot take any damage when it gets this buff.
Entity cannot be attacked Set whether the Entity will not be attacked by the skill when it gets the Buff, but it can still cause damage to the Entity in other ways.

performance Property

Property Function
sound effect Sets the sound to play when the Entity gets this buff.

Only audible to me: If the buffed Entity is a player Entity, the sound can only be heard by the player.

Loop: Set whether to automatically loop the sound effect.

Volume: Set the volume of the sound when playing the sound effect.

Audio: Set the sound effect file to be played.

special effects Sets the special effect to play when the Entity gets this buff.

Only visible to self: If the Entity receiving the buff is a player Entity, the effect can only be seen by the player himself.

Only once: Sets whether the effect is played only once.

Effect Position: Set the coordinate offset value of the effect relative to the origin of the Entity.

Effect launch angle: Set the angle at which the effect rotates around the Y axis.

Exterior Set the appearance that the Entity will display when it gets the Buff (you need to fill in the character’;s appearance group name and mutually exclusive group name).
Turn on transparency Sets whether the Entity is translucent after obtaining the Buff (transparency is not supported yet).