ALLEffects [effect1:strength [effect2:strength [effect:strength...]]]
[TouchAction]
While the Farmer is over the tile with this property all effects listed are applied to them.
The strength of the effect is a number between 1 and 10, if the strength is 1, then the :1
part can be omitted, and 1
will be assumed.
Some effects do not have a strength modifier, as these effects have a static on/off state.
Possible effects:
- StaminaDrain - Decrease stamina, acts like HealthDrain if stamina is 0
-1 stamina every every [15-strength] ticks
- HealthDrain - Decrease health
-1 health every [25-strength] ticks
- StaminaRegen - Regenerate stamina
+1 stamina every [15-strength] ticks
- HealthRegen - Regenerate health
+1 health every [25-strength] ticks
- ComboRegen - Regenerate health if needed, stamina otherwise (See respective regens for math
- Slowness - Make movement slower
-[5*strength]% movement speed
- Speed - Make movement faster
+[50*strength]% movement
- Blindness - Hide everything more then 3 tiles away from the farmer
is not affected by strength
ALLCounter [counter] <Add|Remove> [amount]
[Action | TouchAction]
When walked over/clicked on, modify the given counter by the given amount.
Counters are reset every in-game day, and assume the value 0
by default.
When a counter is modified, conditional edits are updated.
Combined with the new ALLCounter:[counter][=|<|>][value]
condition this allows for intelligent behavior.
ALLFlag [flag] <true/false>
[Action | TouchAction]
Sets the given [flag] to be either true
or false
, by default all flags are false
.
Used with the ALLFlag:[flag]
condition to allow for intelligent behavior.
Flags, unlike counters persist and are not reset at the end of the day.
ALLDrop <number|All> [itemId:amount [itemId:amount]
[Action]
Selects and drops a random undropped item from the list until number
is reached, if All
is given instead, all items in the list are dropped in the order given.
ALLChance <percentage> <action> [action arguments]
[Action | TouchAction]
Causes action
to have a percentage
percent chance of happening.
ALLCombo [amount]
[Action]
When this action is triggered, ALL will look for Action#
properties on the tile and execute them.
The #
is a number starting at 0, and less then [amount], with no skipped numbers in between.