The Modular Action System

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vguerin
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Joined: Wed Sep 22, 2004 6:13 pm

The Modular Action System

Post by vguerin »

[Copied from the Melinoe Guild website]

Customized Skills and Special Attacks

The Saga of Ryzom combines every action a player can do within the world into one unified game mechanic, called the Modular Action System. This system holds special combat maneuvers, spells, material prospecting and harvesting, and even crafting.



Each individual Action is made up of a number of subcomponents, which are called Stanzas. These Stanzas each have different abilities and costs associated with them, and once a player learns them, they can combine them into their own custom actions. Each individual Stanzas also has a cost associated with it, which prevents seriously unbalanced actions from being created - more powerful abilities will need higher credit costs in order to balance them out.



New Stanzas are learned by receiving training in different skills. A new mage player starts with only one basic offensive magic spell, Acid Damage 1. After advancing, they can then learn Life Gift 1, which gives them additional Stanzas. The actual Stanzas for each spell are below:

Acid Damage 1 Life Gift 1
Acid Damage 1 (+3) Heal 2 (+10)
Credit Range 1 (-1) Credit Range 3 (-3)
Credit Sap 2 (-2) Credit Life 6 (-7)

By using the Modular Action System, this same player can then create their own custom spell, naming it whatever they would like:

Free Acid Bolt
Acid Damage 1 (+3)
Credit Range 3 (-3)


Although it may not be very powerful, and has a serious range penalty, it does have the advantage of being completely free to cast. This makes it great in situations when the caster is already in close and doesn't need that extra range - by far superior to the standard Acid Damage 1.

Of course, this example used only two different spell abilities. The more actions a character is trained in, the more Stanzas it has access to, and the more possibilities there are to create ones perfectly suited to your play style. And not all Stanzas and abilities can be earned from the trainer - some can only be gained by completing missions or quests. Regular game updates will include new Stanzas and abilities, adding even more possibilities into the mix.



As briefly explained above, the modular action system can allow the mage to edit this stanza. Most likely by using "Range" credits, which will limit the casting range, but reduce the amount of SAP used. Also this spell could typically have other "Options" added such as "Vamp" and "Bomb"... As the costs of the spells increases, the mage may have to use the maximum SAP credit, as well as range and health credits as well. TYPICALLY mages will not add the time credits to a spell, nobody likes a slow spell.



A fight stanza will always begin with the "Default Attack" stanza and then instead of spell blueprints, you will have your abilities. This can be any number of skills depending on the choices you purchased with your SP. They typically may include "Increased Damage", "Accurate Attack", Bleed etc etc... Those skills can be stacked similarly as discussed earlier, and your options to "Balance" your stanza are Stamina & Health.

Similarly as a harvester you will build your stanza and keep your skill choices within your focus credit range for balance and efficiency.



Remember, every "Action" purchased from a trainer will work "straight out of the box"... but editing the stanza's to make your OWN custom actions is where the versatility is this system shines. As long as your actions are at least balanced with your credits you can "Learn The Action".



[Hopefully taking some of the documentation out there and adding examples and additional info folks will have less questions about making custom bricks]

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ayne31
Posts: 612
Joined: Thu Sep 23, 2004 5:11 pm

Re: The Modular Action System

Post by ayne31 »

This is TERRIFIC stuff!

I had to learn most of it the hard way but the next generation of players will hopefully take look at this thread!

*thumbs up*
lyrah68
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Joined: Thu Sep 23, 2004 11:45 pm

Re: The Modular Action System

Post by lyrah68 »

The game feature is the ONE thing that, although it is a big part of the large learning curve many complain about, will set this game head and sholders above the competition.

Customization is one thing MANY in the NA gaming community that is voiced as MOST important, Of course most saying this are talking about character looks. But truth is, they want a game that gives them more freedom to play according to THEIR play style, not a game that shoves them into a game that is two sizes too small.

THIS system is one thing that will deliver this one size does NOT fit all game to those that so want it!

In the first 20 levels...there aren't many choses on custom actions(more available in foraging and fighting, but mage and craft don't come into their own until mid to late 20's or even 30's).

Flexibility of action will make this feature grow with the game. This game isn't going to be "obsolete" before you open the box by a LONG shot.

Thanks for the great visual guides, sure helps. (it is easier to send someone to these forums than to walk them through it, although I do tend to do a walk through on turning ON micro vegitation and setting it where they need to to help find Fyros nodes).
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bullough
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Re: The Modular Action System

Post by bullough »

Awesome :D
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xorukk
Posts: 2
Joined: Sat Oct 16, 2004 6:52 am

Re: The Modular Action System

Post by xorukk »

I am new to the game; in fact this was my first weekend playing. I brought a few friends with me and we are having fun so far. We have been hard-core Lineage 2 players since open Beta but were frustrated as of late. This game offers so much. It is way more difficult to learn because of all the customization you can do but it truly makes for a better more exciting playing experience. Thank you for creating this post because it will help us newbs learn faster and get rolling
sisqo123
Posts: 4
Joined: Wed Oct 20, 2004 6:25 am

Re: The Modular Action System

Post by sisqo123 »

Yo. Im having some problems with making a new action.
I must be missing something. when i try to make a new action, match or difficulty bonus, i press "learn this action" and it is "greyed"

Its not a conditional skill.

Someone told me that you need points or levels. Anyways if someone could help me out that would be great.

PS. im a Fighter and trying to make different weapon attacks.
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dpi209
Posts: 349
Joined: Tue Sep 21, 2004 2:26 am

Re: The Modular Action System

Post by dpi209 »

sisqo123 wrote:Yo. Im having some problems with making a new action.
I must be missing something. when i try to make a new action, match or difficulty bonus, i press "learn this action" and it is "greyed"

Its not a conditional skill.

Someone told me that you need points or levels. Anyways if someone could help me out that would be great.

PS. im a Fighter and trying to make different weapon attacks.
If you are using a skill that only applies to some weapons (for example, inc3 + bleed1, slashing weapon only) you need to have a weapon of this type equipped to see the action activated.
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bobturke
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Re: The Modular Action System

Post by bobturke »

Bump. A good read.
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bobturke
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Re: The Modular Action System

Post by bobturke »

Bump. And some extra text for validation....
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thewarcc
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Re: The Modular Action System

Post by thewarcc »

Bumping for the 2nd time is not needed.
Ranged fighter
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