Status Effect
A status effect is an effect that is applied to a character for a certain time period (or indefinitely) and can be beneficial or harmful by restricting or enhancing their capabilities and powers.
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A status effect is an effect that is applied to a character for a certain time period (or indefinitely) and can be beneficial or harmful by restricting or enhancing their capabilities and powers.
Last updated
To create a status effect, find (or create) the GameName/Resources/GameName/AbilityEffect folder (or any subfolder) in the project tab and right click. Choose Create > AnyRPG > Abilities > Effects > StatusEffect.
In addition to all the properties of its parent class, Length Effect, status effects have the following properties.
Status Effect Alignment
Status Effect Type Name
Status Effect Group Name
Class Trait
If true, the the effect is considered to be inherent, cannot be removed, and will not show on the UI status effect bars.
Required Level
If Class Trait is true, the character must be this level or higher for the effect to be applied.
Scene Names
Require Out Of Combat
If true, the effect can only be active when the character is out of combat, and will be removed upon entering combat.
Limited Duration
If true, the effect will have a limited duration, and be removed when the duration has passed.
Duration
If Limited Duration is true, the effect will last for this many seconds.
Max Stacks
The maximum number of stacks of this effect that can be on a character at once. When more than one stack is active, numerical properties are added together.
Stat Buff Type Names
Stat Amount
Stat Multiplier
Secondary Stat Buff Types
The names of Secondary Stats that will be added to and multiplied by the values in the Secondary Stat Amount and Secondary Stat Multiplier fields.
Secondary Stat Amount
Any Secondary Stats in the Secondary Stat Buff Types field will have their value increased by this amount.
Secondary Stat Multiplier
Any Secondary Stats in the Secondary Stat Buff Types field will have their value multiplied by this amount.
Outgoing Damage Multiplier
All damage the character does will be multiplied by this amount.
Incoming Damage Multiplier
All damage the character takes will be multiplied by this amount.
Faction Modifiers
Stealth
If true, the character will appear partially invisible, and enemies will not be able to see them or agro them if they get within the normal agro range. Stealth is removed upon entering combat.
Can Fly
If true, the character can Fly while the effect is active.
Can Glide
If true, the character can Glide while the effect is active.
Disable Animator
If true, the character will be frozen and not animated while the effect is active.
Stun
If true, the character will be stunned and unable to move, attack, or cast abilities while the effect is active.
Levitate
If true, the character will be levitated above the ground, and unable to move, attack, or cast abilities while the effect is active.
Immune Disable Animator
If true, the character will be immune to any effect that has Disable Animator set to true while the effect is active.
Immune Stun
If true, the character will be immune to any effect that has Stun set to true while the effect is active.
Immune Levitate
If true, the character will be immune to any effect that has Levitate set to true while the effect is active.
Control Target
If true, the character will become a temporary pet of the caster while the effect is active.
Reflect Ability Effect Names
Weapon Hit Ability Effect Names
Save Effect
If true, the effect will be saved when the game is saved. It can be useful to disable this for effects you may want reset when loading a saved game, such as stealth.
Add a status effect to an Ability.
Add a status effect to another Ability Effect to chain them together.
Add an Attack Effect to the Tick Ability Effect Names field to make an effect into a DOT (Damage Over Time) effect.
Add a Heal Effect to the Tick Ability Effect Names field to make an effect into a HOT (Heal Over Time) effect.
An enumeration of values that determine if the effect is considered beneficial or harmful. None The effect has no alignment, and can be removed at will by the player. Beneficial The effect is considered beneficial, and can be removed at will by the player. Harmful The effect is considered harmful, and can only be removed by an appropriate type of .
The , for the purposes of determining if a can be used on it.
The , for the purposes of limiting how many effects of the same group can be active on a character at the same time.
A list of the names of that this effect can be active in. If the character moves to another , the effect will be removed.
The names of that will be added to and multiplied by the values in the Stat Amount and Stat Multiplier fields.
Any in the Stat Buff Type Names field will have their value increased by this amount.
Any in the Stat Buff Type Names field will have their value multiplied by this amount.
A list of modified relationships. Faction Name The name of the which will have a modified relationship. Disposition The amount of relationship value to add (or remove) for the .
A list of that will be automatically cast on any character that lands an on this character while the effect is active.
A list of that will be automatically cast on any enemy when a weapon hit lands.