Documentation
  • AnyRPG Introduction
  • Getting Started
    • Installing AnyRPG
      • Unity Asset Store Installation
      • Github Installation
      • Unity Package Installation
    • Included sample games
    • Creating your first game
    • Configuring your game
    • Adding Content To Your Game
  • Wizards
    • Wizards Introduction
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  • Scriptable Objects
    • Scriptable Objects Introduction
    • Abilities
      • Animated Ability
      • Channeled Ability
      • Craft Ability
      • Direct Ability
      • Gather Ability
    • Ability Effects
      • AOE Effect
      • Attack Effect
      • Capture Pet Effect
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      • Bank Config
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  • MONOBEHAVIOURS
    • Monobehaviours Introduction
    • Scene Config
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      • Specialization Change Interactable
      • Teleport Interactable
      • Unit Spawn Controller Interactable
      • Vendor
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    • Ability System
      • Abilities
      • Ability Effects
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  • Shared Properties
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    • Prerequisite Conditions
    • Stat Scaling Nodes
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  • Creation
  • Properties
  • Next steps
  1. Scriptable Objects
  2. Ability Effects

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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Last updated 2 years ago

Creation

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.

Properties

In addition to all the properties of its parent class, , status effects have the following properties.

Name
Description

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.

Next steps

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.

Add a status effect to an .

Add a status effect to another to chain them together.

Add an to the Tick Ability Effect Names field to make an effect into a DOT (Damage Over Time) effect.

Add a to the Tick Ability Effect Names field to make an effect into a HOT (Heal Over Time) effect.

Ability
Ability Effect
Attack Effect
Heal Effect
Remove Effect
Status Effect Type
Remove Effect
Status Effect Group
Scenes
Scene
Character Stats
Character Stats
Character Stats
Faction
Faction
Faction
Ability Effects
Attack Effect
Ability Effects
Length Effect