Condition Effects
Here are two examples of applied Condition Effects:
Here are two examples of applied Condition Effects:
Djinn (between attacks)
<Behavior effect="Invulnerable">ConditionEffect</Behavior>
This condition effect is used as a "Behavior" and will apply "Invulnerable" to the Djinn when triggered.
Condition effect on Projectile:
<Projectile id="4">
<ObjectId>Green Star</ObjectId>
<Speed>80</Speed>
<Damage>60</Damage>
<LifetimeMS>2000</LifetimeMS>
<ConditionEffect duration="9">Slowed</ConditionEffect>
</Projectile>
This condition effect is used in a projectile and will be applied to the target that is hit by the projectile.
List of Condition Effects:
List of Condition Effects:
Players only:
Players only:
- Quiet: Mana is reduced to 0 and remains there for the duration of the effect (i.e. no special ability).
- Weak: Attack stat is effectively set to 0
- Sick: No hitpoint regeration
- Blind: Player’s screen goes dark
- Hallucinating: Textures are randomly swapped
- Drunk: Player’s screen gets blurry
- Confused: Player’s movement keys are remapped
- Invisible: Can not be targeted by monsters
- Bleeding: Slowly lose health (instead of regenerating)
- Healing: Hitpoint regeneration greatly increased
- Speedy: Movement speed increased by 50%
- Berserk: Attack speed increased by 50%
- Damaging: Damage increased by 50%
- Paused: Player can not interact with world
- Pet Stasis: Player's pet is unable to cast for the duration of the effect
- Petrify:
Players and enemies:
Players and enemies:
- Slowed: Speed is effectively set to 0 for players or halved for monsters
- Paralyzed: Can not move
- Stasis: Can not move/interact with world
- Stasis Immune: Can not become stasis
- Invincible: Projectiles and other damage ignore character (go through)
- Invulnerable: Projectiles and other damage do not harm the creature (but will still hit)
- Armored: Defense is doubled
- Armor Broken: Defense is set to 0
- Dazed: Halves number of projectiles shot
- Stunned: Can not shoot
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