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:

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:

  • 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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