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Effects

damage

{
  'kind': 'damage',
  'type': 'slashing',
  'amount': 10
}

This subtracts from the health field of the target. type must be one of those defined in Data.Stats.Damage.fields/0. This will be boosted by strength for physical damage types and intelligence for magical damage types.

damage/type

{
  'kind': 'damage/type',
  'types': ['slashing'],
}

This helps limit which damage types are used in the application of a skill. If a damage effect's type is not in the list of it's type then the damage is halved. For example, if a slashing damage effect was matched with a bludgeoning damage/type effect, then the slashing damage is halved.

This might happen when all of a player's armor and weapon effects are combined with the skill they are using. A piece of armor might be described as "magic users only", and have a damage/type of ["arcane", "ice", "fire"] to restrict what skills a player might use while wearing them. If they try using a dagger with slashing damage, then their slashing damage is halved.

damage/over-time

{
  'kind': 'damage/over-time',
  'type': 'slashing',
  'amount': 10,
  'every': 1000,
  'count': 4
}

This deals damage over time. It will damage every every milliseconds. Every time it ticks the count will decrement until it hits 0 ending the effect. The effect is also "instantiated" by giving it an id to track with. On dying or count reaching 0, the effect will be removed from tracking.

recover

{
  'kind': 'recover',
  'type': 'health',
  'amount': 10,
}

The amount of damage a usee will be healed for. This is boosted by wisdom.

stats

{
  'kind': 'stats',
  'field': 'dexterity',
  'amount': 10
}

This effect boosts the user's stats before any other effects are calulated.

stats/boost

{
  'kind': 'stats/boost',
  'field': 'dexterity',
  'amount': 10,
  'duration': 1500
}

This effect boosts the target's stats for the duration amount in milliseconds.