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.
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
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
["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.
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.
The amount of damage a usee will be healed for, and which stat to heal.
This effect boosts the user's stats before any other effects are calulated.
This effect boosts the target's stats for the
duration amount in milliseconds.