EverambleGAME API / 1

CONTENT CONTRACT · VERSION 1

status

A timed actor condition with a stacking rule, a speed factor and periodic damage.

Signature

{ damage_per_tick: Count, damage_type: (DamageTypeId)?, duration_ticks: PositiveTicks, id: ContentId, kind: "status", name: TextKey, speed_permille: Permille, stacking: StatusStacking }

Fields

NameTypeMeaning
damage_per_tickCountDamage per tick while active.
Range: 0…2147483647; Unit: hp
damage_typeDamageTypeIdDamage type of the periodic damage; present exactly when it is nonzero.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: damage_type
duration_ticksPositiveTicksDuration of one application.
Range: 1…2147483647; Unit: tick
idContentIdPackage-qualified identity; unique within its declaring namespace.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$
kind"status"Discriminant
nameTextKeyLocalization key for the displayed name.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: text
speed_permillePermilleMovement speed while active, in thousandths of normal speed.
Range: 0…1000; Unit: permille
stackingStatusStackingWhat a repeated application of an active status does.

Validated example

{
  "damage_per_tick": 1,
  "damage_type": "core:fire_damage",
  "duration_ticks": 40,
  "id": "core:burning",
  "kind": "status",
  "name": "core:burning_name",
  "speed_permille": 1000,
  "stacking": "max_duration"
}