EverambleGAME API / 1

CONTENT CONTRACT · VERSION 1

StatusDefinition

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, 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}$; Reference: damage_type
duration_ticksPositiveTicksDuration of one application.
Range: 1…2147483647; Unit: tick
idContentIdPackage-qualified identity; unique within its declaring namespace.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$
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.