Effects
Basic considerations:
The only Effect Type that yields a delayed execution is EffectCreatePersistent. All other Effects are executed immediately.
Other special types of effects are:
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EffectSet
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EffectSearchArea
List of effect Types:
EffectBase
Abstract base class for effects.
Every effect has the field "Target" and this is an extremely complex field to understand as it depends on the context that the effect is being used in AND on the concrete type of effect.
EffectApplyBuff
Applies a buff. BuffCount field: If the buffCount field is greater than 1 then it will this many times try to apply one stack of the buff. Resulting in the logic that the buff is applied up to the maxStacks count and only applications beyond the maximum will fail.
Target: Point is invalid here.
EffectCreateUnit
Creates a Unit. If the unit is an item (the item field of the unit is not empty) the target flag is considered. If the target flag is:
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Caster: the item is created in the inventory of the casting unit.
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Target: this is invalid in this case and gets considered Point.
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Point: creates the item at a point. (For this to work, the effect must be on a target ability).
If the unit is not an item:
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Caster: the unit is created besides the caster.
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Target: invalid ⇒ Point
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Point: creates the unit at a point.
EffectCreateItem
Creates an item inside the inventory of the casting unit.This means that the target of create item effects is always the caster.Items created in this way can never be dropped in the world as they have no unit linked.
EffectDamage
Applies Damage.
EffectSet
This contains a List of Effects.
It has two (2) usecases:
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In its default (and simple) usecase the effects in the List are executed in the order in which they appear in the List.
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When you select "Randomize" you enable the second usecase and that introduces randomness:
EffectCreatePersistent
Has
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Period Count
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Period Durations
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Period Effects
The Period Durations and Effects fields are treated as sequences that start over at the beginning when they have reached their end.This means that it is enough to only give one duration and one effect.
The first Effect occurs after the first duration.
EffectSearchArea
Search Area Effects search an Area for units to apply their effect. When selecting a valid target, they FIRST check if the Unit is Marked SECOND check their Search Filter and THIRD their Validators
EffectOpenWindow
See Windows