State Based Effect
You can find a video tutorial for State Based Effects ▶ here.
A State Based Effect Stat automatically triggers an Effect when the configured Stat condition is satisfied.
It can be used to implement passive gameplay mechanics such as auras, low-health effects, status effects, or conditional abilities that activate in response to an Actor's current state.
State Based Effect Signature
Fields
| Field | Description |
|---|---|
| Skip Initial Evaluation | By default the condition is evaluated as soon as the Stat is linked, so an Actor that already satisfies the condition receives the Effect immediately. Enable this to skip that first evaluation and react only to later changes. See Initial Evaluation below. |
| Use Multi Stat Check | Evaluates the activation condition using multiple Stats instead of a single Stat. |
| Single Stat Check | Defines the condition evaluated against a single Stat. |
| Multi Stat Check | Defines the condition evaluated against multiple Stats. |
| Toggleable | Allows the State Based Effect to be enabled or disabled based on the value of a Toggle Stat. |
| Toggle Stat Key | The Stat Key of the Toggle Stat. The referenced Stat must be an Int Stat. |
| Toggle On Value Type | Determines when the State Based Effect is active. See Toggle On Value Types below. |
| Effect Target | Determines which Actor or Actors receive the triggered Effect. See Effect Targets for the available target types. |
| Target Relation | Specifies which Relation is used when Effect Target is set to Relation State. |
| Team Flags | Defines the target teams using bitwise Team Flags. |
| Custom Targeter | Defines a custom target selection model. |
| Targeting Filter | Filters Actors selected through multi-targeting methods such as Relation State or Team Flags. |
| Target Actor Stat Key | The Stat Key of the Actor Stat used when Effect Target is set to Actor Stat. |
| Effect Source As | Determines which Actor is assigned as the Source of the triggered Effect. |
| Custom Effect Source | Defines a custom Effect source provider. |
| Effect Source Actor Stat From | Determines which Actor provides the Actor Stat when Effect Source As is set to Actor Stat. |
| Custom Actor For Actor Stat | Defines the custom Actor when Effect Source Actor Stat From is set to Custom. |
| Effect Source Actor Stat Key | The Stat Key used to retrieve the Actor Stat. |
| Effect Apply Type | Determines how the triggered Effect is applied. See Effect Apply Types below. |
| Environment Id | The Environment Id to which the triggered Effect is sent. |
| Additional Effects | More Effects applied on the same condition, each with its own Effect Pack, Effect Target (and its fields), Effect Source As (and its fields) and Environment Id. They are applied after the Stat's own pack and, for Apply Once and Refresh On Update, removed with it when the condition is lost. Use one Stat with entries instead of several Stats that copy the same condition. |
Initial Evaluation
A State Based Effect describes a state, not an event: while this condition holds, this Effect is applied. So the condition is evaluated once when the Stat is linked. An Actor that spawns already below 50% Health gets its low-health buff immediately, without waiting for Health to change.
Sometimes that isn't what you want. If the condition is already true in the Actor's default state, the Effect would fire on spawn for everyone.
Example. Glacier Pulse freezes enemies, and the thaw slow is driven by a
Frozen == 0condition. Every enemy starts withFrozen = 0, so the initial evaluation would slow the whole encounter the moment it spawns. What you actually want is the transition —Frozengoing from1back to0.
Enable Skip Initial Evaluation for that case. The Stat then ignores the state it is linked in, and only reacts once a tracking Stat is updated.
| Skip Initial Evaluation | Behaviour |
|---|---|
| Disabled (default) | Level-triggered — the Effect applies immediately if the condition is already satisfied |
| Enabled | Edge-triggered — the Effect applies only when a later update makes the condition satisfied |
Toggle On Value Types
| Type | Description |
|---|---|
| On Zero | The State Based Effect is active when the Toggle Stat's value is 0. |
| On Positive | The State Based Effect is active when the Toggle Stat's value is greater than 0. |
Effect Apply Types
| Type | Description |
|---|---|
| Apply Once | Applies the Effect when the condition becomes true. When the condition becomes false, the applied Effect is removed. |
| Refresh On Update | Applies the Effect when the condition becomes true. While the condition remains true, each update refreshes it: the previously applied Effect is removed and a new one is applied. |
| Persistent | Applies the Effect every time the condition is updated while it remains true. |