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On Collide

Applies Effects when a collision occurs.

OnCollide reference

Fields​

FieldDescription
Limit Exceeded BehaviourWhat happens when the hit limit is reached: Dispose the Effector (and its object), or Passivate it — it stops applying Effects but stays alive (a projectile that sticks into its target, then drops).
Do Not Effect Target TwicePrevents the same target from receiving the Effect multiple times after repeated collisions.
Track Hit Count With StatAlso writes the hit count into an Int Stat of the Effector's Actor, so Effects can read it (pierce: crit the second target, refund if it hit nothing).
Hit Count Stat KeyThe Int Stat that receives the hit count.
Effect DefinitionsDefines which Effects are applied, who applies them, and who receives them when the Effector is triggered.

Effect Definition Fields​

FieldDescription
Use Pack StatRetrieves the EffectPack from an EffectPackStat instead of using a predefined EffectPack. Useful for dynamic Effect Packs.
Effect PackThe predefined EffectPack that will be applied to the target.
Pack StatDefines where the EffectPackStat is retrieved from and which key is used.
Pack Stat EnvironmentDefines the Environment from which the EffectPackStat is retrieved.
Effect TargetWhich Actor receives the pack: Trigger Actor (default — the Actor that touched the Effector), Source, Effector, World, Custom (+ Custom Target, a Custom Actor) or Actor Stat (+ Target Actor Stat From, Target Actor Stat Key, Target Actor Stat Environment).
Effect SourceWhich Actor is the Source of the Effects: Source (default — the caster), or any of the options above with their Source … fields.

Each definition is independent, so one Effector can damage the Trigger Actor and give the caster a resource on the same contact.