On Collide
Applies Effects when a collision occurs.
Fields
| Field | Description |
|---|---|
| Limit Exceeded Behaviour | What 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 Twice | Prevents the same target from receiving the Effect multiple times after repeated collisions. |
| Track Hit Count With Stat | Also 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 Key | The Int Stat that receives the hit count. |
| Effect Definitions | Defines which Effects are applied, who applies them, and who receives them when the Effector is triggered. |
Effect Definition Fields
| Field | Description |
|---|---|
| Use Pack Stat | Retrieves the EffectPack from an EffectPackStat instead of using a predefined EffectPack. Useful for dynamic Effect Packs. |
| Effect Pack | The predefined EffectPack that will be applied to the target. |
| Pack Stat | Defines where the EffectPackStat is retrieved from and which key is used. |
| Pack Stat Environment | Defines the Environment from which the EffectPackStat is retrieved. |
| Effect Target | Which 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 Source | Which 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.