"When X happens, do Z" rules on statuses, passives and items — procs, stacking payoffs, empower-next, cooldown resets, blocks and cheat death.
Triggers
A trigger is a small rule — when something happens, if a condition holds, do something. Statuses, passives and items can all carry them, and one rule list covers a lot of classic ability design:
- a sword whose every third hit fires a lightning bolt,
- a stacking passive that pays off at five stacks,
- "your next three casts deal double damage",
- a kill that resets your dash,
- a guard that blocks the next two hits,
- a cape that heals you when you drop below 30% health (once a minute),
- a charm that lets you survive one killing blow.
Where to author it#
| Carrier | Where |
|---|---|
| A status (lasts while the status is on a unit) | Database → Effects → Status Effects → (a status) → Behavior → Triggers |
| A passive (lasts while the passive applies) | Database → Effects → Passives → (a passive) → Effects & Triggers → Triggers |
| An item (lasts while it is worn) | Database → Items → (an item) → Skills & Effects → Status Effects & Procs — each row is a trigger; Rule opens its extras |
It is the same editor in all three places.
Set up "every third hit casts a bolt"#
- Create the ability the trigger fires — say Arc Bolt: Base Damage 20,
Damage Type Magic, Target Mode Enemies. Its cost, cooldown and range don't matter when a trigger fires it.
- Open your weapon in Items → Skills & Effects, click + Add Effect.
- Leave the status blank, set When to On hit, Chance 1.
- Click Rule, set Every Nth time to 3, and under Also do pick
Cast an ability → Arc Bolt, aimed at The other unit.
- Save. Every third hit you land fires Arc Bolt at the target.
Set up "empower your next 3 casts"#
- Create a status Surge (any type — Stat Buff with Magnitude 0 is fine),
Max Stacks 3, Duration 10 s.
- On Surge's Behavior → Triggers, + Add trigger: When *I hit
something*, Then do Modify this hit → Damage × 2, and tick **Use up a stack each time it fires**.
- Give it with an ability that applies Surge — or a trigger's Apply a status
with Stacks 3. Each hit uses one stack; the third removes Surge.
Set up cheat death#
- Create a status or passive Second Wind.
- + Add trigger: When A hit would kill me, Then do *Prevent death →
Survive at 30%*, Internal cooldown 120 s.
- The first killing blow in any two minutes leaves the carrier at 30% health
instead, with a "Cheated death!" flash.
When (events)#
| Event | Fires when |
|---|---|
| I hit something | Each direct hit you land (abilities, projectiles, beams, chains — not damage over time). |
| I am hit | Each direct hit that lands on you. |
| I land a critical hit | Each of your hits that crits. |
| I basic attack | Each swing of your basic attack. With Modify this hit: that swing's hit. |
| I cast an ability | Each ability you cast yourself. Triggered casts never count. |
| I kill something | Your hit or damage over time finishes a target. |
| A status lands on me | Any status is applied or refreshed on you (filter one). |
| A status ends on me | A status runs out, is dispelled, breaks or is used up. |
| I am crowd-controlled | Someone else stuns, roots, silences, fears, knocks back or otherwise controls you. |
| My health drops below… | Your health crosses below Threshold % — once per crossing. |
| Stacks reach… | A status reaches Threshold stacks. On a status: its own stacks unless you filter another. |
| I block with a shield | A raised shield blocks part of a hit on you. |
| I knock someone into a wall | A knockback or pull you cast stops short against a wall, a solid object or the map edge. The other unit is the one that hit the wall — pair with Apply a status (a stun) on the other unit for a wall stun. |
| A hit would kill me | Just before a killing blow lands. Pair with Prevent death. |
| Every few seconds | On a timer (Interval) while the carrier is active. |
Then do (actions)#
| Action | What it does |
|---|---|
| Cast an ability | Fires a whole ability — free, no cooldown, no cast XP — at the other unit (your victim, your attacker, the source of the status) or from you (a nova). Your stats scale it and its kills are yours. |
| Apply a status | Puts a status on you or the other unit, optionally several Stacks at once. |
| Reset a cooldown | The ability that triggered it, every ability on cooldown, or one you pick. Shorten by takes seconds off instead of finishing it. A charged ability gets one charge back. |
| Remove stacks | Takes stacks off a status on you (blank = this status) — the payoff half of a stacking passive. |
| Modify this hit | Hit events only. Damage ×, Flat damage, Make it a critical hit, Ignore shields, or Cancel the hit (block / parry — no damage, none of its statuses). The damage number shows the changed hit. |
| Prevent death | A hit would kill me only. Leaves you at Survive at % of max health. |
Fields#
| Field | What it does |
|---|---|
| When | The event (items: the row's When column). |
| Threshold | My health drops below: the health %. Stacks reach: the stack count. |
| Interval (s) | Every few seconds: how often. At least 0.25 s. |
| Every Nth time | Fire on every Nth matching event — 3 = every third hit. Blank = every time. |
| Chance (%) | Chance per matching event (items: the row's chance). Blank = always. |
| Internal cooldown (s) | After firing it can't fire again for this long. Use it on capes, procs and cheat death. |
| Only for ability / status / damage type | Narrow the event to one ability, one status or one damage type. |
| Use up a stack each time it fires | Statuses only: each firing removes one stack; the last removes the status. |
| Row's status goes on | Items only: who the row's status lands on. Default: the other unit on hit events, you otherwise. |
Items: the Status Effects & Procs rows#
Every row on an item's Skills & Effects tab is live:
| When | The row's status… |
|---|---|
| On hit | lands on whoever the wearer hits, at the row's chance. |
| On use | lands on the user when the item is consumed. |
| While equipped / Passive | is held on the wearer for as long as the item is worn and not broken. |
| any other event | lands per the event (being hit, a kill, a crit…), plus whatever the Rule adds. |
A row may leave the status blank when its Rule does something else (a cape that casts a heal when you're hit).
Gotchas#
- Items you already made are now live. Rows set to On hit, On use or
While equipped used to be saved and ignored; with this feature they apply. Check old items if a sword suddenly poisons everything.
- No runaway chains. A trigger never fires from its own consequences, and
what a trigger causes can only set off one more layer of triggers (two deep). The server also caps how many triggers fire per tick.
- Loops are refused on save. A status whose A status lands on me, *Stacks
reach* or I am crowd-controlled rule casts or applies something that leads straight back to it is refused, naming the chain.
- Links must exist. A trigger naming a missing ability or status is refused
on save.
- Chance is the server's roll and uses the same random stream as the rest of
combat.
- Cheat death needs a limit. Without an internal cooldown or *Use up a
stack*, the carrier cannot die — the dry-run warns you.
- Modify this hit only works on hit events, and Prevent death only on *A
hit would kill me* — the editor only offers them there.
- Feature flag. Everything here sits behind **World → Features → Combat
Triggers** (on by default). Off, no trigger fires and item rows do nothing.