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Activators

Nischhelm edited this page Jul 14, 2025 · 10 revisions

All activatable effects require an activator to activate the effect in specified scenarios. Activators can define a Condition they will check when they try to activate the effect.

Activator Types

RLSocketed adds

  • Dodge

Conditions

Conditions will be checked for the "other" entity involved in the activation, which can be the player itself if there is no other entity (for example passive activation). Conditions can define to always check the player instead using the Check For Player property. This condition will check per activation, while the condition defined in targets will check per and for each effect target.

Example:

"Activator": {
	"Activator Type": "Passive",
	"Activation Rate": 20,
	"Condition": {"Condition Type": "Is Burning"}
}

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