class ConditionOptions
modifiers: ConditionModifier[]
class Condition: Object

Represents any kind of condition or status effect on an entity. The burn from a fireball, bonuses from equipment, or passive abilities are all example uses. Conditions are made up of modifiers, for grouping purposes. Extend this and ConditionModifier into your own game-specific status effects.

modifiers: ConditionModifier[]
singleton: boolean
modifierMap: table<ConditionModifier, ConditionModifier[]>
__new(self: Condition, ...: ConditionModifier)
getModifiers(self: Condition, prototype: <T>): <T>[]

Returns all modifiers.