> For the complete documentation index, see [llms.txt](https://mtgmodders.gitbook.io/etg-modding-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://mtgmodders.gitbook.io/etg-modding-guide/making-a-gun/setting-up-projectiles/adding-status-effects-to-a-projectile.md).

# Adding status effects to a projectile

### Difficulty: 1/10 <img src="/files/-MfzUfw94jUTyreywn9u" alt="" data-size="line">&#x20;

adding status effects to a projectile is extremely easy and all follow the same method, with the small exception of stun.\
First, you get your projectile, then you set whether it applies an effect with a bool to true.\
Finally, you specify what chance there should be for it to apply the effect. The chance should be a value less than or equal to one. 1 = 100%, 0.45 = 45%, 0.73 = 73%, etc.

Below is a list of all the possible effects:

```csharp
//bleed
projectile.AppliesBleed = true;
projectile.BleedApplyChance = 0.5f;

//Charm
projectile.AppliesCharm = true;
projectile.CharmApplyChance = 0.5f;

//cheese
projectile.AppliesCheese = true;
projectile.CheeseApplyChance = 0.5f;
      
//fire
projectile.AppliesFire = true;
projectile.FireApplyChance = 0.5f; 
     
//freeze
projectile.AppliesFreeze = true;
projectile.FreezeApplyChance = 0.5f;

//poison
projectile.AppliesPoison = true;
projectile.PoisonApplyChance = 0.5f;

//stun
projectile.AppliesStun = true;
projectile.StunApplyChance = 0.5f;
projectile.AppliedStunDuration = 2f;
```

as you can clearly see they all function the same way, with the only exception being stun, which needs a value for how long the enemy should<br>


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