StatusEffectSystem class
game.StatusEffectSystem
Inheritance
Base: game.IStatusEffectSystem
Derived
None.
Properties
None.
Functions
bool ApplyStatusEffect(ent.EntityID objID, TDBID statusEffectID, TDBID? instigatorID, ent.EntityID? instigatorEntityID, uint? applyCount, Vector4? direction, bool? isSavable, ent.EntityID? proxyEntityID)RTTIbool RemoveStatusEffect(ent.EntityID objID, TDBID statusEffectID, uint? removeCount)RTTIbool RemoveAllStatusEffectOfType(ent.EntityID objID, game.data.StatusEffectType statusEffectType)RTTIvoid GetAppliedEffectsOfTypeName(ent.EntityID objID, string statusEffectTypeName, game.StatusEffect[] outappliedEffects)RTTIbool HasStatusEffect(ent.EntityID objID, TDBID statusEffectID)RTTIbool HasStatusEffectOfType(ent.EntityID objID, game.data.StatusEffectType statusEffectType)RTTIbool HasStatusEffectOfTypeName(ent.EntityID objID, string statusEffectTypeName)RTTIbool HasStatusEffectWithTag(ent.EntityID objID, CName tag)RTTIvoid RegisterListener(ent.EntityID objID, game.IStatusEffectListener listener)RTTIbool SetStatusEffectRemainingDuration(ent.EntityID objID, TDBID statusEffectID, float duration)RTTIstatic bool ObjectHasStatusEffect(WeakHandle<game.Object> target, TDBID statusEffectID)staticRTTIstatic bool ObjectHasStatusEffectOfType(WeakHandle<game.Object> target, game.data.StatusEffectType statusEffectType)staticRTTIstatic bool ObjectHasStatusEffectOfTypeName(WeakHandle<game.Object> target, string statusEffectTypeName)staticRTTIstatic bool ObjectHasStatusEffectWithTag(WeakHandle<game.Object> target, CName tag)staticRTTIstatic bool ObjectHasStatusEffectWithTags(WeakHandle<game.Object> target, CName[] tag)staticRTTI