BlackICE Scripting

class

StatusEffectHelper

  • 0 properties
  • 33 functions

Extends IScriptable ISerializable

Properties

None.

Functions

  • static bool RemoveStatusEffect(WeakHandle<game.Object> target, TDBID statusEffectID, uint removeCount) staticRTTI global
  • static game.StatusEffect?[] GetAppliedEffects(WeakHandle<game.Object> target) staticRTTI global
  • static void RemoveStatusEffectsWithTag(ScriptGameInstance gameInstance, ent.EntityID target, CName gameplayTag) staticRTTI global
  • static void RemoveStatusEffectsWithTag(WeakHandle<game.Object> target, CName gameplayTag, float delay) staticRTTI global
  • static bool HasStatusEffectAttack(game.data.StatusEffect_Record statusEffect, out game.data.Attack_Record statusEffectAttack) staticRTTI global
  • static void RemoveAllStatusEffectsByType(ScriptGameInstance gameInstance, ent.EntityID target, game.data.StatusEffectType type) staticRTTI global
  • static void RemoveAllStatusEffectsWithTagBeside(WeakHandle<game.Object> target, CName gameplayTag, TDBID beside) staticRTTI global
  • static void RemoveAllStatusEffectsByType(WeakHandle<game.Object> target, game.data.StatusEffectType type) staticRTTI global
  • static CName GetForcedKnockdownImpulseKey() staticRTTI global
  • static CName GetCanExitKnockdownKey() staticRTTI global
  • static bool HasTag(WeakHandle<game.data.StatusEffect_Record> record, CName tag) staticRTTI global
  • static void ApplyStatusEffectForTimeWindow(WeakHandle<game.Object> target, TDBID statusEffectID, ent.EntityID instigatorEntityID, float delay, float duration) staticRTTI global
  • static CName TriggerSecondaryKnockdownKey() staticRTTI global
  • static CName GetStateStartTimeKey() staticRTTI global
  • static bool HasStatusEffectWithTagConst(WeakHandle<game.Object> target, CName gameplayTag) staticRTTI global
  • static game.StatusEffect? GetStatusEffectByID(WeakHandle<game.Object> target, TDBID statusEffectID) staticRTTI global
  • static bool ApplyStatusEffect(WeakHandle<game.Object> target, TDBID statusEffectID, float delay) staticRTTI global
  • static bool ApplyStatusEffect(WeakHandle<game.Object> target, TDBID statusEffectID, ent.EntityID instigatorEntityID, ent.EntityID proxyEntityID) staticRTTI global
  • static bool RemoveStatusEffect(WeakHandle<game.Object> target, game.StatusEffect statusEffect, uint removeCount) staticRTTI global
  • static bool GetAppliedEffectsWithTag(WeakHandle<game.Object> target, CName tag, game.StatusEffect[] statusEffects, ent.EntityID instigatorID) staticRTTI global
  • static void PopulateStatusEffectAnimData(game.Object owner, WeakHandle<game.data.StatusEffect_Record> statusEffectRecord, EKnockdownStates state, Vector4 hitDirection, out AnimFeature_StatusEffect animData) staticRTTI global
  • static bool ApplyStatusEffectOnSelf(ScriptGameInstance gameInstance, TDBID statusEffectID, ent.EntityID entityID) staticRTTI global
  • static CName GetAppliedStatusEffectKey() staticRTTI global
  • static bool HasStatusEffectFromInstigator(WeakHandle<game.Object> target, TDBID statusEffectID, ent.EntityID instigator) staticRTTI global
  • static bool ApplyStatusEffect(WeakHandle<game.Object> target, TDBID statusEffectID, TDBID instigatorID) staticRTTI global
  • static void RemoveStatusEffectsByInstigatorID(WeakHandle<game.Object> target, TDBID instigatorID) staticRTTI global
  • static game.StatusEffect? GetTopPriorityEffect(WeakHandle<game.Object> target, game.data.StatusEffectType statusEffectType, bool discardStatusEffect) staticRTTI global
  • static game.StatusEffect? GetTopPriorityEffect(WeakHandle<game.Object> target) staticRTTI global
  • static CName GetForceKnockdownKey() staticRTTI global
  • static void RemoveAllStatusEffects(WeakHandle<game.Object> target) staticRTTI global
  • static game.StatusEffect? GetStatusEffectWithTag(WeakHandle<game.Object> target, CName gameplayTag) staticRTTI global
  • static bool ApplyStatusEffect(WeakHandle<game.Object> target, TDBID statusEffectID, ent.EntityID instigatorEntityID) staticRTTI global
  • static bool CheckStatusEffectBehaviorPrereqs(WeakHandle<game.Object> target, WeakHandle<game.data.StatusEffect_Record> statusEffectRecord) staticRTTI global