BlackICE Scripting

class game

StatusEffectSystem

game.StatusEffectSystem

  • 0 properties
  • 19 functions

Extends game.IStatusEffectSystem game.IGameSystem IScriptable ISerializable

Properties

None.

Functions

  • bool ApplyStatusEffect(ent.EntityID objID, TDBID statusEffectID, TDBID? instigatorID, ent.EntityID? instigatorEntityID, uint? applyCount, Vector4? direction, bool? isSavable, ent.EntityID? proxyEntityID) RTTI
  • bool RemoveStatusEffect(ent.EntityID objID, TDBID statusEffectID, uint? removeCount) RTTI
  • bool RemoveAllStatusEffectOfType(ent.EntityID objID, game.data.StatusEffectType statusEffectType) RTTI
  • void GetAppliedEffects(ent.EntityID objID, out game.StatusEffect[] appliedEffects) RTTI
  • void GetAppliedEffectsWithID(ent.EntityID objID, TDBID statusEffectID, out game.StatusEffect[] appliedEffects) RTTI
  • void GetAppliedEffectsOfType(ent.EntityID objID, game.data.StatusEffectType statusEffectType, out game.StatusEffect[] appliedEffects) RTTI
  • void GetAppliedEffectsOfTypeName(ent.EntityID objID, string statusEffectTypeName, game.StatusEffect[] outappliedEffects) RTTI
  • void GetAppliedEffectsWithTag(ent.EntityID objID, CName tag, out game.StatusEffect[] appliedEffects) RTTI
  • bool HasStatusEffect(ent.EntityID objID, TDBID statusEffectID) RTTI
  • bool HasStatusEffectOfType(ent.EntityID objID, game.data.StatusEffectType statusEffectType) RTTI
  • bool HasStatusEffectOfTypeName(ent.EntityID objID, string statusEffectTypeName) RTTI
  • bool HasStatusEffectWithTag(ent.EntityID objID, CName tag) RTTI
  • void RegisterListener(ent.EntityID objID, game.IStatusEffectListener listener) RTTI
  • bool SetStatusEffectRemainingDuration(ent.EntityID objID, TDBID statusEffectID, float duration) RTTI
  • static bool ObjectHasStatusEffect(WeakHandle<game.Object> target, TDBID statusEffectID) staticRTTI
  • static bool ObjectHasStatusEffectOfType(WeakHandle<game.Object> target, game.data.StatusEffectType statusEffectType) staticRTTI
  • static bool ObjectHasStatusEffectOfTypeName(WeakHandle<game.Object> target, string statusEffectTypeName) staticRTTI
  • static bool ObjectHasStatusEffectWithTag(WeakHandle<game.Object> target, CName tag) staticRTTI
  • static bool ObjectHasStatusEffectWithTags(WeakHandle<game.Object> target, CName[] tag) staticRTTI