REDNODE / GAME API

StatusEffectSystem

classnative name gameStatusEffectSystemnativeimportOnly

extends IStatusEffectSystem › IGameSystem › IScriptable › ISerializable

Methods 19

native func ApplyStatusEffect(objID: EntityID, statusEffectID: TweakDBID, opt instigatorID: TweakDBID, opt instigatorEntityID: EntityID, opt applyCount: Uint32, opt direction: Vector4, opt isSavable: Bool, opt proxyEntityID: EntityID) -> Bool
native const func GetAppliedEffects(objID: EntityID, out appliedEffects: array<ref<StatusEffect>>)
native const func GetAppliedEffectsOfType(objID: EntityID, statusEffectType: gamedataStatusEffectType, out appliedEffects: array<ref<StatusEffect>>)
native const func GetAppliedEffectsOfTypeName(objID: EntityID, statusEffectTypeName: String, outappliedEffects: array<ref<StatusEffect>>)
native const func GetAppliedEffectsWithID(objID: EntityID, statusEffectID: TweakDBID, out appliedEffects: array<ref<StatusEffect>>)
native const func GetAppliedEffectsWithTag(objID: EntityID, tag: CName, out appliedEffects: array<ref<StatusEffect>>)
native func HasStatusEffect(objID: EntityID, statusEffectID: TweakDBID) -> Bool
native func HasStatusEffectOfType(objID: EntityID, statusEffectType: gamedataStatusEffectType) -> Bool
native func HasStatusEffectOfTypeName(objID: EntityID, statusEffectTypeName: String) -> Bool
native func HasStatusEffectWithTag(objID: EntityID, tag: CName) -> Bool
static native func ObjectHasStatusEffect(target: wref<GameObject>, statusEffectID: TweakDBID) -> Bool
static native func ObjectHasStatusEffectOfType(target: wref<GameObject>, statusEffectType: gamedataStatusEffectType) -> Bool
static native func ObjectHasStatusEffectOfTypeName(target: wref<GameObject>, statusEffectTypeName: String) -> Bool
static native func ObjectHasStatusEffectWithTag(target: wref<GameObject>, tag: CName) -> Bool
static native func ObjectHasStatusEffectWithTags(target: wref<GameObject>, tag: script_ref<array<CName>>) -> Bool
native func RegisterListener(objID: EntityID, listener: ref<IStatusEffectListener>)
native func RemoveAllStatusEffectOfType(objID: EntityID, statusEffectType: gamedataStatusEffectType) -> Bool
native func RemoveStatusEffect(objID: EntityID, statusEffectID: TweakDBID, opt removeCount: Uint32) -> Bool
native func SetStatusEffectRemainingDuration(objID: EntityID, statusEffectID: TweakDBID, duration: Float) -> Bool