StatusEffectSystem

Documents the StatusEffectSystem class and its functions.

NOT DOCUMENTED We currently don't have information on how these functions work. They are being documented here for visibility.

Invoking StatusEffectSystem

To invoke the status effect system, use the following Global function:

ses = Game.StatusEffectSystem()

Sub-functions

ApplyStatusEffect

ApplyStatusEffect(objID : EntityID, statusEffectID : TweakDBID, optional instigatorID : TweakDBID, optional instigatorEntityID : EntityID, optional applyCount : Uint32, optional direction : Vector4) : Bool;

GetAppliedEffects

GetAppliedEffects(objID : EntityID, out appliedEffects : array:ref:StatusEffect);

HasStatusEffect

HasStatusEffect(objID : EntityID, statusEffectID : TweakDBID) : Bool;

HasStatusEffectOfType

HasStatusEffectOfType(objID : EntityID, statusEffectType : gamedataStatusEffectType) : Bool;

HasStatusEffectWithTag

HasStatusEffectWithTag(objID : EntityID, tag : CName) : Bool;

RegisterListener

RegisterListener(objID : EntityID, listener : ref:IStatusEffectListener);

RemoveAllStatusEffectOfType

RemoveAllStatusEffectOfType(objID : EntityID, statusEffectType : gamedataStatusEffectType) : Bool;

RemoveStatusEffect

RemoveStatusEffect(objID : EntityID, statusEffectID : TweakDBID, optional removeCount : Uint32) : Bool;

SetStatusEffectRemainingDuration

SetStatusEffectRemainingDuration(objID : EntityID, statusEffectID : TweakDBID, duration : Float) : Bool;

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