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enum class | TargetType {
This = 1
, Parent = 2
, Character = 4
, Contained = 8
,
NearbyCharacters = 16
, NearbyItems = 32
, UseTarget = 64
, Hull = 128
,
Limb = 256
, AllLimbs = 512
, LastLimb = 1024
} |
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int | TargetSlot = -1 |
| Index of the slot the target must be in. Only valid when targeting a Contained item. More...
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readonly ImmutableArray<(Identifier propertyName, object value)> | PropertyEffects |
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readonly bool | CheckConditionalAlways |
| Only applicable for StatusEffects with a duration or delay. Should the conditional checks only be done when the effect triggers, or for the whole duration it executes / when the delay runs out and the effect executes? In other words, if false, the conditionals are only checked once when the effect triggers, but after that it can keep running for the whole duration, or is guaranteed to execute after the delay. More...
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readonly bool | Stackable = true |
| Only valid if the effect has a duration or delay. Can the effect be applied on the same target(s) if the effect is already being applied? More...
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readonly float | Interval |
| The interval at which the effect is executed. The difference between delay and interval is that effects with a delay find the targets, check the conditions, etc immediately when Apply is called, but don't apply the effects until the delay has passed. Effects with an interval check if the interval has passed when Apply is called and apply the effects if it has, otherwise they do nothing. More...
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readonly ActionType | type = ActionType.OnActive |
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readonly List< GiveTalentInfo > | giveTalentInfos |
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readonly float | FireSize |
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readonly LimbType[] | targetLimbs |
| Which types of limbs this effect can target? Only valid when targeting characters or limbs. More...
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readonly float | SeverLimbsProbability |
| The probability of severing a limb damaged by this status effect. Only valid when targeting characters or limbs. More...
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PhysicsBody | sourceBody |
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readonly bool | OnlyInside |
| If enabled, this effect can only execute inside a hull. More...
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readonly bool | OnlyOutside |
| If enabled, this effect can only execute outside hulls. More...
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readonly bool | OnlyWhenDamagedByPlayer |
| If enabled, the effect only executes when the entity receives damage from a player character (a character controlled by a human player). Only valid for characters, and effects of the type OnDamaged. More...
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readonly bool | AllowWhenBroken = false |
| Can the StatusEffect be applied when the item applying it is broken? More...
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readonly ImmutableHashSet< Identifier > | TargetIdentifiers |
| Identifier(s), tag(s) or species name(s) of the entity the effect can target. Null if there's no identifiers. More...
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readonly string | TargetItemComponent |
| If set to the name of one of the target's ItemComponents, the effect is only applied on that component. Only works on items. More...
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float | AfflictionMultiplier = 1.0f |
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readonly List<(Identifier AfflictionIdentifier, float ReduceAmount)> | ReduceAffliction = new List<(Identifier affliction, float amount)>() |
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readonly float | Duration |
| How long the effect runs (in seconds). Note that if Stackable is true, there can be multiple instances of the effect running at a time. In other words, if the effect has a duration and executes every frame, you probably want to make it non-stackable or it'll lead to a large number of overlapping effects running at the same time. More...
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| StatusEffect (ContentXElement element, string parentDebugName) |
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bool | IsValidTarget (ISerializableEntity entity) |
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bool | IsValidTarget (ItemComponent itemComponent) |
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bool | IsValidTarget (Item item) |
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bool | IsValidTarget (Character character) |
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void | Apply (float deltaTime, Entity entity, IReadOnlyList< ISerializableEntity > targets, Vector2? worldPosition=null) |
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readonly List< ISerializableEntity > | currentTargets = new List<ISerializableEntity>() |
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bool | HasConditions [get] |
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IEnumerable< Explosion >?? | Explosions [get] |
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List< Affliction > | Afflictions = new List<Affliction>() [get] |
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IEnumerable< CharacterSpawnInfo >?? | SpawnCharacters [get] |
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float | Range [get] |
| How close to the entity executing the effect the targets must be. Only applicable if targeting NearbyCharacters or NearbyItems. More...
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Vector2 | Offset [get] |
| An offset added to the position of the effect is executed at. Only relevant if the effect does something where position matters, for example emitting particles or explosions, spawning something or playing sounds. More...
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string | Tags [get, set] |
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bool | Disabled [get] |
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IEnumerable< RoundSound > | Sounds [get] |
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Definition at line 30 of file DelayedEffect.cs.