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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:
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ses = Game.StatusEffectSystem()
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Sub-functions

ApplyStatusEffect

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

GetAppliedEffects
Info & Usage
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GetAppliedEffects(objID : EntityID, out appliedEffects : array:ref:StatusEffect);
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HasStatusEffect

HasStatusEffect
Info & Usage
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HasStatusEffect(objID : EntityID, statusEffectID : TweakDBID) : Bool;
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HasStatusEffectOfType

HasStatusEffectOfType
Info & Usage
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HasStatusEffectOfType(objID : EntityID, statusEffectType : gamedataStatusEffectType) : Bool;
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HasStatusEffectWithTag

HasStatusEffectWithTag
Info & Usage
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HasStatusEffectWithTag(objID : EntityID, tag : CName) : Bool;
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RegisterListener

RegisterListener
Info & Usage
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RegisterListener(objID : EntityID, listener : ref:IStatusEffectListener);
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RemoveAllStatusEffectOfType

RemoveAllStatusEffectOfType
Info & Usage
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RemoveAllStatusEffectOfType(objID : EntityID, statusEffectType : gamedataStatusEffectType) : Bool;
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RemoveStatusEffect

RemoveStatusEffect
Info & Usage
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RemoveStatusEffect(objID : EntityID, statusEffectID : TweakDBID, optional removeCount : Uint32) : Bool;
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SetStatusEffectRemainingDuration

SetStatusEffectRemainingDuration
Info & Usage
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SetStatusEffectRemainingDuration(objID : EntityID, statusEffectID : TweakDBID, duration : Float) : Bool;
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Last modified 9mo ago