![]() ![]() If you want to instead set the value, use the setValue attribute. By default, the value is added to the existing value. You can set, increment or decrement any value of the target, be it an item, character, limb or hull. Do all of the Conditionals defined in the effect be true for the effect to execute, or should the effect execute when any of them is true? These are the meat of the StatusEffects. For example, an item could execute a StatusEffect with the tag "poisoned" on some character, and the character could have an effect that makes the character do something when an effect with that tag is active. An arbitrary tag (or a list of tags) that describe the status effect and can be used by Conditionals to check whether some StatusEffect is running. For example, you could have an effect that triggers when a character receives damage, but takes 5 seconds before it starts to do anything. Can be used to delay the execution of the effect. They are a crucial part of modding Barotrauma: all kinds of custom behaviors of an item or a creature for example are generally created using StatusEffects. StatusEffects can be used to execute various kinds of effects: modifying the state of some entity in some way, spawning things, playing sounds, emitting particles, creating fire and explosions, increasing a characters' skill. Only relevant if the effect does something where position matters, for example emitting particles or explosions, spawning something or playing sounds. More.Īn offset added to the position of the effect is executed at. Only applicable if targeting Nearb圜haracters or NearbyItems. ![]() How close to the entity executing the effect the targets must be. IsValidTarget ( ItemComponent itemComponent)Īpply (float deltaTime, Entity entity, IReadOnlyList targets, Vector2? worldPosition=null) IsValidTarget ( ISerializableEntity entity) StatusEffect ( ContentXElement element, string parentDebugName) Identifier(s), tag(s) or species name(s) of the entity the effect can target. More.Ĭan the StatusEffect be applied when the item applying it is broken? More. Only valid for characters, and effects of the type OnDamaged. If enabled, the effect only executes when the entity receives damage from a player character (a character controlled by a human player). If enabled, this effect can only execute outside hulls. If enabled, this effect can only execute inside a hull. Only valid when targeting characters or limbs. The probability of severing a limb damaged by this status effect. Which types of limbs this effect can target? Only valid when targeting characters or limbs. 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. 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. The interval at which the effect is executed. Can the effect be applied on the same target(s) if the effect is already being applied? More. Only valid if the effect has 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. Only applicable for StatusEffects with a duration or delay. Only valid when targeting a Contained item. Load ( ContentXElement element, string parentDebugName) ShouldWaitForInterval ( Entity entity, float deltaTime)Īpply ( ActionType type, float deltaTime, Entity entity, ISerializableEntity target, Vector2? worldPosition=null)Īpply ( ActionType type, float deltaTime, Entity entity, IReadOnlyList targets, Vector2? worldPosition=null) HasRequiredConditions (IReadOnlyList targets) HasRequiredAfflictions ( AttackResult attackResult)ĪddNearbyTargets (Vector2 worldPosition, List targets) MatchesTagConditionals ( ItemPrefab itemPrefab) Only valid if the target is a character or a limb. Unlocks a talent, or multiple talents when the effect executes. Increases a character's skills when the effect executes. More.ĭefines characters spawned by the effect, and where and how they're spawned. Only applicable for enemy characters, not humans. More.Ĭan be used to trigger a behavior change of some kind on an AI character. Can be used by Abilit圜onditionStatusEffectIdentifier to check whether some specific StatusEffect is running. ![]()
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