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Class Freezing

Hierarchy

Implements

Index

Constructors

constructor

Properties

Protected effectiveTemperature

effectiveTemperature: Temperature = Temperature.Neutral

Protected Readonly entity

entity: Entity

Readonly event

event: IEventEmitter<this, IStatusEffectEvents> = new EventEmitter<this, E>(this)

Readonly type

Methods

add

Protected createParticles

  • createParticles(__namedParameters?: [number, undefined | IRGB]): void

Protected damageEntity

  • damageEntity(damage: number, deathMessage: Message, blood?: undefined | false | true): undefined | number
  • Parameters

    • damage: number
    • deathMessage: Message
    • Optional blood: undefined | false | true

    Returns undefined | number

deregister

  • deregister(): void
  • Emits the "deregister" event on this entity.

    final

    This method isn't meant to be overridden. If you need to run code on deregistration, subscribe to the "deregister" event.

    Returns void

getBadness

Protected getConsequenceEffect

Protected getConsequenceStat

  • getConsequenceStat(): Stat

getDescription

Protected getEffectRate

  • getEffectRate(): number

getHighlight

getIcon

getLevel

getOptions

getParticles

getRenderer

getTranslation

isActive

  • isActive(): boolean
  • Returns boolean

Protected onPassed

  • onPassed(): void
  • Event handler for when the status effect passes.

    Returns void

Protected onTick

  • onTick(): void

refresh

  • refresh(): void

register

  • register(): void

remove

Protected shouldPass

  • shouldPass(): boolean
  • Whether the status effect should pass (be removed from the human).

    Returns boolean

toggle

Static getDefaultRenderer

Static update

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