Hierarchy

Constructors

Properties

event: IEventEmitter<default, IStatusEvents>

Accessors

  • get context(): default
  • Returns default

Methods

  • Parameters

    • reason: StatusChangeReason = StatusChangeReason.Gained
    • level: number = 1
    • force: boolean = false
    • oldLevel: number = ...

    Returns default

  • Creates particle events from the 2-value tuple provided.

    Particle tuple parameters:

    Parameters

    • __namedParameters: [number, IRGB] | [0] = ...

    Returns void

  • Parameters

    • damage: number
    • deathMessage: default
    • Optional blood: boolean

    Returns undefined | number

  • Returns undefined | IHighlight

  • Returns number

  • Returns the "level" of this status effect. Higher levels mean greater effects. A level of 0 means no effect.

    Returns number

  • Returns undefined | default

  • Returns boolean

  • Event handler for when the status effect passes.

    Parameters

    • level: number

    Returns void

  • Event handler for every tick that the human has the status effect.

    Returns void

  • Returns void

  • Returns void

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

    Returns boolean

  • Parameters

    Returns void

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