Optional
killCalled when an entity is killed by another entity.
Called when a stat changes, for any reason
An IStat object, the stat that was affected
Optional
oldValue: numberThe value that the stat changed from
Optional
info: IStatChangeInfo<any>An IStatChangeInfo
object describing why the change occurred. It will always be passed with a reason
Called when a stat changes, for any reason
An IStat object, the stat that was affected
The value that the stat changed from
An IStatChangeInfo object describing why the change occurred. It will always be passed with a reason
Called when a stat's max value changes, for any reason
An IStat object, the stat that was affected
Optional
oldValue: numberThe value that the stat changed from
Optional
info: IStatChangeInfo<any>An IStatChangeInfo
object describing why the change occurred. It will always be passed with a reason
Called when a stat timer will change
false
to cancel the stat timer change, undefined
otherwise.
An IStat
object, the stat that will be affected
An object for manipulating how the new stat change timer will be set
Called when this entity gets or loses a status effect
The type of status effect that was gained or lost
Whether the entity now has the status effect
The reason for the change
Generated using TypeDoc
Called when the entity is created in the game Also called for players that "rejoin" the game