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Class: CurseStatusEffect ​

csharp
[SaveActor(true)]
public class CurseStatusEffect : StatusEffect, ILogicUpdate, ICleanup, ICustomDestroyRoutine

Fields ​

NameDeclarationDescription
availableStrengths`[BoxGroup("Curse Settings", true, false, 0)]
public HatredStrengthType availableStrengths`
chanceWeight`[BoxGroup("Curse Settings", true, false, 0)]
public float chanceWeight`
CurseEvent_OnProgressChangedpublic Action CurseEvent_OnProgressChangedCalled on server.
dontRemoveOnKnockOut`[NonSerialized]
[SaveVar(SaveVarFlags.Default)]
public bool dontRemoveOnKnockOut`
quest`[NonSerialized]
[SaveVar(SaveVarFlags.Default)]
public Quest_KillToLiftCurse quest`

Properties ​

NameDeclarationDescription
currentProgress`[SaveVar(SaveVarFlags.Default)]
public int currentProgress { get; set; }`
currentStrength`[SaveVar(SaveVarFlags.Default)]
public HatredStrengthType currentStrength { get; set; }`
disableEndNotificationpublic bool disableEndNotification { get; set; }
disableStartNotificationpublic bool disableStartNotification { get; set; }
progressType`[SaveVar(SaveVarFlags.Default)]
public QuestProgressType progressType { get; set; }`
requiredAmount`[SaveVar(SaveVarFlags.Default)]
public int requiredAmount { get; set; }`

Methods ​

GetName() ​

csharp
public string GetName()

Returns: string

GetValue<T>(T[]) ​

csharp
public T GetValue<T>(T[] arr)

Parameters:

NameTypeDescription
arrT[]
``T

Returns: T

IsViable(Entity) ​

Is this curse viable on this entity? Checked on server, on prefab CurseStatusEffect.If this returns false, this curse will not be chosen.

csharp
public virtual bool IsViable(Entity target)

Parameters:

NameTypeDescription
targetEntity

Returns: bool

OnCreate() ​

csharp
protected override void OnCreate()

OnDestroyActor() ​

csharp
protected override void OnDestroyActor()

OnPrepare() ​

csharp
protected override void OnPrepare()

Maintained by the Shape of Dreams Modding Community