Class:StatusData
This page documents the StatusData class for Lua scripting.
As an instanced class, it be accessed from Lua after assigning the instance to a variable, such as statusData
Name
statusData.Name
Type: RogueEssence.LocalText
The name of the data
Desc
statusData.Desc
Type: RogueEssence.LocalText
The description of the data
Released
statusData.Released
Type: System.Boolean
Is it released and allowed to show up in the game?
Comment
statusData.Comment
Type: System.String
Comments visible to only developers
MenuName
statusData.MenuName
Type: System.Boolean
Determines if it shows up in the status menu.
CarryOver
statusData.CarryOver
Type: System.Boolean
Determines if the status stays when changing floors.
Emoticon
statusData.Emoticon
Type: System.String
The icon that appears over the character's head when they have the status.
DropEmoticon
statusData.DropEmoticon
Type: System.String
The icon that appears over the character's head when they have this status with a stack below 0
FreeEmote
statusData.FreeEmote
Type: System.String
Icon that appears on the character's body when they have the status.
DrawEffect
statusData.DrawEffect
Type: RogueEssence.Dungeon.DrawEffect
Special visual effects applied to the character with this status.
Targeted
statusData.Targeted
Type: System.Boolean
Will keep track of the character that inflicted the status.
StatusStates
statusData.StatusStates
Type: RogueEssence.Dungeon.StateCollection{RogueEssence.Dungeon.StatusState}
Special variables that this status contains.
They are potentially checked against in a select number of battle events.
OnSkillChanges
statusData.OnSkillChanges
Type: RogueElements.PriorityList{RogueEssence.Dungeon.SkillChangeEvent}
Event for when the character's skills are changed or swapped around.
TargetPassive
statusData.TargetPassive
Type: RogueEssence.Data.PassiveData
Passive effects applied to the character that inflicted the status.
References
https://github.com/RogueCollab/RogueEssence/blob/master/RogueEssence/Data/StatusData.cs
