NOTE: This object is never removed. So you can keep ref to it and keep the connections. Only the data within it changes.
| com. | NOTE: This object is never removed. |
| Variables | |
| Name | |
| m_Id | |
| OnClient | |
| Stats | |
| Buffs | |
| StatUpdated | Signal sent any stat has been updated. |
| DynelOnClient | This signal is sent for team members to tell if they are visible/available on your client, or too far away. |
| BuffActivated | Dispatched when a buff is activated |
| BuffDeactivated | Dispatched when a buff is deactivated |
| Functions | |
| DynelSlot | |
| Exists | Returns true if the slot is filled. |
| IsNpc | |
| IsPlayer | |
| IsSimpleDynel | |
| IsDestructible | |
| GetID |
public var StatUpdated: Signal
Signal sent any stat has been updated. Note that there exist 1 signal per Enums.DynelSlot . Use it like this: Dynels.Slots[Enums.DynelSlot.e_Slot_Player].StatUpdated.Connect( this.m_SignalGroup, this.onStatUpdated, this );
| p_StatEnum | :Number - The type of stat, defined in the Stat Enum |
| p_StatValue | :Number - The value of the stat |
public var BuffActivated
Dispatched when a buff is activated
| p_BuffID | :Number - The template id of the buff. |
| p_BuffTotalTime | :Number - The total time the buff lasts in milliseconds. |
| p_BuffRemainingTime | :Number - The remaining time of the buff at the time in milliseconds. |
| p_Icon | :String - The icon string ready to be loaded. |
| p_BuffName | :String - The friendly name of the buff |
| p_Hostile | :Boolean - The type of spell. Enums. |
| p_Count | :Number - The number of counters if any. |
| p_MaxCounters | :Number - The max number of counters. |
| p_ColorLine | :Number - The color category. |
public var Name: String
public var m_Id: ID32
public var OnClient: Boolean
public var Stats: Object
public var Buffs: Object
Signal sent any stat has been updated.
public var StatUpdated: Signal
This signal is sent for team members to tell if they are visible/available on your client, or too far away.
public var DynelOnClient: Signal
Dispatched when a buff is activated
public var BuffActivated
Dispatched when a buff is deactivated
public var BuffDeactivated
public function DynelSlot()
Returns true if the slot is filled.
public function Exists() : Boolean
public function IsNpc() : Boolean
public function IsPlayer() : Boolean
public function IsSimpleDynel() : Boolean
public function IsDestructible() : Boolean
public function GetID()