Anvil
Anvil.API.Effect Member List

This is the complete list of members for Anvil.API.Effect, including all inherited members.

AbilityDecrease(Ability ability, int amount)Anvil.API.Effectinlinestatic
AbilityIncrease(Ability ability, int amount)Anvil.API.Effectinlinestatic
ACDecrease(int amount, ACBonus acType=ACBonus.Dodge)Anvil.API.Effectinlinestatic
ACIncrease(int amount, ACBonus acType=ACBonus.Dodge)Anvil.API.Effectinlinestatic
Appear()Anvil.API.Effectinlinestatic
AreaOfEffect(PersistentVfxTableEntry vfxType, ScriptCallbackHandle? onEnterHandle=null, ScriptCallbackHandle? heartbeatHandle=null, ScriptCallbackHandle? onExitHandle=null)Anvil.API.Effectinlinestatic
AttackDecrease(int amount, AttackBonus penaltyType=AttackBonus.Misc)Anvil.API.Effectinlinestatic
AttackIncrease(int amount, AttackBonus bonusType=AttackBonus.Misc)Anvil.API.Effectinlinestatic
Beam(VfxType fxType, NwGameObject emitter, BodyNode origin, bool missTarget=false)Anvil.API.Effectinlinestatic
Blindness()Anvil.API.Effectinlinestatic
BonusFeat(NwFeat feat)Anvil.API.Effectinlinestatic
CasterLevelAnvil.API.EffectBase
Charmed()Anvil.API.Effectinlinestatic
Clone()Anvil.API.Effectinline
Concealment(int percentage, MissChanceType missChanceType=MissChanceType.Normal)Anvil.API.Effectinlinestatic
Confused()Anvil.API.Effectinlinestatic
CreatorAnvil.API.EffectBase
Curse(int strMod=1, int dexMod=1, int conMod=1, int intMod=1, int wisMod=1, int chaMod=1)Anvil.API.Effectinlinestatic
CutsceneDominated()Anvil.API.Effectinlinestatic
CutsceneGhost()Anvil.API.Effectinlinestatic
CutsceneImmobilize()Anvil.API.Effectinlinestatic
CutsceneParalyze()Anvil.API.Effectinlinestatic
Damage(int amount, DamageType damageType=DamageType.Magical)Anvil.API.Effectinlinestatic
DamageDecrease(int penalty, DamageType damageType=DamageType.Magical)Anvil.API.Effectinlinestatic
DamageImmunityDecrease(DamageType damageType, int pctImmunity)Anvil.API.Effectinlinestatic
DamageImmunityIncrease(DamageType damageType, int pctImmunity)Anvil.API.Effectinlinestatic
DamageIncrease(int bonus, DamageType damageType=DamageType.Magical)Anvil.API.Effectinlinestatic
DamageReduction(int amount, DamagePower damagePower, int totalAbsorb=0, bool rangedOnly=false)Anvil.API.Effectinlinestatic
DamageResistance(DamageType damageType, int amount, int totalAbsorb=0, bool rangedOnly=false)Anvil.API.Effectinlinestatic
DamageShield(int damageAmount, DamageBonus randomAmount, DamageType damageType)Anvil.API.Effectinlinestatic
Darkness()Anvil.API.Effectinlinestatic
Dazed()Anvil.API.Effectinlinestatic
Deaf()Anvil.API.Effectinlinestatic
Death(bool spectacularDeath=false, bool feedback=true)Anvil.API.Effectinlinestatic
Disappear()Anvil.API.Effectinlinestatic
DisappearAppear(Location location, int animationType=1)Anvil.API.Effectinlinestatic
Disease(DiseaseType diseaseType)Anvil.API.Effectinlinestatic
DispelMagicAll(int casterLevel)Anvil.API.Effectinlinestatic
DispelMagicBest(int casterLevel)Anvil.API.Effectinlinestatic
Dispose() (defined in Anvil.API.EngineStructure)Anvil.API.EngineStructureinline
Dominated()Anvil.API.Effectinlinestatic
DurationRemainingAnvil.API.Effect
DurationTypeAnvil.API.Effect
Effect (defined in Anvil.API.EffectBase)Anvil.API.EffectBaseprotected
EffectBase(CGameEffect effect, bool memoryOwn) (defined in Anvil.API.EffectBase)Anvil.API.EffectBaseinlineprotected
EffectTypeAnvil.API.Effect
EnemyAttackBonus(int bonus)Anvil.API.Effectinlinestatic
EngineStructure(IntPtr handle, bool memoryOwn) (defined in Anvil.API.EngineStructure)Anvil.API.EngineStructureinlineprotected
Entangle()Anvil.API.Effectinlinestatic
Ethereal()Anvil.API.Effectinlinestatic
Expose (defined in Anvil.API.EffectBase)Anvil.API.EffectBase
FloatParamsAnvil.API.EffectBase
ForceWalk()Anvil.API.Effectinlinestatic
Frightened()Anvil.API.Effectinlinestatic
Haste()Anvil.API.Effectinlinestatic
Heal(int damageToHeal)Anvil.API.Effectinlinestatic
HitPointChangeWhenDying(float hpChangePerRound)Anvil.API.Effectinlinestatic
Icon(EffectIconTableEntry icon)Anvil.API.Effectinlinestatic
IgnoreImmunityAnvil.API.Effect
Immunity(ImmunityType immunityType)Anvil.API.Effectinlinestatic
IntParamsAnvil.API.EffectBase
Invisibility(InvisibilityType invisibilityType)Anvil.API.Effectinlinestatic
IsValidAnvil.API.EngineStructure
Knockdown()Anvil.API.Effectinlinestatic
LinkEffects(Effect baseEffect, params Effect[] effects)Anvil.API.Effectinlinestatic
LinkEffects(Effect baseEffect, IEnumerable< Effect > effects)Anvil.API.Effectinlinestatic
LinkIdAnvil.API.Effect
MissChance(int missPct, MissChanceType missChanceType=MissChanceType.Normal)Anvil.API.Effectinlinestatic
ModifyAttacks(int numAttacks)Anvil.API.Effectinlinestatic
MovementSpeedDecrease(int pctChange)Anvil.API.Effectinlinestatic
MovementSpeedIncrease(int pctChange)Anvil.API.Effectinlinestatic
NegativeLevel(int numLevels)Anvil.API.Effectinlinestatic
ObjectParamsAnvil.API.EffectBase
operator CGameEffect(EffectBase effect) (defined in Anvil.API.EffectBase)Anvil.API.EffectBaseinlinestatic
operator Effect?(IntPtr intPtr) (defined in Anvil.API.Effect)Anvil.API.Effectinlinestatic
operator IntPtr(EngineStructure engineStructure) (defined in Anvil.API.EngineStructure)Anvil.API.EngineStructureinlinestatic
Pacified()Anvil.API.Effectinlinestatic
Paralyze()Anvil.API.Effectinlinestatic
Petrify()Anvil.API.Effectinlinestatic
Poison(PoisonType poisonType)Anvil.API.Effectinlinestatic
Polymorph(PolymorphTableEntry polymorphType, bool locked=false)Anvil.API.Effectinlinestatic
Regenerate(int amountPerInterval, TimeSpan interval)Anvil.API.Effectinlinestatic
Resurrection()Anvil.API.Effectinlinestatic
RunAction(ScriptCallbackHandle? onAppliedHandle=null, ScriptCallbackHandle? onRemovedHandle=null, ScriptCallbackHandle? onIntervalHandle=null, TimeSpan interval=default, string data="")Anvil.API.Effectinlinestatic
Sanctuary(int difficultyClass)Anvil.API.Effectinlinestatic
SavingThrowDecrease(SavingThrow savingThrow, int amount, SavingThrowType savingThrowType=SavingThrowType.All)Anvil.API.Effectinlinestatic
SavingThrowIncrease(SavingThrow savingThrow, int amount, SavingThrowType savingThrowType=SavingThrowType.All)Anvil.API.Effectinlinestatic
SeeInvisible()Anvil.API.Effectinlinestatic
ShowIconAnvil.API.EffectBase
Silence()Anvil.API.Effectinlinestatic
SkillDecrease(NwSkill skill, int amount)Anvil.API.Effectinlinestatic
SkillDecreaseAll(int amount)Anvil.API.Effectinlinestatic
SkillIncrease(NwSkill skill, int amount)Anvil.API.Effectinlinestatic
SkillIncreaseAll(int amount)Anvil.API.Effectinlinestatic
Sleep()Anvil.API.Effectinlinestatic
Slow()Anvil.API.Effectinlinestatic
SpellAnvil.API.EffectBase
SpellFailure(int failPct, SpellSchool spellSchool=SpellSchool.General)Anvil.API.Effectinlinestatic
SpellImmunity(Spell spell=API.Spell.AllSpells)Anvil.API.Effectinlinestatic
SpellLevelAbsorption(int maxSpellLevel, int totalSpellsAbsorbed=0, SpellSchool spellSchool=SpellSchool.General)Anvil.API.Effectinlinestatic
SpellResistanceDecrease(int amount)Anvil.API.Effectinlinestatic
SpellResistanceIncrease(int amount)Anvil.API.Effectinlinestatic
StringParamsAnvil.API.EffectBase
StructureId (defined in Anvil.API.Effect)Anvil.API.Effectprotected
Stunned()Anvil.API.Effectinlinestatic
SubTypeAnvil.API.Effect
SummonCreature(string creatureResRef, VfxType vfxType, TimeSpan delay=default, int appearType=0)Anvil.API.Effectinlinestatic
Swarm(bool loop, string creatureTemplate1, string creatureTemplate2="", string creatureTemplate3="", string creatureTemplate4="")Anvil.API.Effectinlinestatic
TagAnvil.API.Effect
TemporaryHitpoints(int hitPoints)Anvil.API.Effectinlinestatic
TimeStop()Anvil.API.Effectinlinestatic
TimeStopImmunity()Anvil.API.Effectinlinestatic
TotalDurationAnvil.API.Effect
TrueSeeing()Anvil.API.Effectinlinestatic
Turned()Anvil.API.Effectinlinestatic
TurnResistanceDecrease(int hitDiceDecrease)Anvil.API.Effectinlinestatic
TurnResistanceIncrease(int hitDiceIncrease)Anvil.API.Effectinlinestatic
Ultravision()Anvil.API.Effectinlinestatic
VectorParamsAnvil.API.EffectBase
VisualEffect(VfxType visualEffectId, bool missEffect=false, float fScale=1.0f, System.Numerics.Vector3 vTranslate=default, System.Numerics.Vector3 vRotate=default)Anvil.API.Effectinlinestatic
VisualEffect(VisualEffectTableEntry visualEffect, bool missEffect=false, float fScale=1.0f, System.Numerics.Vector3 vTranslate=default, System.Numerics.Vector3 vRotate=default)Anvil.API.Effectinlinestatic