EliteScript
public class EliteScript extends ElitePower implements Cloneable, ScriptRuntimeOwner, ScriptExecutable
Constructors
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public void EliteScript(EliteScriptBlueprint scriptBlueprint, Map<String, ScriptExecutable> eliteScriptMap, EliteEntity eliteEntity)
Inherited properties
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public int globalCooldownTime
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public int powerCooldownTime
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Functions
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Used by scripts that call specific scripts when a projectile or falling block lands
public void check(EliteEntity eliteEntity, LivingEntity directTarget, ScriptActionData previousScriptActionData)
Used by scripts that call other scripts as the trigger
Used by elite damaged by elite event
Used by events that call scripts
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Releases runtime work owned by this power when an actor drops or replaces the power.
Death scripts may finish their finite aftermath; every other removal stops all action work.
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public static List<EliteScript> generateBossScripts(List<EliteScriptBlueprint> blueprints, EliteEntity eliteEntity)
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Inherited functions
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This is overwritten by certain classes to apply powers to a living entity upon activation
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protected static boolean eventIsValid(EliteMobDamagedByPlayerEvent event, ElitePower elitePower, boolean ignoreGlobalCooldown)
Validates a player hit for a power that may opt out of the cooldown system entirely.
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Since the Lua migration every power is either a LuaElitePower or an EliteScript, so the Java class of a power says nothing about whether it is a minor or a major power.
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