Table of Contents

Class EmoteEffect

Namespace
AO
Assembly
CoreAssembly.dll
public class EmoteEffect : AEffect, INetworkedComponent
Inheritance
EmoteEffect
Implements
Inherited Members
Extension Methods

Fields

CanMoveWithoutRemovingEffect

public bool CanMoveWithoutRemovingEffect

Field Value

bool

DisableMovement

public bool DisableMovement

Field Value

bool

HasSpawnedFart

public bool HasSpawnedFart

Field Value

bool

IsFart

public bool IsFart

Field Value

bool

LoopUntilMove

public bool LoopUntilMove

Field Value

bool

SoundId

public ulong SoundId

Field Value

ulong

TriggerName

public string TriggerName

Field Value

string

Properties

IsActiveEffect

Only one active effect may be on a player at a time. If true, this effect will cancel the existing active effect when added to a player.

public override bool IsActiveEffect { get; }

Property Value

bool

Methods

NetworkDeserialize(StreamReader)

Called on a new player when they drop in. Receives the data written by NetworkSerialize.

public override void NetworkDeserialize(StreamReader reader)

Parameters

reader StreamReader

NetworkSerialize(StreamWriter)

Called on the server when a new player drops in. Serialize any data you want the client to receive.

public override void NetworkSerialize(StreamWriter writer)

Parameters

writer StreamWriter

OnEffectEnd(bool)

Called when the effect's duration ends, or when it is removed from the player.

public override void OnEffectEnd(bool interrupt)

Parameters

interrupt bool

True if the effect was removed before its duration ended.

Remarks

Interrupt being true is often a signal that something different needs to happen in the end. For example, perhaps you have an effect to open a chest that the player can loot. If interrupt is true you probably would not want to grant the loot to the player.

OnEffectStart(bool)

Called when the effect is added to a player. When a new player joins an already-running game, all existing effects are automatically created for all players and OnEffectStart() is called with isDropIn == true.

public override void OnEffectStart(bool isDropIn)

Parameters

isDropIn bool

OnEffectUpdate()

Called once per frame while the effect is alive.

public override void OnEffectUpdate()