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State Commands

Apply, remove, and inspect player states.

Members

addState

Adds a state to the player
  • Source: packages/server/src/Player/StateManager.ts
  • Kind: method
  • Defined in: IStateManager

Signature

addState(stateClass: StateClass | string, chance?: number): object | null

Parameters

  • stateClass: StateClass | string
  • chance?: number

Returns

The state instance if successfully applied, null if already present

applyStates

Apply states to a player from skill or item effects
  • Source: packages/server/src/Player/StateManager.ts
  • Kind: method
  • Defined in: IStateManager

Signature

applyStates(player: RpgPlayer, states: { addStates?: Array<{ state: any; rate: number }>; removeStates?: Array<{ state: any; rate: number }> }): void

Parameters

  • player: RpgPlayer
  • states: { addStates?: Array<{ state: any; rate: number }>; removeStates?: Array<{ state: any; rate: number }> }

createStateInstance

Create a state instance without side effects.
  • Source: packages/server/src/Player/StateManager.ts
  • Kind: method

Signature

createStateInstance(stateInput: StateClass | string)

Parameters

  • stateInput: StateClass | string

findStateEfficiency

Find state efficiency modifier for a specific state class
  • Source: packages/server/src/Player/StateManager.ts
  • Kind: method
  • Defined in: IStateManager

Signature

findStateEfficiency(stateClass: any): any | undefined

Parameters

  • stateClass: any

Returns

The efficiency object if found, undefined otherwise

getState

Get a state to the player. Returns null if the state is not present
  • Source: packages/server/src/Player/StateManager.ts
  • Kind: method
  • Defined in: IStateManager

Signature

getState(stateClass: StateClass | string): any | null

Parameters

  • stateClass: StateClass | string

Returns

The state instance if found, null otherwise

removeState

Remove a state to the player
  • Source: packages/server/src/Player/StateManager.ts
  • Kind: method
  • Defined in: IStateManager

Signature

removeState(stateClass: StateClass | string, chance?: number): void

Parameters

  • stateClass: StateClass | string
  • chance?: number

resolveStatesSnapshot

Resolve state snapshot entries into state instances without side effects.
  • Source: packages/server/src/Player/StateManager.ts
  • Kind: method

Signature

resolveStatesSnapshot(snapshot: { states?: any[] }, mapOverride?: any)

Parameters

  • snapshot: { states?: any[] }
  • mapOverride?: any

statesDefense

Gets the defensive capabilities against various states from equipped items
  • Source: packages/server/src/Player/StateManager.ts
  • Kind: property
  • Defined in: IStateManager

Signature

statesDefense: { rate: number; state: any }[]

Returns

Array of state defense objects with rate and state properties

statesEfficiency

Manages the player’s state efficiency modifiers
  • Source: packages/server/src/Player/StateManager.ts
  • Kind: property
  • Defined in: IStateManager

Signature

statesEfficiency: any

Returns

Signal containing array of state efficiency objects

WithStateManager

State Manager Mixin Provides state management capabilities to any class. This mixin handles player states (buffs/debuffs), state defense from equipment, and state efficiency modifiers. It manages the complete state system including application, removal, and resistance mechanics.
  • Source: packages/server/src/Player/StateManager.ts
  • Kind: function

Signature

WithStateManager(Base: TBase)

Parameters

  • Base: TBase

Returns

Extended class with state management methods

Examples

class MyPlayer extends WithStateManager(BasePlayer) {
  constructor() {
    super();
    // State system is automatically initialized
  }
}

const player = new MyPlayer();
player.addState(Paralyze);
console.log(player.getState(Paralyze));