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Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
Yukar.Engine.BattleCharacterBase Class Referenceabstract

Base class of characters (enemy/ally) in battle More...

Inheritance diagram for Yukar.Engine.BattleCharacterBase:
Yukar.Engine.BattleEnemyData Yukar.Engine.BattlePlayerData Yukar.Engine.MapCharacterBattleStatus

Public Member Functions

int GetSystemStatus (Rom.GameSettings inGS, Guid inId)
 
int GetStatus (Rom.GameSettings inGS, Guid inId)
 
int GetStatus (Rom.GameSettings inGS, string inKey)
 
int ResistanceAttackAttribute (Guid attributeIndex)
 
float ResistanceAttackAttributePercent (Guid attributeIndex)
 
AttributeToleranceType AttackAttributeTolerance (Guid attributeIndex)
 
int GetResistanceAilmentStatus (Guid inId)
 
bool IsDeadCondition (bool strict=false)
 
bool IsBehindPartyCondition ()
 
bool IsActionDisabled ()
 
virtual void InitializeBattleCommandDisabled (Catalog inCatalog)
 
void Resurrection (BattleEventControllerBase inBattleEvents=null)
 
void Down (Catalog inCatalog, BattleEventControllerBase inBattleEvents)
 
virtual Rom.Cast GetSource ()
 
virtual void Update ()
 
void SetCondition (Catalog inCatalog, Guid inSetConditionId, BattleEventControllerBase inBattleEvents)
 Add State More...
 
bool SetCondition (Catalog inCatalog, Guid inSetConditionId, BattleEventControllerBase inBattleEvents, bool inCheckResistance)
 
virtual void SetCondition (Catalog inCatalog, Rom.Condition inSetCondition, BattleEventControllerBase inBattleEvents)
 Add State More...
 
void RecoveryCondition (Guid inRecoveryConditionId)
 Recovery of status (effect invalid when canceled) More...
 
void RecoveryCondition (Guid inRecoveryConditionId, BattleEventControllerBase inBattleEvents, Rom.Condition.RecoveryType inRecoveryType)
 state recovery More...
 
void GetSkillTarget (Common.Rom.NSkill skill, out BattleCharacterBase[] friendEffectTargets, out BattleCharacterBase[] enemyEffectTargets, IEnumerable< BattleCharacterBase > srcFriends=null, IEnumerable< BattleCharacterBase > srcEnemies=null)
 
virtual void ExecuteCommandStart ()
 
virtual void ExecuteCommandEnd ()
 
virtual void CommandReactionStart ()
 
virtual void CommandReactionEnd ()
 
virtual void SetPosition (Vector3 inPosition)
 
void ConsistancyHPPercentConditions (Catalog catalog, BattleEventControllerBase inBattleEvents)
 
abstract bool isMovableToForward (bool inAttack=false)
 
abstract bool isUseWalkInAttack ()
 
void ConsistancyConsumptionStatus (Rom.GameSettings inGS)
 
void RefreshStatus ()
 
List< string > GetBattleCommandDisabledTargetTagList ()
 

Public Attributes

MapCharacter mapChr
 
Vector3 pos
 
Vector3 moveTargetPos
 
float directionRad
 
BattleCommand selectedBattleCommand
 
string selectedBattleCommandTags
 
BattleCharacterBase[] targetCharacter
 
List< BattleCharacterBasecommandFriendEffectCharacters
 
List< BattleCharacterBasecommandEnemyEffectCharacters
 
List< BattleCharacterBasecommandTargetList
 
List< Rom.NSkill > useableSkillList
 
List< Party.ItemStackhaveItemList
 
Rom.NSkill selectedSkill
 
Party.ItemStack selectedItem
 
StatusValue baseStatusValue = new StatusValue(true)
 
StatusValue consumptionStatusValue = new StatusValue(true)
 
List< EnhanceEffectattackEnhanceEffects
 
List< EnhanceEffectguardEnhanceEffects
 
StatusValue enhanceStatusValue = new StatusValue()
 
StatusValue conditionStatusValue = new StatusValue()
 
StatusValue equipmentStatusValue = new StatusValue()
 
List< EffectDrawerpositiveEffectDrawers
 
List< EffectDrawernegativeEffectDrawers
 
List< EffectDrawerstatusEffectDrawers
 
BattleStatusWindowDrawer.StatusData battleStatusData
 
BattleStatusWindowDrawer.StatusData startStatusData
 
BattleStatusWindowDrawer.StatusData nextStatusData
 
int positiveEffectIndex
 
int negativeEffectIndex
 
int statusEffectIndex
 
Dictionary< Guid, int > ResistanceAttackAttributeEnhance
 
Dictionary< Guid, int > ResistanceAttackAttributeBase
 
Dictionary< Guid, int > ResistanceAilmentEnhance = new Dictionary<Guid, int>()
 
Dictionary< Guid, Hero.ConditionInfoconditionInfoDic = new Dictionary<Guid, Hero.ConditionInfo>()
 
Action< BattleCharacterBase, bool, bool > actionHandler
 
float imageAlpha = 1.0f
 
object skillFailCauses
 

Protected Member Functions

 BattleCharacterBase ()
 
void InitializeConditionColor ()
 
virtual void SetConditionWithInfiniteLoopCheck (Catalog inCatalog, Rom.Condition inSetCondition, BattleEventControllerBase inBattleEvents, List< Guid > inUsedSetConditionIdList)
 

Protected Attributes

Dictionary< Guid, int > ResistanceAilmentStatus = new Dictionary<Guid, int>()
 

Properties

abstract bool IsHero [get]
 
virtual Hero Hero [get]
 
int UniqueID [get, set]
 
bool IsBattle [get, set]
 
bool IsStock [get, set]
 
int ExecuteCommandTurnCount [get, set]
 
BattleCommandType selectedBattleCommandType [get, set]
 
List< BattleCharacterBaseFriendPartyRefMember [get, set]
 
List< BattleCharacterBaseEnemyPartyRefMember [get, set]
 
int EscapeSuccessBasePercent [get, set]
 
string EscapeSuccessMessage [get, set]
 
int HitPoint [get, set]
 
int MagicPoint [get, set]
 
Color ConditionColor [get]
 
bool ConditionTransparent [get]
 
bool IsSelectedBattleCommandDisabled [get]
 
int MaxHitPoint [get]
 
int MaxMagicPoint [get]
 
int MaxHitPointBase [get, set]
 
int MaxMagicPointBase [get, set]
 
int MaxHitPointEnhance [get, set]
 
int MaxHitPointCondition [get, set]
 
int MaxHitPointEquipment [get, set]
 
int MaxMagicPointEnhance [get, set]
 
int MaxMagicPointCondition [get, set]
 
int MaxMagicPointEquipment [get, set]
 
float HitPointPercent [get]
 
float MagicPointPercent [get]
 
int MaxDamage [get]
 
int MaxDamageBase [get, set]
 
int MaxDamageEnhance [get, set]
 
int MaxDamageCondition [get, set]
 
int Attack [get]
 
int Defense [get]
 
int Power [get]
 
int Magic [get]
 
int Speed [get]
 
int Evasion [get]
 
int Dexterity [get]
 
int Critical [get]
 
int ElementAttack [get, set]
 
int AttackBase [get, set]
 
int DefenseBase [get, set]
 
int PowerBase [get, set]
 
int VitalityBase [get, set]
 
int MagicBase [get, set]
 
int SpeedBase [get, set]
 
int DexterityBase [get, set]
 
int EvasionBase [get, set]
 
int CriticalBase [get, set]
 
int AttackAddCondition [get, set]
 
int PowerEnhancement [get, set]
 
int MagicEnhancement [get, set]
 
int VitalityEnhancement [get, set]
 
int SpeedEnhancement [get, set]
 
int EvasionEnhancement [get, set]
 
int DexterityEnhancement [get, set]
 
int PowerCondition [get, set]
 
int MagicCondition [get, set]
 
int VitalityCondition [get, set]
 
int SpeedCondition [get, set]
 
int EvasionCondition [get, set]
 
int DexterityCondition [get, set]
 
int CriticalCondition [get, set]
 
int HateCondition [get, set]
 
int PowerEquipment [get, set]
 
int MagicEquipment [get, set]
 
int VitalityEquipment [get, set]
 
int SpeedEquipment [get, set]
 
bool IsPowerEnhancementUp [get]
 
bool IsMagicEnhancementUp [get]
 
bool IsVitalityEnhancementUp [get]
 
bool IsSpeedEnhancementUp [get]
 
bool IsEvasionEnhancementUp [get]
 
bool IsDexterityEnhancementUp [get]
 
bool IsPowerEnhancementDown [get]
 
bool IsMagicEnhancementDown [get]
 
bool IsVitalityEnhancementDown [get]
 
bool IsSpeedEnhancementDown [get]
 
bool IsEvasionEnhancementDown [get]
 
bool IsDexterityEnhancementDown [get]
 
AttackAttributeType AttackAttribute [get, set]
 
float DamageRate [get]
 
Guid AttackEffect [get, set]
 
Guid DeathEffect [get, set]
 
Vector2 EffectPosition [get, set]
 
Vector2 DamageTextPosition [get, set]
 
float EffectPriority [get, set]
 
ReactionType CommandReactionType [get, set]
 
string Name [get, set]
 
bool IsSelect [get, set]
 
bool IsSelectDisabled [get, set]
 

Detailed Description

Base class of characters (enemy/ally) in battle

Constructor & Destructor Documentation

◆ BattleCharacterBase()

Yukar.Engine.BattleCharacterBase.BattleCharacterBase ( )
protected

Member Function Documentation

◆ AttackAttributeTolerance()

AttributeToleranceType Yukar.Engine.BattleCharacterBase.AttackAttributeTolerance ( Guid  attributeIndex)

◆ CommandReactionEnd()

virtual void Yukar.Engine.BattleCharacterBase.CommandReactionEnd ( )
virtual

Reimplemented in Yukar.Engine.BattlePlayerData.

◆ CommandReactionStart()

virtual void Yukar.Engine.BattleCharacterBase.CommandReactionStart ( )
virtual

Reimplemented in Yukar.Engine.BattlePlayerData.

◆ ConsistancyConsumptionStatus()

void Yukar.Engine.BattleCharacterBase.ConsistancyConsumptionStatus ( Rom.GameSettings  inGS)

◆ ConsistancyHPPercentConditions()

void Yukar.Engine.BattleCharacterBase.ConsistancyHPPercentConditions ( Catalog  catalog,
BattleEventControllerBase  inBattleEvents 
)

◆ Down()

void Yukar.Engine.BattleCharacterBase.Down ( Catalog  inCatalog,
BattleEventControllerBase  inBattleEvents 
)

◆ ExecuteCommandEnd()

virtual void Yukar.Engine.BattleCharacterBase.ExecuteCommandEnd ( )
virtual

Reimplemented in Yukar.Engine.BattlePlayerData.

◆ ExecuteCommandStart()

virtual void Yukar.Engine.BattleCharacterBase.ExecuteCommandStart ( )
virtual

◆ GetBattleCommandDisabledTargetTagList()

List< string > Yukar.Engine.BattleCharacterBase.GetBattleCommandDisabledTargetTagList ( )

◆ GetResistanceAilmentStatus()

int Yukar.Engine.BattleCharacterBase.GetResistanceAilmentStatus ( Guid  inId)

◆ GetSkillTarget()

void Yukar.Engine.BattleCharacterBase.GetSkillTarget ( Common.Rom.NSkill  skill,
out BattleCharacterBase[]  friendEffectTargets,
out BattleCharacterBase[]  enemyEffectTargets,
IEnumerable< BattleCharacterBase srcFriends = null,
IEnumerable< BattleCharacterBase srcEnemies = null 
)

◆ GetSource()

virtual Rom.Cast Yukar.Engine.BattleCharacterBase.GetSource ( )
virtual

◆ GetStatus() [1/2]

int Yukar.Engine.BattleCharacterBase.GetStatus ( Rom.GameSettings  inGS,
Guid  inId 
)

◆ GetStatus() [2/2]

int Yukar.Engine.BattleCharacterBase.GetStatus ( Rom.GameSettings  inGS,
string  inKey 
)

◆ GetSystemStatus()

int Yukar.Engine.BattleCharacterBase.GetSystemStatus ( Rom.GameSettings  inGS,
Guid  inId 
)

◆ InitializeBattleCommandDisabled()

virtual void Yukar.Engine.BattleCharacterBase.InitializeBattleCommandDisabled ( Catalog  inCatalog)
virtual

Reimplemented in Yukar.Engine.BattlePlayerData.

◆ InitializeConditionColor()

void Yukar.Engine.BattleCharacterBase.InitializeConditionColor ( )
protected

◆ IsActionDisabled()

bool Yukar.Engine.BattleCharacterBase.IsActionDisabled ( )

◆ IsBehindPartyCondition()

bool Yukar.Engine.BattleCharacterBase.IsBehindPartyCondition ( )

◆ IsDeadCondition()

bool Yukar.Engine.BattleCharacterBase.IsDeadCondition ( bool  strict = false)

◆ isMovableToForward()

abstract bool Yukar.Engine.BattleCharacterBase.isMovableToForward ( bool  inAttack = false)
pure virtual

◆ isUseWalkInAttack()

abstract bool Yukar.Engine.BattleCharacterBase.isUseWalkInAttack ( )
pure virtual

◆ RecoveryCondition() [1/2]

void Yukar.Engine.BattleCharacterBase.RecoveryCondition ( Guid  inRecoveryConditionId)

Recovery of status (effect invalid when canceled)

◆ RecoveryCondition() [2/2]

void Yukar.Engine.BattleCharacterBase.RecoveryCondition ( Guid  inRecoveryConditionId,
BattleEventControllerBase  inBattleEvents,
Rom.Condition.RecoveryType  inRecoveryType 
)

state recovery

◆ RefreshStatus()

void Yukar.Engine.BattleCharacterBase.RefreshStatus ( )

◆ ResistanceAttackAttribute()

int Yukar.Engine.BattleCharacterBase.ResistanceAttackAttribute ( Guid  attributeIndex)

◆ ResistanceAttackAttributePercent()

float Yukar.Engine.BattleCharacterBase.ResistanceAttackAttributePercent ( Guid  attributeIndex)

◆ Resurrection()

void Yukar.Engine.BattleCharacterBase.Resurrection ( BattleEventControllerBase  inBattleEvents = null)

◆ SetCondition() [1/3]

void Yukar.Engine.BattleCharacterBase.SetCondition ( Catalog  inCatalog,
Guid  inSetConditionId,
BattleEventControllerBase  inBattleEvents 
)

Add State

◆ SetCondition() [2/3]

bool Yukar.Engine.BattleCharacterBase.SetCondition ( Catalog  inCatalog,
Guid  inSetConditionId,
BattleEventControllerBase  inBattleEvents,
bool  inCheckResistance 
)

◆ SetCondition() [3/3]

virtual void Yukar.Engine.BattleCharacterBase.SetCondition ( Catalog  inCatalog,
Rom.Condition  inSetCondition,
BattleEventControllerBase  inBattleEvents 
)
virtual

Add State

◆ SetConditionWithInfiniteLoopCheck()

virtual void Yukar.Engine.BattleCharacterBase.SetConditionWithInfiniteLoopCheck ( Catalog  inCatalog,
Rom.Condition  inSetCondition,
BattleEventControllerBase  inBattleEvents,
List< Guid >  inUsedSetConditionIdList 
)
protectedvirtual

◆ SetPosition()

virtual void Yukar.Engine.BattleCharacterBase.SetPosition ( Vector3  inPosition)
virtual

Reimplemented in Yukar.Engine.BattleEnemyData.

◆ Update()

virtual void Yukar.Engine.BattleCharacterBase.Update ( )
virtual

Member Data Documentation

◆ actionHandler

Action<BattleCharacterBase, bool, bool> Yukar.Engine.BattleCharacterBase.actionHandler

◆ attackEnhanceEffects

List<EnhanceEffect> Yukar.Engine.BattleCharacterBase.attackEnhanceEffects

◆ baseStatusValue

StatusValue Yukar.Engine.BattleCharacterBase.baseStatusValue = new StatusValue(true)

◆ battleStatusData

BattleStatusWindowDrawer.StatusData Yukar.Engine.BattleCharacterBase.battleStatusData

◆ commandEnemyEffectCharacters

List<BattleCharacterBase> Yukar.Engine.BattleCharacterBase.commandEnemyEffectCharacters

◆ commandFriendEffectCharacters

List<BattleCharacterBase> Yukar.Engine.BattleCharacterBase.commandFriendEffectCharacters

◆ commandTargetList

List<BattleCharacterBase> Yukar.Engine.BattleCharacterBase.commandTargetList

◆ conditionInfoDic

Dictionary<Guid, Hero.ConditionInfo> Yukar.Engine.BattleCharacterBase.conditionInfoDic = new Dictionary<Guid, Hero.ConditionInfo>()

◆ conditionStatusValue

StatusValue Yukar.Engine.BattleCharacterBase.conditionStatusValue = new StatusValue()

◆ consumptionStatusValue

StatusValue Yukar.Engine.BattleCharacterBase.consumptionStatusValue = new StatusValue(true)

◆ directionRad

float Yukar.Engine.BattleCharacterBase.directionRad

◆ enhanceStatusValue

StatusValue Yukar.Engine.BattleCharacterBase.enhanceStatusValue = new StatusValue()

◆ equipmentStatusValue

StatusValue Yukar.Engine.BattleCharacterBase.equipmentStatusValue = new StatusValue()

◆ guardEnhanceEffects

List<EnhanceEffect> Yukar.Engine.BattleCharacterBase.guardEnhanceEffects

◆ haveItemList

List<Party.ItemStack> Yukar.Engine.BattleCharacterBase.haveItemList

◆ imageAlpha

float Yukar.Engine.BattleCharacterBase.imageAlpha = 1.0f

◆ mapChr

MapCharacter Yukar.Engine.BattleCharacterBase.mapChr

◆ moveTargetPos

Vector3 Yukar.Engine.BattleCharacterBase.moveTargetPos

◆ negativeEffectDrawers

List<EffectDrawer> Yukar.Engine.BattleCharacterBase.negativeEffectDrawers

◆ negativeEffectIndex

int Yukar.Engine.BattleCharacterBase.negativeEffectIndex

◆ nextStatusData

BattleStatusWindowDrawer.StatusData Yukar.Engine.BattleCharacterBase.nextStatusData

◆ pos

Vector3 Yukar.Engine.BattleCharacterBase.pos

◆ positiveEffectDrawers

List<EffectDrawer> Yukar.Engine.BattleCharacterBase.positiveEffectDrawers

◆ positiveEffectIndex

int Yukar.Engine.BattleCharacterBase.positiveEffectIndex

◆ ResistanceAilmentEnhance

Dictionary<Guid, int> Yukar.Engine.BattleCharacterBase.ResistanceAilmentEnhance = new Dictionary<Guid, int>()

◆ ResistanceAilmentStatus

Dictionary<Guid, int> Yukar.Engine.BattleCharacterBase.ResistanceAilmentStatus = new Dictionary<Guid, int>()
protected

◆ ResistanceAttackAttributeBase

Dictionary<Guid, int> Yukar.Engine.BattleCharacterBase.ResistanceAttackAttributeBase

◆ ResistanceAttackAttributeEnhance

Dictionary<Guid, int> Yukar.Engine.BattleCharacterBase.ResistanceAttackAttributeEnhance

◆ selectedBattleCommand

BattleCommand Yukar.Engine.BattleCharacterBase.selectedBattleCommand

◆ selectedBattleCommandTags

string Yukar.Engine.BattleCharacterBase.selectedBattleCommandTags

◆ selectedItem

Party.ItemStack Yukar.Engine.BattleCharacterBase.selectedItem

◆ selectedSkill

Rom.NSkill Yukar.Engine.BattleCharacterBase.selectedSkill

◆ skillFailCauses

object Yukar.Engine.BattleCharacterBase.skillFailCauses

◆ startStatusData

BattleStatusWindowDrawer.StatusData Yukar.Engine.BattleCharacterBase.startStatusData

◆ statusEffectDrawers

List<EffectDrawer> Yukar.Engine.BattleCharacterBase.statusEffectDrawers

◆ statusEffectIndex

int Yukar.Engine.BattleCharacterBase.statusEffectIndex

◆ targetCharacter

BattleCharacterBase [] Yukar.Engine.BattleCharacterBase.targetCharacter

◆ useableSkillList

List<Rom.NSkill> Yukar.Engine.BattleCharacterBase.useableSkillList

Property Documentation

◆ Attack

int Yukar.Engine.BattleCharacterBase.Attack
get

◆ AttackAddCondition

int Yukar.Engine.BattleCharacterBase.AttackAddCondition
getset

◆ AttackAttribute

AttackAttributeType Yukar.Engine.BattleCharacterBase.AttackAttribute
getset

◆ AttackBase

int Yukar.Engine.BattleCharacterBase.AttackBase
getset

◆ AttackEffect

Guid Yukar.Engine.BattleCharacterBase.AttackEffect
getset

◆ CommandReactionType

ReactionType Yukar.Engine.BattleCharacterBase.CommandReactionType
getset

◆ ConditionColor

Color Yukar.Engine.BattleCharacterBase.ConditionColor
get

◆ ConditionTransparent

bool Yukar.Engine.BattleCharacterBase.ConditionTransparent
get

◆ Critical

int Yukar.Engine.BattleCharacterBase.Critical
get

◆ CriticalBase

int Yukar.Engine.BattleCharacterBase.CriticalBase
getset

◆ CriticalCondition

int Yukar.Engine.BattleCharacterBase.CriticalCondition
getset

◆ DamageRate

float Yukar.Engine.BattleCharacterBase.DamageRate
get

◆ DamageTextPosition

Vector2 Yukar.Engine.BattleCharacterBase.DamageTextPosition
getset

◆ DeathEffect

Guid Yukar.Engine.BattleCharacterBase.DeathEffect
getset

◆ Defense

int Yukar.Engine.BattleCharacterBase.Defense
get

◆ DefenseBase

int Yukar.Engine.BattleCharacterBase.DefenseBase
getset

◆ Dexterity

int Yukar.Engine.BattleCharacterBase.Dexterity
get

◆ DexterityBase

int Yukar.Engine.BattleCharacterBase.DexterityBase
getset

◆ DexterityCondition

int Yukar.Engine.BattleCharacterBase.DexterityCondition
getset

◆ DexterityEnhancement

int Yukar.Engine.BattleCharacterBase.DexterityEnhancement
getset

◆ EffectPosition

Vector2 Yukar.Engine.BattleCharacterBase.EffectPosition
getset

◆ EffectPriority

float Yukar.Engine.BattleCharacterBase.EffectPriority
getset

◆ ElementAttack

int Yukar.Engine.BattleCharacterBase.ElementAttack
getset

◆ EnemyPartyRefMember

List<BattleCharacterBase> Yukar.Engine.BattleCharacterBase.EnemyPartyRefMember
getset

◆ EscapeSuccessBasePercent

int Yukar.Engine.BattleCharacterBase.EscapeSuccessBasePercent
getset

◆ EscapeSuccessMessage

string Yukar.Engine.BattleCharacterBase.EscapeSuccessMessage
getset

◆ Evasion

int Yukar.Engine.BattleCharacterBase.Evasion
get

◆ EvasionBase

int Yukar.Engine.BattleCharacterBase.EvasionBase
getset

◆ EvasionCondition

int Yukar.Engine.BattleCharacterBase.EvasionCondition
getset

◆ EvasionEnhancement

int Yukar.Engine.BattleCharacterBase.EvasionEnhancement
getset

◆ ExecuteCommandTurnCount

int Yukar.Engine.BattleCharacterBase.ExecuteCommandTurnCount
getset

◆ FriendPartyRefMember

List<BattleCharacterBase> Yukar.Engine.BattleCharacterBase.FriendPartyRefMember
getset

◆ HateCondition

int Yukar.Engine.BattleCharacterBase.HateCondition
getset

◆ Hero

virtual Hero Yukar.Engine.BattleCharacterBase.Hero
get

◆ HitPoint

int Yukar.Engine.BattleCharacterBase.HitPoint
getset

◆ HitPointPercent

float Yukar.Engine.BattleCharacterBase.HitPointPercent
get

◆ IsBattle

bool Yukar.Engine.BattleCharacterBase.IsBattle
getset

◆ IsDexterityEnhancementDown

bool Yukar.Engine.BattleCharacterBase.IsDexterityEnhancementDown
get

◆ IsDexterityEnhancementUp

bool Yukar.Engine.BattleCharacterBase.IsDexterityEnhancementUp
get

◆ IsEvasionEnhancementDown

bool Yukar.Engine.BattleCharacterBase.IsEvasionEnhancementDown
get

◆ IsEvasionEnhancementUp

bool Yukar.Engine.BattleCharacterBase.IsEvasionEnhancementUp
get

◆ IsHero

abstract bool Yukar.Engine.BattleCharacterBase.IsHero
get

◆ IsMagicEnhancementDown

bool Yukar.Engine.BattleCharacterBase.IsMagicEnhancementDown
get

◆ IsMagicEnhancementUp

bool Yukar.Engine.BattleCharacterBase.IsMagicEnhancementUp
get

◆ IsPowerEnhancementDown

bool Yukar.Engine.BattleCharacterBase.IsPowerEnhancementDown
get

◆ IsPowerEnhancementUp

bool Yukar.Engine.BattleCharacterBase.IsPowerEnhancementUp
get

◆ IsSelect

bool Yukar.Engine.BattleCharacterBase.IsSelect
getset

◆ IsSelectDisabled

bool Yukar.Engine.BattleCharacterBase.IsSelectDisabled
getset

◆ IsSelectedBattleCommandDisabled

bool Yukar.Engine.BattleCharacterBase.IsSelectedBattleCommandDisabled
get

◆ IsSpeedEnhancementDown

bool Yukar.Engine.BattleCharacterBase.IsSpeedEnhancementDown
get

◆ IsSpeedEnhancementUp

bool Yukar.Engine.BattleCharacterBase.IsSpeedEnhancementUp
get

◆ IsStock

bool Yukar.Engine.BattleCharacterBase.IsStock
getset

◆ IsVitalityEnhancementDown

bool Yukar.Engine.BattleCharacterBase.IsVitalityEnhancementDown
get

◆ IsVitalityEnhancementUp

bool Yukar.Engine.BattleCharacterBase.IsVitalityEnhancementUp
get

◆ Magic

int Yukar.Engine.BattleCharacterBase.Magic
get

◆ MagicBase

int Yukar.Engine.BattleCharacterBase.MagicBase
getset

◆ MagicCondition

int Yukar.Engine.BattleCharacterBase.MagicCondition
getset

◆ MagicEnhancement

int Yukar.Engine.BattleCharacterBase.MagicEnhancement
getset

◆ MagicEquipment

int Yukar.Engine.BattleCharacterBase.MagicEquipment
getset

◆ MagicPoint

int Yukar.Engine.BattleCharacterBase.MagicPoint
getset

◆ MagicPointPercent

float Yukar.Engine.BattleCharacterBase.MagicPointPercent
get

◆ MaxDamage

int Yukar.Engine.BattleCharacterBase.MaxDamage
get

◆ MaxDamageBase

int Yukar.Engine.BattleCharacterBase.MaxDamageBase
getset

◆ MaxDamageCondition

int Yukar.Engine.BattleCharacterBase.MaxDamageCondition
getset

◆ MaxDamageEnhance

int Yukar.Engine.BattleCharacterBase.MaxDamageEnhance
getset

◆ MaxHitPoint

int Yukar.Engine.BattleCharacterBase.MaxHitPoint
get

◆ MaxHitPointBase

int Yukar.Engine.BattleCharacterBase.MaxHitPointBase
getset

◆ MaxHitPointCondition

int Yukar.Engine.BattleCharacterBase.MaxHitPointCondition
getset

◆ MaxHitPointEnhance

int Yukar.Engine.BattleCharacterBase.MaxHitPointEnhance
getset

◆ MaxHitPointEquipment

int Yukar.Engine.BattleCharacterBase.MaxHitPointEquipment
getset

◆ MaxMagicPoint

int Yukar.Engine.BattleCharacterBase.MaxMagicPoint
get

◆ MaxMagicPointBase

int Yukar.Engine.BattleCharacterBase.MaxMagicPointBase
getset

◆ MaxMagicPointCondition

int Yukar.Engine.BattleCharacterBase.MaxMagicPointCondition
getset

◆ MaxMagicPointEnhance

int Yukar.Engine.BattleCharacterBase.MaxMagicPointEnhance
getset

◆ MaxMagicPointEquipment

int Yukar.Engine.BattleCharacterBase.MaxMagicPointEquipment
getset

◆ Name

string Yukar.Engine.BattleCharacterBase.Name
getset

◆ Power

int Yukar.Engine.BattleCharacterBase.Power
get

◆ PowerBase

int Yukar.Engine.BattleCharacterBase.PowerBase
getset

◆ PowerCondition

int Yukar.Engine.BattleCharacterBase.PowerCondition
getset

◆ PowerEnhancement

int Yukar.Engine.BattleCharacterBase.PowerEnhancement
getset

◆ PowerEquipment

int Yukar.Engine.BattleCharacterBase.PowerEquipment
getset

◆ selectedBattleCommandType

BattleCommandType Yukar.Engine.BattleCharacterBase.selectedBattleCommandType
getset

◆ Speed

int Yukar.Engine.BattleCharacterBase.Speed
get

◆ SpeedBase

int Yukar.Engine.BattleCharacterBase.SpeedBase
getset

◆ SpeedCondition

int Yukar.Engine.BattleCharacterBase.SpeedCondition
getset

◆ SpeedEnhancement

int Yukar.Engine.BattleCharacterBase.SpeedEnhancement
getset

◆ SpeedEquipment

int Yukar.Engine.BattleCharacterBase.SpeedEquipment
getset

◆ UniqueID

int Yukar.Engine.BattleCharacterBase.UniqueID
getset

◆ VitalityBase

int Yukar.Engine.BattleCharacterBase.VitalityBase
getset

◆ VitalityCondition

int Yukar.Engine.BattleCharacterBase.VitalityCondition
getset

◆ VitalityEnhancement

int Yukar.Engine.BattleCharacterBase.VitalityEnhancement
getset

◆ VitalityEquipment

int Yukar.Engine.BattleCharacterBase.VitalityEquipment
getset