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Base class of characters (enemy/ally) in battle More...
Public Types | |
enum | CounterState { NONE , COUNTER , AFTER } |
Counterattack phase More... | |
enum | ContinuousActionType { NONE , BY_ENEMY_AI } |
Continuous action type More... | |
enum | HitCheckResult { NONE = -1 , MISSED , HIT , CRITICAL } |
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) |
Recovering the state (effect when cancelled) 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 () |
float | GetCriticalScaleFactor (Rom.GameSettings inGS) |
Rom.BattleImpactReflectionPercentParam | GetReflectionParam (Rom.NSkill skill, bool isFriendEffect) |
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>() |
Base class of characters (enemy/ally) in battle
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protected |
AttributeToleranceType Yukar.Engine.BattleCharacterBase.AttackAttributeTolerance | ( | Guid | attributeIndex | ) |
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virtual |
Reimplemented in Yukar.Engine.BattlePlayerData.
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virtual |
Reimplemented in Yukar.Engine.BattlePlayerData.
void Yukar.Engine.BattleCharacterBase.ConsistancyConsumptionStatus | ( | Rom.GameSettings | inGS | ) |
void Yukar.Engine.BattleCharacterBase.ConsistancyHPPercentConditions | ( | Catalog | catalog, |
BattleEventControllerBase | inBattleEvents | ||
) |
void Yukar.Engine.BattleCharacterBase.Down | ( | Catalog | inCatalog, |
BattleEventControllerBase | inBattleEvents | ||
) |
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virtual |
Reimplemented in Yukar.Engine.BattlePlayerData.
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virtual |
Reimplemented in Yukar.Engine.BattleEnemyData, and Yukar.Engine.BattlePlayerData.
List< string > Yukar.Engine.BattleCharacterBase.GetBattleCommandDisabledTargetTagList | ( | ) |
float Yukar.Engine.BattleCharacterBase.GetCriticalScaleFactor | ( | Rom.GameSettings | inGS | ) |
Rom.BattleImpactReflectionPercentParam Yukar.Engine.BattleCharacterBase.GetReflectionParam | ( | Rom.NSkill | skill, |
bool | isFriendEffect | ||
) |
int Yukar.Engine.BattleCharacterBase.GetResistanceAilmentStatus | ( | Guid | inId | ) |
void Yukar.Engine.BattleCharacterBase.GetSkillTarget | ( | Common.Rom.NSkill | skill, |
out BattleCharacterBase[] | friendEffectTargets, | ||
out BattleCharacterBase[] | enemyEffectTargets, | ||
IEnumerable< BattleCharacterBase > | srcFriends = null , |
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IEnumerable< BattleCharacterBase > | srcEnemies = null |
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virtual |
Reimplemented in Yukar.Engine.BattleEnemyData, Yukar.Engine.BattlePlayerData, and Yukar.Engine.MapCharacterBattleStatus.
int Yukar.Engine.BattleCharacterBase.GetStatus | ( | Rom.GameSettings | inGS, |
Guid | inId | ||
) |
int Yukar.Engine.BattleCharacterBase.GetStatus | ( | Rom.GameSettings | inGS, |
string | inKey | ||
) |
int Yukar.Engine.BattleCharacterBase.GetSystemStatus | ( | Rom.GameSettings | inGS, |
Guid | inId | ||
) |
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virtual |
Reimplemented in Yukar.Engine.BattlePlayerData.
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protected |
bool Yukar.Engine.BattleCharacterBase.IsActionDisabled | ( | ) |
bool Yukar.Engine.BattleCharacterBase.IsBehindPartyCondition | ( | ) |
bool Yukar.Engine.BattleCharacterBase.IsDeadCondition | ( | bool | strict = false | ) |
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pure virtual |
Implemented in Yukar.Engine.BattleEnemyData, Yukar.Engine.BattlePlayerData, and Yukar.Engine.MapCharacterBattleStatus.
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pure virtual |
Implemented in Yukar.Engine.BattleEnemyData, Yukar.Engine.BattlePlayerData, and Yukar.Engine.MapCharacterBattleStatus.
void Yukar.Engine.BattleCharacterBase.RecoveryCondition | ( | Guid | inRecoveryConditionId | ) |
Recovering the state (effect when cancelled)
void Yukar.Engine.BattleCharacterBase.RecoveryCondition | ( | Guid | inRecoveryConditionId, |
BattleEventControllerBase | inBattleEvents, | ||
Rom.Condition.RecoveryType | inRecoveryType | ||
) |
state recovery
void Yukar.Engine.BattleCharacterBase.RefreshStatus | ( | ) |
int Yukar.Engine.BattleCharacterBase.ResistanceAttackAttribute | ( | Guid | attributeIndex | ) |
float Yukar.Engine.BattleCharacterBase.ResistanceAttackAttributePercent | ( | Guid | attributeIndex | ) |
void Yukar.Engine.BattleCharacterBase.Resurrection | ( | BattleEventControllerBase | inBattleEvents = null | ) |
void Yukar.Engine.BattleCharacterBase.SetCondition | ( | Catalog | inCatalog, |
Guid | inSetConditionId, | ||
BattleEventControllerBase | inBattleEvents | ||
) |
Add State
bool Yukar.Engine.BattleCharacterBase.SetCondition | ( | Catalog | inCatalog, |
Guid | inSetConditionId, | ||
BattleEventControllerBase | inBattleEvents, | ||
bool | inCheckResistance | ||
) |
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virtual |
Add State
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protectedvirtual |
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virtual |
Reimplemented in Yukar.Engine.BattleEnemyData.
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virtual |
Reimplemented in Yukar.Engine.BattleEnemyData, and Yukar.Engine.BattlePlayerData.
Action<BattleCharacterBase, bool, bool> Yukar.Engine.BattleCharacterBase.actionHandler |
List<EnhanceEffect> Yukar.Engine.BattleCharacterBase.attackEnhanceEffects |
StatusValue Yukar.Engine.BattleCharacterBase.baseStatusValue = new StatusValue(true) |
BattleStatusWindowDrawer.StatusData Yukar.Engine.BattleCharacterBase.battleStatusData |
List<BattleCharacterBase> Yukar.Engine.BattleCharacterBase.commandEnemyEffectCharacters |
List<BattleCharacterBase> Yukar.Engine.BattleCharacterBase.commandFriendEffectCharacters |
List<BattleCharacterBase> Yukar.Engine.BattleCharacterBase.commandTargetList |
Dictionary<Guid, Hero.ConditionInfo> Yukar.Engine.BattleCharacterBase.conditionInfoDic = new Dictionary<Guid, Hero.ConditionInfo>() |
StatusValue Yukar.Engine.BattleCharacterBase.conditionStatusValue = new StatusValue() |
StatusValue Yukar.Engine.BattleCharacterBase.consumptionStatusValue = new StatusValue(true) |
ContinuousActionType Yukar.Engine.BattleCharacterBase.continuousActionType |
Are you in continuous action?
CounterState Yukar.Engine.BattleCharacterBase.counterAction |
whether it is counterattacking
float Yukar.Engine.BattleCharacterBase.directionRad |
StatusValue Yukar.Engine.BattleCharacterBase.enhanceStatusValue = new StatusValue() |
StatusValue Yukar.Engine.BattleCharacterBase.equipmentStatusValue = new StatusValue() |
List<EnhanceEffect> Yukar.Engine.BattleCharacterBase.guardEnhanceEffects |
List<Party.ItemStack> Yukar.Engine.BattleCharacterBase.haveItemList |
float Yukar.Engine.BattleCharacterBase.imageAlpha = 1.0f |
HitCheckResult Yukar.Engine.BattleCharacterBase.lastHitCheckResult |
MapCharacter Yukar.Engine.BattleCharacterBase.mapChr |
Vector3 Yukar.Engine.BattleCharacterBase.moveTargetPos |
List<EffectDrawer> Yukar.Engine.BattleCharacterBase.negativeEffectDrawers |
int Yukar.Engine.BattleCharacterBase.negativeEffectIndex |
BattleStatusWindowDrawer.StatusData Yukar.Engine.BattleCharacterBase.nextStatusData |
Vector3 Yukar.Engine.BattleCharacterBase.pos |
List<EffectDrawer> Yukar.Engine.BattleCharacterBase.positiveEffectDrawers |
int Yukar.Engine.BattleCharacterBase.positiveEffectIndex |
Dictionary<Guid, int> Yukar.Engine.BattleCharacterBase.ResistanceAilmentEnhance = new Dictionary<Guid, int>() |
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protected |
Dictionary<Guid, int> Yukar.Engine.BattleCharacterBase.ResistanceAttackAttributeBase |
Dictionary<Guid, int> Yukar.Engine.BattleCharacterBase.ResistanceAttackAttributeEnhance |
BattleCommand Yukar.Engine.BattleCharacterBase.selectedBattleCommand |
string Yukar.Engine.BattleCharacterBase.selectedBattleCommandTags |
Party.ItemStack Yukar.Engine.BattleCharacterBase.selectedItem |
Rom.NSkill Yukar.Engine.BattleCharacterBase.selectedSkill |
string Yukar.Engine.BattleCharacterBase.skillFailCauses |
BattleStatusWindowDrawer.StatusData Yukar.Engine.BattleCharacterBase.startStatusData |
List<EffectDrawer> Yukar.Engine.BattleCharacterBase.statusEffectDrawers |
int Yukar.Engine.BattleCharacterBase.statusEffectIndex |
List<Rom.NSkill> Yukar.Engine.BattleCharacterBase.useableSkillList |
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