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Public Types | Public Member Functions | Public Attributes | Properties | List of all members
Yukar.Engine.BattleEnemyData Class Reference

Enemy management class in battle More...

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

Public Types

enum  MonsterArrangementType {
  ForwardCenter , ForwardLeft , ForwardRight , MiddleCenter ,
  MiddleLeft , MiddleRight , BackCenter , BackLeft ,
  BackRight , Manual
}
 2D placement information More...
 
- Public Types inherited from Yukar.Engine.BattleCharacterBase
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

 BattleEnemyData ()
 
override Rom.Cast GetSource ()
 
void SetParameters (Rom.Cast m)
 
void SetParameters (Common.GameData.Hero m, string name)
 
override void Update ()
 
override void ExecuteCommandStart ()
 
override void SetPosition (Vector3 inPosition)
 
override bool isMovableToForward (bool inAttack)
 
override bool isUseWalkInAttack ()
 
- Public Member Functions inherited from Yukar.Engine.BattleCharacterBase
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)
 

Public Attributes

Rom.Cast monster
 
Common.GameData.Hero monsterGameData
 
Common.Resource.Texture imageId
 
MonsterArrangementType arrangmentType
 
TweenColor commandEffectColor
 
Resource.GfxResourceBase image
 
List< Rom.ActionInfo > alreadyExecuteActions = new List<Rom.ActionInfo>()
 
int currentActionTurn
 
- Public Attributes inherited from Yukar.Engine.BattleCharacterBase
MapCharacter mapChr
 
Vector3 pos
 
Vector3 moveTargetPos
 
float directionRad
 
BattleCommand selectedBattleCommand
 
string selectedBattleCommandTags
 
List< BattleCharacterBasecommandFriendEffectCharacters
 
List< BattleCharacterBasecommandEnemyEffectCharacters
 
List< BattleCharacterBasecommandTargetList
 
List< Rom.NSkill > useableSkillList
 
List< Party.ItemStackhaveItemList
 
Rom.NSkill selectedSkill
 
Party.ItemStack selectedItem
 
CounterState counterAction
 whether it is counterattacking More...
 
ContinuousActionType continuousActionType
 Are you in continuous action? More...
 
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
 
string skillFailCauses
 
HitCheckResult lastHitCheckResult
 

Properties

override Hero Hero [get]
 
int RewardsExp [get]
 
int RewardsGold [get]
 
bool continuousAction [get, set]
 
override bool IsHero [get]
 
bool IsManualPosition [get]
 
- Properties inherited from Yukar.Engine.BattleCharacterBase
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]
 
BattleCommandType? recentBattleCommandType = null [get, set]
 
BattleCharacterBase[] targetCharacter [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 CriticalDamagePercent [get]
 
int CriticalEvasionPercent [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 CriticalDamagePercentBase [get, set]
 
int CriticalEvasionPercentBase [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 CriticalDamagePercentCondition [get, set]
 
int CriticalEvasionPercentCondition [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]
 
Guid AttackCondition [get, set]
 
float DamageRate [get]
 
int ChargePercent [get]
 
int GuardPercent [get]
 
Guid AttackEffect [get, set]
 
Guid CriticalEffect [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]
 

Additional Inherited Members

- Protected Member Functions inherited from Yukar.Engine.BattleCharacterBase
 BattleCharacterBase ()
 
void InitializeConditionColor ()
 
virtual void SetConditionWithInfiniteLoopCheck (Catalog inCatalog, Rom.Condition inSetCondition, BattleEventControllerBase inBattleEvents, List< Guid > inUsedSetConditionIdList)
 
- Protected Attributes inherited from Yukar.Engine.BattleCharacterBase
Dictionary< Guid, int > ResistanceAilmentStatus = new Dictionary<Guid, int>()
 

Detailed Description

Enemy management class in battle

Member Enumeration Documentation

◆ MonsterArrangementType

2D placement information

Enumerator
ForwardCenter 
ForwardLeft 
ForwardRight 
MiddleCenter 
MiddleLeft 
MiddleRight 
BackCenter 
BackLeft 
BackRight 
Manual 

Constructor & Destructor Documentation

◆ BattleEnemyData()

Yukar.Engine.BattleEnemyData.BattleEnemyData ( )

Member Function Documentation

◆ ExecuteCommandStart()

override void Yukar.Engine.BattleEnemyData.ExecuteCommandStart ( )
virtual

Reimplemented from Yukar.Engine.BattleCharacterBase.

◆ GetSource()

override Rom.Cast Yukar.Engine.BattleEnemyData.GetSource ( )
virtual

Reimplemented from Yukar.Engine.BattleCharacterBase.

◆ isMovableToForward()

override bool Yukar.Engine.BattleEnemyData.isMovableToForward ( bool  inAttack)
virtual

◆ isUseWalkInAttack()

override bool Yukar.Engine.BattleEnemyData.isUseWalkInAttack ( )
virtual

◆ SetParameters() [1/2]

void Yukar.Engine.BattleEnemyData.SetParameters ( Common.GameData.Hero  m,
string  name 
)

◆ SetParameters() [2/2]

void Yukar.Engine.BattleEnemyData.SetParameters ( Rom.Cast  m)

◆ SetPosition()

override void Yukar.Engine.BattleEnemyData.SetPosition ( Vector3  inPosition)
virtual

Reimplemented from Yukar.Engine.BattleCharacterBase.

◆ Update()

override void Yukar.Engine.BattleEnemyData.Update ( )
virtual

Reimplemented from Yukar.Engine.BattleCharacterBase.

Member Data Documentation

◆ alreadyExecuteActions

List<Rom.ActionInfo> Yukar.Engine.BattleEnemyData.alreadyExecuteActions = new List<Rom.ActionInfo>()

◆ arrangmentType

MonsterArrangementType Yukar.Engine.BattleEnemyData.arrangmentType

◆ commandEffectColor

TweenColor Yukar.Engine.BattleEnemyData.commandEffectColor

◆ currentActionTurn

int Yukar.Engine.BattleEnemyData.currentActionTurn

◆ image

Resource.GfxResourceBase Yukar.Engine.BattleEnemyData.image

◆ imageId

Common.Resource.Texture Yukar.Engine.BattleEnemyData.imageId

◆ monster

Rom.Cast Yukar.Engine.BattleEnemyData.monster

◆ monsterGameData

Common.GameData.Hero Yukar.Engine.BattleEnemyData.monsterGameData

Property Documentation

◆ continuousAction

bool Yukar.Engine.BattleEnemyData.continuousAction
getset

◆ Hero

override Hero Yukar.Engine.BattleEnemyData.Hero
get

◆ IsHero

override bool Yukar.Engine.BattleEnemyData.IsHero
get

◆ IsManualPosition

bool Yukar.Engine.BattleEnemyData.IsManualPosition
get

◆ RewardsExp

int Yukar.Engine.BattleEnemyData.RewardsExp
get

◆ RewardsGold

int Yukar.Engine.BattleEnemyData.RewardsGold
get